Mace Mastery is one of the patron powersets. These powers are only available to villains who complete Black Scorpion's Patron Arc. Black Scorpion will give you access to an Arachnos Mace, and teach you how to use it in battle.
Pictures[]
As there are four different types of maces avaliable, here are some pictures:
Bane Spider Mace
Wolf Spider Mace
Arachnos Mace A
Arachnos Mace B
Brute Mace
Mastermind Mace
Power Tables[]
The following table shows which powers are available and at what level:
The following are powers in the Mace Mastery powerset.
Disruptor Blast[]
Fires a tremendous charge of kinetic energy from your Executioner's Mace. This charge is so powerful it will explode on impact, blasting all nearby foes. Some affected foes may be knocked down by the force of the blast. You must have one other Mace Mastery power before selecting this power.
When this power is activated, the Villain focuses their senses to dramatically improve their accuracy. Additionally, Focused Accuracy increase your Perception, allowing you to better see stealthy foes. It also grants you resistance to powers that DeBuff your Accuracy. Focused Accuracy is a toggle power and must be activated and deactivated manually. Like all toggle powers, while active, Focused Accuracy drains Endurance while active. You must be level 44 and have Mace Blast or Web Envelope before selecting this power.
Recharge
Slow
Minimum Level
41 (Brute)
41 (Controller)
41 (Defender)
41 (Tanker)
41 (Corruptor)
41 (Sentinel)
Effects
Toggle: Self +To Hit, +Accuracy, +Perception, +Res(To Hit Debuff)
Fires an extremely long range and accurate beam of kinetic energy from the Bane Mace that deals tremendous damage and knocks back the target. This is a sniper attack, and like most sniper attacks, is best fired from a distance as it can be interrupted.
Fires a volley of multiple kinetic energy blasts from your Nullifier Mace. These blasts spread out in a wide cone and are powerful enough to knock down some foes. You must have one other Mace Mastery power before selecting this power.
The Executioner's Mace is capable of firing a powerful bolt of kinetic energy. The blast is powerful enough that it may knock down some foes. Arachnos Bane Spider Troopers call this the Mace Blast. The Arbiters who invented it scoff at this simple term.
The Personal Force Field is almost impenetrable to all attacks, even Psionics, although attacks from more powerful foes may get through more easily. Personal Force Field will also reduce the damage of any attacks that do get through. The Personal Force Field works both ways; while it is active, you can only use powers that affect yourself. You must be level 44 and have Poisonous Ray or Scorpion Shield before selecting this power. Cannot be used with Rest.
The Bane Mace can fire a nasty Poison Ray. This toxin is suspended in a polarized plasma field and delivered like an energy blast. Upon impact, the toxin directly attacks the immune system, reducing the affected target's Defense and Damage Resistance as it deals Toxic damage.
Greatly boosts the secondary effects of your powers. Your powers effects like Disorients, Holds, Immobilizes, Heals, Defense Buffs, Endurance Drains, Knockbacks and more, are all improved. The effects of Power Boost last a short while, and only the next couple of attacks will be boosted. You must be level 44 and have Web Envelope or Scorpion Shield before selecting this power.
Note: This power improves the strength of your Heals, Endurance drains and gifts, Runspeed powers, Flight powers, Defense buffs and debuffs, and ToHit buffs and debuffs, as well as the duration of your Sleep, Hold, Disorient, Immobilize, Fear, and Confuse status effects. It does not increase the strength of your Knockback effects. That part of the power description is outdated.
Recharge
Long
Minimum Level
41 (Mastermind)
Effects
Self +Special
Enhancements
Reduce Endurance Cost
Increase Attack Rate
Pulverize[]
You are capable of Pulverizing a foe with your Nullifier Mace dealing high damage, causing toxic damage over time. Pulverize will occasionally disorient foes as well.
NOTE: This power will deal critical damage if used after a successful Placate or while the user is hidden with the Bane Spider Cloaking Device.
Black Scorpion's technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.
You deliver a punishing blow with your Arachnos Mace dealing superior damage and reducing the target's resistance to damage for a short while. You must be level 44 and have Mace Blast or Web Envelope before selecting this power.
Black Scorpion will grant you an Arachnobot Blaster to command. Arachnobot Blasters were created by Arachnos Orb Weavers to take down particularly powerful super-powered threats. Your access to this Arachnobot is very limited. You can only summon it once every 15 minutes and it will leave after 4 minutes, or if you exit a zone or mission. You must be level 47 and have two other Mace Mastery Powers before selecting this power.
Black Scorpion will grant you an Arachnobot Disruptor to command. Arachnobots were created by Arachnos Orb Weavers to take down particularly powerful super-powered threats. Your access to this Arachnobot is very limited. You can only summon it once every 15 minutes and it will leave after 4 minutes, or if you exit a zone or mission. You must be level 47 and have two other Mace Mastery Powers before selecting this power.
Black Scorpion will grant you access to a small squadron of Arachnobot Spiderlings. Three Spiderlings that are one level less than you will show up when summoned. Your access to these Arachnobots is very limited. You can only summon them once every 15 minutes and they will leave after 4 minutes, or if you exit a zone or mission. You must be level 47 and have two other Mace Mastery Powers before selecting this power.
Black Scorpion will grant you a Toxic Tarantula to command. Weaver One developed the Tarantula Exoskeleton Armor, which so radically transforms an Arachnos troop that hardly anything human is recognizable. Your access to this Arachnobot is very limited. You can only summon it once every 15 minutes and it will leave after 4 minutes, or if you exit a zone or mission. You must be level 47 and have two other Mace Mastery Powers before selecting this power.
The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.
The Executioner's Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.