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Petless and Semi Petless masterminds


plainguy

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9 hours ago, Sir Myshkin said:

Maria Jenkins arc is an easy way as Redlynne pointed out, if you're at least 40 (I think), there's also a couple of test AV missions on AE but I don't remember their Arc ID, try searching "AV" or "AV Test" might show up. The lame-duck test would be to try and shoot down a Pylon in the RWZ. It'd at least tell you if your DPS is there, but more curious about the running aspect with an AV moving around and having varied attacks more than anything.

No 50 with some Incarnates unlocked

 

Looking up maria jenkins

 

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On 4/5/2020 at 2:39 AM, Sir Myshkin said:

Maria Jenkins arc is an easy way as Redlynne pointed out, if you're at least 40 (I think), there's also a couple of test AV missions on AE but I don't remember their Arc ID, try searching "AV" or "AV Test" might show up. The lame-duck test would be to try and shoot down a Pylon in the RWZ. It'd at least tell you if your DPS is there, but more curious about the running aspect with an AV moving around and having varied attacks more than anything.

Got Maria Jenkins..

 

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I was able to take him down and make him puke a few times.

Since he had a few AOEs.  I had to keep the Bot behind him or to the side but within range of Triage beacon.

I had to spam provoke between attacks or he would go after the Robot.  I had to resummon the Bot 2 times during the fight.

I started off with one purple inspiration and one Orange to not suffer too much from the first hit. Nothing worse then starting the fight and the first hits puts you at half health.

 

His AOE attacks destroyed over time the Acid Mortar and Force Field Generator. 

I also had to keep FFG behind him as well which worked out well. 

 

He did fall once as well from the Epic torrent attack.

 

Most inspirations for healing I used on the bot. 

But I will say I only had 4 greens and at one point the bot was so low I thought He would drop but he didn't and I could see Triage beacon bringing his health back up.

 

The simple rhythm really was just provoke, attack, provoke, attack.

 

I tried +1, I was burning him down but there comes a point where he just starts burning me down.  A couple of good hits.. Then another one and I'm flat.. 

If I had some incarnate levels I might be able to do it.

 

 

 

 

 

 

 

 

 

 

 

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  • 2 weeks later

Demon Summoning Trick Arrow 

Petless

Needs Cardiac to keep it steady for endurance. 

 

I find this build fun because its like Old School COH.. Your moving around looking for best position. Using inspirations much more.. You have set bonuses from the IO build but still feels very generic build.

What I mean by all of this is my builds usually feel very strong. I know they can handle the 3/8 setting..  I do have some bad moments but overall I am kicking butt.  They are usually high defense capped or positional cap which means I can stand anywhere and not worry that much.  I could have went hover blaster concept but decided against it this time around.

 

I did find the grove with this build which is as follows;

Adrenal Boost ( when up), Flash Arrow, EMP Arrow, Oil Slick, Glue Arrow, Disruptive Arrow, Corrosive Vial, I would target Oil Slick for igniting with whip attack or try to get it within my Crack Whip cone to ignite. But now I picked up Pyro incarnate so I just use that to ignite,  Blue inspiration because of the endurance crash of EMP Arrow, Poison Gas Arrow, Acid Arrow, followed by Flash Arrow.  I will rush in and Crack whip and then fire off single target attacks at mobs because I know they just need one DOT on them to kill them off. So I just fire and switch. 

 

It pretty much kills the whole group just leaving a few purple cons at half heath and Red cons just about dead.  I let them regroup and then just kill them off with some whip attacks and Experimentation attacks. Or if the 2nd spawn is close enough I just combine the two groups. 

 

Speed of sound is great for getting up top, EG teleporting to Elevator area to start a pull from there without worrying about getting aggro trying to get up there.

popping one purple inspiration is very helpful and helps me stay in melee range as I wait for Oil Slick to recharge.

I try not to keep a full tray because I can get 4 or 5 inspirations a few moments after I fire off the chain. 

Wish Aid Self was a few seconds quicker in recharge or that Field Medic also broke the interrupt for Aid Self like it does for Aid Others.

 

Toxic Dart has a cool affect of sticking someone with a syringe dart. The larger the target the bigger the syringe is.

Corrosive Vial is like hot feet. No one wants to be standing in it.

And yes I use Cross punch, Max target is 2 no matter what the tool tip might say. I would be impressed if someone could get 3 mobs in its aoe.

 

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Trick Arrow
Power Pool: Experimentation
Power Pool: Speed
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Corruption -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7)
Level 1: Entangling Arrow -- GrvAnc-Hold%(A)
Level 2: Flash Arrow -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(43), SphIns-Acc/Rchg(11), SphIns-ToHitDeb/EndRdx/Rchg(11), SphIns-Acc/EndRdx/Rchg(34)
Level 4: Glue Arrow -- ImpSwf-Acc/Slow(A), ImpSwf-Dmg/Slow(7), ImpSwf-Acc/EndRdx(9), ImpSwf-Rng/Slow(9), ImpSwf-EndRdx/Rchg/Slow(42), ImpSwf-Dam%(19)
Level 6: Lash -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(42), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(43), KntCmb-Knock%(45), FrcFdb-Rechg%(48)
Level 8: Crack Whip -- Artl-Acc/Dam(A), Artl-Dam/End(13), Artl-Dam/Rech(13), Artl-Acc/Dam/Rech(15), Artl-Acc/Rech/Rng(17), Artl-End/Rech/Rng(17)
Level 10: Ice Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(23), BslGaz-Rchg/Hold(37), BslGaz-EndRdx/Rchg/Hold(40)
Level 12: Speed of Sound -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(21)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Poison Gas Arrow -- FrtHyp-Plct%(A)
Level 18: Aid Other -- NmnCnv-Heal/Rchg(A)
Level 20: Acid Arrow -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(21), ShlBrk-Acc/Rchg(25), ShlBrk-DefDeb/EndRdx/Rchg(34), ShlBrk-Acc/EndRdx/Rchg(34), ShlBrk-%Dam(23)
Level 22: Kick -- KntCmb-Knock%(A)
Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25)
Level 26: Toxic Dart -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(27), Thn-Dmg/Rchg(27), Thn-Acc/Dmg/Rchg(29), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx/Rchg(31)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(31), RedFrt-EndRdx/Rchg(31), RedFrt-Def/EndRdx/Rchg(33), RedFrt-Def(33), RedFrt-EndRdx(33)
Level 32: Corrosive Vial -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
Level 35: Oil Slick Arrow -- Artl-Acc/Dam(A), Artl-Dam/End(36), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(37)
Level 38: EMP Arrow -- Lck-Acc/Hold(A), Lck-Acc/Rchg(39), Lck-Rchg/Hold(39), Lck-EndRdx/Rchg/Hold(39), Lck-Acc/EndRdx/Rchg/Hold(40), Lck-%Hold(40)
Level 41: Scorpion Shield -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx(43), RedFrt-Def/Rchg(45), RedFrt-EndRdx/Rchg(46), RedFrt-Def/EndRdx/Rchg(46), RedFrt-Def(46)
Level 44: Cross Punch -- FrcFdb-Rechg%(A)
Level 47: Adrenal Booster -- RechRdx-I(A)
Level 49: Aid Self -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal/EndRdx/Rchg(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 1: Supremacy 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19)
Level 50: Pyronic Judgement 
Level 50: Cardiac Core Boost 
------------

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  • 2 weeks later

Rework of Whips Trick Arrow

 

After some steady play through the endurance drain ( ignoring EMP Arrow ) was a bit too much.

After a bunch of hours over the course of days I reworked the build. Looking at what I had and other builds as well. 

The rework was able to get me Range and Melee positional defense cap which is much better then having smash and lethal defense cap and also resistance cap for Smash and Lethal. 

I had to give up The experimentation pool. 

 

Aid Self really needs some rework along with the medicine pool.

 

Went Mu mastery.  Was thinking of going Dark but I needed IO set bonuses that I could not get from Dark. 

Currently testing on 8/1 setting and is going well. Reds con mobs need some work and Purple con mobs need a bit more work. I currently do not have any incarnate level boost. 

 

I would really love to get a full team of Petless or semi petless masterminds together and run some missions. 

