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DocMidknight

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  1. I don't believe the heat/fire epic offers fire shield on MM's, unless there was an update I'm not aware of.
  2. While I have no real experience with mercs or forcefield, I do play MM's primarily......so here we go 1. Heals.......meh, if my secondary has it great and if it doesn't....still great. I tend to build up the pets and mix in some good controls and then resummon as needed, usually they survive pretty well unless I running against much stronger mobs due to grouping or settings. Using the pet uniques with a good mix of defense/resists and some controls will work wonders in keeping your pets moving right along with little deaths. 2. Group fly, I truly only like this on my bots and that's just because they get those little jets from their feet.....and then again, I think I only really have it on my bots/storm because it's bot/storm and it's raining hell down on everything. As far as travel powers go in general for my MM's, I tend to grab hover and fly, keeping them active and moving around in that state entirely. 3. Leadership and maneuvers.........Leadership is really good for the MM, especially with regards of your tier 1 and tier 2 against harder bosses. Assault, yes please....more damage and as far as maneuvers, I take it because I'm usually building for my own survivability and getting as much defense as I can, I kinda embrace scrapperlock on my MM's. 4. My focus.......having as much fun as possible. If I'm on my bots or demon storm then it's raining down hell as my pets wreck everything, if I'm on my demon/dark.....well that's a whole different story, think of a scrapper in the middle of a mob shredding things. I build my MM's kinda like I build my scrappers, self sufficient killing machines and while they can't do the same damage alone......their pets can make up for what the MM can't. In general I tend to see what I crazy stuff I can get away with and laughing about it......both the goods and those what was I thinking moments. Yes, I rambled and I may or may not have answered anything......been up for way too long and drank way too many redbulls today but as a friend in the game once told me......if it sounds like fun build it and if it ends up being fun....keep it, if it doesn't just remember that you have a 1000 slots to make stuff with
  3. @Meknomancer, taking some of your comments into form and put this together...better pet damage and putting barrier into play at the sacrifice of the end refill but with theft of essence proc in my heal I should be fine. I also added the performance shifter proc in stamina DoD plan.mbd
  4. Thanks, I appreciate the feedback and I'll look into increasing the pet damage as well as the stamina slotting
  5. So after a few months of working way too much and with the most recent update to our beloved game, I thought I would jump back into the fun with my favorite hero/villain......the demon/dark mastermind. A few changes have happened and the newly created mobs have really sparked my interest but with that being said I didn't feel that my original build would suffice and went about remaking her, I did keep her moderately intact but modified a few things to help my children and to add to my defense for survivability and such but would love others to look her over to give me a second, third or tenth opinion of her. Thanks to any and all who can provide whatever feedback they can....both the positive and the negative can bring about a learning moment for one such as I.......too many headshots in my line of work. DoD.mbd
  6. I can see that with the rad/fire farmer build, I run 2 rad/fire brutes also then I made my dark/rad tank and well.......he farms fire, s/l.....arachnos, thorns, carnies, malta, BP. I'm no tank expert but I know what I like and I really like the dark/rad pairing for content and more
  7. If I might suggest a dark armor/rad tank, it's insanely strong and probably my favorite build currently
