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Best Mastermind power set combos?


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5 hours ago, Maxzero said:

 

Is it really?

 

I have my current Thugs/Storm all min maxed out and have taken a break from CoH. Making a new uber build would be fun.

 

From messing around in Mids Demons seem a lot more restricted when it comes to procs. Bruiser can run KB damage proc very well while Enforcers can run 2x -def damage procs just as well. Thugs can softcap to all Def with Storm while Demons do not even get close.

Sure thugs are probably more survivable. 

I can't say how often one would need to resummon as that largely depends on how good of a storm player you are and whether you lead or expect your pets to. 

 

My experiences with def based builds that have no DDR is not as glowing as many people portray. Whereas the layered mitigation of demons is pretty consistent against most factions. 

 

It's been awhile since I've run the character but the -res output eclipsed my storm/sonic defender with everything summoned.  While my petless pylon runs showed personal damage north of 300dps, you get to add all your pet damage on top of that. 

 

Against real enemies a passive thug/storm would certainly be easier to play and could probably outperform a passive demon/storm. I dont see that happening once the mm itself gets into the action. At least not from a damage view especially once you look at exotic damage types. 

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47 minutes ago, Coyote said:

I don't know if my resist numbers are accurate, though... the Ember Demon has a 13% and a 6% Resist shield listed (unslotted), and I think one is for the pets and one is for the summoner.

 

I'm running a demon/poison pretty  heavily ( the bigger the boss the better it does, cool aesthetic, went through a lot of demons leveling, wouldn't call it top tier) and so the ember demon has a resist shield it throws on everything (not just pets if they're close) around 5-6, and as the owner specifically you get the second shield as well, which is nice.

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18 hours ago, Coyote said:

Well, the Demons start off with solid Resists (26%) to several attacks, and the Ember Demon adds about 20% to S/L. With the pet IOs that's about 80% Resists to S/L for everyone but the Ice Demon, who adds some Defenses to that. Then you get the Fire/Cold resist from Steamy Mist... the Demons vary in resists  based on type, but the average elemental resist is about the same as S/L for the fire/cold ones, and 12% less for the hellfire versions. That's pretty solid resistance.  Defense would be a bit nicer since it would cover Psy, Nrg, Neg, and Toxic, and be more consistent across the damage types, but it actually helps that their main strength is S/L which is most of the incoming damage.

 

I don't know if my resist numbers are accurate, though... the Ember Demon has a 13% and a 6% Resist shield listed (unslotted), and I think one is for the pets and one is for the summoner. I assumed the larger number is for the pets, but if it's the lower number, then the resists are about 10% lower. They do fine... overall damage mitigation isn't as good, but it's also less subject to -Defense debuffs.

 

The other reason I like Defence is protection from CC.

 

Frost is mentioning that how active you are in pet management might have an impact and I think that is true for me. I wanted my pet 'module' to work independantly while I focused on my /Storm and power rotation.

 

I am wondering how much extra effort I will have to put into pet management if I go Demons over Thugs.

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Yes to both.

 

Poison excels at taking on tough single mobs: AVs, GMs. But it is sorely lacking in the necessary buffs that pets need in team content, unless those buffs are provided from another teammate. It's a specialized set.

 

Sonic is a decent set that is (like FF) outshined by other sets, and is notable for it's status protection. However FF is more viable in that defense better for pets than resistance due to their low hit points. The resistance numbers from Sonic on their own aren't very high, but they become serviceable with pets that do have resistance to stack with it, such as demons and beasts. Even better with Beasts because they can also bring in their own Defense to layer protection. 

 

Thermal generally does what Sonic does (except status protection) but also heals. Resistance requires healing as part of the overall strategy. Particularly AoE healing for MMs.

 

*/Poison for small teams or soloing big game.

 

Beasts/Sonic for a solid pairing. I think it's one of the better matches for Sonic . Just make sure to get Aid Other for spot healing. The pet self heal is not reliable.

Edited by Force Redux
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@Force Redux on Everlasting

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

Gather the Shadows: A Dark Miasma Primer for Masterminds

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On 2/1/2020 at 2:03 AM, Maxzero said:

 

The other reason I like Defence is protection from CC.

 

Frost is mentioning that how active you are in pet management might have an impact and I think that is true for me. I wanted my pet 'module' to work independantly while I focused on my /Storm and power rotation.

 

I am wondering how much extra effort I will have to put into pet management if I go Demons over Thugs.