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Trick Arrow
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Corruption -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(3), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(34)
Level 1: Entangling Arrow -- GrvAnc-Hold%(A)
Level 2: Flash Arrow -- Acc-I(A)
Level 4: Glue Arrow -- ImpSwf-Dam%(A)
Level 6: Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(13), Mk'Bit-Acc/EndRdx/Rchg(7), Mk'Bit-Acc/Dmg/EndRdx/Rchg(19), Mk'Bit-Dam%(21)
Level 8: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(9), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(11), RedFrt-Def(11), RedFrt-EndRdx(13)
Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31)
Level 12: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(15)
Level 14: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(15), UnbGrd-EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(17)
Level 16: Poison Gas Arrow -- FrtHyp-Plct%(A)
Level 18: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19)
Level 20: Acid Arrow -- Bmbdmt-+FireDmg(A)
Level 22: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(23), GssSynFr--ToHit/Rchg/EndRdx(23), GssSynFr--Rchg/EndRdx(25), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(25)
Level 24: Hasten -- RechRdx-I(A)
Level 26: Lash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(29), TchofDth-Dmg/Rchg(29), TchofDth-Dmg/EndRdx/Rchg(33), TchofDth-Acc/Dmg/EndRdx(27), TchofDth-Dam%(27)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Crack Whip -- Artl-Acc/Dam(A), Artl-Dam/End(37), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(39), Artl-Acc/Rech/Rng(31), Artl-End/Rech/Rng(34)
Level 32: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Rchg/KDProc(33), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36)
Level 35: Oil Slick Arrow -- Artl-Acc/Dam(A), Artl-Dam/End(40), Artl-Dam/Rech(42), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(50)
Level 38: Charged Armor -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(39), UnbGrd-EndRdx/Rchg(40), UnbGrd-Rchg/ResDam(40)
Level 41: Electrifying Fences -- EnfOpr-Acc/Rchg(A), EnfOpr-Acc/Immob(42), EnfOpr-Acc/Immob/Rchg(42), EnfOpr-EndRdx/Immob(43), EnfOpr-Acc/EndRdx(43), EnfOpr-Immob/Rng(43)
Level 44: Thunder Strike -- Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-%Dam(46)
Level 47: Static Discharge -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-End/Rech/Rng(48), Artl-Acc/Dam/Rech(50), Artl-Acc/Rech/Rng(50)
Level 49: EMP Arrow -- Lck-%Hold(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(33)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(37)
Level 50: Support Core Genome 
Level 50: Cardiac Total Core Revamp 
------------

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  • 2 weeks later

New Rework of Whips Trick arrow Petless.

 

Cardiac and Support is what fixed the endurance issues with the build. Now that endurance is not an issues, it can solo 3/8 vs Council 

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Trick Arrow
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Corruption -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(3), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(34)
Level 1: Entangling Arrow -- GrvAnc-Hold%(A)
Level 2: Flash Arrow -- Acc-I(A)
Level 4: Glue Arrow -- ImpSwf-Dam%(A)
Level 6: Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(13), Mk'Bit-Acc/EndRdx/Rchg(7), Mk'Bit-Acc/Dmg/EndRdx/Rchg(19), Mk'Bit-Dam%(21)
Level 8: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(9), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(11), RedFrt-Def(11), RedFrt-EndRdx(13)
Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31)
Level 12: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(15)
Level 14: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(15), UnbGrd-EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(17)
Level 16: Poison Gas Arrow -- FrtHyp-Plct%(A)
Level 18: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19)
Level 20: Acid Arrow -- Bmbdmt-+FireDmg(A)
Level 22: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(23), GssSynFr--ToHit/Rchg/EndRdx(23), GssSynFr--Rchg/EndRdx(25), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(25)
Level 24: Hasten -- RechRdx-I(A)
Level 26: Lash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(29), TchofDth-Dmg/Rchg(29), TchofDth-Dmg/EndRdx/Rchg(33), TchofDth-Acc/Dmg/EndRdx(27), TchofDth-Dam%(27)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Crack Whip -- Artl-Acc/Dam(A), Artl-Dam/End(37), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(39), Artl-Acc/Rech/Rng(31), Artl-End/Rech/Rng(34)
Level 32: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Rchg/KDProc(33), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36)
Level 35: Oil Slick Arrow -- Artl-Acc/Dam(A), Artl-Dam/End(40), Artl-Dam/Rech(42), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(50)
Level 38: Charged Armor -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(39), UnbGrd-EndRdx/Rchg(40), UnbGrd-Rchg/ResDam(40)
Level 41: Electrifying Fences -- EnfOpr-Acc/Rchg(A), EnfOpr-Acc/Immob(42), EnfOpr-Acc/Immob/Rchg(42), EnfOpr-EndRdx/Immob(43), EnfOpr-Acc/EndRdx(43), EnfOpr-Immob/Rng(43)
Level 44: Thunder Strike -- Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-%Dam(46)
Level 47: Static Discharge -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-End/Rech/Rng(48), Artl-Acc/Dam/Rech(50), Artl-Acc/Rech/Rng(50)
Level 49: EMP Arrow -- Lck-%Hold(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(33)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(37)
Level 50: Support Core Genome 
Level 50: Cardiac Total Core Revamp 
------------

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Was considering making a Merc /poison or pain 

 

Go with the theme of Contra https://en.wikipedia.org/wiki/Contra_(video_game)

Bill (the blond-haired commando with the white tank top and blue bandana), and the other player as Lance (the shirtless dark-haired commando in the red bandanna).

 

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Here is my first attempt at a "Boy and his Giant Robot" build. I have a Robots/Traps MM, and I am tempted to try something like this on an alternate build, now that the toon is 50+. I don't think I'd ever try leveling up with such a build.

 

Spoiler

Villain Plan by Hero Villain Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Boy and Bot 1.0: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Teleportation
Power Pool: Presence
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Battle Drones -- EdcoftheM-PetDef:40(A), SvrRgh-PetResDam:50(3), CaltoArm-+Def(Pets):30(3), ExpRnf-+Res(Pets):50(5), SprMarofS-EndRdx/+Resist/+Regen:50(5)
Level 1: Web Grenade -- TraoftheH-Acc/Rchg:50(A), TraoftheH-EndRdx/Immob:50(7), TraoftheH-Acc/EndRdx:50(7), TraoftheH-Immob/Acc:50(9), TraoftheH-Acc/Immob/Rchg:50(9), TraoftheH-Dam%:50(11)
Level 2: Caltrops -- Ann-Dmg/Rchg:50(A), Ann-ResDeb%:50(11), ImpSwf-Dmg/Slow:30(13), ImpSwf-Rng/Slow:30(13), ImpSwf-Dam%:30(15), RechRdx-I:50(15)
Level 4: Teleport -- BlsoftheZ-Travel:50(A), BlsoftheZ-ResKB:50(19), BlsoftheZ-Travel/EndRdx:50(19)
Level 6: Triage Beacon -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(21), Prv-EndRdx/Rchg:50(21), Prv-Heal/Rchg:50(23), Prv-Heal/Rchg/EndRdx:50(23), Prv-Absorb%:50(25)
Level 8: Provoke -- MckBrt-Taunt:50(A), MckBrt-Taunt/Rchg:50(25), MckBrt-Taunt/Rchg/Rng:50(27), MckBrt-Acc/Rchg:50(27), MckBrt-Taunt/Rng:50(29), MckBrt-Rchg:50(29)
Level 10: Acid Mortar -- UndDfn-DefDeb:50(A), UndDfn-DefDeb/Rchg:50(31), UndDfn-Rchg:50(31), UndDfn-Rchg/EndRdx:50(31), TchofLadG-%Dam:50(33), Rgn-Knock%:50(33)
Level 12: Kick -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(33), SprBlsCol-Acc/Dmg/EndRdx:50(34), SprBlsCol-Acc/Dmg/Rchg:50(34), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(34), SprBlsCol-Rchg/HoldProc:50(36)
Level 14: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(36), UnbGrd-Max HP%:50(36)
Level 16: Force Field Generator -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(37), DefBuff-I:50(37)
Level 18: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(37)
Level 20: Poison Trap -- GldNet-Acc/Hold:50(A), GldNet-Acc/Rchg:50(39), GldNet-Rchg/Hold:50(39), GldNet-EndRdx/Rchg/Hold:50(39), GldNet-Acc/EndRdx/Rchg/Hold:50(40), GldNet-Dam%:50(40)
Level 22: Maneuvers -- ShlWal-Def:50(A), ShlWal-ResDam/Re TP:50(50)
Level 24: Equip Robot -- EndRdx-I:50(A)
Level 26: Assault Bot -- SuddAcc--KB/+KD:50(A), SprCmmoft-Acc/Dmg:50(40), SprCmmoft-Dmg/EndRdx:50(42), SprCmmoft-Acc/Dmg/Rchg:50(42), SprCmmoft-Rchg/PetAoEDef:50(42), SlbAll-Build%:50(43)
Level 28: Repair -- RechRdx-I:50(A)
Level 30: Photon Grenade -- Ann-Acc/Dmg:50(A), Ann-Dmg/Rchg:50(43), Ann-Acc/Dmg/EndRdx:50(43), Ann-Acc/Dmg/EndRdx/Rchg:50(45), Ann-ResDeb%:50(45), OvrFrc-Dam/KB:50(45)
Level 32: Upgrade Robot -- EndRdx-I:50(A)
Level 35: Scorpion Shield -- Rct-Def:50(A), Rct-Def/EndRdx:50(46), Rct-EndRdx/Rchg:50(46), Rct-Def/Rchg:50(46), Rct-Def/EndRdx/Rchg:50(48), Rct-ResDam%:50(48)
Level 38: Assault -- EndRdx-I:50(A)
Level 41: Teleport Foe -- WntGif-ResSlow:50(A), Acc-I:50(48), Range-I:50(50)
Level 44: Seeker Drones -- AbsAmz-Stun/Rchg:50(A), AbsAmz-Acc/Rchg:50(50)
Level 47: Detonator -- HO:Nucle(A)
Level 49: Vengeance -- LucoftheG-Rchg+:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- UnbLea-Stlth:50(A)
Level 1: Supremacy
Level 2: Rest -- IntRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+:50(A), Pnc-Heal/+End:50(17)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(17)
------------

