What is keeping /rad from being a MM secondary?


beyeajus

 

Posted

I for one would like to see /sonic on a Mastermind.

It's so terribly fitting! A MM with the power to give irresistible commands by using her compulsive voice and manipulate different spectrums of sound.

While we're at it, please give us /poison for Controllers. Also a very good thematic fit for plant/ and the Noxious Gas wouldn't need any changes, because Controllers have pets, too. Well, excpet mind/... maybe only change it so it can also be used on confused foes?


 

Posted

Quote:
Originally Posted by Gypsy_of_Paradox View Post
A Necro/Rad w/ choking cloud and oppressive gloom running into the center of the spawn.
CC + OG doesn't sound like that great of a combo. Chance for minion stun aura + super expensive chance for minion hold aura? The effects don't stack, and CC is really expensive.

Quote:
Originally Posted by GangstaBlade View Post
Wait WHAT! IF YOU THINK THEY WILL GIVE KINETICS TO MASTERMINDS IT WILL BE SO INSANE NO ONE WILL EVER CHOSE ANYTHING ELSE BECAUSE SET DIFFICULTY TO +0/X8 AND YOU HAVE PETS THAT HIT OVER 100 FOR THE WEAKEST MOVE!
caps used for screaming effect
Kinetics for MMs isn't really that big of a deal now that pets are unaffected by recharge. The only problem I could foresee would be a damage-capped Arsonist controlled by a player who really knows how to leverage the Arsonist's [Fire Bomb]... which still doesn't have a target cap, btw.

And getting the Arsonist to hit more than 3 targets with Fire Bomb (and keep the targets in the burn patches at the same time) is hard work.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

When I wrote that I was thinking about ninjas


 

Posted

Quote:
All i hear is TOO OP and FULCRUM NEEDS NERF but i haver never read a solid argument why Kinetics would be overpowered with Masterminds or why Fulcrum shift is overpowered.

Overpowered compared to what?
Compared to other powers on a base 60 second recharge capable of buffing you and all minions to the point that Damage enhancers become useless. In the context of a set with an inherent ability to reduce Recharge times even further. And replinish endurance so that it is never necessary to halt. Combined with a Mastermind's already excellent survivability.

Or I could simply say, compared to the already bleeding-edge-of-overpowered Fire/Kin Controller, who the Mastermind/Kin would make a complete joke of.


 

Posted

Cold first, then Rad, then Sonic (at least how I'd like it). Before the pet recharge nerf I would've said "YESPLZ" to Kinetics but now... eh. Yay, I can make my pets run faster.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Compared to other powers on a base 60 second recharge capable of buffing you and all minions to the point that Damage enhancers become useless. In the context of a set with an inherent ability to reduce Recharge times even further. And replinish endurance so that it is never necessary to halt. Combined with a Mastermind's already excellent survivability.

Or I could simply say, compared to the already bleeding-edge-of-overpowered Fire/Kin Controller, who the Mastermind/Kin would make a complete joke of.
why would you need recharge? to spam transfusion faster?


 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
CC + OG doesn't sound like that great of a combo. Chance for minion stun aura + super expensive chance for minion hold aura? The effects don't stack, and CC is really expensive.
I don't see a Necro/Rad being more expensive then my Fire/Rad troller, my AR/Rad corr or my Rad/Ice def.

My statement was never about stacking affects, I know they don't stack? The idea is a level of mitigation which is great for necro overall. Both auras can grab aggro, which will help keep pets alive by keeping the mobs on the Mastermind.

Edit: Would also be fun to add a hold proc to CC


 

Posted

Quote:
Originally Posted by Obscure Blade View Post
Bots? Radiation and robots have an obvious thematic connection.
And an equally obvious mechanical disconnect. Anchor toggles + largely uncontrollable knockback = ?fun?


TEH WERDZ ON SKREEN HURTZ MI BRANE!