A lot. It may be easier now with the new pet ai but a ton of constant goto commands, lots of shifting from bodyguard to offensive. I play the toon more like a storm tank though so I generally lead the charge. Lots of herdicanning to pack them tighter for the small-ish demon cones.  But in truth, between hurricane, freezing rain flop and gale kd, not a lot of damage comes out of most mobs after the initial foray. 

 

I went /fire app as well for bonfire to add even more kd to the bubbling soup of destruction. 

 

It is a carpel tunnel build for sure. Extremely active storming, attacks that are definitely worthwhile using, and active pet positioning and commanding. Very high ceiling though when it all clicks

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On 1/31/2020 at 8:27 AM, Redknight said:

Could you link me your beast/time build please?  I'm a new player and definitely interested in playing a beast MM as my first MM.

Here is the data chunk. Soft capped to range. Anything in melee is debuffed to soft cap as well. I went with Musculature Radial for all the extra damage. I think my live build on the server is a bit different with some tweaks, but overall this is the same ballpark.

 

Fortify the Pack is not needed (keep it on your tray, unused, as the Pack Mentality buffs are useful for extra crit/damage), your pets are soft-capped, but if they get debuffed, feel free to use it or Hybrid Support. However, Time's Juncture's -To Hit tends to keep that from happening.  Have fun!

 

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Edited by Force Redux

@Force Redux on Everlasting

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

Gather the Shadows: A Dark Miasma Primer for Masterminds

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3 hours ago, Force Redux said:

Here is the data chunk. Soft capped to range. Anything in melee is debuffed to soft cap as well. I went with Musculature Radial for all the extra damage. I think my live build on the server is a bit different with some tweaks, but overall this is the same ballpark.

 

Fortify the Pack is not needed (keep it on your tray, unused, as the Pack Mentality buffs are useful for extra crit/damage), your pets are soft-capped, but if they get debuffed, feel free to use it or Hybrid Support. However, Time's Juncture's -To Hit tends to keep that from happening.  Have fun!

 


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Awesome thank you very much!

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  • 1 month later
On 1/29/2020 at 2:14 PM, Ironscarlet said:

tumblr_m3cjd2bRMk1r3o320o1_500.jpg

Really Sura!!!! We are going to have to talk about this.....

 

 

Next thing your going to say is put KB to KD IO in Sonic Repulsion and turn off the volume.

 

Cap resistant pet and player

Pet heal them selves

Def cap S/L

Massive  res de buffs

KD crowd control

cool glow on pets

 

WHO WANTS THIS STUFF everyone go back to your /time character pls

and lets be real people hate us on teams because they can't hear themselves.

"what's that you want me to turn it off"

 

fight-club-gif.gif

 

 

Do you have a build for this?

 

Been wanting to find a good secondary for my necro, so far sonic`s main problem has been a lack of aoe healing, I suppose it gets better at 32 with their self heal, but untill them, Im running with zombies made of paper apparently.

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4 hours ago, Rieitdd said:

Do you have a build for this?

 

Been wanting to find a good secondary for my necro, so far sonic`s main problem has been a lack of aoe healing, I suppose it gets better at 32 with their self heal, but untill them, Im running with zombies made of paper apparently.

Correct

 

Below 32 its painful it not going to be a breeze in leveling process like a Demon/Thermal or a Thug/Time.

you will have to micro manage with Medic Heal pool which is annoying

 

After 32 it gets better. Zombies Heal themselves giving you time to dish out Medic pool heals and you will have to summon pets a lot less.  The next step after 32 will be incrementally better depending on how mush money you have in buying IOs.  

 

From 35-50 I Kept in the Fire epic pool for Burns KD in conjunction with my own KD in liquefy and sonic repulse. Alternating Liquify with Bonfire.

After 50 when you have all your sets. Everything start to really come together. Pets will be capping at 90% res. 

 

You will have a personal choice to go. Tankermind or Mastermind. IMO if you solo more I would go Tankermind if you team I would go for more damage with mastermind because teams move so fast and you will never get the aggro over a Brute or Tank.  With the Necro/Sonic Tankermind I went with Ice epic for HP cap, aoe self heal in flash freeze and OS button in Hibernate. The problem you run into is end drain is massive and not  as fun to play as my fire epic build. So I reverted back to fire epic. For theme reasons with green fire and green sonic shields it really brings the character together.

When you get to incarnate. All remaining holes are fixed with aoe heal def buff in support hybrid etc etc, by then you character Has become a very resilant MM with hard to kill pets massive -res debuffs, lots of KD CC, Team Res shields and CC resist  and a mini-nuke in Liquefy.

