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EnjoyTheJourney

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EnjoyTheJourney last won the day on June 11 2022

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  1. Here's another take on a build. It's defensively quite a bit stronger because of unleash potential and life drain, in exchange for doing somewhat less AOE damage. Smite makes a decent replacement for havoc punch, in case you'd like to stay thematic for your mastery pick. Sentinel (Dark Blast - Super Reflexes - Electric Mastery) (2).mbd
  2. One of the key advantages of savage assault over other assault sets is feral charge. When proc'd up feral charge has similar DPA to a proc'd up maiming slash. Essentially, feral charge fits comfortably into the savage assault single target attack chain. But, feral charge hits up to 5 targets, instead of just 1 for maiming slash; it's usually mechanically better to use feral charge whenever both maiming slash and feral charge are available. Beyond hitting more targets, though, feral charge also teleports to the intended target. This cuts down on travel time to switch between targets, which increases total damage done. Also, recharge time for feral charge can be closer to 3.5 than to 4 seconds with a decent amount of global recharge. So, it's frequently available, which offers users of savage assault noticeably better AOE damage than many would probably expect. And if all those benefits weren't enough, feral charge accepts the force feedback +recharge proc IO. When using feral charge as a regular part of the attack chain, and without any local recharge in it, on average you'll get several +recharge procs per minute. Beyond the mechanical benefits, though, it's a lot of fun to be Nightcrawler, teleporting all over battlefields nearly at will. Savage assault pairs particularly well with ice control. Instead of taking ranged fire while moving into a new spawn and then taking even more attacks after your ice / savage dom arrives, just teleport into new spawns for more rapid application of arctic air to enemies. Also, teleporting around within a spawn with arctic air slowing enemies down means they are less likely to catch up to your ice / savage dom and hit them with their melee attacks.
  3. In case this helps, I had an ice / earth / fire dominator build that I had put together, but have not yet tried. The default defense totals may look a bit underwhelming. But, much of the time controls will substantially limit incoming damage anyways. Plus, power up can boost unleash potential for much better defense totals when incoming attacks start to stack up; unleash potential should have good uptime, especially with force feedback +recharge procs in both of the AOEs in the build. Melee core hybrid and barrier core should also help further with defense totals, as well as with resists. The recovery boost in unleash potential is particularly nice for ice control because endurance burn from arctic air is high even when it's slotted with a lot of endurance reduction. Having unleash potential supported by force feedback +recharge procs should allow for taking barrier as the destiny pick, instead of ageless. Unleash and +recharge procs also makes it easier to exemp down below 50 and to still be able to manage endurance. Unleash potential also make it easier to select musculature over cardiac for the alpha incarnate pick, for better damage. Dominator (Ice Control - Earth Assault - Fire Mastery),v3.mbd
  4. Here's another potential build. To get a better view of how the build functions, toggle on power up and unleash potential to see how defense totals and recovery look when you cast power up, then unleash potential (in that order). Also, toggle melee hybrid core on and off, and also toggle barrier on and off, to see what peak survivability tools are available during times when incoming attacks and damage are much higher than usual. For the single target attack chain, basically just use stone mallet after every two of the other single target powers (hurl boulder, heavy mallet, and seismic smash) have been used to keep a pretty close to continuous single target attack chain going. Hurl boulder will activate the build up proc about 22.5% of the time. Given how hard heavy mallet and seismic smash hit that probably leads to better damage in most situations than using a damage proc in place of the build up proc. If your dom is damage capped a good percentage of the time then a damage proc is better than the build up proc. Hopefully some ideas here prove helpful, even if you go in different direction for your final build. Dominator (Dark Control - Earth Assault - Fire Mastery),v2.mbd
  5. There are undoubtedly better builds out there. It's not a cheap build. But, it should work just fine for most content. Best of luck with your TW scrapper, however you decide to build. Nightswing - Scrapper (Titan Weapons - Stone Armor - Soul Mastery),v3.mbd
  6. It dawned on me that if the duration of serum is about how long it takes to take down an AV or GM then looking at City of Data to find out the duration of serum would be a good place to start to figure out how well Mercs taken down hard targets, compared to Necro minions. Serum lasts 60 seconds. So, perhaps the main difference between AV / GM clear times for mercs and necro minions is strongly influenced by whichever primary's pets survive noticeably better, as long as one of them has a clear advantage. With mercs often operating at range I'd guess that mercs probably tend to survive better against AVs and GMs.
  7. Maybe there's a chance to both suggest a possibility and to ask a question at the same time. I'm still fairly new to a necro / traps / soul MM, although all incarnates are T4 at this point. It's built for survival, but still defeats pylons with no lore pets, no hybrid active, no clicky accolades, no poison daggers, etc (all the usual rules, basically), in a little under 60 seconds. That's not even close to a record for an MM. But, is it indicative of being able to take down GMs and AVs in a reasonable time frame? And, so far every GM or AV this MM has tried to solo has felt like it went down fast. Maybe merc / marine blows away the necro / traps / soul build I put together for downing pylons / AVs / GMs. Not experienced enough with Mercs or marine to know and curious about how well necro / traps can compare to other MM builds for taking down GMs / AVs.
  8. If you're happy with an MM, then that's a very reasonable choice. Maelway is giving good advice with the suggested powersets. The suggestion that controllers don't get mez protection is an overstatement, though. Controllers can have decent access to mez protection with rune of protection from the sorcery pool (up 1/3 of the time), indomitable will (can be perma or almost perma, available from lvl 35, but do need knock protection from a separate source), and melee core hybrid incarnate. Clarion can be taken for a controller's destiny pick, although I don't favor that for the build given further up.
