Ultimate Mix N' Match Mastermind Teams
Not that I think it matters much (any?) in this team setting, but I'd swap to Ninja/Storm and Necro/Dark with the rest of the combinations being the same.
Wouldnt ninja be with trick arrow?
Not that I think it matters much (any?) in this team setting, but I'd swap to Ninja/Storm and Necro/Dark with the rest of the combinations being the same.
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Both work in Melee, it's all up to your own feelings on the matter to decide that. Honestly both sets work almost exactly the same with both primaries, except Necro/Dark is a little more thematic/traditional.
I vote Thugs/Poison. The single target debuffs will cover the extra chewy targets while dark or TA would debuff the vast majority of the room/cave. The Bruiser with the Noxious Gas click/anchor makes the Thug ensemble extremely lethal after level 38.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
Both work in Melee, it's all up to your own feelings on the matter to decide that. Honestly both sets work almost exactly the same with both primaries, except Necro/Dark is a little more thematic/traditional.
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This way capitalizes on each sets innate advantages better than doing it the other way.
I think the ultimate 5 man team is 5 thug masterminds. You can argue that there is no one best mastermind for all circumstances, but when you're talking about GROUPS thugs are unbeatable because enforcer auras stack across the entire group.
With 10 enforcers each giving a 12% defense bonus each, that's up to +120% defense. This gives you a comfortable margin of error above the 45% soft cap, to put it mildly. Accuracy and damage are also boosted, and damage isn't soft-capped.
As for the secondaries, that's a bit more debatable but offhand I think Pain domination has the most powers that have descriptions that begin with the crucially important phrase "all nearby allies". In particular, they have the best aoe heal a mastermind can get, "nullify pain" which heals minions and masterminds alike. It has a base recharge time of 8 seconds, which you can cut down to about 4 seconds. 5 masterminds casting that every 4 seconds behind a wall of nigh-invincible thugs would be a force to be reckoned with.
I think the ultimate 5 man team is 5 thug masterminds. You can argue that there is no one best mastermind for all circumstances, but when you're talking about GROUPS thugs are unbeatable because enforcer auras stack across the entire group.
With 10 enforcers each giving a 12% defense bonus each, that's up to +120% defense. This gives you a comfortable margin of error above the 45% soft cap, to put it mildly. Accuracy and damage are also boosted, and damage isn't soft-capped. As for the secondaries, that's a bit more debatable but offhand I think Pain domination has the most powers that have descriptions that begin with the crucially important phrase "all nearby allies". In particular, they have the best aoe heal a mastermind can get, "nullify pain" which heals minions and masterminds alike. It has a base recharge time of 8 seconds, which you can cut down to about 4 seconds. 5 masterminds casting that every 4 seconds behind a wall of nigh-invincible thugs would be a force to be reckoned with. |
Every primary from the currently available choices must be used.
So, I was wondering, is there an ultimate combination using the 5 primary 5 secondary combination that will make for the ultimate 5-man mastermind killing machine?
What I mean to say, is that if every Mastermind took one of each of the 5 primaries on a 5-man team and then chose the appropriate secondary (so long as that secondary was not already in use), then could there be an optimized team combination in such a way?
Here is my rendition of a suggested combination:
Bots/Traps
Necro/Storm
Mercs/Pain
Thugs/Thermal
Ninjas/Dark