 

Posted

Quote:
Originally Posted by Keltic_NA View Post
So that being said, what is keeping /rad from being a MM secondary choice?
Because we already have a set that is a single target version: /Poison.

Grizz


"When Chuck Norris can't go on, Petra Majdič perseveres!"

 

Posted



Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Svyashchennik: Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Zombie Horde

  • (A) Blood Mandate - Accuracy/Damage
  • (15) Blood Mandate - Accuracy/Damage/Endurance
  • (40) Sovereign Right - Accuracy/Damage
  • (48) Sovereign Right - Accuracy/Damage/Endurance
  • (50) Edict of the Master - Defense Bonus
  • (50) Sovereign Right - Resistance Bonus
Level 1: Radiant Aura
  • (A) Doctored Wounds - Recharge
  • (43) Doctored Wounds - Heal/Endurance
  • (43) Doctored Wounds - Endurance/Recharge
  • (46) Doctored Wounds - Heal/Recharge
  • (46) Doctored Wounds - Heal/Endurance/Recharge
Level 2: Radiation Infection
  • (A) Achilles' Heel - Chance for Res Debuff
  • (3) Dark Watcher's Despair - Recharge/Endurance
  • (3) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (11) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (37) Dark Watcher's Despair - To Hit Debuff
  • (40) Endurance Reduction IO
Level 4: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (5) Efficacy Adaptor - EndMod/Endurance
  • (5) Efficacy Adaptor - EndMod/Recharge
  • (7) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (9) Efficacy Adaptor - Accuracy/Recharge
  • (9) Recharge Reduction IO
Level 6: Enchant Undead
  • (A) Endurance Reduction IO
  • (7) Endurance Reduction IO
Level 8: Swift
  • (A) Run Speed IO
Level 10: Enervating Field
  • (A) Endurance Reduction IO
  • (11) Endurance Reduction IO
Level 12: Grave Knight
  • (A) Blood Mandate - Accuracy/Damage
  • (13) Blood Mandate - Accuracy/Damage/Endurance
  • (13) Sovereign Right - Accuracy/Damage
  • (15) Sovereign Right - Accuracy/Damage/Endurance
  • (23) Achilles' Heel - Chance for Res Debuff
  • (37) To Hit Debuff IO
Level 14: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 16: Hasten
  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO
  • (17) Recharge Reduction IO
Level 18: Soul Extraction
  • (A) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (19) Call to Arms - Defense Bonus Aura for Pets
  • (19) Expedient Reinforcement - Accuracy/Recharge
  • (23) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (31) Expedient Reinforcement - Endurance/Damage/Recharge
Level 20: Stamina
  • (A) Performance Shifter - Chance for +End
  • (21) Performance Shifter - EndMod
  • (21) Performance Shifter - EndMod/Recharge
  • (31) Performance Shifter - EndMod/Accuracy
Level 22: Super Speed
  • (A) Endurance Reduction IO
Level 24: Lingering Radiation
  • (A) Accuracy IO
  • (25) Accuracy IO
  • (25) Endurance Reduction IO
  • (34) Recharge Reduction IO
  • (34) Recharge Reduction IO
Level 26: Lich
  • (A) Accuracy IO
  • (27) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (27) Dark Watcher's Despair - Chance for Recharge Slow
  • (33) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (33) Dark Watcher's Despair - To Hit Debuff
  • (34) Damage Increase IO
Level 28: Choking Cloud
  • (A) Lockdown - Chance for +2 Mag Hold
  • (29) Ghost Widow's Embrace - Endurance/Hold
  • (29) Endurance Reduction IO
  • (31) Endurance Reduction IO
Level 30: Mutation
  • (A) Recharge Reduction IO
Level 32: Dark Empowerment
  • (A) Endurance Reduction IO
  • (33) Endurance Reduction IO
Level 35: Fallout
  • (A) Positron's Blast - Damage/Recharge
  • (36) Positron's Blast - Damage/Range
  • (36) Positron's Blast - Damage/Endurance
  • (36) Positron's Blast - Accuracy/Damage
  • (37) Positron's Blast - Accuracy/Damage/Endurance
Level 38: EM Pulse
  • (A) Unbreakable Constraint - Endurance/Hold
  • (39) Unbreakable Constraint - Hold
  • (39) Unbreakable Constraint - Hold/Recharge
  • (39) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (40) Unbreakable Constraint - Accuracy/Recharge
  • (50) Lockdown - Chance for +2 Mag Hold
Level 41: Night Fall
  • (A) Ragnarok - Accuracy/Recharge
  • (42) Ragnarok - Accuracy/Damage/Recharge
  • (42) Ragnarok - Damage/Recharge
  • (42) Ragnarok - Damage
  • (43) Ragnarok - Damage/Endurance
Level 44: Oppressive Gloom
  • (A) Absolute Amazement - Chance for ToHit Debuff
  • (45) Absolute Amazement - Endurance/Stun
  • (45) Absolute Amazement - Stun
  • (45) Absolute Amazement - Accuracy/Stun/Recharge
  • (46) Absolute Amazement - Accuracy/Recharge
Level 47: Dark Embrace
  • (A) Titanium Coating - Endurance
  • (48) Titanium Coating - Resistance
  • (48) Titanium Coating - Resistance/Endurance
Level 49: Recall Friend
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Supremacy
------------
Set Bonus Totals:
  • 5.5% DamageBuff(Smashing)
  • 5.5% DamageBuff(Lethal)
  • 5.5% DamageBuff(Fire)
  • 5.5% DamageBuff(Cold)
  • 5.5% DamageBuff(Energy)
  • 5.5% DamageBuff(Negative)
  • 5.5% DamageBuff(Toxic)
  • 5.5% DamageBuff(Psionic)
  • 10% Defense
  • 54% Enhancement(Accuracy)
  • 57.5% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 5% FlySpeed
  • 60.2 HP (7.5%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5.25%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 10.2%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 4.7%
  • 26.5% (0.44 End/sec) Recovery
  • 10% (0.34 HP/sec) Regeneration
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 30.4% Resistance(Fire)
  • 30.4% Resistance(Cold)
  • 20% Resistance(Energy)
  • 20% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
  • 5% RunSpeed