  9. There may be a few baseline facts to work with when coming up with a build. It sounds like you'd like an all-rounder that can solo pretty much anything and that won't be all that slow about doing it. Also, you're a returning player who is probably not super-rich and you'd need to run a budget build for at least a fair while. An arsenal control / dark affinity / psi mastery controller could work well for your plan. You can find sample builds in the controller forum. Be sure to pick up the sorcery pool early for the absorb power, the ST blast, and rune of protection at level 20 or close to that. Get indomitable will at level 35 and get a couple of IOs that provide knock protection in your build. Absolutely take the arsenal control pet, it allows you to solo AVs because it is extremely tough and it has a built-in taunt. Edit: Found a build I had in my archives. It's not perfect. But, it's not a terrible resource for ideas to consider. Controller (Arsenal Control - Dark Affinity - Psi mastery),v2.mbd
  10. Soul extraction summons more when your MM has more pets out. If you skip taking and summoning the zombies, then your MM loses half of their extracted souls. For necro MMs, in particular, there's a strong incentive to keep all pets out and to use all single target attacks.
  11. I've played enough melee range necro feel comfortable saying it's a very good primary for fighting in melee range. The controls the lich has, the various sources of -to hit debuffs, knockdowns from minions, life drain, the sheer number of minions that can be out most of the time, and single target attacks that summon minions which have taunt all contribute to making a necro primary MM quite survivable while fighting in melee. It would be a solid choice as a primary for your intended playstyle. I don't have enough experience with playing multiple primaries in melee range to do well thought through comparisons between primaries. A bunch of secondaries could work well with a melee playstyle for an MM. Storm, trick arrow, traps, and marine immediately come to mind, in addition to FF and EA. I played a necro / storm for a fair while a few years ago. Enemies went through a lot on their way to being defeated, so much so that I (for real) sometimes ended up feeling a bit sorry for them.
  12. Glad to be of help. To get a better sense of how the mind / dark / fire build is intended to work, look at the "totals" tab on the bottom left hand side of the screen. Then toggle on gather shadows and unleash potential. Then look again at defense and recovery totals in the "totals" tab. You'll see both defense and recovery totals spike. The key to getting that to happen in-game is to cast gather shadows first, followed by unleash potential before the buff from gather shadows runs out. That combination is intended to provide good "peak survivability" when the going gets too rough for an occasional use of life drain to keep your dom in the fight. It can also help to fix endurance problems when a domination end bar refill won't happen for a while. Barrier core tier 4 also helps with peak survivability, as does melee core tier 4 hybrid. Stagger when you use them and unleash potential so you always have at least one of them running when taking on dangerous content. If you'd like to carry this idea even further, you can get the demonic aura accolade, then convert to hero-side to make it Geas of the Kind Ones if you'd rather run a hero or vigilante, for a 1 minute buff to help cover periods when your other "peak survivability" tools are not enough or not available. This way of organizing peak survivability helps quite a bit when in melee against archvillains, giant monsters, or elite bosses. Also, the "chance for +damage" proc in midnight grasp can get up to 3 stacks if you're chaining together single target attacks. That can add noticeably to damage, so bear that in mind when figuring out which single target powers to use and in which order. None of these ideas tie you to trying out the build provided above, though. By all means, borrow and/or adapt whatever you like and ignore whatever you don't.
  13. I had a little time, so I put together a mind / dark / fire build. There are some ideas in here that you may like. Or not, of course. Hopefully you have a blast with your mind / dark dom, however you build. Dominator (Mind Control - Dark Assault - Fire Mastery).mbd
  14. I don't have a mind / dark build handy. But, in case you want to try stitching something together here are a couple of different builds, one with mind control and another with dark assault. There are ideas you might find useful in both builds (or decide that you don't like, that's always up to you). The mind / fire build is defensively conservative, giving up a noticeable amount of damage to softcap ranged defense. The second build settles for lower ranged defense and relies more on a combination of controls, to hit debuffs, aggro control, and healing from life drain to minimize defeats. PS: The triple dark build is noticeably flawed, with insufficient accuracy in soul consumption. Slotting for that power should be carefully evaluated if you decide to take dark mastery. PSS: It's possible to drop gloom and replace it with dominate if you proc up dominate. Then you can put the apocalypse set into moonbeam. I haven't done those calculations. But, a quick look suggested that might lead to higher single target damage. It's also helpful to have a single target hold in your single target attack chain; a lot of mobs (right up to AVs) can end up being held a noticeable percentage of the time if you're constantly stacking holds as part of your single target attack chain. You'll still want enough recharge, though, so you'll want to carefully balance those considerations. Finally, life drain is worth keeping if you can fit it in because it will sometimes save your dom from being defeated. Dark Humour - Dominator (Darkness Control - Dark Assault - Dark Mastery),v2.mbd Dominator (Mind Control - Fiery Assault - Fire Mastery),SoftcappedRange.mbd
  15. A few thoughts below on tweaking the build ... Recharge, defense, and resistance totals are reasonable for the kind of build you're putting together. Building on what MoonSheep mentioned, smite, gloom, and midnight grasp all offer better damage per second of activation time than life drain and dark blast. Terrify is a bread and butter power for mind doms. This is true because total domination and mass confusion have recharge times that are too long for swapping between them for each spawn unless the rate of progress through missions is very, very slow. Build efficiency can be improved by looking at more builds to figure out the maximum impact places to use damage procs; on that note, putting a damage proc into a power that doesn't recharge more than about once per minute tends to be less beneficial than putting damage procs into powers used regularly as part of an attack chain. Putting a third generic recharge IO into a power is probably overkill. It tends to be more efficient to put in two level 50 generic recharge IOs, then boost them both to +3 or +5, and to then put that third slot elsewhere. Hopefully these thoughts help.
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