 

The cons, it is not a great leveling combo it is a late bloomer the main reason for this is the lack of aoe heals that really doesn't get filled till incarnates in conjunction with res cap pets and it will never hit the damage of a Thug/Storm ( not much will) . The pros, compared to other resistant pet combos you don't overcap like Demon/sonic will and you will have the CC resist that a Demon/thermal  will not. Everything has a trade off in this game I have learned. When you get to Incarnates a Demon/Thermal would fill CC resistance gap with Clarion why a Necro/Sonic can go Rebirth to fill its lack of AOE Heal and with 90% res cap can go regeneration which makes zombies feel like zombies.

 

The 2 builds I will post below are not leveling builds but what I would recommend is take medic power pool for leveling stay away from fighting  or leadership till later levels because the end drain is so bad with sonic.  When you get sonic repulse and Bonfire and slot KB > KD IO into them life starts getting a lot easier. While leveling team up it will make the experience  easier till you get to lvl35+

 

Necro/Sonic/Fire

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: Necromancy
Secondary Power Set: Sonic Resonance
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Heat Mastery

Villain Profile:
Level 1: Zombie Horde -- CaltoArm-+Def(Pets)(A), SvrRgh-PetResDam(13), HO:Nucle(13), EdcoftheM-PetDef(15), HO:Nucle(15), ExpRnf-+Res(Pets)(19)
Level 1: Sonic Siphon -- Acc-I(A)
Level 2: Sonic Barrier -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(5), GldArm-3defTpProc(5)
Level 4: Sonic Haven -- UnbGrd-Max HP%(A), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-ResDam(11)
Level 6: Enchant Undead -- EndRdx-I(A)
Level 8: Life Drain -- TchoftheN-%Dam(A), TchoftheN-Heal(17), TchoftheN-Heal/HP/Regen/Rchg(34), TchoftheN-Acc/Heal(34), TchoftheN-Acc/EndRdx/Heal/HP/Regen(36)
Level 10: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(17), Rct-Def/Rchg(19)
Level 12: Grave Knight -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Rchg/PetAoEDef(37), SprCmmoft-Dmg/EndRdx(37), SprCmmoft-Acc/Dmg/Rchg(39), SprCmmoft-Dmg/EndRdx/Rchg(39), SprCmmoft-Acc/Dmg/EndRdx/Rchg(39)
Level 14: Boxing -- Empty(A)
Level 16: Disruption Field -- EndRdx-I(A)
Level 18: Soul Extraction -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(23), ExpRnf-EndRdx/Dmg/Rchg(31), ExpRnf-Dmg/EndRdx(33)
Level 20: Sonic Dispersion -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-ResDam(21), UnbGrd-Rchg/ResDam(33), Ags-Psi/Status(37)
Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(29), StdPrt-ResDam/Def+(31), UnbGrd-ResDam/EndRdx/Rchg(43)
Level 24: Weave -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(25), LucoftheG-Def/Rchg(25), LucoftheG-Def/EndRdx/Rchg(27), LucoftheG-Def/EndRdx(27), LucoftheG-Def(29)
Level 26: Lich -- SprMarofS-Acc/EndRdx(A), SprMarofS-Dmg(36), SprMarofS-EndRdx/+Resist/+Regen(36), SprMarofS-Dmg/EndRdx(40), SprMarofS-Acc/Dmg/EndRdx(40), SprMarofS-Acc/Dmg(46)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 30: Aid Other -- Heal-I(A)
Level 32: Dark Empowerment -- EndRdx-I(A)
Level 35: Aid Self -- Heal-I(A)
Level 38: Liquefy -- GldNet-Dam%(A), UnbCns-Dam%(48), GhsWdwEmb-Dam%(48), PstBls-Dam%(50), CldSns-%Dam(50), NrnSht-Dam%(50)
Level 41: Bonfire -- Ann-ResDeb%(A), JvlVll-Dam%(42), SuddAcc--KB/+KD(42), PstBls-Dam%(42), ExpStr-Dam%(43), FrcFdb-Rechg%(43)
Level 44: Fire Ball -- PstBls-Dam%(A), JvlVll-Dam%(45), Rgn-Knock%(45), Rgn-Dmg(45), Rgn-Dmg/EndRdx(46), Rgn-Acc/Dmg/Rchg(46)
Level 47: Sonic Repulsion -- SuddAcc--KB/+KD(A), EndRdx-I(48)
Level 49: Field Medic -- 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 -- 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), Prv-Absorb%(7), Mrc-Rcvry+(11), Pnc-Heal/+End(33)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod/Acc(A), PrfShf-EndMod(31), PrfShf-End%(34)
Level 50: Resilient Core Paragon 
Level 1: Zombie 
Level 12: Grave Knight 
Level 26: Lich 
Level 50: Rebirth Radial Epiphany 
Level 50: Support Core Embodiment 
Level 50: Reactive Radial Flawless Interface 
Level 0: Born In Battle 
Level 0: High Pain Threshold 
Level 0: Invader 
Level 0: Marshal 
------------

