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Posted

 Hi all. So, I really wanna try a Beast MM. I had a beast/FF , but deleted it.  Mainly bc I found FF to be boring. I want my secondary to compliment Beast...aka help with their defense. I already have a /Cold thugs (which is pretty awesome). So, I'm kinda leaning towards /Traps.

  Playing around in Mids Reborn, it looks like it's possible to softcap my own defenses, and get the pets up to 40% or so. 

 Who has experience with this combo? Is getting Provoke necessary? I'm skipping Detonator, but I think Trip Mine will be useful. Should you take Teleport Foe?

 Lastly, how are Beasts? Decent damage? Ideas on slotting?

 Appreciate any and all feedback!

Posted (edited)

I would try /time over /traps for one specific reason. Beasts are all melee, and unless you forgo bodyguard mode by ordering them to attack specific targets, melee pets are just more subject to scatter. Especially with one or two running off while the rest stay where you want them. With /traps, the constantly mobile nature of beasts does not mesh overly well with the set up a killzone playstyle of /traps. 

 

/Time will do you much better. You can give lots of defense to your pets, have some solid debuffs and a really good proc mule in distortion field. And farsight is cast and forget every 2 mins. Getting perma chrono and perma farsight isn't super hard and your pets will have a hard time missing with chrono +tactics even against +4s with light accuracy slottiing. When pets run away they still stay mostly softcapped thanks to farsight mechanics which lets you focus more of your time on your personal attacks and buffs/debuffs/heals and less on active pet management. 

 

And I've been told beast is one you want to take the personal attacks help your beasts, so something to think about, /time has some powers you can totally skip (like the single target hold, or distortion field if you really need to, to make room. /Time feels like something of a roomy set thanks to how powerful the heal, the debuff toggle, farsight, and chrono shift are. Take those four powers and you can make just about any build with /time pretty viable in end game. 

Edited by TheSpiritFox
Posted (edited)

I am hearing what TheSpiritFox is saying and have to agree.

 

You will need to bring the mobs to you with Traps or you will have to bring traps into the mix. Meaning you will have to make the pets stay away from the fight at first.. Then move into the middle of the mobs at melee range and then just let them attack you first. Take the Alpha and then proceed to direct pets to attack as you drops your traps. 

 

It would be pretty much Poison Traps with the Lockdown Proc to open up followed by Triage Beacon. 

 

I would think Provoke would be a must. 

 

Oppressive Gloom is a great too for getting agrro when combined with Defense Cap.  

Again tested this out without being defense capped on would get wiped out every time.

 

The problem is you are using too many pools to get defense capped with my build.

 

You would need a way to get rid of either the fighting pool or leadership pool and pick up those set bonuses someplace else. 

EG the Unique from steadfast protection and Gladiator armor is 6 points to defenses. 

 

I would get rid of Seeker drone and replace it with the PET cone attack maybe.

Then maybe pick up Aid Other and possibly Aid Self.. 

I would not get rid of Triage Beacon.  On my build it is pumping out 200%+ of regeneration.  With recharge you can have 2 out for 30 seconds window. 

Those 3 heals would be good for the pets.

 

I could say get rid of trip mine but it really does good damage and it is melee.

Maybe get rid of soul storm as well. for another attack. 

 

EDIT

Playing around with this a bit and I am NOT coming up with anything useful. 

Short on Defense cap and short on slots for powers to get the defense cap.

 

EDIT 2

I posted the wrong build. This build is not reliant on pets for Defense cap. 

But still running into the same issue. 
 

 

