When I was given the heads-up that Redlynne wanted to discuss some thoughts on Masterminds, I braced myself for a two thousand word essay full of data points. This is not quite what I was expecting :D
Keep in mind, nothing that follows is a definite as balance changes are ran through the ringer at the staff level for consensus. I'm genuinely interested in seeing how this conversation develops!
To your point, I do not disagree that Masterminds should have naturally higher values for leadership conceptually.
The only issue that I have with this is a concern over homogenizing builds by increasing the modifiers too much.
Right now, I'm not sure where the balance point lies. I think that 1.25 is too high as that encroaches on Defender values, but the current 0.75 is way too low. Napkin math suggests 1.125...better than Corruptors/Controllers, but less than Defenders.
NOTE: at this time, I'm inclined to think that any potential buffs would only apply to Maneuvers, Assault, and Tactics. I am firmly against henchmen becoming valid targets for Vengeance unless buffs provided were tailored to the rank of the pet (similar to Soul Extraction's varying pet generation).
The Presence pool is an interesting one.
Conceptually? Yes, Masterminds should probably have higher modifiers for some powers in that pool. As MMs are actually well-suited for aggro control when built correctly (and when henchmen are kept on a tight leash), I could see increasing the Taunt duration in Provoke (or the MM Taunt mods globally instead).
Similarly, I could also see Pacify possibly seeing a duration increase; however, Placate duration is a constant that is AT agnostic so I'm a little on the fence about that one. I'm a little unsure about Invoke Panic and Intimidate . The AT mods for the Fear durations are already fairly average, only surpassed by Controllers.
I'm interested to hear your reasoning for why the Presence powers should see a buff for MMs and where you think we should go.
Aw, c'mon ... I'm not THAT BAD at making Feature Requests™ ...
Counter-proposal.
What about making the global multiplier for Leadership a x1.0 for Masterminds (Maneuvers, Assault, Tactics, Vengeance, Victory Rush) ... which I believe would put them "on par" with Controllers (I'm not well versed with Corruptors or Dominators, so I'll take your word for where those values are set as precedents) ... but my opening bid here is an "on par with Controllers" modification to output performance. This would mean that Defenders "still remain better" (so Masterminds don't suddenly become "the best" option for this Pool in an unchallenged way), upsetting the legacy game balance established in favor of Defenders.
However ... in addition to adjusting the global multiplier ... you also adjust the endurance costs for all the Leadership powers for Masterminds. If that is also controlled by a multiplier, I'm thinking in terms of "change x1.0 into being x0.8" on Leadership Pool endurance costs for Masterminds (basically, a -20% global reduction in endurance cost).
That combination of "a bit more throughput at a bit less cost" would seem to me to be a more reasonable compromise that doesn't wind up stepping on the toes of other Archetypes (by overshadowing them), while at the same time making Leadership an "easier" (or "cheaper" if you prefer) Pool for Masterminds to "manage" due to their extensive experience in leading a pack of Pets, when it comes to the endurance budget. Such a configuration ought to avoid the concern you've (very rightly!) raised about making Leadership "too good" for Masterminds, while still putting them into a "somewhat advantageous" position relative to other Archetypes in a way that is consistent with the Mastermind concept as a matter of First Principles.
That would be my opening bid on the matter of what to do about the Leadership Pool for Masterminds.
Your opinion?
Counter-proposal.
What if Provoke was changed ... to be Auto-Hit in PvE for Masterminds only?
Use the precedents of Tanker Taunt coding in terms of Auto-Hit for mobs but still requires a To Hit check against Players in PvP (just like Tankers).
Being able to dump the need for Accuracy enhancement in Provoke for Masterminds would be huge.
Alternatively, a more "uniform" (or simpler) response would be to just adjust the global accuracy modifier for Masterminds for the entire Pool ... again, the purpose is to reduce (but in this case, not eliminate) the need to slot Accuracy into the powers of this Pool. The throughput result is that Masterminds are "more consistent" with their use of Presence Pool powers, rather than making Masterminds "deliver more throughput" in terms of durations. By reducing the "need" for Accuracy in these Pool powers, you increase the potential availability of slotting for duration increase, endurance reduction and recharge reduction as a matter of weighting in demand for enhancement.