 

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Spoiler

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Some comments:

 

The build is trying for very high Defenses for the MM and the Bot. Some of my IO set choices are to boost positional defenses, but those are still (mostly) lower than typed defenses, so there is room to make some changes. Normally I would take Grant Invisibility to further boost the Assault Bot's Defenses, but I decided I "needed" the following pools:

 

1) Fighting: To get mule slots, and Weave. It also allows for a Melee attack.

2) Leadership:  To support the Assault Bot.

3) Presence: For Provoke. A Tankermind is not going to work well with only a single Henchmen, but the MM Defenses are going to be better than the Assault Bot's.

4) I also hate to not take an actual travel power, so I went with Teleport for Teleport Foe shenanigans. One of the newer pools might be a better fit.

 

Running a Mastermind as an attacker is IMO a loosing proposition. The Damage is terrible and it make Endurance management a PITA. Several of the slotting choices have been made to improve Endurance (MaxEnd, Recovery, EndDiscount). This build only uses two direct attacks from the MM: one Melee (Kick) and one Ranged AoE (Photon Grenade). With only two attacks, Endurance may be less of a consideration. I did not try to "proc monster" the MM attacks, except that Photon Grenade (slotted with Annihilation for Endurance assists) would be re-slotted to add Lethal/Energy/Fire damage procs in addition to the Knockdown and -Resistance if it turns out Endurance is under control. I recommend keeping the Overwhelming Force KB->KD here because it will help control enemies for your Bot.

 

The Pet bonus procs for Defense (and Resistance) are too good to NOT include, so rather than take the T1 Pulse Rifle Blast (see my disdain for MM attacks above) this build uses the T1 Battle Drones to "mule" those pieces. Note that there is space for a 6th slot: if you want more Global Recharge 10%!), 2-slot the Superior Mark of Supremacy ATO by stealing a slot from Teleport Foe. It may also be possible that you can do without one of the Resistance auras, but I always just default to using them.

 

The Assault Bot MUST have a KB->KD proc, in order to not knock enemies out of it's fire patch. It might as well get the Soulbound Allegiance %Build Up as well. I opted to 4-slot the Superior ATO command of the Mastermind here for the set bonuses. The AoE Defense (15%!) may not be strictly necessary but I think whatever else might replace one of the ATO would be a marginal improvement (A Hami-O Acc/Dam perhaps?).

 

This build has many choices I would consider "odd", but if the point is to only have the Assault Bot, I feel that the playstyle would be radically different and require different power choices. Here are some thoughts:

 

Web Grenade: I hate this single-target power. I find that rarely is immobilizing a single target worthwhile. I 6-slotted only for the (marginal) Defense boosts. Before trying this build I think I might steal slots from this to beef up the Seeker Drones. It's in the build assuming that the MM sometimes wants to keep an enemy in place for the Assault Bot.

 

Caltrops: Many dislike caltrops, but I love an AoE Slow which *I* place. I want the -Resistance to help out the Assault Bot.

 

Triage Beacon: I like the Preventive Maintenance bonuses.

 

Provoke: As explained, this is to allow a sort of Tankermind (but really to keep aggro from the Assault Bot). I think the recharge time would almost always defeat having a reliable %Psi damage, and the typed defense boosts from Mocking Beratement are too good to pass up. This is the only choice from its pool, so it will be easy to delay this power choice for as long as you would like. See Photon Grenade below.

 

Kick: shown here as 6-slotted with a Winter Set for defense boosts.

 

Tough: I'm have an iconoclastic approach to S/L resists from Tough. Rarely do I find that boosting the inherent S/L resistance to pay off as much as just using it as a mule, as I did in this build. YMMV.

 

Weave and Maneuvers and Force Field Generator: Normally I would have the IOs for Weave and Maneuvers reversed to "share" a slightly higher Defense with the Assault Bot, but I'm selfish.  I think this is most +Defense (ALL) I can get out of 5-slots and while maximize the LoTG +Recharge and having a Shield Wall Global.

 

Poison Trap: I love this power. I chose the 6-slot PVP for the bonuses.

 

Repair: I always skip this power, but on a single-bot build it seems like a good investment.

 

Photon Grenade: It certainly can be taken earlier in the build, but my assumption is that the player isn't going to be playing much content below level 32 This also informs the IO set choice. With that assumption I delayed the choice as long as possible. If you want to play lower content (with no bots) I would Swap Photon Grenade with either Provoke (level 8, if you are truly itching for combat at most levels) or Maneuvers (level 22, as in PUGs you are less likely to need it).

 

Scorpion Shield: I like the 6-set bonus from Reactive Defenses, so I try to find a power where I get the most bang from using this set. For "A Boy and his Bot", the main gap appeared to be defenses, so this was my choice. I'm also running out of slots, so I felt like I was going to pass on other powers from the Epic/Patron pool. I didn't see a better choice, but I am willing to hear other options. I'm completely unsure if Power Boost would be a worthwhile later pool choice for all the craziness the MM is bringing.

 

Assault: Chosen just for the +Damage boost for the Assault Bot. An easy 1-slot power choice.

 

Teleport Foe: I added this power as a means of bringing enemies to the Assault Bot (via Teleport or 'Long Range Taunt'). It also fits with my internal concept of the Mastermind not making (m)any direct attacks. This is a slow way of trying to clear maps, but I already feel like this approach to an MM is radical and so I wanted to include another oddball approach to playing this type of character. A more 'direct combat' alternative to the Teleport pool would be to instead choose a pool that allows for a a travel power as well as a debuff to be applied to an enemy instead (e.g. Weaken Resolve from Force of Will). YMMV.

 

Seeker Drones: I love these little guys, but I was out of slots! My past experience is that they work best with high recharge to contribute Stuns. You can try to get a little more damage from them with the Cloud Senses proc if you are so inclined.

 

Detonator: I actually hate this power, but if you are only going to have one Pet at a time this seems like a a good 'make the ultimate sacrifice my friend' (or is it 'see you later sucker!') choice.

 

Vengence: Chosen just as a LoTG mule, as I'm out of slots and pool choices.

 

 

Some last thoughts: This build looks worse on Accuracy than I prefer, so Tactics may deserve a place in the build.

Edited by tidge
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Ok, I rolled out a variant of the build I posted: Same general layout, with the only major change was taking Force of Will for Travel and Debuff instead of the Teleport pool. I think I changed up the order of Provoke and Photon Grenade so I could have something in my hands at low levels. I also change up the Photon Grenade to be focused on Procs, which was a much better choice to do actual damage.

 

I took the lonely big bot for a spin on the Hero Cape Mission at Level 50 with difficulty +0/x8.

 

giphy.gif

 

OMG this was a boring experience. I felt like I was in slow motion. Teleporting Rikti took me forever to defeat, even with the holds and slows. I missed the raw chaos of my 6-bot army! The Assault Bot simply isn't doing enough damage to be worthwhile to play on its own. Neither I nor the bot were ever in any danger, but it was just painfully slow to progress through the missions.