  8. Alright...let me think about this for a moment, I'm thinking that the demons out damage the necro purely based on the pets and this is mainly due to the Lich being more a debuff/control type pet as opposed to the Demon Prince before the secondary comes into play. With kin I think I would have to give the edge to necro and this is mainly due to the Grave Knight and the damage they can bring along with the recent changes to the necro set. As far as keeping them alive, run in BG mode and don't forget if you do go necro the dark empowerment buff can take healing IO's now with enchant undead able to take resist IO's to help in their survivability. I do have a demon/kin who was made for a succubus theme........draining her victims of their life force kinda thing is an interesting combo and does survive pretty well, I'm not quite sold on her yet but that could be do to her build needing to be fine tuned. .........So yeah.....go necro/kin
  9. I have a demon/dark build that stays primarily in melee with them boys.......she suffers from a permanent case of scrapperlock. After a while you've either learned to completely tune out their battle cry or found the volume control and turned that way down when dealing with demons
  10. My all time favorite dark/dark pairing is troller and my namesake toon. I've run dark/dark scrapper, dark/dark stalker and a dark/dark dom all to 50.....the dom and scapper are insanely fun with the stalker feeling a bit underwhelming with damage he did manage to tank Rommy while doing an all stalker TF though. I would probably say after the troller would be the dom for fun and crazy stuff as I rediscovered this combo after watching some videos that @Voltak had put on the dominator forums
  11. That's fine, figure I'd pop in with the demons and FFG up and then lay down the mortar and triage as needed.........again it's a concept build and the TTP feature of poof in the middle of a mob sounds fun for the build
  12. @StrikerFox, Thanks for the advice you gave and after looking through everything you posted I made changes to build 2 based on it. - I swapped out fly for TP and went the whole TP travel route with only keeping hover for the defense boost in combat with the added 3rd BotZ piece for AoE defense. Even added team tp for a pop in moment into the middle of mobs, this should be really interesting if it works like I'm seeing in my head - Acid mortar slotting was changed as well - Swapped slotting a bit with demons and demon prince, thought about your suggestion with the demonlings but couldn't seem to pull that swap as I usually like the build up proc in my demons. Here's the updated build and again thanks for the advice it was very helpful 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: Traps Power Pool: Flight Power Pool: Teleportation Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mu Mastery Villain Profile: Level 1: Summon Demonlings (A) Blood Mandate - Accuracy/Damage (5) Blood Mandate - Damage/Endurance (7) Blood Mandate - Accuracy/Endurance (7) Blood Mandate - Accuracy/Damage/Endurance (9) Blood Mandate - Accuracy (9) Blood Mandate - Damage Level 1: Caltrops (A) Ragnarok - Chance for Knockdown (34) Positron's Blast - Chance of Damage(Energy) (36) Annihilation - Chance for Res Debuff (36) Bombardment - Chance for Fire Damage Level 2: Lash (A) Hecatomb - Chance of Damage(Negative) (33) Hecatomb - Damage/Recharge (33) Hecatomb - Damage/Recharge/Accuracy (34) Hecatomb - Recharge/Accuracy (34) Hecatomb - Damage/Endurance Level 4: Hover (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (11) Blessing of the Zephyr - Knockback Reduction (4 points) (17) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Shield Wall - +Res (Teleportation), +5% Res (All) (33) Shield Wall - Defense Level 6: Enchant Demon (A) Endurance Reduction IO Level 8: Teleport (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance Level 10: Acid Mortar (A) Achilles' Heel - Chance for Res Debuff (31) Annihilation - Chance for Res Debuff (37) Annihilation - Accuracy/Damage/RechargeTime (37) Annihilation - Accuracy/Damage/Endurance/RechargeTime (37) Annihilation - Damage/RechargeTime Level 12: Summon Demons (A) Sovereign Right - Accuracy/Damage (13) Sovereign Right - Accuracy/Damage/Endurance (13) Sovereign Right - Accuracy/Endurance (15) Soulbound Allegiance - Chance for Build Up (15) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown (17) Resist Damage IO Level 14: Triage Beacon (A) Preventive Medicine - Chance for +Absorb (31) Preventive Medicine - Heal/RechargeTime/Endurance (36) Preventive Medicine - Heal (43) Preventive Medicine - Heal/Endurance (48) Preventive Medicine - Endurance/RechargeTime (48) Preventive Medicine - Heal/RechargeTime Level 16: Force Field Generator (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (40) Luck of the Gambler - Defense/Endurance (42) Luck of the Gambler - Defense (50) Luck of the Gambler - Defense/Recharge Level 18: Hell on Earth (A) Sovereign Right - Resistance Bonus (19) Edict of the Master - Defense Bonus (19) Call to Arms - Defense Bonus Aura for Pets (21) Expedient Reinforcement - Resist Bonus Aura for Pets (21) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura (23) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen Level 20: Poison Trap (A) Lockdown - Chance for +2 Mag Hold (39) Lockdown - Accuracy/Endurance/Recharge/Hold (39) Lockdown - Accuracy/Hold (39) Lockdown - Accuracy/Recharge (40) Lockdown - Recharge/Hold (40) Lockdown - Endurance/Recharge/Hold Level 22: Summon Demon Prince (A) Superior Mark of Supremacy - Accuracy/Endurance (23) Superior Mark of Supremacy - Accuracy/Damage/Endurance (25) Superior Mark of Supremacy - Damage/Endurance (27) Superior Mark of Supremacy - Accuracy/Damage (27) Ice Mistral's Torment - Chance for Cold Damage (29) Impeded Swiftness - Chance of Damage(Smashing) Level 24: Teleport Target (A) Accuracy IO Level 26: Abyssal Empowerment (A) Endurance Reduction IO Level 28: Fold Space (A) Accuracy IO (29) Recharge Reduction IO Level 30: Trip Mine (A) Force Feedback - Chance for +Recharge (43) Superior Avalanche - Accuracy/Damage/Recharge (45) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (46) Superior Avalanche - Accuracy/Damage (46) Superior Avalanche - Damage/Endurance (46) Superior Avalanche - Accuracy/Damage/Endurance Level 32: Team Teleport (A) Warp - Range / Increased Perception Level 35: Boxing (A) Accuracy IO Level 38: Tough (A) Steadfast Protection - Resistance/+Def 3% (42) Gladiator's Armor - TP Protection +3% Def (All) Level 41: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (42) Reactive Defenses - Scaling Resist Damage (43) Reactive Defenses - Defense (48) Reactive Defenses - Defense/Endurance Level 44: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (45) Luck of the Gambler - Defense/Endurance (45) Luck of the Gambler - Defense Level 47: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance Level 49: Charged Armor (A) Aegis - Resistance (50) Aegis - Resistance/Endurance (50) Aegis - Resistance/Recharge Level 1: Supremacy Level 1: Brawl
  13. Here's build 2......while they're both very similar with a few exceptions with 1 a bit more defensive and the other more with resist. Thanks for any assistance helping me either choose between the builds or blow them up for something completely new and exciting 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: Traps Power Pool: Flight Power Pool: Fighting Power Pool: Teleportation Power Pool: Leadership Ancillary Pool: Field Mastery Villain Profile: Level 1: Summon Demonlings (A) Blood Mandate - Accuracy/Damage (5) Blood Mandate - Damage/Endurance (7) Blood Mandate - Accuracy/Endurance (7) Blood Mandate - Accuracy/Damage/Endurance (9) Blood Mandate - Accuracy (9) Blood Mandate - Damage Level 1: Caltrops (A) Ragnarok - Chance for Knockdown (34) Positron's Blast - Chance of Damage(Energy) (36) Annihilation - Chance for Res Debuff (36) Bombardment - Chance for Fire Damage Level 2: Lash (A) Hecatomb - Chance of Damage(Negative) (33) Hecatomb - Damage/Recharge (33) Hecatomb - Damage/Recharge/Accuracy (34) Hecatomb - Recharge/Accuracy (34) Hecatomb - Damage/Endurance Level 4: Triage Beacon (A) Preventive Medicine - Chance for +Absorb (11) Preventive Medicine - Heal/RechargeTime/Endurance (11) Preventive Medicine - Heal (17) Preventive Medicine - Heal/Endurance (31) Preventive Medicine - Endurance/RechargeTime (33) Preventive Medicine - Heal/RechargeTime Level 6: Enchant Demon (A) Endurance Reduction IO Level 8: Fly (A) Blessing of the Zephyr - Knockback Reduction (4 points) (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance Level 10: Acid Mortar (A) Achilles' Heel - Chance for