Another possibility, which could be combined with the "better Accuracy" approach (so not mutually exclusive), would be to reduce base recharge times on Presence Pool powers so Masterminds can use these powers "more often" than other Archetypes. Again, rather than adjusting the durations of power efects, Masterminds would simply be able to use them "more quickly" so as to be able to better manage the ebb and tide of evolving combat situations over time. Note that such a change would be consistent with a potential goal of being able to stack durations of Presence Pool powers during longer engagements, to better manage "traffic flow" of particularly hard $Targets through improved uptime (same duration, shorter recharge) and potential overlapping of durations before they expire.
And yes ... before you ask ... I am suggesting that as part of a global reduction in recharge times ... Unrelenting ought to be included as a part of that global modification of the Pool for Masterminds.
Again, I wouldn't want to provide "too much" of a reduction in recharge time for Unrelenting, but letting Masterminds have "more uptime" relative to other Archetypes with this specific "capstone" Tier 5 Power of the Presence Pool makes a lot of sense to me, particularly if applying a global recharge modifier adjustment to the rest of the Pool like I'm proposing here.
Your opinion?
For your benefit, brw316, I will reiterate that my default position is one of (fine) "tuning and tweaks" rather than wholesale revisions that rapidly go beyond the pale and are almost impossible to test and judge for game balance (if the adjustments are too far reaching in their implications). Additionally, I also tend towards a posture of buff the minimum while holding the maximum in which low end performance parameters are intended to be targeted for buffing while the top end sees (and feels) no meaningful adjustment in throughput. That way you "narrow the band" of performance (minimum gets better while maximum does not change) without upsetting the overall game balance already established at the top end ... because that top end performance is where Players and their characters tend to "wind up" at eventually ... and once you destabilize that top end game balance performance profile, it's almost impossible to get back to it.
Also, might I impose upon you brw316 to cast the same critical eye towards my other Mastermind proposal ... Mastermind ATOs ... since that would seem to me to be another case of an "easy database fix" that could merit your consideration.
QuoteAw, c'mon ... I'm not THAT BAD at making Feature Requests™ ...
It was only meant in jest :D
Buffing the Leadership and/or Presence pools in the way that you have outlined will require us to create a new version of the pools that would only be available to Masterminds. The way that powers are constructed, adding archetype-specific modifiers to base power properties (End Cost, Accuracy, Recharge, etc) is not possible. AT-specific mods come into play for a power's targeted effects through the use of the archetypes' class tables.
There is a two-phase power pool revamp coming (the first bit will be in Issue 5), so this conversation is actually quite timely.
However, the idea of building out an archetype-specific version of a pool set (or two) seems a bit much and could be a hard sell. I'm eager to entertain the discussion and see if there is some common ground on the core ideas even if implementation may differ.
I did a quick comparison between the leadership pool and the Tactical Training powers found on the Soldiers and Widows to ensure there wasn't too much overlap in values. I think that from a conceptual standpoint, this counter-proposal is a reasonable ask.
I think the Taunt mods for Masterminds need to be increased regardless. Currently, masterminds have a 0.5x modifier to all taunt mods by base. While this keeps in line with other Ranged/Support archetypes, Masterminds were originally intended to be a more tanky class. Having such an innate disadvantage at aggro control flies in the face of this original intent and suggests that mistakes were made when the class was originally created. Considering how highly Taunt Duration is favored in the Threat formula, their abysmal damage mods, and terrible debuff mods, an MM is at a severe disadvantage against any other archetype in terms of Threat Generation and Aggro Control.
Regarding the possibility of an Auto-Hit? I don't see any issues with this. Taunt powers for Brutes, Tankers, Dwarves, Widows and Scrappers are all auto-hit, so normalizing Provoke actually brings it in line with other offerings. Such a change would likely be global and impact all ATs. That being said, an increased accuracy does not sound unreasonable for Masterminds in PVP and could prove an interesting dynamic in team matches.
[I wish I had a /thinking emote to insert here]
Another interesting proposition. For comparison, AoE Taunt recharges are normalized at 10 seconds for all versions of Taunt, Provoke included. Duration is the key difference between each. Brutes, Tankers, and Peacebringers have a 20 second duration Taunt while Black Dwarf Antagonize and Provoke are reduced to 8 seconds. However, those other ATs have substantially higher modifiers for their Taunt effects (1.0x for Brutes/Tanks, 0.85x for Khelds). I know that I keep bringing up duration, but it is the most important consideration for aggro management. Were we to increase the Taunt mod for MMs and reduce the recharge on Provoke by...let's say 20%...it would allow for MMs to keep their durations up at approximately half the rate of the other ATs. This would allow them to act as a primary tank on a team that doesn't feature a Brute, Tanker, or Kheld and grant them superior aggro control than any other "support" AT. I don't dislike it.