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: Robotics
Secondary Power Set: Traps
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Battle Drones -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(15), BldMnd-Acc/EndRdx(15), BldMnd-Acc/Dmg/EndRdx(19), BldMnd-Acc(19), BldMnd-Dmg(25)
Level 1: Web Grenade -- EnfOpr-Acc/Rchg(A), EnfOpr-Acc/EndRdx(3), EnfOpr-EndRdx/Immob(3), EnfOpr-Immob/Rng(5), EnfOpr-Acc/Immob(5), EnfOpr-Acc/Immob/Rchg(7)
Level 2: Caltrops -- Rgn-Knock%(A), Rgn-Dmg/Rchg(9)
Level 4: Triage Beacon -- Pnc-Heal/EndRedux/Rchg(A), NmnCnv-Heal/EndRdx/Rchg(7), Pnc-Heal/Rchg(9), NmnCnv-Heal/Rchg(11), Pnc-Heal/+End(25), NmnCnv-Heal(27)
Level 6: Boxing -- Acc-I(A)
Level 8: Hasten -- RechRdx-I(A)
Level 10: Acid Mortar -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(11), ShlBrk-Acc/Rchg(13), ShlBrk-DefDeb/EndRdx/Rchg(13), ShlBrk-Acc/EndRdx/Rchg(46), ShlBrk-%Dam(46)
Level 12: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(33)
Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/Rchg(17)
Level 18: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(40), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(42), GssSynFr--ToHit/EndRdx(42), GssSynFr--Build%(43)
Level 20: Poison Trap -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-Rchg/Hold(21), BslGaz-Acc/EndRdx/Rchg/Hold(23), Lck-%Hold(23)
Level 22: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(48)
Level 24: Provoke -- PrfZng-Taunt(A), PrfZng-Taunt/Rchg(43), PrfZng-Taunt/Rchg/Rng(43), PrfZng-Acc/Rchg(45), PrfZng-Taunt/Rng(48), PrfZng-Dam%(48)
Level 26: Equip Robot -- EndRdx-I(A)
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: Protector Bots -- BldMnd-Dmg(A), BldMnd-Acc/Dmg(37), BldMnd-Dmg/EndRdx(39), BldMnd-Acc/EndRdx(39), BldMnd-Acc/Dmg/EndRdx(39), BldMnd-Acc(40)
Level 32: Assault Bot -- SlbAll-Build%(A), SlbAll-Acc/Dmg/Rchg(33), SprCmmoft-Rchg/PetAoEDef(33), SprCmmoft-Acc/Dmg(34), SprCmmoft-Acc/Dmg/Rchg(34), SprCmmoft-Acc/Dmg/EndRdx/Rchg(34)
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: Upgrade Robot -- EndRdx-I(A)
Level 41: Dark Embrace -- Ags-Psi/Status(A)
Level 44: Oppressive Gloom -- RopADop-Acc/Rchg(A), RopADop-EndRdx/Stun(50)
Level 47: Super Speed -- Clr-Stlth(A)
Level 49: Soul Storm -- Dvs-Acc/Dmg(A), Dvs-Acc/Dmg/Rchg(50), Dvs-Dmg/Rchg(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy 
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(45)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40), PrfShf-EndMod/Rchg(46)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 50: Musculature Radial Paragon 
Level 1: Battle Drone 
Level 32: Assault Bot 
Level 30: Protector Bot 
------------

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Edited by plainguy
Posted (edited)

Figured it out

 

What I will say is if they make changes to Traps like they did Device Trip Mine will be very good because of the no interrupt.

And you can still fight with Trip mine if the pets die. 

 

This is the one thing you can't do with Time. 

 

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: Traps
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Summon Wolves -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(15), BldMnd-Acc/EndRdx(15), BldMnd-Acc/Dmg/EndRdx(19), BldMnd-Acc(19), BldMnd-Dmg(25)
Level 1: Web Grenade -- EnfOpr-Acc/Rchg(A), EnfOpr-Acc/EndRdx(3), EnfOpr-EndRdx/Immob(3), EnfOpr-Immob/Rng(5), EnfOpr-Acc/Immob(5), EnfOpr-Acc/Immob/Rchg(7)
Level 2: Caltrops -- Rgn-Knock%(A), Rgn-Dmg/Rchg(9)
Level 4: Triage Beacon -- Pnc-Heal/EndRedux/Rchg(A), NmnCnv-Heal/EndRdx/Rchg(7), Pnc-Heal/Rchg(9), NmnCnv-Heal/Rchg(11), Pnc-Heal/+End(25), NmnCnv-Heal(27)
Level 6: Boxing -- Acc-I(A)
Level 8: Hasten -- RechRdx-I(A)
Level 10: Acid Mortar -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(11), ShlBrk-Acc/Rchg(13), ShlBrk-DefDeb/EndRdx/Rchg(13), ShlBrk-Acc/EndRdx/Rchg(46), ShlBrk-%Dam(46)
Level 12: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(33)
Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/Rchg(17)
Level 18: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(40), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(42), GssSynFr--ToHit/EndRdx(42), GssSynFr--Build%(43)
Level 20: Poison Trap -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-Rchg/Hold(21), BslGaz-Acc/EndRdx/Rchg/Hold(23), Lck-%Hold(23)
Level 22: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(48)
Level 24: Aid Other -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal/EndRdx/Rchg(43), DctWnd-Heal/Rchg(43), DctWnd-Heal/EndRdx/Rchg(45), Prv-Heal/Rchg(48), Prv-Heal/Rchg/EndRdx(48)
Level 26: Train Beasts -- EndRdx-I(A)
Level 28: Aid Self -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(29), NmnCnv-Heal/Rchg(29), NmnCnv-Heal/EndRdx/Rchg(31), NmnCnv-Heal(31), NmnCnv-Regen/Rcvry+(31)
Level 30: Summon Lions -- BldMnd-Dmg(A), BldMnd-Acc/Dmg(37), BldMnd-Dmg/EndRdx(39), BldMnd-Acc/EndRdx(39), BldMnd-Acc/Dmg/EndRdx(39), BldMnd-Acc(40)
Level 32: Summon Dire Wolf -- SlbAll-Build%(A), SlbAll-Acc/Dmg/Rchg(33), SprCmmoft-Rchg/PetAoEDef(33), SprCmmoft-Acc/Dmg(34), SprCmmoft-Acc/Dmg/Rchg(34), SprCmmoft-Acc/Dmg/EndRdx/Rchg(34)
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: Tame Beasts -- EndRdx-I(A)
Level 41: Dark Embrace -- Ags-Psi/Status(A)
Level 44: Oppressive Gloom -- RopADop-Acc/Rchg(A), RopADop-EndRdx/Stun(50)
Level 47: Fortify Pack -- LucoftheG-Def/Rchg+(A)
Level 49: Call Ravens -- Empty(A), Empty(50), Empty(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy 
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- NmnCnv-Heal(A), Mrc-Rcvry+(45)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40), PrfShf-EndMod/Rchg(46)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 50: Musculature Radial Paragon 
Level 1: Dire Wolf 
Level 32: Lioness 
Level 30: Pack Mentality 
Level 1: Alpha Howler Wolf 
Level 1: Howler Wolf 
------------