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On 5/7/2020 at 9:43 PM, tidge said:

Ok, I rolled out a variant of the build I posted: Same general layout, with the only major change was taking Force of Will for Travel and Debuff instead of the Teleport pool. I think I changed up the order of Provoke and Photon Grenade so I could have something in my hands at low levels. I also change up the Photon Grenade to be focused on Procs, which was a much better choice to do actual damage.

 

I took the lonely big bot for a spin on the Hero Cape Mission at Level 50 with difficulty +0/x8.

 

OMG this was a boring experience. I felt like I was in slow motion. Teleporting Rikti took me forever to defeat, even with the holds and slows. I missed the raw chaos of my 6-bot army! The Assault Bot simply isn't doing enough damage to be worthwhile to play on its own. Neither I nor the bot were ever in any danger, but it was just painfully slow to progress through the missions.

I was able to defeat an AV on the base setting requested in a previous post. 

 

No way you can level up from 1 to 50 on this type of build. The endurance is just too massive. I did it up to 25 or 28 and just kept running out of endurance on missions. 

I've been pushing on the suggestion forum for several mastermind changes.

  1. Even out the endurance issues with Masterminds compared to other Arch Types. Masterminds pay more for just about every power other Arch Types have or when the endurance is same or less it is a lesser form of the power when compared to other Arch Types. Some simple test on Test Center around attacks will give the player a clear difference between similar attacks.
  2. Fix the Tier 1 pets 5 level difference ( at 4/8 setting, which not far fetched on end game ) which is pretty much making Mastermind a 3 pet set ( Tier 2 and Tier 3 ).  
  3. Give Masterminds the option to choose the number of pets they want based on their current build ( The three builds all players have  to choose from that can only be changed at trainers ).
    • Less pets in build offers stronger current active pets.  E.G. You could have only Tier 1 pets  ( 3 pets ) but their overall DPS would be equal to have all 3 Tiers out. Maybe their attacks would change.
    • With lesser pets the Mastermind is offered more attack Options.. EG Robot Mastermind not taken Tier 3 Assault bot might get the option to a new attack that would equal the swarm missile attack of the Assault Bot. 

Currently I have read that the Devs idea is to reduce pet summoning endurance which to me is utterly useless. Because even if you loose your pets trying to resummon can become impossible at certain times. How many have TRIED to summon pets and just get them wiped during resummon. Which now puts your pets on recharge and you are pretty much screwed depending on your build. 

Currently my Arachnos Solider has the same amount of pets as a mastermind and they are all higher levels compared to my mastermind and my Arachnos build has more attacks. 

 

Each build is a bit different.  

 

My Whips Trick arrow is pretty fun on 3/8. 

Flash, Disruption Arrow, Glue Arrow, Acid Arrow, Poison Arrow, Oil Slick,  Mu Mastery Electrifying Fences ( ignites Oil slick usually ), Judgement Pyronic and finally  Mu Mastery Thunder Strike. That usually kills most mobs that were in range.  Then I use whip attacks to kill off runners.  I have Cross punch on the build so I pretty much get a knock down on the mob between cross punch,  Lash, Crack Whip, Thunder Strike and even kick. 

 

The demon Storm build due to force feedback +recharge can put out 3 Lighting Storms at times.

I am currently trying to solo ITF on him on 1/8 setting ( No Deaths ). Unfortunately I get a bit Impatient on the Cyst map and instead of just taking my time I end up dying.  The damage type is a pain for those mobs. But that is rough for anyone who does not have defenses set up for it either. 

screenshot_200502-01-01-51.thumb.jpg.c9217d2474eb3108a7ae603380705b15.jpg

 

 

As a POC ( Proof of Concept ) I have shown that the builds work at a level 50 setting. I am doing 3/8 with them.  Many players can't even do 0/8 on regular builds. 

 

But its an acquired taste. 

Out of the 25 level 50 IOed toons I have,  these are 8.  

 

Currently I am making secondary builds to group up to run a few Incarnate TF missions to pick up some Incarnate mats. EG BAF and such. Since no one looks at builds I can craft non set IOs and no one will notice.  I have all T3 but T4 would help to be able to solo ITF. 

 

 

Edited by plainguy
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I have no issues with the post above except for one point:

13 hours ago, plainguy said:

Currently my Arachnos Solider has the same amount of pets as a mastermind and they are all higher levels compared to my mastermind and my Arachnos build has more attacks.

Are you sure you aren't seeing something like an incarnate level shift on your (I assume) Crabbermind? Your three Spiderlings should be -2 level, your two Disruptors should be -1 level, and a Patron pet will be even level (with the summoner).

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  • 1 year later

I'm gonna necro this post because I've had some thoughts occur to me as I've been trying to figure out what to do with Skunk Man.   Right now I have several versions, a Nature/Water Defender, and a Thugs/Poison MM both at level 50.   The first iteration was Thugs/Poison because his friends would come to assist him as he used his poison(stinky concoctions) to take down criminals.  Then I did Nature/Water defender because of the whole animal-nature, and Skunk Spray.    However, I've always envisioned him as a more scrappy hero that takes advantage of his bad smell to beat the villains into submission.  Maybe like a Kinetic Melee/Dark scrapper, with skills colored yellow or a Staff/Dark so he can beat people with his +1 Stank Stick.  So I attempted to make him a melee character but I end up abandoning the concept because he doesn't have a partner or sidekick to assist him.  That was part of the problem with the defender also, but he at least had skunk spray.   I also find the Water attack mechanic to be tiresome after a while.  I find that I'm watching for the orange circle to pop up all the time.

 

What to do, what to do...  I then went back to Thugs and thought that would be cool again, but I don't want any guns.  So it occurred to me that the the Bruiser doesn't use guns, at least from what I remember.   Then I thought what about the stanky Skunk part.  I could do /Rad or /Time both colored yellow.   Both have have potentially stinky looking effects.  /Time is bit too whirly, but both have pbaoe heals for the duo to operate in.  However, /Rad has Choking Cloud which is like Entangling Aura from /Nature and that ability just rules, when it has the absorb proc and the +2 mag hold proc, with a couple +hold duration's in it.  An added bonus is that Bruiser is melee so we'd be like a 2 person /assist train from the old Dark Age of Camelot days. 

 

All of that led me back to this thread. 

 

Oh and here is one more thing.   @plainguy  I don't know if you have tried it yet but I picked up Spirit Ward today from Sorcery Pool on my Necro/Cold just to test it out.   It seems pretty good.  a Single Target ally toggle that gives +Absorb to one friendly target.  Sounds pretty good for a Semi-Petless MM to use on their one pet.  At level 33 with a couple IO's in it.  It gave my Lich an absorb shield of +279.23 HP.   So added on to his baseline HP of 729.92 that isn't too shabby and it appears to pulse about every 2 seconds for +27.92 absorb.

 

 

879942411_SpiritWard.thumb.jpg.a541a6c3df23c91997321e392da0770b.jpg

 

 

- edit spriti ward 🙂 pulses every two seconds. i was on the test server trying some stuff out.  I didn't catch it in the log due to not having logging one when I had it slotted but Panacea procs on the Pet if you have it slotted in Spirit Ward.   All of the other Health IO specials just affect the MM when it is on.

Spoiler

2021-06-16 18:03:31 Bruiser:  spriti ward test grants you 41.12 points of absorption over time with their Spirit Ward.
2021-06-16 18:03:31 You grant Bruiser 41.12 points of absorption over time with Spirit Ward.
2021-06-16 18:03:33 Bruiser:  spriti ward test grants you 41.12 points of absorption over time with their Spirit Ward.
2021-06-16 18:03:33 You grant Bruiser 41.12 points of absorption over time with Spirit Ward.
2021-06-16 18:03:35 Bruiser:  spriti ward test grants you 41.12 points of absorption over time with their Spirit Ward.
2021-06-16 18:03:35 You grant Bruiser 41.12 points of absorption over time with Spirit Ward.
2021-06-16 18:03:37 Bruiser:  spriti ward test grants you 41.12 points of absorption over time with their Spirit Ward.
2021-06-16 18:03:37 You grant Bruiser 41.12 points of absorption over time with Spirit Ward.

