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Posted

I'm beast/nature MM, just dinged 50. I'm looking for advice on what to slot for an alpha ability. I don't have any endurance issues at all going into 50, and I have decent global recharge, so those aren't big concerns. From beast, I get damage and a wide variety of buffs and debuffs. From nature, I get heals, absorbs, debuffs, and damage resistance. And I have buffs from maneuvers+tactics.

 

Things that look good are 

  • Intuition, for damage and debuffs
  • Musculature, for damage and debuffs
  • Resilient, for damage resist, tohit buff, and absorb
  • Spiritual, for healing and tohit
  • Vigor, for healing and accuracy

 

I don't have any MM experience at the incarnate levels, and I don't want to waste too many threads making alphas that won't do much for me.

 

Also, any comments on the build would be welcome. I'm not there yet, but it's what I'm working toward.

 

 

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Runic Avenger: Level 50 Mutation Mastermind
Primary Power Set: Beast Mastery
Secondary Power Set: Nature Affinity
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Heat Mastery

Villain Profile:
Level 1: Summon Wolves -- SprMarofS-Dmg(A), SprMarofS-EndRdx/+Resist/+Regen(3), SprMarofS-Acc/Dmg(3), SprMarofS-Acc/EndRdx(5), OvrFrc-Dam/KB(5), CaltoArm-+Def(Pets)(7)
Level 1: Corrosive Enzymes -- Acc-I(A), RechRdx-I(42)
Level 2: Call Hawk -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Acc/Dmg(7), SprWntBit-Dmg/Rchg(9), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(11), FrcFdb-Rechg%(11)
Level 4: Regrowth -- Prv-Heal(A), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(42)
Level 6: Train Beasts -- EndRdx-I(A)
Level 8: Wild Growth -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(25), StdPrt-ResKB(31), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Max HP%(33)
Level 10: Call Ravens -- Ann-Acc/Dmg/EndRdx/Rchg(A), Ann-Dmg/Rchg(13), Ann-ResDeb%(13), Ann-Acc/Dmg/EndRdx(15), SprFrzBls-Dmg/EndRdx(15), SprFrzBls-Acc/Dmg/Rchg(17)
Level 12: Summon Lions -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/Dmg/EndRdx(17), ExpRnf-+Res(Pets)(19), EdcoftheM-PetDef(19), EdcoftheM-Acc/Dmg/EndRdx(21), EdcoftheM-Dmg/EndRdx(21)
Level 14: Spore Cloud -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-Slow%(34)
Level 16: Lifegiving Spores -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(36), Pnc-Heal/Rchg(36), Pnc-Heal/EndRedux/Rchg(42), Pnc-Heal(43), Pnc-Heal/+End(43)
Level 18: Fortify Pack -- ShlWal-ResDam/Re TP(A)
Level 20: Super Jump -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-ResSlow(36)
Level 22: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(37), Rct-EndRdx/Rchg(37), Rct-Def/Rchg(37), Rct-Def/EndRdx/Rchg(43), Rct-ResDam%(45)
Level 24: Wild Bastion -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(39), DctWnd-Heal/Rchg(39), DctWnd-Heal/EndRdx/Rchg(39), DctWnd-Heal(50)
Level 26: Summon Dire Wolf -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(27), SprCmmoft-Rchg/PetAoEDef(27), SprCmmoft-Dmg/EndRdx/Rchg(29), SvrRgh-PetResDam(29), SvrRgh-Acc/Dmg/EndRdx(31)
Level 28: Assault -- EndRdx-I(A)
Level 30: Tactics -- EndRdx-I(A)
Level 32: Tame Beasts -- EndRdx-I(A)
Level 35: Jump Kick -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/EndRdx(40), FrcFdb-Dmg/EndRdx/KB(48), FrcFdb-Rechg%(50)
Level 38: Overgrowth -- GssSynFr--ToHit/Rchg/EndRdx(A), GssSynFr--ToHit/EndRdx(45), GssSynFr--ToHit/Rchg(46), GssSynFr--Rchg/EndRdx(46)
Level 41: Bonfire -- Ann-Dmg/Rchg(A), Ann-Acc/Dmg/Rchg(46), Ann-Acc/Dmg/EndRdx/Rchg(48), Ann-ResDeb%(48), SuddAcc--KB/+KD(50)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45)
Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
Level 49: Stealth -- LucoftheG-Def/Rchg+(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 -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(25)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(23), PrfShf-EndMod/Rchg(23)
------------

 

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Posted (edited)

Musculature is a generally solid choice. With demons nature, I'd say your second would be resilient. But there are not that many ways for an MM to buff all their pets damage, so musculature generally does more for you than anything else does considering how much you can handle just about any other problems an MM has with powers and sets. 

 

So far as your build goes... it seems pretty solid, though I would consider taking super speed with a stealth IO over stealth pool. You can take combat jumping as a LOTG mule and extra defense and with SS+celerity stealth the aggro will basically say on your pets over you at all times. 