 

 

 

 

Necro/Sonic/Ice

 

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: Necromancy
Secondary Power Set: Sonic Resonance
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Power Pool: Presence
Ancillary Pool: Chill Mastery

Villain Profile:
Level 1: Zombie Horde -- CaltoArm-+Def(Pets)(A), SvrRgh-PetResDam(13), HO:Nucle(13), EdcoftheM-PetDef(15), HO:Nucle(15), ExpRnf-+Res(Pets)(19)
Level 1: Sonic Siphon -- Acc-I(A)
Level 2: Sonic Barrier -- UnbGrd-EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(5), GldArm-3defTpProc(5)
Level 4: Sonic Haven -- UnbGrd-Max HP%(A), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-ResDam(11)
Level 6: Enchant Undead -- EndRdx-I(A)
Level 8: Life Drain -- TchoftheN-%Dam(A), TchoftheN-Heal(17), TchoftheN-Heal/HP/Regen/Rchg(34), TchoftheN-Acc/Heal(34), TchoftheN-Acc/EndRdx/Heal/HP/Regen(36), TchoftheN-Acc/EndRdx/Rchg(42)
Level 10: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(17), Rct-Def/Rchg(19), Rct-Def/EndRdx/Rchg(33)
Level 12: Grave Knight -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Rchg/PetAoEDef(37), SprCmmoft-Dmg/EndRdx(37), SprCmmoft-Acc/Dmg/Rchg(39), SprCmmoft-Dmg/EndRdx/Rchg(39), SprCmmoft-Acc/Dmg/EndRdx/Rchg(39)
Level 14: Boxing -- Empty(A)
Level 16: Disruption Field -- EndRdx-I(A)
Level 18: Soul Extraction -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(23), ExpRnf-EndRdx/Dmg/Rchg(31), ExpRnf-Dmg/EndRdx(33)
Level 20: Sonic Dispersion -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-ResDam(21), UnbGrd-Rchg/ResDam(33), Ags-Psi/Status(37)
Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(31), ImpArm-ResPsi(42), StdPrt-ResDam/Def+(43)
Level 24: Weave -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(25), LucoftheG-Def/Rchg(25), LucoftheG-Def/EndRdx/Rchg(27), LucoftheG-Def/EndRdx(27), LucoftheG-Def(29)
Level 26: Lich -- SprMarofS-Acc/EndRdx(A), SprMarofS-Dmg(36), SprMarofS-EndRdx/+Resist/+Regen(36), SprMarofS-Dmg/EndRdx(40), SprMarofS-Acc/Dmg/EndRdx(40), SprMarofS-Acc/Dmg(46)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 30: Provoke -- Acc-I(A)
Level 32: Dark Empowerment -- EndRdx-I(A)
Level 35: Flash Freeze -- CaloftheS-Heal%(A)
Level 38: Liquefy -- GldNet-Dam%(A), UnbCns-Dam%(48), GhsWdwEmb-Dam%(48), PstBls-Dam%(50), CldSns-%Dam(50), NrnSht-Dam%(50)
Level 41: Hoarfrost -- Prv-Heal(A), Prv-EndRdx/Rchg(42), Prv-Heal/Rchg(43), Prv-Heal/Rchg/EndRdx(43)
Level 44: Frozen Armor -- Rct-ResDam%(A), Krm-ResKB(45), LucoftheG-Def/Rchg+(45), Rct-Def/Rchg(45), Rct-Def/EndRdx(46), Rct-Def(46)
Level 47: Sonic Repulsion -- SuddAcc--KB/+KD(A), EndRdx-I(48)
Level 49: Hibernate -- 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 -- 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), Prv-Absorb%(7), Mrc-Rcvry+(11)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod/Acc(A), PrfShf-EndMod(31), PrfShf-End%(34)
Level 50: Resilient Core Paragon 
Level 1: Zombie 
Level 12: Grave Knight 
Level 26: Lich 
Level 50: Rebirth Radial Epiphany 
Level 50: Support Core Embodiment 
Level 50: Reactive Radial Flawless Interface 
Level 0: Born In Battle 
Level 0: High Pain Threshold 
Level 0: Invader 
Level 0: Marshal 
------------

 

 

 

Edited by Ironscarlet
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1 hour ago, Tugzug said:

As of writing this post it's still only on the test server, but have any avid MM aficionados theory crafted about the new Electric Affinity support set?