 

Edited by SmalltalkJava
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7 hours ago, SmalltalkJava said:

I'm gonna necro this post because I've had some thoughts occur to me as I've been trying to figure out what to do with Skunk Man.   Right now I have several versions, a Nature/Water Defender, and a Thugs/Poison MM both at level 50.   The first iteration was Thugs/Poison because his friends would come to assist him as he used his poison(stinky concoctions) to take down criminals.  Then I did Nature/Water defender because of the whole animal-nature, and Skunk Spray.    However, I've always envisioned him as a more scrappy hero that takes advantage of his bad smell to beat the villains into submission.  Maybe like a Kinetic Melee/Dark scrapper, with skills colored yellow or a Staff/Dark so he can beat people with his +1 Stank Stick.  So I attempted to make him a melee character but I end up abandoning the concept because he doesn't have a partner or sidekick to assist him.  That was part of the problem with the defender also, but he at least had skunk spray.   I also find the Water attack mechanic to be tiresome after a while.  I find that I'm watching for the orange circle to pop up all the time.

 

What to do, what to do...  I then went back to Thugs and thought that would be cool again, but I don't want any guns.  So it occurred to me that the the Bruiser doesn't use guns, at least from what I remember.   Then I thought what about the stanky Skunk part.  I could do /Rad or /Time both colored yellow.   Both have have potentially stinky looking effects.  /Time is bit too whirly, but both have pbaoe heals for the duo to operate in.  However, /Rad has Choking Cloud which is like Entangling Aura from /Nature and that ability just rules, when it has the absorb proc and the +2 mag hold proc, with a couple +hold duration's in it.  An added bonus is that Bruiser is melee so we'd be like a 2 person /assist train from the old Dark Age of Camelot days. 

 

All of that led me back to this thread. 

 

Oh and here is one more thing.   @plainguy  I don't know if you have tried it yet but I picked up Spirit Ward today from Sorcery Pool on my Necro/Cold just to test it out.   It seems pretty good.  a Single Target ally toggle that gives +Absorb to one friendly target.  Sounds pretty good for a Semi-Petless MM to use on their one pet.  At level 33 with a couple IO's in it.  It gave my Lich an absorb shield of +279.23 HP.   So added on to his baseline HP of 729.92 that isn't too shabby and it appears to pulse about every 2 seconds for +27.92 absorb.

 

 

879942411_SpiritWard.thumb.jpg.a541a6c3df23c91997321e392da0770b.jpg

 

 

- edit spriti ward 🙂 pulses every two seconds. i was on the test server trying some stuff out.  I didn't catch it in the log due to not having logging one when I had it slotted but Panacea procs on the Pet if you have it slotted in Spirit Ward.   All of the other Health IO specials just affect the MM when it is on.

 

 

I've been reading and re-reading page 2 changes to powers to get a feel for them.  So this is good info. 

Waiting to see it in mids Reborn as well.  

But I have been looking to respec maybe based on the updates and I have been looking at Spirit Ward.

Also the pet command changes have been great.. Because now pets on aggro and stay command will allow me to talk the Alpha and not kill off the pet via splitting the damage due to supremacy. So Spirit Ward would definitely help keep the pet alive. 

I would love to see your end numbers on defenses and such.  

 

Not looking to change the game or core Masterminds. But I do feel if they made some changes added the options for Attacks VS Pets they could bring a new build type to Masterminds. 

 

I have a Thug Time Mastermind Jake and Nega Jake.  Twin brothers.. One goes to jail for the other. The one on the outside agrees to be a pawn for the COTs to get his brother out. Once out they break  away from the COTs and are hunted by them and hunt them back in return. 

Trick Arrow is great..  If they just had more whip attacks. Whips Trick arrow is awesome. 

 

Currently working on Ninja Trick Arrow with Oni pet.. 

 

Still working on doing ITF on petless mastermind. 
Would like to do 8/3 but I have gotten as far as the super computer and I couldn't bring the bosses down.  I can kill 5 Generals but the recover on the bosses is just too great.. I might get one but I run out of inspirations and it becomes a tag match.. I bring him down, he brings me down.. Just eventually I can't recover. No heals or out of inspirations. 
But think I am going to go 8/1 setting just to get it done once..

Again I do this out of boredom. 

I have several of each arch type..  All IOed out.. Defense capped.. all doing 8/4 even in Dark Astoria. 

This gives me a bit of challenge.  

 

 

 

 

 

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Ninja Trick Arrow

Last Pet - Oni

 

Range, Smash, Lethal Defense cap BUT with  Agility Incarnate - Need to fix this..

Endurance is a slight issue., but not game break..

Doing 8/2 on Alpha unlock mission with no big issues. 

 

One great thing, after dropping all the AOE debuffs and then dropping Oil slick and lighting it up.. Orange Con and below drop like flies.. If the Inspiration tray is low.. It sounds like a slot machine with all the dings of Inspirations popping up. 

 

I use Power Boost on every opening attack as it bolsters up my Defenses and other debuffing powers. 

 

The Oni pet is very impressive with his attacks and him lighting up Oil Slick is helpful as well. 

 

As I mentioned above I am re-working the build. I could have copied some other successful builds, but wanted to try something different power set wise.

As I keep mention constantly... If they ever fix the endurance issues with Masterminds it create a new variant of mastermind builds to play.. 

 

This Villain build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Trick Arrow
Power Pool: Experimentation
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Snap Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7)
Level 1: Entangling Arrow -- GrvAnc-Hold%(A)
Level 2: Aimed Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Acc/Dmg/Rchg(9), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11)
Level 4: Flash Arrow -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(43), SphIns-Acc/Rchg(43), SphIns-ToHitDeb/EndRdx/Rchg(45), SphIns-Acc/EndRdx/Rchg(34)
Level 6: Train Ninjas -- EndRdx-I(A)
Level 8: Fistful of Arrows -- Artl-Acc/Dam(A), Artl-Dam/End(13), Artl-Dam/Rech(13), Artl-Acc/Dam/Rech(15), Artl-Acc/Rech/Rng(17), Artl-End/Rech/Rng(17)
Level 10: Glue Arrow -- ImpSwf-Acc/Slow(A), ImpSwf-Dmg/Slow(23), ImpSwf-Acc/EndRdx(37), ImpSwf-Rng/Slow(40), ImpSwf-EndRdx/Rchg/Slow(42), ImpSwf-Dam%(19)
Level 12: Speed of Sound -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(21)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Poison Gas Arrow -- FrtHyp-Plct%(A), FrtHyp-Sleep/Rchg(48)
Level 18: Toxic Dart -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(42), Thn-Dmg/Rchg(42)
Level 20: Acid Arrow -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(21), ShlBrk-Acc/Rchg(25), ShlBrk-DefDeb/EndRdx/Rchg(34), ShlBrk-Acc/EndRdx/Rchg(34), ShlBrk-%Dam(23)
Level 22: Kick -- KntCmb-Knock%(A)
Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25)
Level 26: Oni -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(27), SprMarofS-Acc/Dmg(27), SprMarofS-Acc/EndRdx(29), SprMarofS-Acc/Dmg/EndRdx(29), SprMarofS-EndRdx/+Resist/+Regen(31)
Level 28: Disruption Arrow -- EnrMnp-Stun%(A), PwrTrns-+Heal(50)
Level 30: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(31), RedFrt-EndRdx/Rchg(31), RedFrt-Def/EndRdx/Rchg(33), RedFrt-Def(33), RedFrt-EndRdx(33)
Level 32: Kuji In Zen -- EndRdx-I(A)
Level 35: Oil Slick Arrow -- Artl-Acc/Dam(A), Artl-Dam/End(36), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(37)
Level 38: EMP Arrow -- Lck-Acc/Hold(A), Lck-Acc/Rchg(39), Lck-Rchg/Hold(39), Lck-EndRdx/Rchg/Hold(39), Lck-Acc/EndRdx/Rchg/Hold(40), Lck-%Hold(40)
Level 41: Scorpion Shield -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx(43), RedFrt-Def/Rchg(45), RedFrt-EndRdx/Rchg(46), RedFrt-Def/EndRdx/Rchg(46), RedFrt-Def(46)
Level 44: Corrosive Vial -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
Level 47: Adrenal Booster -- RechRdx-I(A)
Level 49: Power Boost -- RechRdx-I(A)
Level 1: Supremacy 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 4: Ninja Run 
Level 50: Ageless Partial Core Invocation 
Level 50: Agility Partial Core Revamp 
Level 26: Oni 
------------

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

 

 

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On 6/20/2021 at 3:35 PM, JJDrakken said:

In honest reality.