 

Posted

Quote:
Originally Posted by Psylenz View Post
I think that /sonic with over-powered melee range pets would give /cold a run for it. Damage resistance debuff would be huge.
Mmm....Necro/Sonic...Screaming at the Undead.

Or, even deadlier, Ninja/Sonic. Though, Sonic Disruption may go against the whole Jounin Stealth thingy, but still...Ninjas with good resistance? SURVIVABLE Ninjas? Crit Fire Breath with Disruption Field on the ally close to the target? And just thinking about Sonic Siphon with Ninja's versus an AV? Yes.

Then again...Necro/Sonic...mmm. Buffing the Necros to stupid levels of resistance. give one of the Knights Disruption Field.... Fearing very little. Those would be some strong zombies.

And Thugs/Sonic. Forget about it. Ridiculous. Bruiser buffed and with Disruption Field? give some meaningful resistance to Arsonist so he doesn't die (as often)? That's stupid levels of damage there. I'd like to see if anyone could handle adding Leadership into that combo >

...wait...

we're talking about Radiation?....

well...

Lame.


 

Posted

Yep I plan to roll a Necro/Sonic as well.

Every buff/debuff set in the hands of a Mastermind is wickedly powerful plain and simple.


 

Posted

Quote:
Originally Posted by Gypsy_of_Paradox View Post
Benumb and Sleet really do it, but it depends on which primary as well. A Thug/Sonic, would do better then a Bot/Sonic for example. Merc/Sonic w/ procs on pets would be some nice synergy as well.

But as I mentioned before, most of the current sets for MMs provide uberness. Won't expect less from cold or sonic.

Thug/sonic would be great! res buffed bruiser ftw!