Res Debuff (37) Achilles' Heel - Defense Debuff (37) Achilles' Heel - Defense Debuff/Recharge (37) Annihilation - Damage/RechargeTime (48) Annihilation - Chance for Res Debuff Level 12: Summon Demons (A) Superior Mark of Supremacy - Accuracy/Damage (13) Superior Mark of Supremacy - Accuracy/Damage/Endurance (13) Superior Mark of Supremacy - Damage/Endurance (15) Superior Mark of Supremacy - Damage (15) Superior Mark of Supremacy - Accuracy/Endurance (17) Soulbound Allegiance - Chance for Build Up Level 14: Hover (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (36) Shield Wall - +Res (Teleportation), +5% Res (All) (43) Shield Wall - Defense (48) Luck of the Gambler - Defense/Increased Global Recharge Speed (48) Reactive Defenses - Scaling Resist Damage Level 16: Force Field Generator (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (40) Luck of the Gambler - Defense/Endurance (42) Luck of the Gambler - Defense (50) Luck of the Gambler - Defense/Recharge Level 18: Hell on Earth (A) Sovereign Right - Resistance Bonus (19) Edict of the Master - Defense Bonus (19) Call to Arms - Defense Bonus Aura for Pets (21) Expedient Reinforcement - Resist Bonus Aura for Pets (21) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura (23) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen Level 20: Poison Trap (A) Lockdown - Chance for +2 Mag Hold (39) Lockdown - Accuracy/Endurance/Recharge/Hold (39) Lockdown - Accuracy/Hold (39) Lockdown - Accuracy/Recharge (40) Lockdown - Recharge/Hold (40) Lockdown - Endurance/Recharge/Hold Level 22: Summon Demon Prince (A) Sovereign Right - Accuracy/Damage/Endurance (23) Sovereign Right - Accuracy/Endurance (25) Sovereign Right - Accuracy/Damage (27) Sovereign Right - Damage/Endurance (27) Impeded Swiftness - Chance of Damage(Smashing) (29) Ice Mistral's Torment - Chance for Cold Damage Level 24: Boxing (A) Empty Level 26: Abyssal Empowerment (A) Endurance Reduction IO Level 28: Tough (A) Steadfast Protection - Resistance/+Def 3% (29) Gladiator's Armor - TP Protection +3% Def (All) (31) Gladiator's Armor - Resistance Level 30: Trip Mine (A) Force Feedback - Chance for +Recharge (43) Superior Avalanche - Accuracy/Damage/Recharge (45) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (46) Superior Avalanche - Accuracy/Damage (46) Superior Avalanche - Damage/Endurance (46) Superior Avalanche - Accuracy/Damage/Endurance Level 32: Teleport Target (A) Warp - Range / Increased Perception Level 35: Combat Teleport (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 38: Fold Space (A) Recharge Reduction IO (42) Accuracy IO Level 41: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (42) Luck of the Gambler - Defense (43) Luck of the Gambler - Defense/Endurance Level 44: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (45) Luck of the Gambler - Defense/Endurance (45) Luck of the Gambler - Defense Level 47: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance Level 49: Temp Invulnerability (A) Aegis - Resistance (50) Aegis - Resistance/Endurance (50) Aegis - Resistance/Recharge Level 1: Supremacy Level 1: Brawl
  14. I'm looking for some help with my demon/traps build, demon's is pretty straight forward but traps is a different beast entirely for me. I've got 2 builds I'm deciding between with them both being concept builds for a demonic entity being trapped inside of an A.I construct. Build 1 is more defensive and I believe I have most of the must have for traps but not entirely sure if it's right for the pairing 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: Traps Power Pool: Flight Power Pool: Teleportation Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Villain Profile: Level 1: Summon Demonlings (A) Blood Mandate - Accuracy/Damage (3) Blood Mandate - Damage/Endurance (3) Blood Mandate - Accuracy/Endurance (11) Blood Mandate - Accuracy/Damage/Endurance (11) Blood Mandate - Accuracy (13) Blood Mandate - Damage Level 1: Caltrops (A) Bombardment - Chance for Fire Damage (39) Javelin Volley - Chance of Damage(Lethal) (40) Ragnarok - Chance for Knockdown (45) Annihilation - Chance for Res Debuff (48) Ice Mistral's Torment - Chance for Cold Damage Level 2: Lash (A) Hecatomb - Chance of Damage(Negative) (23) Hecatomb - Damage/Recharge (25) Hecatomb - Damage/Recharge/Accuracy (39) Hecatomb - Recharge/Accuracy (43) Hecatomb - Damage/Endurance Level 4: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (5) Reactive Defenses - Defense (5) Shield Wall - +Res (Teleportation), +5% Res (All) (7) Reactive Defenses - Scaling Resist Damage (7) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (9) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance Level 6: Enchant Demon (A) Endurance Reduction IO Level 8: Fly (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (9) Blessing of the Zephyr - Knockback Reduction (4 points) Level 10: Acid Mortar (A) Achilles' Heel - Defense Debuff (42) Achilles' Heel - Defense Debuff/Recharge (42) Achilles' Heel - Chance for Res Debuff (43) Annihilation - Chance for Res Debuff (43) Annihilation - Accuracy/Damage/RechargeTime Level 12: Summon Demons (A) Soulbound Allegiance - Chance for Build Up (13) Superior Command of the Mastermind - Accuracy/Damage/Recharge (15) Superior Command of the Mastermind - Accuracy/Damage (15) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge (17) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura (17) Soulbound Allegiance - Damage Level 14: Combat Teleport (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 16: Force Field Generator (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (34) Luck of the Gambler - Defense (37) Luck of the Gambler - Defense/Endurance (39) Luck of the Gambler - Defense/Recharge Level 18: Hell on Earth (A) Edict of the Master - Defense Bonus (19) Expedient Reinforcement - Resist Bonus Aura for Pets (19) Call to Arms - Defense Bonus Aura for Pets (21) Sovereign Right - Resistance Bonus (21) Sovereign Right - Accuracy/Damage/Endurance (23) Sovereign Right - Accuracy/Damage Level 20: Poison Trap (A) Lockdown - Chance for +2 Mag Hold (33) Lockdown - Accuracy/Endurance/Recharge/Hold (33) Lockdown - Accuracy/Hold (33) Lockdown - Accuracy/Recharge (34) Lockdown - Recharge/Hold (34) Lockdown - Endurance/Recharge/Hold Level 22: Triage Beacon (A) Preventive Medicine - Chance for +Absorb (37) Preventive Medicine - Endurance/RechargeTime (46) Preventive Medicine - Heal/RechargeTime/Endurance (46) Preventive Medicine - Heal (46) Preventive Medicine - Heal/RechargeTime (48) Preventive Medicine - Heal/Endurance Level 24: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (40) Luck of the Gambler - Defense (42) Luck of the Gambler - Defense/Endurance Level 26: Summon Demon Prince (A) Superior Mark of Supremacy - Accuracy/Endurance (27) Superior Mark of Supremacy - Accuracy/Damage/Endurance (27) Superior Mark of Supremacy - Damage/Endurance (29) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen (29) Ice Mistral's Torment - Chance for Cold Damage (31) Impeded Swiftness - Chance of Damage(Smashing) Level 28: Teleport Target (A) Warp - Range / Increased Perception Level 30: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance Level 32: Abyssal Empowerment (A) Endurance Reduction IO Level 35: Trip Mine (A) Superior Avalanche - Recharge/Chance for Knockdown (36) Superior Avalanche - Accuracy/Damage (36) Superior Avalanche - Accuracy/Damage/Endurance (36) Superior Avalanche - Accuracy/Damage/Recharge (37) Superior Avalanche - Accuracy/Damage/Endurance/Recharge Level 38: Fold Space (A) Accuracy IO (40) Recharge Reduction IO Level 41: Boxing (A) Accuracy IO Level 44: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (45) Steadfast Protection - Resistance/+Def 3% (45) Gladiator's Armor - Resistance Level 47: Scorpion Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (48) Luck of the Gambler - Defense/Endurance (50) Luck of the Gambler - Defense Level 49: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (50) Luck of the Gambler - Defense/Endurance (50) Luck of the Gambler - Defense Level 1: Supremacy Level 1: Brawl
  15. Wait there are people that don't think Group Fly is good on an MM.............wait, I get it GF is a kinda niche power but it's sooooo good on an MM and really helps avoiding some mobs and travelling especially in the Shadow Shard, Hollows and other areas. And as @bellona100stated good luck and have fun.......with a Final Fly Eagles Fly!!!!!😁
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