As far as reducing the recharge on the other powers within the pool...I still have some reservations. It is already possible--albeit expensive--to perma-Fear a boss using the powers in the set as-is. I'm not sure that allowing MMs to do this more easily is the best balance decision, though it makes thematic sense. I would need to think on this one more. I really like the idea of Fear becoming more prevalent as it is an underrated status effect, but I'm just not sure on this.
QuoteAnd yes ... before you ask ... I am suggesting that as part of a global reduction in recharge times ... Unrelenting ought to be included as a part of that global modification of the Pool for Masterminds.
Again, I wouldn't want to provide "too much" of a reduction in recharge time for Unrelenting, but letting Masterminds have "more uptime" relative to other Archetypes with this specific "capstone" Tier 5 Power of the Presence Pool makes a lot of sense to me, particularly if applying a global recharge modifier adjustment to the rest of the Pool like I'm proposing here.
Your opinion?
The knee-jerk reaction is likely to be HELL NO! from most everyone simply due to the fact that this is a tier 5. Although, after giving this some thought, I believe the idea has merit. The overwhelming majority (somewhere in the realm of 75%+?) of a Mastermind's damage output is in its pets, so the 16% damage bonus is comparatively negligible. The 20% recharge not only acts as a not-insignificant buff to the secondary powers (which are significantly worse than other support classes), but also allows for the "TankerMind" to effectively "heal" faster for 30 seconds by summoning its pets more often. And then there's the Heal over Time aspect which, while nice, is also 2% per second for 30 seconds on the archetype with the lowest health pool of any class. Color me intrigued.
QuoteFor your benefit, brw316, I will reiterate that my default position is one of (fine) "tuning and tweaks" rather than wholesale revisions that rapidly go beyond the pale and are almost impossible to test and judge for game balance (if the adjustments are too far reaching in their implications). Additionally, I also tend towards a posture of buff the minimum while holding the maximum in which low end performance parameters are intended to be targeted for buffing while the top end sees (and feels) no meaningful adjustment in throughput. That way you "narrow the band" of performance (minimum gets better while maximum does not change) without upsetting the overall game balance already established at the top end ... because that top end performance is where Players and their characters tend to "wind up" at eventually ... and once you destabilize that top end game balance performance profile, it's almost impossible to get back to it.
You are speaking my language, Redlynne. Your position seems to mesh well with my own and with our staff in general. While nerfs will likely happen over time, our goal is for them to be few and far between. Our focus is always on elevating underperformers to close the power gaps without disturbing the top.
I figured that I would save this for last :) I read through the post and have no rebuttals. The reasoning is sound and if it opens up some additional build diversity, I'm in 100%.
That being said, I would not expect to see MM ATOs expanded into their secondaries. While I understand Ignicity's point, the majority of the pets listed are pseudopets and I would not consider them eligible for the ATOs. Off the top of my head, I could see an argument for Dark Servant and Tornado...and that's about it.
Just dropping in to let you know that I haven't forgotten you or this topic, Redlynne. I just got busy IRL and haven't had the chance to sit down and give you the response you deserve!