And... it might be worth your while to consider respeccing out of super jump and into fly. Afterburner gives some more +defense if you get up to it, but more than that with your cone aoe heal I find that fly really lets me choose where I put my cone easily as demons/nature. Let the pets lead and follow them and any team, fly around to the right angle to try to hit everyone with the heal, works really well gameplay wise.  Hover and afterburner can replace the stealth pool for LOTG mules and youll have fly instead of SJ. 

 

But demons nature is very much a "let the pets tank" build and those kinda builds tend to also let you escape pretty easily if your pets start biting the dust to resummon, so I'd say that your personal defenses aren't quite as important as like what you've done, having the recharge to keep buffs and healing cycling constantly. 

Edited by TheSpiritFox
Posted
1 hour ago, TheSpiritFox said:

Musculature is a generally solid choice. With demons nature, I'd say your second would be resilient. But there are not that many ways for an MM to buff all their pets damage, so musculature generally does more for you than anything else does considering how much you can handle just about any other problems an MM has with powers and sets. 

 

So far as your build goes... it seems pretty solid, though I would consider taking super speed with a stealth IO over stealth pool. You can take combat jumping as a LOTG mule and extra defense and with SS+celerity stealth the aggro will basically say on your pets over you at all times. 

And... it might be worth your while to consider respeccing out of super jump and into fly. Afterburner gives some more +defense if you get up to it, but more than that with your cone aoe heal I find that fly really lets me choose where I put my cone easily as demons/nature. Let the pets lead and follow them and any team, fly around to the right angle to try to hit everyone with the heal, works really well gameplay wise.  Hover and afterburner can replace the stealth pool for LOTG mules and youll have fly instead of SJ. 

 

But demons nature is very much a "let the pets tank" build and those kinda builds tend to also let you escape pretty easily if your pets start biting the dust to resummon, so I'd say that your personal defenses aren't quite as important as like what you've done, having the recharge to keep buffs and healing cycling constantly. 

 

1. So +damage is better than +tohit, for example? I'll admit one of the few times I've had problems was in my 30s, doing (someone higher level's) +4/x8 missions, and having my pets basically do almost no damage, and dying constantly.

 

2. I'm taking leaping over flight for RP reasons, so won't swap to that. Although you're right that it would make the cone heal a bit easier to deal with. I took Grant Invis to use on the pets, but the few cases where I tried to use it, it didn't turn out as useful. Lately I've been more effective just dismissing them and resummoning them once I've gotten to where I want to go. But swapping out Grant Invis for Combat Jumping would keep the LOTG slot and give me a teensy bit more +defense as well.

 

3. I was planning on taking Spring Attack over Bonfire, but Bonfire+KD>KB is just so useful.

 

Posted
51 minutes ago, Rumbleweed said:

 

1. So +damage is better than +tohit, for example? I'll admit one of the few times I've had problems was in my 30s, doing (someone higher level's) +4/x8 missions, and having my pets basically do almost no damage, and dying constantly.

 

2. I'm taking leaping over flight for RP reasons, so won't swap to that. Although you're right that it would make the cone heal a bit easier to deal with. I took Grant Invis to use on the pets, but the few cases where I tried to use it, it didn't turn out as useful. Lately I've been more effective just dismissing them and resummoning them once I've gotten to where I want to go. But swapping out Grant Invis for Combat Jumping would keep the LOTG slot and give me a teensy bit more +defense as well.

 

3. I was planning on taking Spring Attack over Bonfire, but Bonfire+KD>KB is just so useful.

 

Hmm. Tohit should be able to come from your slotting and attacks, but I'll admit I have no experience with BM yet or how survivable they are and what sets they need to enhance it, though I'll say I know fortify pack is a defense based thing and it implies that BM is a defense based set like bots and thugs, if so you're going to really want barrier incarnate to help shore up their defenses at high level, they're gonna be squishier until then. Being mostly melee doesn't help with that, but rotating barrier and fortify pack should help alot. Hmm. I see that there's no mule power for pet sets in Beast Mastery. Robots can get away with only two pet uniques slotted at all and thugs and demons both can mule pet sets in gang war/hellfire. 
 

I think one of the things you're running into is that some builds just have some holes. Incarnates are alot of how we plug those. For example, having trouble hitting? Get the paralytic interface which causes the majority of your damaging attacks to do -def and suddenly it's easier to hit everything without having to stack more accuracy. Nature has a couple of ways to stack -resistance already so you can get away with no -res interface. You can do endurance really well so you don't need ageless. Barrier and musculature for damage and to enhance any debuffs you do, and paralytic interface so that your pets give themselves automatic accuracy help. 

 

 

Posted (edited)

I have little to no experience with BM and NA but hitting shouldn't be problem after 50/IO's. Between Tactics, Overgrowth and Supremacy, pets within 25' will have around +30% tohit bonus, plus whatever +acc they have from slotting.

