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@DarkirThank you for your answer. I found this Nature/Water build you posted back in October of last year. Would you still recommend it? I don't know what all might have changed since, but I think about patches sometimes having an impact on build viability (like Darkness Affinity losing Power Boost on Fade).
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Necro/? Advice and Build Request -- Help Please! :)
Deadshot7 replied to Deadshot7's topic in Mastermind
I was aware of the diminishing returns, which is why I mentioned 3 slots (because past that DR makes it pointless). I just didn't know it was associated with the term "Enhancement Diversification". Now I do. Thanks. 🙂 -
Thanks, @Darkirand @Redlynne. Presumably, Energy would work, too (@Sir MyshkinMad King), except it has 1 AOE and multiple single targets. As to my other question---would a 1 KB set like Dark + Wall of Force do the job?
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Necro/? Advice and Build Request -- Help Please! :)
Deadshot7 replied to Deadshot7's topic in Mastermind
What is ED cap? Is this just 3 slots of +Heal/Absorb enhancement (assuming nonset IOs or SOs)? Interesting that upping your health makes it stronger. Thanks for sharing that tidbit. Does slotting +heal/absorb in the health pool count? I will look into accolades. -
Besides DP, what other set(s) can capitalize the most on Force Feedback's Recharge? I would like to make a magic themed Nature/ hero but without guns. Proc Gurus - I seek your guidance (and ask you to please be gentle). I have been reading @Redlynne's Time/DP Bullet Time Prayers build, but I don't fully understand the math....yet. It appears that Empty Clips' 10 second recharge = 18.13% change (per target?). For example, Water has 2 attacks--and these don't require slotting KB->KD conversion. The recharge of one (Geyser) is long. So if Water Burst has a 16 second recharge, I presume the probability is a little higher than Empty Clips? And Geyser will have a quite high chance? How many procs are needed for perma Hasten and/or perma (nearly) Overgrowth, and can you get multiple procs from one AOE attack (i.e. is the check done per target and can fire for all that proc)? Are there other powersets you could recommend? Like is water good? Are there others? And for power sets that only have 1 KB type ability (e.g. Dark's Torrent or Sonic's Shockwave), is 1 attack not going to be not enough? And if yes, would working in Wall of Force (with Weaken Resolve and Mighty Leap) fill in that gap? Thanks!
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Thanks for all of the replies, everyone. There are about 5 I already want to try... but first up has to be @Redlynne's suggestion for Beasts/Kin. And yes, I am open to MM. My only worry about this build is really low Defense (at least for early levels)--but Seeds, Tornado, and Pets (that can even Def buff themselves) are probably going to help with that. @Redlynneany chance that you happen to have a build handy for this? As for Empathy, it just makes me think wouldn't it be nice if the AOE range for group buffs was doubled? --Spamming a "Gather" macro every 2 minutes is tedious.
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Thanks. This helps. I'm also trying to understand from a numbers perspective which is better. For example, /Cold may as well be Corruptor (possibly) because the endurance and-resist aren't that different. I think Fire wouldn't be a good choice, because I'm looking for a proc based build to give +recharge, so I can cast the stronger buffs from /Cold, /Empathy, etc
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I am running with a Plant/Storm controller, and I want to provide some buffs that will help him out. I think Endurance (or Recovery) is probably the most impactful--other buffs like Defense/Resisists/Foe -Resist/and/or Recharge would all be gravy. I am thinking Cold/ (with Medicine) or Kin/ or Empathy/ or even perhaps Controller Darkness Affinity are some options. So my questions are : 1) Defender or Corruptor or Controller? 2) Which Support Set? 3) Which Blast Set (or Control Set) will give me enough Recharge to dole out buffs/debuffs @RedlynneI was crit by the wall of text in your Time/DP guide (which is awesome btw), so I suspect getting 8 procs in 2 minutes from force feedback is probably what I need to be able to do (and this makes me think of water, energy--perhaps overkill?, DP, and are there others? I was also looking at @Darkir's Water/Cold and @Sir Myshkin's Mad King builds. I'm also looking at Kin options too--but Defense is very light. Anyway, I am hoping the gurus on here can give me some ideas. Thanks!