 

Only 1 Petless Mastermind makes sense. Demons, do to whip sets. All rest of sets have ATs with more options and higher output do to MMs being the lowest on DPS chart for personal DPS(not pet).

 

But here you go: Mastermind - Demon Summoning - Force Field.mxd

Whips is the big option.

 

Whips Trick Arrow is very good.. 

I started going with Last pet themes as well as I posted in this thread.. 
With  30+ Level 50 IO'ed, Incarnate slotted other toons, this is just to see if it works and have a little challenge.  
Main goal is an ITF solo no deaths..

 

 

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On 6/16/2021 at 6:13 PM, SmalltalkJava said:

I'm gonna necro this post because I've had some thoughts occur to me as I've been trying to figure out what to do with Skunk Man.   Right now I have several versions, a Nature/Water Defender, and a Thugs/Poison MM both at level 50.   The first iteration was Thugs/Poison because his friends would come to assist him as he used his poison(stinky concoctions) to take down criminals.  Then I did Nature/Water defender because of the whole animal-nature, and Skunk Spray.    However, I've always envisioned him as a more scrappy hero that takes advantage of his bad smell to beat the villains into submission.  Maybe like a Kinetic Melee/Dark scrapper, with skills colored yellow or a Staff/Dark so he can beat people with his +1 Stank Stick.  So I attempted to make him a melee character but I end up abandoning the concept because he doesn't have a partner or sidekick to assist him.  That was part of the problem with the defender also, but he at least had skunk spray.   I also find the Water attack mechanic to be tiresome after a while.  I find that I'm watching for the orange circle to pop up all the time.

 

What to do, what to do...  I then went back to Thugs and thought that would be cool again, but I don't want any guns.  So it occurred to me that the the Bruiser doesn't use guns, at least from what I remember.   Then I thought what about the stanky Skunk part.  I could do /Rad or /Time both colored yellow.   Both have have potentially stinky looking effects.  /Time is bit too whirly, but both have pbaoe heals for the duo to operate in.  However, /Rad has Choking Cloud which is like Entangling Aura from /Nature and that ability just rules, when it has the absorb proc and the +2 mag hold proc, with a couple +hold duration's in it.  An added bonus is that Bruiser is melee so we'd be like a 2 person /assist train from the old Dark Age of Camelot days. 

 

All of that led me back to this thread. 

 

Oh and here is one more thing.   @plainguy  I don't know if you have tried it yet but I picked up Spirit Ward today from Sorcery Pool on my Necro/Cold just to test it out.   It seems pretty good.  a Single Target ally toggle that gives +Absorb to one friendly target.  Sounds pretty good for a Semi-Petless MM to use on their one pet.  At level 33 with a couple IO's in it.  It gave my Lich an absorb shield of +279.23 HP.   So added on to his baseline HP of 729.92 that isn't too shabby and it appears to pulse about every 2 seconds for +27.92 absorb.

 

 

879942411_SpiritWard.thumb.jpg.a541a6c3df23c91997321e392da0770b.jpg

 

 

- edit spriti ward 🙂 pulses every two seconds. i was on the test server trying some stuff out.  I didn't catch it in the log due to not having logging one when I had it slotted but Panacea procs on the Pet if you have it slotted in Spirit Ward.   All of the other Health IO specials just affect the MM when it is on.

  Hide contents

2021-06-16 18:03:31 Bruiser:  spriti ward test grants you 41.12 points of absorption over time with their Spirit Ward.
2021-06-16 18:03:31 You grant Bruiser 41.12 points of absorption over time with Spirit Ward.
2021-06-16 18:03:33 Bruiser:  spriti ward test grants you 41.12 points of absorption over time with their Spirit Ward.
2021-06-16 18:03:33 You grant Bruiser 41.12 points of absorption over time with Spirit Ward.
2021-06-16 18:03:35 Bruiser:  spriti ward test grants you 41.12 points of absorption over time with their Spirit Ward.
2021-06-16 18:03:35 You grant Bruiser 41.12 points of absorption over time with Spirit Ward.
2021-06-16 18:03:37 Bruiser:  spriti ward test grants you 41.12 points of absorption over time with their Spirit Ward.
2021-06-16 18:03:37 You grant Bruiser 41.12 points of absorption over time with Spirit Ward.

 

Unfortunately Pets don't last long on a Semi Petless mastermind build unless you have a heal in the power set.

You have to keep them aggressive to remove bodyguard mode to keep them alive..

The new changes to pet control helped out a bit. 

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Here is my petless build I have had pretty good luck with it

 

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

LilBitofDebt2: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Traps
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Heat Mastery

Hero Profile:
Level 1: Corruption -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(3), EntChs-Dmg/Rchg(27), EntChs-Dmg/EndRdx/Rchg(33), EntChs-Heal%(33)
Level 1: Web Grenade -- GrvAnc-Acc/Immob/Rchg(A), GrvAnc-Hold%(19)
Level 2: Caltrops -- Bmbdmt-+FireDmg(A), PstBls-Dam%(3), PstBls-Dmg/Rchg(27), ImpSwf-Dam%(31), ImpSwf-Dmg/Slow(37), Rgn-Knock%(50)
Level 4: Lash -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(5), Hct-Dmg/Rchg(5), Hct-Dmg/EndRdx(31), Hct-Dam%(37)
Level 6: Triage Beacon -- Pnc-Heal/Rchg(A), Pnc-Heal/+End(7), Mrc-Heal/Rchg(7), Mrc-Rcvry+(19), Prv-Absorb%(39), RgnTss-Regen+(48)
Level 8: Mystic Flight -- WntGif-ResSlow(A)
Level 10: Acid Mortar -- ShlBrk-%Dam(A), TchofLadG-%Dam(11), Bmbdmt-+FireDmg(11), PstBls-Dam%(39), PstBls-Dmg/Rchg(43)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Crack Whip -- Rgn-Dmg(A), Rgn-Dmg/Rchg(15), Rgn-Acc/Dmg/Rchg(15), Rgn-Acc/Rchg(31), Rgn-Dmg/EndRdx(50)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(17), ShlWal-ResDam/Re TP(17), Krm-ResKB(39), Ksm-ToHit+(40)
Level 18: Kick -- FrcFdb-Rechg%(A)
Level 20: Poison Trap -- UnbCns-Hold(A), UnbCns-Hold/Rchg(21), UnbCns-Acc/Hold/Rchg(21), UnbCns-Acc/Rchg(40), UnbCns-Dam%(40)
Level 22: Tough -- GldArm-3defTpProc(A), Ags-Psi/Status(23), ImpArm-ResPsi(23), ImpSki-Status(33), StdPrt-ResDam/Def+(34), ImpArm-ResDam/EndRdx(34)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), EndRdx-I(34)
Level 26: Arcane Bolt -- EntChs-Heal%(A)
Level 28: Seeker Drones -- CldSns-%Dam(A), Bmbdmt-+FireDmg(29), PstBls-Dam%(29), PstBls-Acc/Dmg/EndRdx(48)
Level 30: Rune of Protection -- ImpSki-Status(A), ImpArm-ResDam/EndRdx(37), ImpArm-ResDam/Rchg(43)
Level 32: Stealth -- LucoftheG-Def/Rchg+(A)
Level 35: Trip Mine -- Arm-Dmg(A), Arm-Dmg/Rchg(36), Arm-Acc/Dmg/Rchg(36), Arm-Acc/Rchg(36), Arm-Dam%(48)
Level 38: Bonfire -- PstBls-Dmg/Rchg(A), PstBls-Dam%(46), OvrFrc-Dam/KB(46)
Level 41: Fire Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43)
Level 44: Fire Ball -- JvlVll-Acc/Dmg(A), JvlVll-Dam/Rech(45), JvlVll-Dam/End/Rech(45), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dam%(46)
Level 47: Invisibility -- LucoftheG-Def/Rchg+(A)
Level 49: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
Level 1: Supremacy 
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- IntRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(50)
Level 2: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(9), PwrTrns-EndMod(9), PrfShf-EndMod(13)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 4: Ninja Run 
Level 50: Pyronic Judgement 
Level 50: Barrier Total Radial Invocation 
Level 50: Cardiac Boost 
Level 50: Diamagnetic Interface 
Level 50: Carnival Ally 
Level 50: Support Genome 
------------

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On 6/22/2021 at 8:38 PM, fixr629 said:

Here is my petless build I have had pretty good luck with it

 

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

LilBitofDebt2: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Traps
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Heat Mastery

