Mister Sinister Buff Concept
21Eggatron
Member Posts: 103 ★★
Hey all,
So Iceman is getting some love, which is amazing! There's a few other Mutants that can use some love too, including Mister Sinister, so I created a Buff Concept for him! Everything I have changed is in bold.
ABOUT MISTER SINISTER
Nathaniel Essex, a scientist in the latter half of the 19th century, pledged loyalty to the mutant-demi god Apocalypse in exchange for activation of his dormant X-Factor. Donning the moniker of Mister Sinister, Essex began to engineer bloodlines in the hope of creating the perfect mutant. His attention would eventually focus on two particularly gifted children, Scott Summers and Jean Grey. In command of the Marauders, a band of mutants that follow him, Mister Sinister has been the mastermind of many schemes and plots, not the least of which was the birth of Cyclops and Madelyne Pryor's child, Nathan Summers, also known as Cable.
SUMMARY:
Mister Sinister will live up to his name, especially as a defender. His ability to Regenerate damage taken from Critical Hits will allow this Mutant to survive some of the heaviest hits in the Contest. As a master of genetic manipulation, Mister Sinister’s other abilities allow him to improve himself while countering the abilities of his opponent.
BASE STATS & ABILITIES
*All stats based on 6-Star, Rank 3, Level 45, Signature Level 200
Health: 46743
Attack: 3198
Max PI:
Without Signature: 9826
With Signature (200): 13448
Character Class: Mutant
Base Abilities: Molecular Regeneration, Concussion, Stun, Power Leech
PASSIVE
Mister Sinister’s Telepathic Mastery renders him Immune to Taunt and Reversed Controls.
Mister Sinister’s Telekinetic Powers allow him to Block Unblockable Special Attacks.
MOLECULAR REGENERATION - PASSIVE
Mr. Sinister’s Regeneration Rate cannot be lowered below 0%.
100% chance to Regenerate 70% of damage dealt by enemy Critical Hits over 0.4 seconds, including Blocked Hits. Abilities cannot affect the Ability Accuracy, Duration, or Potency of this ability, aside from effects that would modify Mister Sinister's Regeneration Rate.
Regeneration Rate is increased by 1% for every hit on the opponent’s Combo Meter up to 50 hits.
ENGINEERED PERFECTION
Each time Mister Sinister fights an opponent, he extracts their genetic code, gaining a different Passive ability for the rest of the fight depending on the opponent’s Champion’s Class. Defeating the opponent makes the Passive ability last for the remainder of the quest. [Max 1 of each Passive, 5 Passives total.]
Mutant: Prowess, increasing Special Attack Damage by 90%.
Skill: Precision, increasing Critical Rating by 1612.59.
Science: Regen Rate, increasing Regeneration Rate by 60%.
Mystic: Power Rate, increasing Combat Power Rate by 60%.
Cosmic: Fury, increasing Attack Rating by 2878.29.
WHILE CHARGING HEAVY ATTACK
Pauses the duration of Damaging Debuffs, Stun, Concussion, and Power Leech on the opponent.
Charging a Heavy Attack for 1 second grants a Precision Buff, increasing Critical Rating by 2764.29 for 12.4 seconds. This Precision gains 552.858 Critical Rating for each Persistent Charge.
Charging the Heavy Attack for an additional 1 second grants a Cruelty Buff, increasing Critical Damage Rating by 137.23 for 9.8 seconds. This Cruelty gains 137.23 additional Critical Damage Rating for each Persistent Charge.
SPECIAL ATTACKS
Special 1 - Genetic Disruption
Mister Sinister sends a pulse of energy, infusing his opponent with faulty genetic material.
100% chance to Transfer all Damaging Debuffs to the opponent for 6 seconds. This ability activates even if this attack is Blocked or avoided.
100% Chance to cause Degeneration, inflicting 7,698 Direct Damage over 6 seconds.
Special 2 - Genetic Negation
Disabling several important genes can render the opponent powerless, in this case, it also leaves the opponent in a catatonic state.
100% chance to inflict Concussion, reducing the opponent’s Ability Accuracy by 100% for 12 seconds. This ability activates even if this attack is Blocked or avoided.
100% chance to Stun for 2.5 seconds.
Special 3 - Genetic Extraction
Once an exciting genetic structure is discovered, Mister Sinister takes great pleasure negating its beneficial effects and extracting its essence for himself.
100% chance to inflict Concussion, reducing the opponent’s Ability Accuracy by 100% for 18 seconds.
100% chance of applying Power Leech to the target, stealing 27% of Max Power over 3 seconds.
SIGNATURE ABILITY - ENDOPATHY
Mister Sinister deviates from his own genetic structure, reducing Damaging Debuff Potency by 1-5% per hit in his Combo Meter, up to a maximum of 90%.
Upon reaching 5-1 Persistent Charges (rounded up), both Mister Sinister and his opponent gain indefinite Combo Shield Passives that cannot be removed.
I'm a little unsure of certain number values because I have no experience with using a Sig 200 with Max Persistent Charges, but aside from numbers tweaks I think this would be a really good buff for him that keeps him unique in a really repetitive class.