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Edited by plainguy
Posted
On 11/25/2019 at 8:48 AM, Xandyr said:

 Hi all. So, I really wanna try a Beast MM. I had a beast/FF , but deleted it.  Mainly bc I found FF to be boring. I want my secondary to compliment Beast...aka help with their defense. I already have a /Cold thugs (which is pretty awesome). So, I'm kinda leaning towards /Traps.

  Playing around in Mids Reborn, it looks like it's possible to softcap my own defenses, and get the pets up to 40% or so. 

 Who has experience with this combo? Is getting Provoke necessary? I'm skipping Detonator, but I think Trip Mine will be useful. Should you take Teleport Foe?

 Lastly, how are Beasts? Decent damage? Ideas on slotting?

 Appreciate any and all feedback!

Time is an awesome set though, sure. but that's kind of a shame as I just leveled a Beasts/FF and found him to be a lot of fun, although he did start slow.  I proc-monstering his Beast attacks (Call Ravens, etc.) and the powers I didn't skip from FF, as has been discussed elsewhere on these forums.  Then I took a fair number of the Patron Pool powers I wanted to try because I never had before (being Beast, it felt apropos to have the sharks from Leviathan Mastery), and then proc-monstered those as well.  I didn't take Provoke, as I'm either too busy debuffing with the proc-monster powers or making everyone fall down with Repulsion Bomb (also doing its own proc damage) - so I'm not bored with FF!

  • Like 1

 

Tim "Black Scorpion" Sweeney: Matt (Posi) used to say that players would find the shortest path to the rewards even if it was a completely terrible play experience that would push them away from the game...

╔═══════════════════════════════════════════════════════════════════════════════════╗

Clave's Sure-Fire Secrets to Enjoying City Of Heroes
Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise.
This game isn't hard work, it's easy!
Go have fun!
╚═══════════════════════════════════════════════════════════════════════════════════╝
Posted

I know I am late to the thread but just wanted to chime in. 

 

I found beast/kin great fun.  They are melee pets so they dont run away from heals like thugs or mercs, makes them survive longer.  Very soloable, I ran it thru gold because its hard to find a team there.  Great buffs for you and them.

 

Good luck!

  • Like 1
Posted
On 11/25/2019 at 3:48 PM, Xandyr said:

 Hi all. So, I really wanna try a Beast MM. I had a beast/FF , but deleted it.  Mainly bc I found FF to be boring. I want my secondary to compliment Beast...aka help with their defense. I already have a /Cold thugs (which is pretty awesome). So, I'm kinda leaning towards /Traps.

  Playing around in Mids Reborn, it looks like it's possible to softcap my own defenses, and get the pets up to 40% or so. 

 Who has experience with this combo? Is getting Provoke necessary? I'm skipping Detonator, but I think Trip Mine will be useful. Should you take Teleport Foe?

 Lastly, how are Beasts? Decent damage? Ideas on slotting?

 Appreciate any and all feedback!

My first advice would be 'don't'.  City of Heroes allows anything to work and that's a trueism so ignore that first advice, but, keep in mind that we have several sets that never got tested and polished. While most of these are overtuned (anything /Bioarmor, Titan Weapons) some came out of the oven undertuned and Beasts is one. We see that there is still something lacking and the whole idea was not fully fleshed out.

 

Beasts/Nature goes well together for both theme and gameplay.

  • 3 weeks later
Posted

Rad is strong solo and vs avs, weak on general teams due to toggles being difficult to set up and maintain with enemies dying. If you can control the carnage it's an awesome set. If you have to try to juggle toggles it can be a complete pain in the ass. 