Hero Profile:
Level 1: Corruption -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(3), EntChs-Dmg/Rchg(27), EntChs-Dmg/EndRdx/Rchg(33), EntChs-Heal%(33)
Level 1: Web Grenade -- GrvAnc-Acc/Immob/Rchg(A), GrvAnc-Hold%(19)
Level 2: Caltrops -- Bmbdmt-+FireDmg(A), PstBls-Dam%(3), PstBls-Dmg/Rchg(27), ImpSwf-Dam%(31), ImpSwf-Dmg/Slow(37), Rgn-Knock%(50)
Level 4: Lash -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(5), Hct-Dmg/Rchg(5), Hct-Dmg/EndRdx(31), Hct-Dam%(37)
Level 6: Triage Beacon -- Pnc-Heal/Rchg(A), Pnc-Heal/+End(7), Mrc-Heal/Rchg(7), Mrc-Rcvry+(19), Prv-Absorb%(39), RgnTss-Regen+(48)
Level 8: Mystic Flight -- WntGif-ResSlow(A)
Level 10: Acid Mortar -- ShlBrk-%Dam(A), TchofLadG-%Dam(11), Bmbdmt-+FireDmg(11), PstBls-Dam%(39), PstBls-Dmg/Rchg(43)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Crack Whip -- Rgn-Dmg(A), Rgn-Dmg/Rchg(15), Rgn-Acc/Dmg/Rchg(15), Rgn-Acc/Rchg(31), Rgn-Dmg/EndRdx(50)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(17), ShlWal-ResDam/Re TP(17), Krm-ResKB(39), Ksm-ToHit+(40)
Level 18: Kick -- FrcFdb-Rechg%(A)
Level 20: Poison Trap -- UnbCns-Hold(A), UnbCns-Hold/Rchg(21), UnbCns-Acc/Hold/Rchg(21), UnbCns-Acc/Rchg(40), UnbCns-Dam%(40)
Level 22: Tough -- GldArm-3defTpProc(A), Ags-Psi/Status(23), ImpArm-ResPsi(23), ImpSki-Status(33), StdPrt-ResDam/Def+(34), ImpArm-ResDam/EndRdx(34)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), EndRdx-I(34)
Level 26: Arcane Bolt -- EntChs-Heal%(A)
Level 28: Seeker Drones -- CldSns-%Dam(A), Bmbdmt-+FireDmg(29), PstBls-Dam%(29), PstBls-Acc/Dmg/EndRdx(48)
Level 30: Rune of Protection -- ImpSki-Status(A), ImpArm-ResDam/EndRdx(37), ImpArm-ResDam/Rchg(43)
Level 32: Stealth -- LucoftheG-Def/Rchg+(A)
Level 35: Trip Mine -- Arm-Dmg(A), Arm-Dmg/Rchg(36), Arm-Acc/Dmg/Rchg(36), Arm-Acc/Rchg(36), Arm-Dam%(48)
Level 38: Bonfire -- PstBls-Dmg/Rchg(A), PstBls-Dam%(46), OvrFrc-Dam/KB(46)
Level 41: Fire Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43)
Level 44: Fire Ball -- JvlVll-Acc/Dmg(A), JvlVll-Dam/Rech(45), JvlVll-Dam/End/Rech(45), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dam%(46)
Level 47: Invisibility -- LucoftheG-Def/Rchg+(A)
Level 49: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
Level 1: Supremacy 
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- IntRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(50)
Level 2: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(9), PwrTrns-EndMod(9), PrfShf-EndMod(13)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 4: Ninja Run 
Level 50: Pyronic Judgement 
Level 50: Barrier Total Radial Invocation 
Level 50: Cardiac Boost 
Level 50: Diamagnetic Interface 
Level 50: Carnival Ally 
Level 50: Support Genome 
------------

I am more defense cap player..  But I like you got Rune of Protection pretty darn close to perma ( 2 seconds ).  

 

This what I am running. 

This Hero build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Traps
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Corruption -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(15), Thn-Dmg/Rchg(17), Thn-Acc/Dmg/Rchg(17), Thn-Acc/Dmg/EndRdx(19), Thn-Dmg/EndRdx/Rchg(19)
Level 1: Web Grenade -- GrvAnc-Hold%(A)
Level 2: Lash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(3), TchofDth-Dmg/Rchg(3), TchofDth-Acc/Dmg/EndRdx(5), TchofDth-Dmg/EndRdx/Rchg(5), TchofDth-Dam%(37)
Level 4: Caltrops -- PstBls-Dam%(A)
Level 6: Triage Beacon -- Mrc-Heal(A), NmnCnv-Heal/EndRdx/Rchg(7), NmnCnv-Heal/Rchg(7), Mrc-Heal/Rchg(13), Mrc-Heal/EndRdx/Rchg(27)
Level 8: Crack Whip -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(9), SprFrzBls-Acc/Dmg/EndRdx(9), SprFrzBls-Acc/Dmg/Rchg(11), SprFrzBls-Dmg/EndRdx/Acc/Rchg(11), SprFrzBls-Rchg/ImmobProc(13)
Level 10: Acid Mortar -- AnlWkn-%ToHit(A), AnlWkn-DefDeb/EndRdx/Rchg(39), TchofLadG-%Dam(39), TchofLadG-DefDeb/Rchg(40), TchofLadG-DefDeb(33)
Level 12: Kick -- Empty(A)
Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(15)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(21)
Level 18: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(27)
Level 20: Poison Trap -- Lck-Acc/Hold(A), Lck-Acc/Rchg(21), Lck-Rchg/Hold(34), Lck-EndRdx/Rchg/Hold(33), Lck-Acc/EndRdx/Rchg/Hold(34), Lck-%Hold(50)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 24: Super Speed -- Clr-Stlth(A)
Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def(43)
Level 28: Seeker Drones -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(29), Stp-Acc/EndRdx(29), Stp-Stun/Rng(31), Stp-Acc/Stun/Rchg(31), Stp-KB%(31)
Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(42), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(34), GssSynFr--ToHit/EndRdx(42), GssSynFr--Build%(40)
Level 32: Provoke -- PrfZng-Dam%(A)
Level 35: Trip Mine -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37)
Level 38: Night Fall -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(39), Ann-Acc/Dmg/Rchg(40), Ann-ResDeb%(46)
Level 41: Dark Embrace -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(43), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-ResDam(46)
Level 44: Oppressive Gloom -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(45), Stp-Acc/EndRdx(45), Stp-Stun/Rng(46)
Level 47: Soul Tentacles -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rchg(48), PstBls-Dmg/Rng(50), PstBls-Acc/Dmg/EndRdx(48)
Level 49: Soul Storm -- Dvs-Dmg/Rchg(A), Dvs-Acc/Dmg/Rchg(50)
Level 1: Supremacy 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(23)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(23)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 4: Ninja Run 
Level 24: Speed Phase 
------------

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Incarnate wise I went with Agility.. Ion.. Diamagnetic.. Warworks.. Ageless.. Assault.. 

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12 hours ago, Carnifax said:

Nope, RoP has a fixed 60 sec duration / 180 sec recharge now. Been like that since May but Mids hasn't been updated yet. 

 

Sad face..

 

forgot about that.. relying on MIDs Reborn.

 

 

 

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  • 3 months later

Necro Trick Arrow.. 

Grave Knights Only.. 

I would LOVE TO get a Epic/Ancillary with some sort of sword.. 

 

Respeced into Lich.. Grave Knights just were too squishy..