Legacy Controller | Legacy Mastermind | Proposed Mastermind | |
Power Type: | Toggle | Toggle | Toggle |
Accuracy: | 1 | 1 | 1 |
Activate Interval: | 2s | 2s | 2s |
Cast Time: | 3.83s | 3.83s | 3.83s |
Effect Area: | Sphere | Sphere | Sphere |
End Cost: | 0.78 | 0.78 | 0.65 |
Auto-Hit: | |||
Level Available: | 4 | 4 | 4 |
Max Targets: | 255 | 255 | 255 |
Notify Mobs: | Never | Never | Never |
Radius: | 60ft | 60ft | 60ft |
Recharge Time: | 15s | 15s | 15s |
Target: | |||
Line of Sight: | True | True | True |
Variable: | False | False | False |
Effect: | 2.63% Defense(All) for 2.25 seconds (Non-resistable by Mobs) Effect does not stack from same caster Suppressed when Mezzed 2.63% Defense(All) for 2.25 seconds (in PvP/Non-resistable by Players) Effect does not stack from same caster | 2.63% Defense(All) for 2.25 seconds (Non-resistable by Mobs) Effect does not stack from same caster Suppressed when Mezzed 2.63% Defense(All) for 2.25 seconds (in PvP/Non-resistable by Players) Effect does not stack from same caster | 2.63% Defense(All) for 2.25 seconds (Non-resistable by Mobs) Effect does not stack from same caster Suppressed when Mezzed 2.63% Defense(All) for 2.25 seconds (in PvP/Non-resistable by Players) Effect does not stack from same caster |
Legacy Controller | Legacy Mastermind | Proposed Mastermind | |
Power Type: | Toggle | Toggle | Toggle |
Accuracy: | 1 | 1 | 1 |
Activate Interval: | 2s | 2s | 2s |
Cast Time: | 3.83s | 3.83s | 3.83s |
Effect Area: | Sphere | Sphere | Sphere |
End Cost: | 0.78 | 0.78 | 0.65 |
Auto-Hit: | |||
Level Available: | 4 | 4 | 4 |
Max Targets: | 255 | 255 | 255 |
Notify Mobs: | Never | Never | Never |
Radius: | 60ft | 60ft | 60ft |
Recharge Time: | 15s | 15s | 15s |
Target: | |||
Line of Sight: | True | True | True |
Variable: | False | False | False |
Effect: | 15% DamageBuff(All) for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed 60.55% MezResist(Taunt) for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed 60.55% MezResist(Placate) for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed | 11.25% DamageBuff(All) for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed 45.41% MezResist(Taunt) for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed 45.41% MezResist(Placate) for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed | 15% DamageBuff(All) for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed 60.55% MezResist(Taunt) for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed 60.55% MezResist(Placate) for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed |
Legacy Controller | Legacy Mastermind | Proposed Mastermind | |
Power Type: | Toggle | Toggle | Toggle |
Accuracy: | 1 | 1 | 1 |
Activate Interval: | 2s | 2s | 2s |
Cast Time: | 3.83s | 3.83s | 3.83s |
Effect Area: | Sphere | Sphere | Sphere |
End Cost: | 0.78 | 0.78 | 0.65 |
Auto-Hit: | |||
Level Available: | 4 | 4 | 4 |
Max Targets: | 255 | 255 | 255 |
Notify Mobs: | Never | Never | Never |
Radius: | 60ft | 60ft | 60ft |
Recharge Time: | 15s | 15s | 15s |
Target: | |||
Line of Sight: | True | True | True |
Variable: | False | False | False |
Effect: | 10% ToHit for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed 51.9% ResEffect(PerceptionRadius for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed 69.2% (346ft) PerceptionRadius for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed 60.55% MezResist(Confused) for 2.25 seconds (Non-resistable by Mobs) Effect does not stack from same caster Suppressed when Mezzed 2.25 second Confused (Mag -5.19) (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed 112.5% MezResist(Confused) for 2.25 seconds (Non-resistable by Players) Ignores Enhancements & Buffs Effect does not stack from same caster Suppressed when Mezzed 60.55% MezResist(Terrorized) for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed | 7.5% ToHit for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed 38.93% ResEffect(PerceptionRadius for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed 51.9% (259.5ft) PerceptionRadius for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed 45.41% MezResist(Confused) for 2.25 seconds (Non-resistable