Posted

I love my beast/time. It's a fun set. Being able to heal/buff/hold/etc goes a long ways. I sometimes team with a demon/time, and together we are nigh unstoppable.

 

 As far as /rad goes...I love rad. My main from live was a fire/rad controller. When I saw that it was going to be ported to MMs, to say the least, I was ecstatic.  I rolled a necro/rad, and was completely dissatisfied. My guess is because of Necro. If you plan on running with a team, it might not be so bad, but solo, I spend more time summoning/training than anything else. The zombies die. A lot. A whole lot. Even if you throw out your debuffs first, they still die. If any of your pets even look at a baddie, they die.

 Maybe bots/rad would work better since they are more defense based. 

 

 I just got a bots/traps to 50, so I'm hoping it's as good as I've read for AVs/GMs.

 My fire/rad troller was for soloing AVs/GMs, and with Homecoming,  I want another AV/GM killer. Time will tell.

Posted
4 hours ago, Xandyr said:

I rolled a necro/rad, and was completely dissatisfied. My guess is because of Necro. If you plan on running with a team, it might not be so bad, but solo, I spend more time summoning/training than anything else. The zombies die. A lot. A whole lot. Even if you throw out your debuffs first, they still die. If any of your pets even look at a baddie, they die.

Sounds an awful lot like my experiences with Ninja/Trick Arrow (never again ... NEVER EVER EVER!!!).

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Posted
4 hours ago, Xandyr said:

I love my beast/time. It's a fun set. Being able to heal/buff/hold/etc goes a long ways. I sometimes team with a demon/time, and together we are nigh unstoppable.

 

 As far as /rad goes...I love rad. My main from live was a fire/rad controller. When I saw that it was going to be ported to MMs, to say the least, I was ecstatic.  I rolled a necro/rad, and was completely dissatisfied. My guess is because of Necro. If you plan on running with a team, it might not be so bad, but solo, I spend more time summoning/training than anything else. The zombies die. A lot. A whole lot. Even if you throw out your debuffs first, they still die. If any of your pets even look at a baddie, they die.

 Maybe bots/rad would work better since they are more defense based. 

 

 I just got a bots/traps to 50, so I'm hoping it's as good as I've read for AVs/GMs.

 My fire/rad troller was for soloing AVs/GMs, and with Homecoming,  I want another AV/GM killer. Time will tell.

Bots/traps is my main and with incarnates yeah it can solo pretty much anything that's not an itrial. A truly nuts powerset overall, the only thing it lacks is high single target damage on non AVs. AVs you get to count your damage is alot higher because between your assault bot and poison trap you can pretty close to floor AV regen and add that to your DPS. I soloed the psychic clockwork king pre incarnates with my build. Died a few times because I had to keep giving them attack commands and it left me vulnerable outside of bodyguard mode. IO it out and it's a goddamn monster that can farm almost anything (abeit slower than like a brute in a fire farm)

Posted (edited)

Going to throw my support in for Beasts/Time. Just got mine to level 50, and unlocked Alpha. 

 

Had my doubts about Beast (but not Time, as my T4 incarnated Thugs/Time was awesome), but I've been won over.

 

Beasts with Pack Mentality stacks running is a dps monster. Because of Farsight and IOs, no need to convert it to Fortify the Pack.  Single Target damage is top tier. AoE is 'okay'. Better than Necro once Dire Wolf gets his upgrades.

 

Beasts are always where you expect them to be... Right on the target, making it easy to land your buffs on them when you need to. Are also very fast and while this is a good thing because they keep up with you and the team, you do have to make sure they don't run off at light speed while on offensive mode and grab aggro elsewhere, particularly with runners like Council War Wolves, like to run at high speed away from fights. I keep them on passive while fighting Council to avoid this. 

Edited by Force Redux

@Force Redux on Everlasting

----- (read my guide) -----

Gather the Shadows: A Dark Miasma Primer for Masterminds

Posted

One thing I've done to make the more "passive" secondaries interesting on an MM.... using the Fighting Pool.  

I have a Completely NOT Optimal but fun as heck alt that is Beast / Empath, with Kick, Boxing, and Crosspunch. 

 

If you get all three fighting attacks, they boost each other significantly. They're DIRT CHEAP compared to regular MM personal attacks.  Plus, Kick will have like a 40% chance for knockdown, which gives it some mitigation value too.  And if you're in bodyguard mode, the damage gets spread out nicely. And in the case of Beasts in particular, your pets are also melee, so when you wade in slugging away, your pets will be in range for Supremacy, all your leadership toggles, all your pet aura IO's, etc.

 

It's not without some risk, sure... incoming AoE attacks are not your friend, but they're never your friend for ANY Beast MM.

Dunno.  I find it fun. 

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