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Posts
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Joined
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"Flaming Telepaths" sprang to mind, but I don't know why
Kin would be fun for just certain MMs I think, having discussed crack head ninjas before.
I think Cold would have the benefits of poison and forcefield... and a little storm, too, I guess.
Sonic would be a BEAST on thugs, zombies and ninjas.
Radiation would offer more to a wider variety of MMs, I think, IMHO -
$10 for a slice of pizza and an energy drink is highway robbery!
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In my experience with defenders, corruptors, and masteminds, if you aren't thinking all thugs for the leadership buffs and need some corruptors, the following four secondaries have maximum synergy: Forcefields, Dark, Storm, and Kinetics. If dead set against forcefields, cold is as good perhaps better.
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What do people call the nerf to controllers' level 18 AoE hold powers, where the recharge went way up, the aggro count went down, and the duration was dropped?
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Come to think of it, a /Cold Mastermind would be KILLER
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My cousin played his Necro Storm with my Robot Storm. I can attest that Necro Storm is a BEAST. At first glance you would think the hurricane would negate the aspects of zombie melee, but if controlled, the kb and tohitdebuff really work well for the undead guys.
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Pets such as Protector Bots and enforcers would benefit from speed boosts recovery buff. When I was thinking of ninjas, I was thinking of the pure increase in footspeed that would result.
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I went with Power mastery on my level 50 Rad/Rad. There are PBU accelerated metabolisms, PBU > EM Pulse/Lingering Rad > Conserve Power to cover you while EM Pulse does it's reduced recovery thing. The temporary invulnerability isn't shabby either.
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I never thought masterminds would get /storm, and still I think masterminds will never get /kinetics. Imagine a set of speed boosted ninjas. Fulcrum shift the zombies? Yes please!
Radiation emission would probably have the radius of radiant aura nerfed along the lines of twilight grasp's. There isn't a set that comes to mind that wouldn't appreciated the radiation infection/enervating field/lingering rad trifecta. Accelerated metabolism would be huge, especially for the protector bots and their end use. And then, Hoo Boy, EM Pulse on a bodyguarded mastermind would be sick and wrong. -
That melee/ranged pet combo is killer. I have seen that work fabulously many times.
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ok I'll bite. Between level 18 and level 24 can be the roughest stretch for a budding thugs mastermind or any mastermind. I would rely on the temp travel powers from the mayhems, take gang war at 18, bounce Health back to 14 and take superjump at 28. I do like the powers you took. Myself on my Bots/storm, I used teleport for combat positioning of the stormy kb powers to manuver foes into a bunch.
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ok, I can easily sell you a license for my Thugs/Dark motif for X infamy on the Victory Red side. IT'S a JOKE!
Don't forget Group Fly for the profile screenshots with a Rogue Isles full moon backdrop, ... you the 6 thugs, and the 15 member posse! -
Oops! How true, handclap is now knockdown, hmmm. Don't post after 3:00AM? Early Alzheimer's? Mea culpa.
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All I can say is how can you folks read the fine print in your chat windows when you obviously have it set on such a minute scale. Do you all have 50" plasma screens that you play on??
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Thugs/dark, ever see the movie, the Lost Boys?
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I think Bots are superior when paired with storm in the first few seconds of a fight. I usually did the attack initiating while my robots were on STAY/defensive. I used steamy mist and teleported to the position from where I wanted to manuver the foes with gale/hurricane. Of course this brings aggro to the mastermind, and the Bots respond by firing, usually firing, while I pushed to the wall or corner. This all transpires in a few seconds, but once the freezing rain falls, I don't care what the robots do. Thugs on the other hand have the bruiser and the arsonist that get their own ideas and often run into melee to defend the mastermind even in Stay mode. An inopportune handclap messes up the group.
I say go Bots, more predictable, and you know the vector of their knockback by the time you get to the herdicane days. -
Just my two cents, if my bots/poison survived without stamina, I am sure that /FF can, too. Following that, I would take repulsion bomb if you care to. It's AoE knockdown AND stun which stacks with the protobots' stuns.
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What are your power suggestions for this 4 MM team of death?
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4 MMs - nonstoppable, he did say MM's
Thugs/poison, Thugs/storm, Thugs/dark, Thugs/Pain
There's your enforcer buff X 4, and buff and debuffs galore! -
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AE MM no doubt.... I bet he never played the class to that level from lvl 1... picking up stamina @ 24...
/sigh..
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I wouldn't fault him for that. Between all the dark powers, thugs, enforcers, gangwar, bruiser, getting stamina before level 32 can force some hard decisions.
Shadowfall is too good to do without. -
Call Thugs could use another Acc.
You can afford to put some stun durations in Howling Twilight.
Slotting another endurance reduction in darkest night would be good.
Call bruiser also would use another acc.
Slotting more endurance reduction in equip and upgrade are also viable. -
I am a sucker for bots:
Bots/Poison - ever elusive
Bots/Dark - stuntastic
Bots/TA - surprisingly solid
but my favorite is Bots/Storm! -
Speaking from a defender that nukes and as a cold corruptor with the nuke and end refresh of heat loss--Heck no! I wouldn't give up on blizzard especially if you like it. You have the skills in kinetics to bump that endurance back up. Add to that the recharge reduction, it's a major wallop that doesn't fade in popularity.
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I like your aggressive bruiser tactic. This is the pet that you want to introduce himself to the room, as long as the room isn't TOO big. Having the aggro on him is a good alternative to tankermind. I did the same thing in particular situations; it also seems to keep the arsonist out of more trouble than he usually finds.
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First let me emphasize that the Rad/rad defender makes very good use for the dual builds.
Primaries: Radiant Aura, Radiation Infection, Accelerated Metabolism, Lingering Radiation, Choking Cloud, Enervating Field, EM Pulse are all good teaming powers.
The Fallout, Vengeance, Mutation sequence is very good for the PuG experience.
Radiation blast secondary has a nice mixed bag. The outstanding ones are Neutrino bolt for the proc goodness, irradiate for good defense debuffing, and cosmic burst for solid burst damage + stun. I like neutron bomb and atomic blast, too. Atomic blast has a very nice secondary hold effect for any survivors.
I think Hasten is like hand in glove with Accelerated Metabolism. I like two ways of progressing against foes: the radiation infection toggle pull around a corner to a tasty debuff zone, and the immediate TP into the group running choking cloud and brining groups under control, especially with tanker/aggro holder teammates. -
To hit debuff, slows, resistance debuff, regen debuff, damage potential debuff times 2, soft controls and immobilizations, a super pet, cones and AoE action- everything a potent support player would want, lacking just one thing, defense debuff.
May I also suggest, as is my usual vent: take howling twilight, slot it for recharge and use it often. Sometime you might actually rez a team mate.