The only exciting power in the set for MMs is Faraday Cage, since status protection to pets is something MMs normally can't get. Unfortunately the rest of the set is too focused on supporting players(recharge, end, damage) than pets. This seems like it would be great for corruptors who struggle with end, for example.

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On 1/7/2020 at 2:36 PM, BGSacho said:

Bots/Traps - Trades healing/+recharge from /Time to capitalize on gadgetry from Traps. You pick two spots - Spot A is your circle of friendship, and Spot B is the pit of doom, and Bots/Traps allows you to maximize the love and happiness radiating from the circle, and the pain and sorrow in the pit.
 

This is my favorite description of Bots/Traps I have ever seen 

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Warning, all opinions require both 5% def aura pets.  And many of them require some sort of Hamidon enhancement

 

Thug/trap is top tier for me, combination of AoE at a low level, to debuffs and ample free time for personal attacks

Thugs: acc/dmgx2 hamis, 1 acc/dmg/end IO, 1 raw end reduxIO, both 5% def auras

Enforcers: acc/dmgx2 hamis, 1 acc/dmg/end IO, 2 cytos, 1 lotg  -  cyto enhancements are game changing to thugs enforcers.  def, tohit AND end reduction

Bruiser: acc/dmgx2 hamis, 1 acc/dmg/end IO, TWO end redux IOs.  resist or aoe def auras optional in thugs

 

This post would go on too long but frankenslotting pets is what gets late game masterminds through the day.  A golgi or two in soldiers or lions, a perox/endo or two in spec ops (mez hamis boost ALL spec ops mezes, from the web nade, to aoe stun, to hold gas and stun rifle butt), membranes in fortify pack, etcetcetc

 

Back to the OP question

Bot/trap

ninja/ff - due to ninjas innate def they softcap to all really early

beast/ff - same as ninjas

necro/ff - 35-40% def before power boost

demon/ff - same as necro

 

never ever bot or thug with /ff.  at level 32 both primaries get gigantic burn patches that require some kinda -spd on enemies or else everything just scatters

 

Softcapped pets are happy pets, take the Mace Mastery patron pool for Power Boost to really make those single bubbles of yours shine.  All those /ff masterminds have all pets, all personal attacks, a travel power and maneuvers before level 20.  aid other at 22

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I'll throw my hat in for thugs/time. I've played everything but demons (which I've heard is the contender), however thugs is by far the strongest I've ever felt as an MM. 

 

Ninjas were stupid amounts of damage, but only when they weren't dead. Which was often. 

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  • 2 years later

Bots/time with group fly is a force to be reckoned with. 

 

You will have to start your own groups as everyone hates group fly, but You can easily clear open map fire and s/l farms easily. If you go scorpion your soft capped as well. 

 

Get a bind for aggressive/stay and they will wreck everything in an aoe around you with impunity. I don't even run TJ. 

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  • 2 weeks later
On 8/1/2022 at 12:37 AM, bustacap said:

Bots/time with group fly is a force to be reckoned with. 

 

You will have to start your own groups as everyone hates group fly,...

I for one, don't "hate" group fly, per se, but I do hate that it is usually sprung on me without announcement, especially when I'm tank or brute.  I hate even worse that there's not an option in my Options to negate Group Fly, like there is for group teleport.  If we had such, set to off, it would be a heap of a lot easier for teaming MM's to get around without taking heat.

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1 minute ago, Techwright said:

I for one, don't "hate" group fly, per se, but I do hate that it is usually sprung on me without announcement, especially when I'm tank or brute.  I hate even worse that there's not an option in my Options to negate Group Fly, like there is for group teleport.  If we had such, set to off, it would be a heap of a lot easier for teaming MM's to get around without taking heat.

 

You can disable it from applying to you from Null the Gull I believe. I have never done such a thing before, but do recall hearing that was a thing, IIRC.

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The problem is you can't talk to null during a TF (or an AE mission). Had drama on an ITF (that I was destroying). One time while joining a farm, as a hitter, brute hated it so I cleared the other half of the map. I couldn't even get them to cross the dance floor to talk to null.

 

I do love the options for TP. Pretty sure that only affects ATT and incant though. Nobody picks since fold space and traps tping with you. 

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