by Mobs) Effect does not stack from same caster Suppressed when Mezzed 2.25 second Confused (Mag -3.89) (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed 84.34% MezResist(Confused) for 2.25 seconds (Non-resistable by Players) Ignores Enhancements & Buffs Effect does not stack from same caster Suppressed when Mezzed 45.41% MezResist(Terrorized) for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed | 10% ToHit for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed 51.9% ResEffect(PerceptionRadius for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed 69.2% (346ft) PerceptionRadius for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed 60.55% MezResist(Confused) for 2.25 seconds (Non-resistable by Mobs) Effect does not stack from same caster Suppressed when Mezzed 2.25 second Confused (Mag -5.19) (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed 112.5% MezResist(Confused) for 2.25 seconds (Non-resistable by Players) Ignores Enhancements & Buffs Effect does not stack from same caster Suppressed when Mezzed 60.55% MezResist(Terrorized) for 2.25 seconds (Non-resistable) Effect does not stack from same caster Suppressed when Mezzed |
Legacy Controller | Legacy Mastermind | Proposed Mastermind | |
Recharge Time: | 300s | 300s | 240s |
Legacy Controller | Legacy Mastermind | Proposed Mastermind | |
Power Type: | Click | Click | Click |
Accuracy: | 1 | 1 | 1 |
Attack Type(s): | Ranged_Attack | Ranged_Attack | Ranged_Attack |
Cast Time: | 1.85s | 1.85s | 1.85s |
Effect Area: | Character | Character | Character |
End Cost: | 6.5 | 6.5 | 5.2 |
Auto-Hit: | None | None | Foe |
Level Available: | 4 | 4 | 4 |
Max Targets: | 0 | 0 | 0 |
Notify Mobs: | Always | Always | Never |
Range: | 60ft | 60ft | 60ft |
Recharge Time: | 60s | 60s | 50s |
Target: | Foe | Foe | Foe |
Line of Sight: | True | True | True |
Variable: | False | False | False |
Effect: | 8 second Placate (Mag 3) to Target (to Mobs) 4 second Placate (Mag 3) to Target (to Players) | 8 second Placate (Mag 3) to Target (to Mobs) 4 second Placate (Mag 3) to Target (to Players) | 10 second Placate (Mag 3) to Target (to Mobs) 5 second Placate (Mag 3) to Target (to Players) |
Legacy Controller | Legacy Mastermind | Proposed Mastermind | |
Power Type: | Click | Click | Click |
Accuracy: | 1 | ||
Attack Type(s): | AOE_Attack | ||
Cast Time: | 1.85s | 1.85s | 1.85s |
Effect Area: | Sphere | Sphere | Sphere |
End Cost: | 0 | 0 | 0 |
Auto-Hit: | None | None | Foe |
Level Available: | 4 | 4 | 4 |
Max Targets: | 5 | 5 | 5 |
Notify Mobs: | Always | Always | Always |
Range: | 60ft | 60ft | 60ft |
Radius: | 15ft | 15ft | 15ft |
Recharge Time: | 10s | 10s | 8s |
Target: | Foe | Foe | Foe |
Line of Sight: | True | True | True |
Variable: | False | False | False |
Effect: | 8.24 second Taunt (Mag 4) to Target (to Mobs) 4.12 second Taunt (Mag 4) to Target (to Players) | 8.24 second Taunt (Mag 4) to Target (to Mobs) 4.12 second Taunt (Mag 4) to Target (to Players) | 8.24 second Taunt (Mag 4) to Target (to Mobs) 16.48 second Taunt (Mag 4) to Target (when Taunt, to Mobs) 4.12 second Taunt (Mag 4) to Target (to Players, requires ToHit check) 8.24 second Taunt (Mag 4) to Target (when Taunt to Players, requires ToHit check) |
Legacy Controller | Legacy Mastermind | Proposed Mastermind | |
Power Type: | Click | Click | Click |
Accuracy: | 1 | 1 | 1 |
Attack Type(s): | Ranged_Attack, Psionic_Attack | Ranged_Attack, Psionic_Attack | Ranged_Attack, Psionic_Attack |
Cast Time: | 1.85s | 1.85s | 1.85s |
Effect Area: | Character | Character | Character |
End Cost: | 10 | 10 | 8 |
Auto-Hit: | None | None | None |
Level Available: | 14 | 14 | 14 |
Max Targets: | 0 | 0 | 0 |
Notify Mobs: | Always | Always | Always |
Range: | 60ft | 60ft | 60ft |
Recharge Time: | 30s | 30s | 20s |
Target: | Foe | Foe | Foe |
Line of Sight: | True | True | True |
Variable: | False | False | False |
