What is the general opinion on Radiation emission for Masterminds? I slapped together a bots/rad today and power leveled up to 26, and it seems to work, but is very heavy on the endurance. I think i might see better results when I have better IOs to play with and a fully upgraded team of minions.
Thoughts on powers selection? Which powers are must-haves vs. works, but not necessary vs. don't take this it's a waste of a slot.
Ways to make Radiation Infection and Enervating field more effective? I found these two debuffs (which seem to be the core of the power set) are very powerful, but with the speed that everything dies around me, they don't see much uptime. Also, mobs tend to run away from the source of the debuff, so I end up with one debuff enemy on one side of the room and the rest of the mob elsewhere.
Accelerate Metabolism is still one hell of a team buff when I can manage to hit the whole team with it. Most seem like they want to run off and murder everything before the rest of the team shows up.
Is fallout worth taking in the modern era of super rare defeats?
Is Mutation worth using instead of some other rez that doesn't have negative effects?
I know this set wasn't available to masterminds during live, so there's not much out there on it's usefulness for Masterminds. Hopefully our group mind can figure out ways to make it shine...