 

The way your build looks, it seems like Bonfire and heals are your main source of survival. Which is still pretty great. KD is the only reason my Merc/Storm MM survives. I recommend just building for recharge to get Hasten and Overgrowth perma. Get Bonfire up so it can be used once per group. Get heals up so they can be spammed frequently.

 

As for the Alpha slot, Musculature Core/Radial and Intuition Radial will all be useful for your build and pets. I'm leaning towards Musc Radial just for the added run speed since pets tend to lag behind.

 

BM/NA seems like a fun combo that I never considered. Made on Mids' Reborn v2.6.0.7.

 

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Edited by StrikerFox
Posted

I've been wrapping my head around Beast/Nature MM all evening, deciding a path and approach to it. After messing around with a Nature variant of my Mad King Special concept, I realized I could translate that into a MM and keep that perma-Overgrowth going for my pets. If you can get a decent amount of starter accuracy into your pets (enough to compensate their level shifts), include Tactics and Overgrowth in there, and then you can easily leave your focus on Intuition or Musculature. Personally went with Intuition since I am attempting to keep Entangle in the build and Intuition Radial will give more to that play style.

 

This is the build I'm going with, if you want something to compare against:

Spoiler

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 Magic Mastermind
Primary Power Set: Beast Mastery
Secondary Power Set: Nature Affinity
Power Pool: Leadership
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Field Mastery

Villain Profile:
Level 1: Summon Wolves -- SprMarofS-Acc/Dmg(A), SprMarofS-Acc/Dmg/EndRdx(3), OvrFrc-Acc/Dmg/End(9), OvrFrc-Dam/KB(19), TchofLadG-%Dam(19), SlbAll-Build%(36)
Level 1: Corrosive Enzymes -- Acc-I(A)
Level 2: Regrowth -- HO:Golgi(A), HO:Golgi(3)
Level 4: Wild Growth -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-EndRdx/Rchg(5), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(7), UnbGrd-Max HP%(9)
Level 6: Train Beasts -- EndRdx-I(A)
Level 8: Call Hawk -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(23), FrcFdb-Rechg%(37), Apc-Dam%(37), GldJvl-Dam%(40), CldSns-%Dam(40)
Level 10: Spore Cloud -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitDeb(11), DarWtcDsp-ToHitdeb/Rchg/EndRdx(11), DarWtcDsp-Rchg/EndRdx(17)
Level 12: Summon Lions -- SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Dmg(13), SvrRgh-Acc/Dmg(13), SvrRgh-Acc(15), LucoftheG-Def/Rchg+(15), EdcoftheM-PetDef(17)
Level 14: Call Swarm -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(25), GldJvl-Dam%(25), AchHee-ResDeb%(43), ImpSwf-Dam%(43), TchofLadG-%Dam(43)
Level 16: Lifegiving Spores -- Heal-I(A)
Level 18: Fortify Pack -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23)
Level 20: Wild Bastion -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(21), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(34)
Level 22: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(29), Rct-EndRdx/Rchg(29), Rct-Def/Rchg(33), Rct-Def/EndRdx/Rchg(33), Rct-ResDam%(33)
Level 24: Tactics -- HO:Cyto(A), GssSynFr--Build%(50)
Level 26: Summon Dire Wolf -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/EndRdx(27), SvrRgh-Acc/Dmg(27), SvrRgh-Dmg/EndRdx(31), AchHee-ResDeb%(31), ImpSwf-Dam%(31)
Level 28: Fly -- BlsoftheZ-Travel/EndRdx(A)
Level 30: Hover -- LucoftheG-Def/Rchg+(A), HO:Cyto(42)
Level 32: Tame Beasts -- EndRdx-I(A)
Level 35: Entangling Aura -- Lck-%Hold(A)
Level 38: Overgrowth -- AdjTrg-Rchg(A), AdjTrg-ToHit/EndRdx(39), AdjTrg-ToHit/Rchg(39), AdjTrg-ToHit/EndRdx/Rchg(39), AdjTrg-EndRdx/Rchg(40)
Level 41: Temp Invulnerability -- StdPrt-ResDam/Def+(A), HO:Ribo(42), HO:Ribo(42), GldArm-3defTpProc(46)
Level 44: Energy Torrent -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dam%(45), JvlVll-Dam%(45), FrcFdb-Rechg%(46), SuddAcc--KB/+KD(46)
Level 47: Power Blast -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(48), ExpStr-Dam%(48), GldJvl-Dam%(48), FrcFdb-Rechg%(50), SuddAcc--KB/+KD(50)
Level 49: Hasten -- RechRdx-I(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 -- Clr-Stlth(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(36), Mrc-Rcvry+(36)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(37)
Level 1: Alpha Howler Wolf
Level 1: Howler Wolf
Level 1: Pack Mentality
Level 12: Lioness
Level 26: Dire Wolf
Level 50: Barrier Core Epiphany
Level 50: Pyronic Radial Final Judgement
Level 50: Diamagnetic Radial Flawless Interface
Level 50: Melee Radial Embodiment
Level 50: Intuition Radial Paragon
------------

 

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