Effect: | 13.04 second Terrorized (Mag 3) to Target (to Mobs) 13.04 second Terrorized (Mag 1) to Target (30% chance when Fear, to Mobs) 2 second Terrorized (Mag 2) to Target (to Players) Suppressed when Mezzed 4 second Terrorized (Mag 2 to Target (to Players) Suppressed when Mezzed 19.56 second Terrorized (Mag 3) to Target (to Mobs, if Domination) 7.45 second Terrorized (Mag 2) to Target (to Players, if Domination) Ignores Enhancement & Buffs Suppressed when Mezzed | 10.43 second Terrorized (Mag 3) to Target (to Mobs) 10.43 second Terrorized (Mag 1) to Target (30% chance when Fear, to Mobs) 2 second Terrorized (Mag 2) to Target (to Players) Suppressed when Mezzed 4 second Terrorized (Mag 2 to Target (to Players) Suppressed when Mezzed 15.65 second Terrorized (Mag 3) to Target (to Mobs, if Domination) 5.96 second Terrorized (Mag 2) to Target (to Players, if Domination) Ignores Enhancement & Buffs Suppressed when Mezzed | 13.04 second Terrorized (Mag 3) to Target (to Mobs) 13.04 second Terrorized (Mag 1) to Target (30% chance when Fear, to Mobs) 2 second Terrorized (Mag 2) to Target (to Players) Suppressed when Mezzed 4 second Terrorized (Mag 2 to Target (to Players) Suppressed when Mezzed 19.56 second Terrorized (Mag 3) to Target (to Mobs, if Domination) 7.45 second Terrorized (Mag 2) to Target (to Players, if Domination) Ignores Enhancement & Buffs Suppressed when Mezzed |
Legacy Controller | Legacy Mastermind | Proposed Mastermind | |
Power Type: | Click | Click | Click |
Accuracy: | 0.9 | ||
Attack Types: | Melee_Attack, Psionic_Attack | Melee_Attack, Psionic_Attack | Melee_Attack, Psionic_Attack |
Cast Time: | 2.11s | 2.11s | 2.11s |
Effect Area: | Sphere | Sphere | Sphere |
End Cost: | 18 | 18 | 13.5 |
Auto-Hit: | None | None | None |
Level Available: | 14 | 14 | 14 |
Max Targets: | 10 | 10 | 10 |
Notify Mobs: | Always | Always | Always |
Radius: | 20ft | 20ft | 20ft |
Recharge Time: | 60s | 60s | 45s |
Target: | Foe | Foe | Foe |
Line of Sight: | True | True | True |
Variable: | False | False | False |
Effect: | 13.04 second Terrorized (Mag 3) to Target (to Mobs) 2 second Terrorized (Mag 2) to Target (to Players) Suppressed when Mezzed 4 second Terrorized (Mag 2 to Target (to Players) Suppressed when Mezzed 19.56 second Terrorized (Mag 3) to Target (to Mobs, if Domination) 7.45 second Terrorized (Mag 2) to Target (Non-resistable by Players, if Domination) Suppressed when Mezzed | 10.43 second Terrorized (Mag 3) to Target (to Mobs) 2 second Terrorized (Mag 2) to Target (to Players) Suppressed when Mezzed 4 second Terrorized (Mag 2 to Target (to Players) Suppressed when Mezzed 15.65 second Terrorized (Mag 3) to Target (to Mobs, if Domination) 5.96 second Terrorized (Mag 2) to Target (Non-resistable by Players, if Domination) Suppressed when Mezzed | 13.04 second Terrorized (Mag 3) to Target (to Mobs) 2 second Terrorized (Mag 2) to Target (to Players) Suppressed when Mezzed 4 second Terrorized (Mag 2 to Target (to Players) Suppressed when Mezzed 19.56 second Terrorized (Mag 3) to Target (to Mobs, if Domination) 7.45 second Terrorized (Mag 2) to Target (Non-resistable by Players, if Domination) Suppressed when Mezzed |
Legacy Controller | Legacy Mastermind | Proposed Mastermind | |
Power Type: | Click | Click | Click |
Accuracy: | 2 | 2 | 2 |
Cast Time: | 2.11s | 2.11s | 2.11s |
Effect Area: | Character | Character | Character |
End Cost: | 0 | 0 | 0 |
Auto-Hit: | Caster | Caster | Caster |
Level Available: | 14 | 14 | 14 |
Max Targets: | 0 | 0 | 0 |
Notify Mobs: | Always | Always | Always |
Recharge Time: | 600s | 600s | 450s |
Target: | Caster | Caster | Caster |
Line of Sight: | True | True | True |
Variable: | False | False | False |
Effect: | 2% Heal to Self for 30 seconds +20% Enhancement(RechargeTime) to Self for 30 seconds Ignores Enhancements & Buffs 20% (0.33 End/sec) Recovery to Self for 30 seconds 16% Damage Buff(All) to Self for 30 seconds 50% Heal to Self for 0.5 seconds | 2% Heal to Self for 30 seconds +20% Enhancement(RechargeTime) to Self for 30 seconds Ignores Enhancements & Buffs 20% (0.33 End/sec) Recovery to Self for 30 seconds 16% Damage Buff(All) to Self for 30 seconds 50% Heal to Self for 0.5 seconds | 2% Heal to Self for 30 seconds +20% Enhancement(RechargeTime) to Self for 30 seconds Ignores Enhancements & Buffs 20% (0.33 End/sec) Recovery to Self for 30 seconds 16% Damage Buff(All) to Self for 30 seconds 50% Heal to Self for 0.5 seconds |