Mastermind Trios & Secondaries?


UnicyclePeon

 

Posted

All,

I recently made a post about a Time trio of Masterminds, since I have 3 accounts. It is fun to make themed groups. After thinking about it more, I have decided to make a trio for each primary.

It raised the general question, which I want to ask all of you, about which secondaries mesh well together? I know playstyle and MM primary affect the answers. I just wonder which combos you prefer?

For those interested, if any, I was hoping for feedback on how best to flesh out my existing teams. All the MMs I have now are the ones that interest me conceptually, so some of my trios may be sub optimal, simply because I insist on keeping my existing concepts. So, for example, I dont like /Pain but it fit a concept so I will keep my Thugs/Pain even tho a diff option may have been better. I also dont want duplicates (dont want 2 ninja/FF for example).

Here are my groups so far. Some already have 3 that are set, so I am listing them first and for completeness.

Thugs/Dark 50. Thugs/Pain 44. Thugs/FF 3.
Necro/FF 3, Necro/Thermal 30, Necro/Poison 26.

The 4 MMs I have, that need 2 like-minded friends (primaries) each, are:

Robots/Traps 50
Mercenaries/Storm 14
Ninja/Time 3
Demon/Time 3

Any suggestions?

Oh, and generally I dislike Sonic, Pain, and Trick Arrow. I love
Defense and effortless Mez protection (FF, or Traps if I'm actively driving), and I kinda dig AoE stealth, and hitting the defense soft cap is my favorite.

Thoughts? Help? Suggestions?

Sorry for any typos ...

Thanks,

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan