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bellona100

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Posts posted by bellona100

  1. 22 hours ago, Sir Myshkin said:

    This the one you were looking for?

     

      Reveal hidden contents

     

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    The Mercs are Softcap to Ranged/AoE and Resistance levels are somewhere around 70%ish, Serum caps them and trickles down. Spirit Ward is for the Medic to pad it for protection, Frostwork on the Commando and Spec Ops while in Bodyguard nearly triples the effective HP available to get hit through. M30 is to help fuel Serum (Mids, at least mine, don't think its been correct yet, is wrong on the recharge) and keep it closer to perma, and Burst adds ST -Res and a secondary attack with the best bonus value for +Dam to the Mercs when spamming it for added value; plus proc'd out it's actually a decent attack.

    Thanks for responding to my question about the power Insulating Circuit.

     

    From reading your description about the Merc/Cold build you provided, I can see what you're trying to do with the character.  It's amazing how a few sentences accompanying a build can explain so much.  I like how you used Force Feedback in the power M30 Grenade.  I found this clever how you achieved greater +Rech by spamming the power.

     

    I took the build you posted and updated, upgraded, and unfucked it.  The updated build should be easier to play all-around.

     

    I removed Mystic Flight, Enflame, Rune of Protection, and Soul Storm.  To be brief:  Mystic Flight is a sloppy way to travel, Enflame is an ineffective power, RoP is not needed with my updated build, and Soul Storm has a slow recharge.  I also added ACC to several powers so that they actually hit the intended targets.   This is very important.  I also +5'ed many enhancements and reworked Commando.  You'll see that several stats are improved and Endurance usage from toggles is greatly reduced so that the attacks can be used.

     

    The cost of doing all this is that I removed some +Resistance from the actual MM, and 10% Resistance from the henchmen.

    Merc.Cold-Sir Myshkin.mxd

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  2. 20 hours ago, OctoKnight said:

    Very new to the Mastermind Archetype and need a good build for Mercs and Dark Miasma

    What will you be using the character for - mostly?

    Do you mind putting influence into the character, or are ya on a budget?

    Do you like the powerset attacks of Mercs or would you rather just support the henchmen?

    Are you ok with having only 134.3% ACC in Spec Ops?  Mind you, these are henchmen that spawn -1 level to the actual MM.

     

  3. 13 hours ago, twozerofoxtrot said:

     

    If for whatever reason Cold doesn't work out, consider Elec.

     

    I've been slowly working on leveling a Merc/Elec without a build plan and very limited IO set slotting. I did skip the heal without regrets but I planned to grab the absorb later.

     

    Faraday Cage and the chain buffs really play to Mercs all being ranged and generally grouped. Empowering Circuit and Serum allow for nice spikes of burst damage.

    In my opinion, next to Faraday Cage, Rejuvenating Circuit is the best support power for your Mercs/team.   You did yourself a disservice by skipping it.

     

    With Insulating Circuit having a duration of 30 seconds, how do folks keep this buff on their Mercs?  Is it something that can be placed on Auto?  I skipped IC myself - when leveling, but am curious as to how folks keep this buff up.

     

     

  4. Bazooka, I luv that you're thinking outside of the box.   We need more of this approach in the game and especially on these forums.

     

    I think that the /Force Field secondary is what you're looking for.   The only other idea I have is that you create a second account and play a Brute on your primary account.  In other words, play the Brute as your main, and then have the /Force Field MM follow you around.   You have more options this way.

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  5. 5 hours ago, kito said:

    does the incarnate matter at all?

     

    Of course it does.  Worry about all that after ya hit level 50 - if ya hit 50 with this guy.

     

    Also, I recommend following this player StrikerFox.  He plays /Storms quite a bit and actually goes on the Test server and toys around with 'em.  I also recommend you only take the builds players post on these forums as "what I'm doing" and not sage advice.

     

    There are quite a few players on these forums that throw up a build that they played a year ago and tell ya that it rocks.  When in fact the build lacks in many ways.  Take Doc's build here for instance.  I know very little about /Storms and yet I found 3 slots that are either wasted or of little use.  On these forums, always consider the source.

     

     

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  6. On 1/17/2023 at 1:28 AM, DocMidknight said:

    This Villain build was built using Mids Reborn 3.4.7
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Storm Summoning
    Power Pool: Sorcery
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Summon Demonlings

    • (A) Superior Mark of Supremacy - Damage/Endurance
    • (3) Superior Mark of Supremacy - Accuracy/Endurance
    • (3) Superior Command of the Mastermind - Damage/Endurance/Recharge
    • (5) Superior Command of the Mastermind - Accuracy/Damage/Recharge
    • (5) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge
    • (7) Superior Command of the Mastermind - Accuracy/Damage

    Level 1: Gale

    • (A) Force Feedback - Chance for +Recharge

    Level 2: Lash

    • (A) Hecatomb - Damage
    • (7) Hecatomb - Chance of Damage(Negative)
    • (9) Hecatomb - Damage/Recharge
    • (9) Hecatomb - Damage/Recharge/Accuracy
    • (11) Hecatomb - Recharge/Accuracy

    Level 4: Mystic Flight

    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

    Level 6: Enchant Demon

    • (A) Endurance Reduction IO

    Level 8: Hover

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (15) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

    Level 10: Steamy Mist

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (17) Reactive Defenses - Scaling Resist Damage
    • (19) Reactive Defenses - Defense
    • (19) Reactive Defenses - Defense/Endurance

    Level 12: Summon Demons

    • (A) Soulbound Allegiance - Damage/Recharge/Accuracy
    • (21) Soulbound Allegiance - Recharge/Accuracy
    • (21) Soulbound Allegiance - Chance for Build Up
    • (23) Soulbound Allegiance - Damage
    • (23) Superior Mark of Supremacy - Accuracy/Damage
    • (25) Superior Mark of Supremacy - Accuracy/Damage/Endurance

    Level 14: Hasten

    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO

    Level 16: Freezing Rain

    • (A) Superior Frozen Blast - Accuracy/Damage
    • (27) Superior Frozen Blast - Damage/Endurance
    • (27) Superior Frozen Blast - Accuracy/Damage/Endurance
    • (29) Superior Frozen Blast - Accuracy/Damage/Recharge
    • (29) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
    • (31) Superior Frozen Blast - Recharge/Chance for Immobilize

    Level 18: Hell on Earth

    • (A) Sovereign Right - Resistance Bonus
    • (31) Edict of the Master - Defense Bonus
    • (31) Expedient Reinforcement - Resist Bonus Aura for Pets
    • (33) Call to Arms - Defense Bonus Aura for Pets
    • (33) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura
    • (33) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen

    Level 20: Hurricane

    • (A) Force Feedback - Chance for +Recharge

    Level 22: Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (34) Reactive Defenses - Defense
    • (34) Reactive Defenses - Defense/Endurance
    • (34) Reactive Defenses - Defense/RechargeTime

    Level 24: Tactics

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (36) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge

    Level 26: Summon Demon Prince

    • (A) Sovereign Right - Accuracy/Damage
    • (37) Sovereign Right - Accuracy/Endurance
    • (37) Sovereign Right - Accuracy/Damage/Endurance
    • (37) Ice Mistral's Torment - Chance for Cold Damage
    • (39) Unbreakable Constraint - Chance for Smashing Damage
    • (39) Impeded Swiftness - Chance of Damage(Smashing)

    Level 28: Spirit Ward

    • (A) Preventive Medicine - Chance for +Absorb
    • (39) Preventive Medicine - Heal

    Level 30: Enflame

    • (A) Annihilation - Chance for Res Debuff
    • (40) Ragnarok - Chance for Knockdown
    • (40) Bombardment - Chance for Fire Damage
    • (50) Ragnarok - Damage

    Level 32: Abyssal Empowerment

    • (A) Endurance Reduction IO

    Level 35: Tornado

    • (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
    • (40) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
    • (42) Overwhelming Force - Damage/Endurance/Recharge
    • (42) Overwhelming Force - Accuracy/Damage/Endurance
    • (42) Overwhelming Force - Accuracy/Damage

    Level 38: Lightning Storm

    • (A) Superior Winter's Bite - Accuracy/Damage
    • (43) Superior Winter's Bite - Damage/RechargeTime
    • (43) Superior Winter's Bite - Accuracy/Damage/Endurance
    • (43) Superior Winter's Bite - Accuracy/Damage/Recharge
    • (45) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
    • (45) Sudden Acceleration - Knockback to Knockdown

    Level 41: Dark Embrace

    • (A) Steadfast Protection - Resistance/+Def 3%
    • (45) Gladiator's Armor - TP Protection +3% Def (All)
    • (46) Gladiator's Armor - End/Resist
    • (46) Gladiator's Armor - Resistance

    Level 44: Oppressive Gloom

    • (A) Stupefy - Chance of Knockback
    • (46) Stupefy - Endurance/Stun

    Level 47: Soul Storm

    • (A) Apocalypse - Chance of Damage(Negative)
    • (48) Apocalypse - Damage
    • (48) Apocalypse - Damage/Recharge
    • (48) Apocalypse - Damage/Recharge/Accuracy
    • (50) Apocalypse - Recharge/Accuracy

    Level 49: Rune of Protection

    • (A) Unbreakable Guard - +Max HP

    Level 1: Supremacy 


    Level 1: Brawl

    This is looks to be a good build.   I've never played /Storm, but from what I see, Doc is on point here.

     

    I know Doc cherishes my input on his builds, so I'll make 3 suggestions on how to improve an already solid build.  First, you don't need 17 KB Protection for PvE.  Take out that Steadfast slot in Dark Embrace and place the slot elsewhere.   Second, with your Demon Prince, remove the Unbreakable Constraint proc.  The prince has 7 attacks he uses.  Only 1 is a Hold, so the proc can only go off when he uses that 1 attack.  Ok, he does like to open with this Hold attack, but its not worth a proc slot.  Third, in regard to the power Stamina.  You're wasting that 3rd slot - that's all I'm saying about that.

     

    Oh, and whats the deal with Hurricane?   Is that a power actively used or is it situational?  I don't understand what is going on with the slotting.

  7. Hello StrikerFox,

     

    May I ask how you slot the Merc power Serum?

     

    Allowed Enh Set Categories:  Res damage, End Mod, and ToHit Buff.

     

    I have it slotted for Res & Recharge.  But I can't help wondering if adding a slot for +Recovery might be a good idea.  Without enhancement, the Recovery Rate of the Mercs is doubled with Serum.  This too decays over the space of a minute.

     

     

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  8. This is NOT a +Def build.  This is a PvP build.  I'm posting this thing to give ya some ideas on slotting.  As you can see, I'm going for +Range, +HP, +Rech, +Recovery, and +Regen, via set bonuses and Uniques.  I'm not ignoring +Def here, I'm just not shooting for it.  Additionally, If I was to change one thing on this build, I would place a Theft of Essence: Chance for +End in Twilight Grasp.  I would place this Theft of Essence in place of the Touch of the Nictus proc.   As you can imagine, I run into End problems with this build when hit with -End attacks.  Its more the 6 toggles I run more than anything else.

     

    Every proc has been tested and confirmed working in RV.  I know some of the Unique placements seem odd, but they all cater towards my needs.

     

    I think that a Def build coupled with the -ToHit of all the attacks would absolutely rock in PVE.  But as with all Defensive builds, you would have to gimp yourself in other areas in order to achieve good Defensive numbers.

     

    Merry Christmas.

     

    Edit:  I placed the Theft of Essence in Twilight Grasp and have noticed a big difference in my Endurance bar.  I am now using Twilight Grasp to fill my Endurance and health.  Not to mention the debuffs it casts.

     

    Necro.Dark dueler2.mxd

    • Like 1
  9. On 12/5/2022 at 5:16 PM, Lyrium said:

    This is what I'm running, and working really well. Feel free to copy it and/or add suggestions

     

    The empty slot in Soul Extraction is a Cloud Senses Proc

     

    EDIT: I don't know what's going on, getting errors when posting the full build

    Before I comment on anything, let me say that I don't do Defensive builds for PvE.

     

    An AoE heal on an MM is very powerful - regardless of the game content you are doing.  I suggest 6-slotting Twilight Grasp to get that heal up to ~100%.  I like that Theft of Essence: Chance for +End you placed in there and regret not doing the same in my build.  How does your Alpha(+Rech) slot affect the proc rate on this Theft of Essence?   Does it still activate at 3.5 PPM?  I'm positive you can improve the slotting on Twilight Grasp.

     

    You're missing the Expedient Reinforcement: Resist Aura for Pets.  I would slot this Unique into the build and take out the Resist IO in Enchant Undead.  I would then use this slot in Enchant Undead and place an Aegis: Psi/Status Res.  Doing so will help with the Mezzing you are - most likely - experiencing.

     

    Concerning Soul Extraction.  Is that Overwhelming Force: DAM/Chance for Knockdown as good or better than the effect from Cloud Senses?  I see several folks on the forums slotting that Overwhelming Force like its OP or something.  I don't get it.

    • Like 1
  10. 5 hours ago, WumpusRat said:

    The problem with the wraiths is that once you get up past the mid-game, they become more of a hinderance than a benefit. Since you have zero control over them, they can sometimes aggro things you didn't want to fight, or end up chasing enemies around with no ability to call them back.  Their damage is incredibly lackluster, as well; at 50th level with +100% dmg, they have a single attack that hits for about 35. Supremacy and other buffs beef it up a bit, but it's still only about half the damage your tier-1's basic brawl attack is doing.

     

    Once I passed about 30th I specced out of the attacks, as they were eating up power picks and slotting that I could definitely use better elsewhere.

     

    I don't think anyone expects the Specters to be damage dealers.  Thats just nonsense.  The Specters are like a scaled down Gang War.  They help mitigate damage away from the henchmen, MM, and other pets via a strong Taunt.

     

    The attacks can be slotted with damage procs to add some punch.  In my opinion, if you're going to spend the time using the attacks, might as well get something out of them besides the Specter pets.

     

    WumpusRat does make a very good point here.  It's mixed in with all the negative vomit, but its there nontheless.  The combination of Necro and Rad will create a set that is Endurance hungry.  The set creates a scenario where the MM can debuff, heal, attack, mez, and summon.  This is a lot of clicking that uses a lot of End.   I recommend making Endurance management a top priority in the build.  For example, make a Miracle: +Recovery at level 20 and slot it early.   Make a Panacea: +Hit Points/End at level 10 and slot it early.

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  11. I consider /Rad on a MM to be in the top 3 of Secondaries.   It is absolutely excellent at debuffing single targets.

     

    I also think it is a very good all-around Secondary.  You have a PBAoE heal.  The AM buff which helps with mez, +Recovery, etc.  Three nasty debuffs.  And a PBAoE Hold for mobs, or when used on a single target provides -End and -Regen.

     

    I recommend slotting Radiation Infection for -ToHit and End Reduction.   Enervating Field with End Reduction.  And Lingering Radiation with +Recharge.  I have my LR slotted with 6 D-syncs.

     

    I've played /Rad extensively in PvP and have enjoyed the versatility and extensive debuffing it provides.

     

    Necro is crazy fun with the new changes.  You have to be careful though with the slotting of enhancements.  The Primary has changed considerably and to slot properly, you need to know the nuts and bolts of how things work.   For example, you want to take the 3 attacks.   They each can spawn pets that have a powerful taunt.

  12. Quote

     

    Is it worth having all three attacks, for three Spectrals?  If so, how would you slot them?

     

    What better slotting would you suggest for EU and DE?

     

    Dark Blast, Gloom, Life Drain    Yes, have all 3 attacks.  Now, you don't have to slot any of 'em.   Just clicking them will give you the 70% chance to spawn the Specters.   But, just slotting the given enhancement slot with a +5 ACC IO will bring ya to 53% ACC, which is good enough for the Specters.  What these pets are good for, no..., great for is tanking a target.  They have a Taunt affect on the target.  Its a powerful Taunt that lasts 6 seconds.

     

    The other line of thinking is that since your're going to be spending the time clicking the 3 attacks, why not place some meaningful enhancements in them?

     

    This choice is yours my friend.

    • Thumbs Up 2
  13. 11 hours ago, SuperJoe said:

    My main villain is Necro/Dark and I could use some suggestions on making them less End dependant.

    I'm interpreting this as you are having drawn-out battles with NPCs/Bosses/GMs, etc and would like to keep the End of your henchmen up.  To this I have 2 suggestions.

     

    1)  The holiday Present inspirations.   The ones that drop during the Winter Event.   Provide 50.00 endurance to all within 20' of caster.  Its an AoE inspiration that affects up to 16 allies.  To know what Present inspiration provides what buff, place a bunch in your base's Inspiration storage.  You will see that the storage unit groups the Presents by buff.  For example, the 1st group of Presents is +50% HP.  I believe the order of the Presents on the market is organized in the same manner.  I just checked, you want the 3rd group of Presents down from the top.

     

    2)  Create another account.  On this account make a Necro/Kin with Speed Boost selected.  Team with this MM and place him on 'Follow' with the Speed Boost power on auto.  You can also make an Illusion/Kin Controller and keep the stealth powers on.   The MM will give you twice the henchmen, but will be more of a hassle to tote around.  Its your call here on which AT to go with.  Back on Live we called these 'Pocket Kins'.

  14. I cry a little inside when I see a Mastermind flopping around in RV, making a fool of my beloved AT.   It frustrates me.   Not a lot, but enough to copy and paste from a guide I made while the game was live.   I'm going to update some of the rules best I can, but some of the rules simply don't apply to today's PvP.

     

    Old 11-10-2011, 12:29 PM   #196
    Apprentice
     
    scarlettjohanssonf.th.jpg
     
    Join Date: Apr 2007
    Location: Freedom PvP zone
    Posts: 156
     
    Arrow Re: Mastermind Guides and FAQs

     

    Below are the 6 Preparation rules for taking a Mastermind into RV

    1) Have your MM at level 50 with tier 4  Alpha Slot.
    2) Have your MM enhanced with IOs that provide goal oriented set-bonuses.  For example, if your build is going for a lot of Range, have set-bonuses that provide +Range.
    3) Purchase the PvP accolade powers in either RV or Sirens Call.   The main one is the 'Veteran' power.  This gives you an auto power that "Increases to your Max Hit Points by 20% and Max Endurance by 10%".
    4) Have the power Teleport.    Have a Patron Shield.
    5) 
    6) Have several large Green inspirations.  I recommend going to Ouroboros and using your Incarnate Threads to puchase Superior Protection Imbuement inspirations.  I'm not going to give a 'why' here, but trust me on this one.
    Also keep a couple large/super Blues in your tray for the End sappers.


    The following 6 Golden rules enable a MM to be 'well played'

    7) Get a Heavy and keep it with you.   These RV Heavies not only represent another controllable henchmen, but they are a very powerful one - level 54 Elite Boss with 5,416 hit points.  And to top it off, all of your Leadership, Secondary, and Pet IO buffs are shared by the Heavy.
    😎 Stay in Bodyguard(BG) mode.   This is where your henchmen are set to either Follow/Stay/Goto & Defensive stance, and are within 60' of your MM. While in these stances, your henchmen share any damage that the actual MM may incur. The more henchmen within 60' of the MM, the more damage is mitigated away from the actual MM. See the quote further down in this guide for explanation.
    Another benefit of having your henchmen close to you is the Supremacy mechanic. It grants a 25% bonus to Damage and a 10% ToHit bonus to henchmen within 60' of the actual MM. This mechanic requires line of sight between the henchmen and the MM to work.
    9) Get a Team.    Most preferably - another MM. As a single MM in RV, your no big deal. But add one or more of your kind and your team incrementally gets closer to God Mode. This is not to say that other ATs are nice to be teamed with, but other MMs on your team is what you should be striving for. When MMs are on the same team, they share several important buffs as well as create confusion for any enemy looking to target them. Couple this with the fact that the MMs' sustained damage turns into burst damage, and... I think you get the idea.
    10) Know your environment.   When you fist enter the zone, go ahead and take a TP around. Is there a gank squad roaming around? Are there a lot of enemy Controllers/Doms/Blasters? How about other MMs? Who is out there to team with? For the duration of your time in RV, your going to be in one small area of the map. Know what is happening in the other parts.
    11) Stay out of Broadcast.   Nothing positive can come of you engaging in zone Broadcast. Your there to get kills and have some fun. You already have too many things to keep track of playing a MM, no need to add one more.
    12) Be patient in your game play.   Stay in BG Mode.   Keep your Heavy close.   Make sure your buffs are applied.  Move around, but in small bursts.   Remember that the fight will come to you.
    If you feel compelled to be aggressive in an active zone, switch to another one of your characters.

     

    Quote:
    Heavies — your new best friends

    Overview: Each side has at its command 3 Heavy Class robots that can be utilized as pets. The locations can be found on the OPS map in your starting base. Think of these as the tanks of this particular battlefield.

    As far as firepower and the amount of damage taken, a Heavy can go head-to-head with 4 elite bosses and emerge victorious most of the time. A Heavy can take out most players in three shots, and are not to be ignored.

    These Robots can be used by any class, and work exactly like a mastermind pet; remember that these are slow movers, so if super speed is your thing, you will have to wait a while for it to catch up with you.

    To acquire a Heavy, locate a platform and click on the control panel. If there is no Robot on the platform, someone has already taken it. A Heavy will re-spawn on its platform only after it or its controller has been defeated, or it has been dismissed.

    Be careful not to camp the spot too much waiting for one to appear, as these areas will no doubt be camped by the enemy after they discover them.

    Tactics: Heavies are very good at helping.

    One of the best uses for Heavies is to capture pillboxes. A single player with a Heavy can defeat the turrets of an undefended pillbox fairly quickly, without too much risk.

    If attacking a defended pillbox, set the Heavy to take down the turrets or send it straight at the pill box controller to help draw fire away from you as you attack.

    When attacking players, each heavy has special attacks particular to it. The Freedom Corps Cataphract has excellent medium and long range AoE capabilities, where the Arachnos Blaster has great medium range hold attacks and is extremely dangerous in hand to hand combat; and is no slouch at long range.

    The best thing to take out a Heavy is another Heavy.

    If you are I.D.’d as the controller of the Heavy (and your name does show up on its target bar) the enemy will be looking to take you out as quickly as they can, so make sure that you are in a position such that you cannot be easily spotted, or if in the open, that you are properly defended by your team.

    If you have a team set up, make sure the person with the best chance of survivability has control of robot.

    -Taken from Tips and Stratagems, Recluse's Victory By Thomas Foss (aka Archon Voss) — Senior Staff Designer & Zone Director
     

    Quote:
    Core Powers: Bodyguard
    This is accessed by setting any henchman to Follow/Stay/Goto and Defensive. When set to Bodyguard mode, the Mastermind and his Henchmen share damage from any attack that the Mastermind takes damage from, after the MM's personal resistances are applied.

    Each Henchman takes one “Share” of the damage, and the Mastermind himself takes 2 “Shares”. This is in addition to any damage that the Henchmen themselves might incur from Area attacks. The resistance/defense of the henchmen is not applied to this damage and instead goes straight against their hitpoint total.

    Example 1: If a Mastermind has 3 Henchmen set to Def/Fol, and he gets hit with (after resistance is factored) a 100 point attack, each Henchman will take 20 points of damage, and he himself will take 40 points. (total of 100 points of damage).

    Example 2: If a Mastermind has 3 Henchmen set to Def/Fol, and he gets hit with (after resistance is factored) an Area Effect attack for 10 points of damage, then each Henchman will take 2 points of damage, and he himself will take 4 points. Henchmen that were also in the Area of Effect will take an additional 10 points each.


    Bodyguard will work as long as a Henchman is in Defensive Follow or Defensive Stay/Goto. This means that they will attack back when you or they are attacked. Issuing an order of “Attack my target” will take them out of bodyguard mode, as will issuing any other stance. You can set as many of your Henchmen to bodyguard that you want.

    As long as the Henchman is in Defensive Follow/Stay/Goto and within Supremacy range, he is in Bodyguard mode. Status effects will not turn off bodyguard mode. Bodyguard does not function with Lore Incarnate henchmen.

    -Taken from MZ's Guide to the Modern Mastermind v4.5(@Master Zaprobo)

    • Like 3
  15. I thought you were trolling our beloved CoH forums with that build!   I apologize.

     

    Please read this portion of the Oct. 18, 2022 patch notes to get you up to speed with the current Necro/Dark workings.

     

    Necromancy

    Dark Blast, Gloom, Life Drain

    • These powers now have a 70% chance to summon a Spectral Minion to your side!
    • These Specters are temporary, lasting a maximum of 90 seconds as their health fades away by the second.
    • These Specters cannot be healed or regenerate, but have decent resistance to all damage and defense against AoE attacks.
    • These Specters cannot be commanded or upgraded, but slotting your personal attacks will improve their attack stats.
    • Each attack can only summon one Specter, for a maximum of 3 if all attacks are used.

    Henchmen (general)

    • Powers have been adjusted for area and duration.

    Zombie Horde

    • Can no longer be slotted with heal enhancements or sets.

    Grave Knights

    • Can no longer be slotted with heal enhancements or sets.

    Lich

    • Can no longer be slotted with heal enhancements or sets.

    Enchant Undead

    • Henchmen passive resistances have been moved to this upgrade.
    • Enhant Undead now accepts Resistance sets and enhancements.
    • Lich's Petrifying Gaze has been moved to this upgrade, no longer grants Life Drain to the Lich.
    • Resistances now grant mag 1 Hold and Immobilize protection, as well as 50% resistance to Stun/Hold/Immobilize.

    Dark Empowerment

    • Now accepts Healing sets and enhancements.
    • Lich's Life Drain have been moved to this upgrade, no longer grants Petrifying Gaze to the Lich.
    • Slotting this power with heal enhancements will enhance Life Drain's heal.
    • Dark Empowerment range increased from 30' to 50'.
    • Grants a 15% max HP (half enhanceable) to all henchmen.

    Soul Extraction

    • Recharge lowered form 600s to 150s.
    • End cost lowered from 30 to 15.
    • Only works on active Henchmen, not Specters.
    • Will extract the soul from each Henchman for 30s before the Souls vanish.
    • The extracted souls are still linked to their bodily hosts, if the host of a soul is defeated, the soul will also be defeated.

    Extracted Souls

    • No longer use Phase Shift
    • Now have 13% positional defenses, not enhanceable.

     

     

  16. Harakh, you nailed it with the slotting on SE.  And with 2 damage Procs!

     

    Your henchmen with SE would out-damage mine, no doubt.  I have too much ACC slotted into my henchmen, with Tactics running in the background.  I can concede that.

     

    I wonder how much down-time you would have with your current slotting of SE?  It can't be much.  Tough to tell with Mids.  (Edit:  12.3 sec)

     

    My memory is fuzzy on this point, but I recall testing the Shield Breaker proc and not liking the rate at which it triggered compared to Soulbound's Build-up.  You might want to test that out yourself.

     

    Oh, one more thing, you overlooked placing L50 IOs in your Lich and +5'ing.

  17. I wouldn't mess around with Provoke.   Provoke on a MM is just nonsense.  Just use Teleport Target to pull something.

     

    Teleport Target serves the additional use of tp'ing any stuck henchmen out of terrain.   Which will happen, 100%.

  18. Hi Sovereigne,

     

    I don't know anything about /Pain, but do play Demon/ quite a bit.   The Soulbound proc will activate more in Demons because there are 2 henchmen.  A build will get the most benefit from having the Soulbound proc in Demons.  Additionally, there is a better way to slot Demon Prince for +DAM.

     

    I've attached part of a build for your consideration.   You can take the last slot in Demons and place one of the Pet unique in there to adjust Hell on Earth to more your likening.

    demIIII - Demon.Rad0.mxd

    • Thumbs Up 1
  19. 16 hours ago, Harakh said:

     

    Thanks for the advice although I don't think your use of Soul Extraction is well advised.

     

    Since the revamp of Necromancy Soul Extraction, imo, is best to have at least some recharge (if not lots) and at least a dmg proc if not dmg % as well. The skill is such a huge DPS increase for Necro and to divide the pet aura IO's amongst all the pets allows SE to shine, and it SHINES.

     

    My build has all the pet aura def & res IO's. There is no meaningful % differences in our pets slotting only difference I see is you slotted Grave Knight with a Build Up Proc, but severally gimping Soul Extraction.

     

    If I'm missing your point please do tell otherwise I kindly disagree.

    Well, once again, you have enlightened me.   I was using Soul Extraction (SE) as a type of Gang War.   I was under the premise that the power was more to disrupt the baddies verse actually damaging 'em.

     

    With this knowledge I have adjusted SE.   I'm still using it as a mule though - well, for the most part.

    Necro.Dark dueler.mxd

  20. Harakh, thank you for posting your Necro/Elect build!

     

    Even though I am currently working on a Necro/Dark MM, I was able to get a really good idea from your build.  I would like to return the favor by posting my unfinished Necro/ build in the hopes it gives you something to think about.

     

    Please focus on how I slotted Soul Extraction.   I use it as a mule to load up the henchmen/pet auras.   You know, the +Res, +Def, and +Regen stats that make the henchmen so resilient in battle.  The purpose of slotting this way is to free-up the Henchmen slots for more beneficial enhancements.  Also, note how I slotted Lich.  I think when it comes to the Lich, you can look at 10 seperate builds by 10 different players and get none that match.  The Lich is tough to figure out.

     

    | Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|[/code]

    Necro.Dark dueler.mxd

  21. I just noticed that you have no ACC slotted in Gloom.   I can see that you want to use this power as a proc mule, but if the power can't hit the target - all those procs will never activate.    Edit:   Your using Gloom to only spawn spectrals.  My mistake.    Edited again:  I would slot a 6th slot in Gloom so that this attack could be used as a traditional attack that procs a bunch.   This way, your slotting for the actual attack and the Spectrals.   I would slot a +5 ACC enhancement.

    Dark Blast, Gloom, Life Drain

    • These powers now have a 70% chance to summon a Spectral Minion to your side!
    • These Specters are temporary, lasting a maximum of 90 seconds as their health fades away by the second.
    • These Specters cannot be healed or regenerate, but have decent resistance to all damage and defense against AoE attacks.
    • These Specters cannot be commanded or upgraded, but slotting your personal attacks will improve their attack stats.
    • Each attack can only summon one Specter, for a maximum of 3 if all attacks are used.

     

    Additionally, I strongly suggest you slot ACC in Zombie Horde.  Oh, my.   Those guys spawn 2 levels below you!

  22. Thanks roxin for posting.   Because of you I have found that there is a new version of Mids Reborn out.

     

    May I ask what your using this Necro/Elect MM for?   I ask this because you have a +Perc Rectified Reticle slotted and the only folks that use that are PvPers.   And what powers are you looking to Power Boost?

     

    I took a gander at your Set bonuses and see that the build has only +8% Recovery with 6 toggles running?    I don't have an issue with the toggles, but the low recovery has to cause you problems with End in your gameplay.  I can't imagine it won't, but then again, your using Energizing Circuit (EC).   I'm thinking that getting rid of Hasten and having EC on auto might be the way to go.  Will that be enough +End and will having EC on auto work?  IDK.

     

    Also, with Soul Extraction, wouldn't you want to slot for +Rech to have it up as much as possible?  And you're over the rule of 5 on 15.06 HP bonuses.

  23. Old 09-13-2010, 02:16 PM
    Rookie 
    Join Date: Feb 2008
    Posts: 281
     

    Default Re: Mastermind Guides and FAQs

    Lots of people have made petless MM's.  Basically they play like rather weak corruptors or defenders.

    Aside from the challenge there isn't much point to doing it.


     

    I just copied this post from the old CoHs Freedom forums.  I am curious to know if these characters are on Homecoming.  I say this because I am constantly hearing the adage that anything can work in PvE.  Well, I am not so sure about this one.

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