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Necro/? Advice and Build Request -- Help Please! :)
Deadshot7 replied to Deadshot7's topic in Mastermind
@komman Interesting. I do think now I'd really like to play a /Nature -- I like the support aspect and the aesthetics. How do you pump up the shield to 50%? Power Boost? I imagine getting the recharge down for everything isn't easy to do. My worry is Necro only have no Lethal resist. That and bad Defense makes me worry they'll die a lot. Has anyone been able to make it work without Tankerminding? Or should I be looking at Beasts and Thugs could work. Fortify Pack and Enforcers Defense + Spore Cloud and enhancements get then near cap--and they have some Lethal Resist. I really don't want Demons, because they're big and suck on teams. -
Necro/? Advice and Build Request -- Help Please! :)
Deadshot7 replied to Deadshot7's topic in Mastermind
Thanks for all the replies. While mulling all of this over, I made a Thugs/EA--and it feels really good once I got those enhancements in it. As for Necro, I am going to make one tonight--and I'm leaning /Dark. I feel like /Sonic is the only resist set that offers enough--but I want a more interactive secondary. Therefore, I'm leaning /Dark and possibly /Nature (a little weaker defensively but interactive and solid healing and has Overgrowth). Can someone check my math? Also, Overwhelming Force in the Zombies sounds good (got to run some more Summer Blockbuster for it). Dark Defense: Darkest Night (25' radius) + 18%, Fearsome Stare + 18% + Shadow Fall 6%, + Maneuvers 4% = 46% -- Effectively Def Cap (before enhancements or pet) Resist: Enhancements 35% (61% Smashing/Cold/Negative/Toxic/Psionic) **and then - 23% damage from Darkest Night --> 58% (84% S/C/N/T/P) effective reduction? As for Fearsome Stare, does the enhancement that increases duration apply to the duration of the To Hit debuff? Does the effect stack if you cast it again before it expires (with some recharge)? And is -DMG essentially the same as resist (like -To Hit is like Defense)? Nature Defense: Spore Cloud (15' radius) 18% + Enhancements 10% + Maneuvers 4% = 32% Resist: Wild Growth 18% + Enhancements 35% = 53% (79% to Smashing/Cold/Negative/Toxic/Psionic) Final question -- What mob types do Smashing/Cold/Negative/Toxic/Psionic 🙂 -- seems like useful information ? In closing---Be excellent to each other...AND Party On! -
Necro/? Advice and Build Request -- Help Please! :)
Deadshot7 replied to Deadshot7's topic in Mastermind
Interesting. Now I kind of want to try Ninjas with Cold (anyone have any experience with this?--and how good/bad is medicine) and Thugs with Elec (throwing resist on top of pretty good Def pets--and having the resist set with Mez protection). @Coyote Thanks for the education! And I'll look for those other IOs--they must be in a different category. -
Necro/? Advice and Build Request -- Help Please! :)
Deadshot7 replied to Deadshot7's topic in Mastermind
Right -- I have read up on the powersets. Please indulge me in some napkin math here. Dark (which I think is superior to Rad because of it's larger Radius) gives roughly 22.5% Def. Maneuvers is about 6%. Shadowfall is another 8.5%. Call to Arms Enhancement is 5% roughly 42%. This is almost capped. Cold -- Powerboosted Shields 25%, Arctic Fog 6%, Maneuvers 6%, Call to Arms 5% = 42% (and I presume people take Medicine with this) Radiation -- Rad Infection 30% (small radius), Maneuvers 6%, Call to Arms 5% = 41% So in short---about 10% of the time they take 100% S/L damage. Thermal - Shields 24%, Expedient Reinforcement 10% = 34% Nature - Sport Cloud 25%, Manuevers 6%, Call to Arms 5% = 36% Def and Wild Growth 18% (some down time) + Exp Reinf 10% = 28%; so get hit 15% of the time for 70% of the damage. The Def based powers seem far better to me. The resist values seem too low to compared when comparing to how much less dmg gets through when Def capped (and why I thought tankerminding would be used with those). I suspect I am missing some key powers or synergies or set bonuses here. I used the non set IOs. -
Necro/? Advice and Build Request -- Help Please! :)
Deadshot7 replied to Deadshot7's topic in Mastermind
Thanks for the suggestions. I don't see how any of these don't lead to a lot of resummoning of dead pets. These all assume Tankerminding, right? Because I don't see any Defense. I couldn't find a guide, but I found a pretty thorough post. Other than Time, i don't see how any power set can Def cap its pets. -
I am a relatively newish player looking for some help on choosing a secondary for a Necro. And then I'd also like to request a build (one created more recently under the current meta) that has some survivability. No real restrictions except I'm not super rich yet, and I am a little bit averse to /Time, because I have many /Time toons already. Can a noob get some advice (even if just advice on secondary)!? Thanks! 😀