So Iceman is getting some love, which is amazing! There's a few other Mutants that can use some love too, including Mister Sinister, so I created a Buff Concept for him! Everything I have changed is in bold.
ABOUT MISTER SINISTER
Nathaniel Essex, a scientist in the latter half of the 19th century, pledged loyalty to the mutant-demi god Apocalypse in exchange for activation of his dormant X-Factor. Donning the moniker of Mister Sinister, Essex began to engineer bloodlines in the hope of creating the perfect mutant. His attention would eventually focus on two particularly gifted children, Scott Summers and Jean Grey. In command of the Marauders, a band of mutants that follow him, Mister Sinister has been the mastermind of many schemes and plots, not the least of which was the birth of Cyclops and Madelyne Pryor's child, Nathan Summers, also known as Cable.
SUMMARY:
Mister Sinister will live up to his name, especially as a defender. His ability to Regenerate damage taken from Critical Hits will allow this Mutant to survive some of the heaviest hits in the Contest. As a master of genetic manipulation, Mister Sinister’s other abilities allow him to improve himself while countering the abilities of his opponent.
BASE STATS & ABILITIES
*All stats based on 6-Star, Rank 3, Level 45, Signature Level 200
Health: 46743
Attack: 3198
Max PI:
Without Signature: 9826
With Signature (200): 13448
Character Class: Mutant
Base Abilities: Molecular Regeneration, Concussion, Stun, Power Leech
PASSIVE
Mister Sinister’s Telepathic Mastery renders him Immune to Taunt and Reversed Controls.
Mister Sinister’s Telekinetic Powers allow him to Block Unblockable Special Attacks.
MOLECULAR REGENERATION - PASSIVE
Mr. Sinister’s Regeneration Rate cannot be lowered below 0%.
100% chance to Regenerate 70% of damage dealt by enemy Critical Hits over 0.4 seconds, including Blocked Hits. Abilities cannot affect the Ability Accuracy, Duration, or Potency of this ability, aside from effects that would modify Mister Sinister's Regeneration Rate.
Regeneration Rate is increased by 1% for every hit on the opponent’s Combo Meter up to 50 hits.
ENGINEERED PERFECTION
Each time Mister Sinister fights an opponent, he extracts their genetic code, gaining a different Passive ability for the rest of the fight depending on the opponent’s Champion’s Class. Defeating the opponent makes the Passive ability last for the remainder of the quest. [Max 1 of each Passive, 5 Passives total.]
Mutant: Prowess, increasing Special Attack Damage by 90%.
Skill: Precision, increasing Critical Rating by 1612.59.
Science: Regen Rate, increasing Regeneration Rate by 60%.
Mystic: Power Rate, increasing Combat Power Rate by 60%.
Cosmic: Fury, increasing Attack Rating by 2878.29.
WHILE CHARGING HEAVY ATTACK
Pauses the duration of Damaging Debuffs, Stun, Concussion, and Power Leech on the opponent.
Charging a Heavy Attack for 1 second grants a Precision Buff, increasing Critical Rating by 2764.29 for 12.4 seconds. This Precision gains 552.858 Critical Rating for each Persistent Charge.
Charging the Heavy Attack for an additional 1 second grants a Cruelty Buff, increasing Critical Damage Rating by 137.23 for 9.8 seconds. This Cruelty gains 137.23 additional Critical Damage Rating for each Persistent Charge.
SPECIAL ATTACKS
Special 1 - Genetic Disruption
Mister Sinister sends a pulse of energy, infusing his opponent with faulty genetic material.
100% chance to Transfer all Damaging Debuffs to the opponent for 6 seconds. This ability activates even if this attack is Blocked or avoided.
100% Chance to cause Degeneration, inflicting 7,698 Direct Damage over 6 seconds.
Special 2 - Genetic Negation
Disabling several important genes can render the opponent powerless, in this case, it also leaves the opponent in a catatonic state.
100% chance to inflict Concussion, reducing the opponent’s Ability Accuracy by 100% for 12 seconds. This ability activates even if this attack is Blocked or avoided.
100% chance to Stun for 2.5 seconds.
Special 3 - Genetic Extraction
Once an exciting genetic structure is discovered, Mister Sinister takes great pleasure negating its beneficial effects and extracting its essence for himself.
100% chance to inflict Concussion, reducing the opponent’s Ability Accuracy by 100% for 18 seconds.
100% chance of applying Power Leech to the target, stealing 27% of Max Power over 3 seconds.
SIGNATURE ABILITY - ENDOPATHY
Mister Sinister deviates from his own genetic structure, reducing Damaging Debuff Potency by 1-5% per hit in his Combo Meter, up to a maximum of 90%.
Upon reaching 5-1 Persistent Charges (rounded up), both Mister Sinister and his opponent gain indefinite Combo Shield Passives that cannot be removed.
I'm a little unsure of certain number values because I have no experience with using a Sig 200 with Max Persistent Charges, but aside from numbers tweaks I think this would be a really good buff for him that keeps him unique in a really repetitive class.
Post edited by Kabam Valkyrie on
6
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