 

 

This Villain build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Trick Arrow
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Dark Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5)
Level 1: Entangling Arrow -- GrvAnc-Hold%(A)
Level 2: Flash Arrow -- SphIns-%ToHit(A), SphIns-ToHitDeb(27), SphIns-Acc/ToHitDeb(27), SphIns-Acc/Rchg(3), SphIns-ToHitDeb/EndRdx/Rchg(5)
Level 4: Glue Arrow -- ImpSwf-Dam%(A)
Level 6: Kick -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(7), TchofDth-Dmg/Rchg(13), TchofDth-Acc/Dmg/EndRdx(7), TchofDth-Dmg/EndRdx/Rchg(45), TchofDth-Dam%(46)
Level 8: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(9), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(11), RedFrt-Def(11), RedFrt-EndRdx(13)
Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(31)
Level 12: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(15)
Level 14: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(17)
Level 16: Poison Gas Arrow -- FrtHyp-Plct%(A)
Level 18: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(19), RedFrt-EndRdx/Rchg(19), RedFrt-Def/EndRdx/Rchg(21), RedFrt-Def(25), RedFrt-EndRdx(31)
Level 20: Acid Arrow -- ExpVln-DefDeb(A), ExpVln-DefDeb/Rchg(45), ExpVln-DefDeb/Rchg/EndRdx(46)
Level 22: Gloom -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(23), Thn-Dmg/Rchg(23), Thn-Acc/Dmg/EndRdx(34), Thn-Dmg/EndRdx/Rchg(46), Thn-Acc/Dmg/Rchg(50)
Level 24: Hasten -- RechRdx-I(A)
Level 26: Grave Knight -- SprMarofS-Dmg(A), SprMarofS-EndRdx/+Resist/+Regen(29), SprMarofS-Dmg/EndRdx(29), SprMarofS-Acc/Dmg(33), SprMarofS-Acc/EndRdx(36), SlbAll-Build%(43)
Level 28: Disruption Arrow -- EnrMnp-Stun%(A)
Level 30: Life Drain -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(33), NmnCnv-Heal/Rchg(36), NmnCnv-Heal/EndRdx/Rchg(34), NmnCnv-Heal(31), NmnCnv-Regen/Rcvry+(34)
Level 32: Enchant Undead -- RechRdx-I(A)
Level 35: Oil Slick Arrow -- Artl-Acc/Dam(A), Artl-End/Rech/Rng(36), Artl-Dam/End(40), Artl-Dam/Rech(40), Artl-Acc/Dam/Rech(37), Artl-Acc/Rech/Rng(37)
Level 38: Dark Embrace -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(39), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(40), UnbGrd-ResDam/EndRdx/Rchg(39)
Level 41: Oppressive Gloom -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(42), Stp-Acc/EndRdx(42), Stp-Stun/Rng(43), Stp-Acc/Stun/Rchg(43), Stp-KB%(42)
Level 44: EMP Arrow -- Lck-%Hold(A)
Level 47: Soul Tentacles -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(48), EnfOpr-Acc/EndRdx(48), EnfOpr-Immob/Rng(48), EnfOpr-Acc/Immob/Rchg(50), EnfOpr-Acc/Immob(50)
Level 49: Dark Empowerment -- RechRdx-I(A)
Level 1: Supremacy 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(33), Prv-Absorb%(45)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(37)
Level 12: Speed Phase 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 4: Ninja Run 
Level 50: Agility Partial Core Revamp 
Level 26: Grave Knight 
------------

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Edited by plainguy
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/macro OIL "target_custom_near oil slick$$powexec_name Apprentice charm"

 

Its a double click.. Targets Oil Slick and then 2nd click fires Apprentice Charm.

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  • 1 month later

Petless Demon Summoning Nature Affinity . Sort of went with a male version of Poison Ivy..  Green and Black or Dark Blue on vines and Trees for Nature Affinity. 

Bit of endurance issue but fixed when I picked up Vigor Partial Core Revamp.

What I can tell you I learn from creating and playing this build. If you can get away with no Hasten like on this build, it is great for Procs as many might know already.  I just didn't realize it until I seen it.


Force of Will.. Very nice set.  Wall of Force is a very wide long cone. Just very nice power, lets hope it doesn't change. 

Lash whip attack, Wall of Force are hitting very hard.  Lash attack especially. When all procs hit I am hitting a red con mob for 3/4 of his health bar. 
I am running on a 3/8 setting again vs weak mobs like Council and CoTs 

 

Entangling Aura very great as well. It is holding the wolves from Council.. So anything that holds those suckers is great. 
I could run Oppressive Gloom as well with the endurance I have, but I don't.. Entangling Aura does have a 4 second recharge and Oppressive Gloom almost a 2 second recharge. 
What I do is sometimes keep O.G. on back up after a stun.  When stunned, I immediately bring up O.G. after stun recovery to help mitigate damage and then click on Entangling  Aura when it comes up and turn off O.G.  The hold from Entangling Aura is much better than Oppressive Gloom.  

 

My main tactic is basically try to line up the mobs for all the cone attacks. Soul Tentacles, Wall of Force, Night Fall, Crack Whip and just rinse and repeat. Then use single attacks on runners here and there. 

 

I have Wild Growth on auto as that puts my S/L resistance at cap. 

Over Growth is just about Perma with Procs going off.  

Open a fight with Wild Bastion, Over Growth and Unleashed Potential and just cycle as they come up. 
I can drop Lifegiving Spores as well with no endurance issues.  I usually drop it after a stun right after activating O.G.

 

This Villain build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Nature Affinity
Power Pool: Force of Will
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Corruption -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(5), SprWntBit-Acc/Dmg/EndRdx(5), SprWntBit-Acc/Dmg/Rchg(7), SprWntBit-Dmg/EndRdx/Acc/Rchg(7), SprWntBit-Rchg/SlowProc(9)
Level 1: Corrosive Enzymes -- Empty(A)
Level 2: Lash -- Hct-Dam%(A), GldStr-%Dam(9), ExpStr-Dam%(11), TchofDth-Dam%(11), Mk'Bit-Dam%(13), FrcFdb-Rechg%(13)
Level 4: Wild Growth -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(37), Ags-ResDam(37)
Level 6: Mighty Leap -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(21)
Level 8: Crack Whip -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(15), SprFrzBls-Acc/Dmg/EndRdx(15), SprFrzBls-Acc/Dmg/Rchg(17), SprFrzBls-Dmg/EndRdx/Acc/Rchg(17), SprFrzBls-Rchg/ImmobProc(19)
Level 10: Spore Cloud -- DarWtcDsp-ToHitdeb/Rchg/EndRdx(A), DarWtcDsp-ToHitDeb(19), DarWtcDsp-ToHitDeb/EndRdx(21), DarWtcDsp-ToHitDeb/Rchg(37)
Level 12: Project Will -- FrcFdb-Rechg%(A), GldJvl-Dam%(34), Apc-Dam%(34), ExpStr-Dam%(36)
Level 14: Wall of Force -- Bmbdmt-+FireDmg(A), ExpStr-Dam%(23), PstBls-Dam%(23), PstBls-Dmg/Rchg(25), FrcFdb-Rechg%(33), Bmbdmt-Dam(34)
Level 16: Lifegiving Spores -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(42), NmnCnv-Heal/Rchg(43), NmnCnv-Heal/EndRdx/Rchg(43), NmnCnv-Heal(43), NmnCnv-Regen/Rcvry+(45)
Level 18: Kick -- Empty(A)
Level 20: Wild Bastion -- Prv-Absorb%(A), Prv-Heal/Rchg(45), Prv-Heal/Rchg/EndRdx(46)
Level 22: Unleash Potential -- RechRdx-I(A)
Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25)
Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(27)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(29)
Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/EndRdx(33), GssSynFr--Build%(33)
Level 32: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45)
Level 35: Night Fall -- Bmbdmt-+FireDmg(A), PstBls-Dam%(36), PstBls-Dmg/Rchg(36), CldSns-%Dam(39), Rgn-Knock%(40), Rgn-Dmg(40)
Level 38: Overgrowth -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(39), RechRdx-I(39)
Level 41: Dark Embrace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(48)
Level 44: Entangling Aura -- Lck-%Hold(A), BslGaz-EndRdx/Rchg/Hold(46), BslGaz-Acc/EndRdx/Rchg/Hold(46)
Level 47: Soul Tentacles -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(47), EnfOpr-Acc/EndRdx(47), EnfOpr-Immob/Rng(48), EnfOpr-Acc/Immob/Rchg(48), EnfOpr-Acc/Immob(49)
Level 49: Oppressive Gloom -- RzzDzz-Immob%(A), RzzDzz-Acc/EndRdx(49)
Level 1: Supremacy 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(3)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
Level 6: Takeoff 
Level 50: Vigor Partial Core Revamp 
Level 50: Born In Battle 
------------

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|-------------------------------------------------------------------|

 

 

 
 

 

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I like semi petless MMs.

I have a level 50 with just the Protectors and Assault (plus another build that only has the Assault bot + diff costume).
Another level 50s with only the Demonlings and she only picked pool powers after level 4 (pool boy challenge). I'm pondering a couple of builds with just the Demons and the Demon Prince respectively).

a third level 50 with only the Jounin
One with only Wolves (and he stopped training after level 10, so limited powers and slots) who's currently at effective level 20

And one with only the Demonlings but doesn't train since level one.

I must say, Group Flight is best on bots.

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