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Posted

So to start this off, this is my very first finished build for my main character. Everything that is in this build that I will attach is what I use, though I would like some feedback as to what I could do to make it a little better, I have the healing down, and I feel a though my damage could be a little bit better. Charge Mastery I took on a whim and I don't use it as often as I hoped, is there anything else I could use in replacement of? Granted that's only two powers with a few slots, but hey who knows, anything is possible. 

*Note* Everything that is currently slotted I'm fairly content with just hoping to output a bit more damage on my pets, any thoughts? (The attached file is through mid's Hero Designer)

Mr Know It All - Mastermind (Beast Mastery).mxd

Posted

For pets to do better damage, gotta slot for it. The fear set in Dire Wolf is counterproductive. Add procs to Wolves (Achilles', Lady Grey, Shield Breaker), and Dire Wolf (Impeded Swiftness). Soulbound Allegiance wherever you can fit it in, preferably in Wolves. Also take Assault from the Leadership power pool. 

 

As for the Epic/Ancillary pool, I like Mace Mastery. Jump in with Time's Juncture to apply the -tohit/slow debuff, Web Envelope to immobilize the mob and Distortion Field to hold as many as possible. Scorpion Shield for incarnate content. Power Boost will help almost all of Time's powers (Buffs, debuffs, heals and mezzes).

 

This is probably what I would roll with for a BM/TM build.

 

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Posted

Wow uh … overall I think this build is genuinely bad. Like, bad bad. It looks like you have picked various sets to use and full-slotted them in to your powers without paying any attention to what they actually do for the powers, and without the set bonuses even being that useful. This is fundamentally What Not To Do.  Just because you can put a set into a power doesn't mean it's a good idea to do that. Sometimes a set is just not good for the power even if it's the basic sort of set for it. 

 

I get you're happy with the build and if you're having fun that's great but I think you might want to pause and look over some assorted mastermind builds to get an idea how people normally set up their builds. I don't have the time to stop and explain power by power why I think so many of the choices here are poor but if you look at an assortment of other mastermind builds you might start catching on to what people more typically do. I also think you might be slotting the build as if you're primarily a party healer and the pets are an afterthought; considering the base values of your support powers are scaled to be much weaker than a controller/corruptor or defender, it's really not an ideal approach. It would explain you 6-slotting so many mediocre control/support powers instead of getting your pets to be their best. Considering that the Beast Mastery attacks give crit chance buffs to the wolves as you attack with them, it's ideal for you to use the attacks a lot and if you're attacking, they should be better slotted.

 

Let's look at Summon Wolves & Lions: You've used 5 out of the 6 pieces of Sovereign Right for the wolves and all 6 for the other.  The numbers you have add up to 97.49% accuracy, which is excessive; 73.78% damage, which is inadequate; and 73.78 endurance discount  which is basically unnecessary but definitely overkill even if you do tend to recast the pets during combat a lot (it drops the cost from about 19 to about 11 end for wolves which, eh, not useful in my opinion). Basically, this set is terrible for mastermind pets and using it was a bad idea. As far as the set bonuses, they're not that great. Even if you're trying to build up your personal smashing/lethal resistance and defense which many players in the current meta do, there's nothing that is so helpful in those set bonuses that they're worth sacrificing having a good 95% damage enhancement, some recharge, and maybe a damage or support proc in those wolves. That's true even of the Lions power where the 6th slot of Sovereign gives you a defense bonus.   You'd be so much better mixing sets or mixing in a few generic damage IOs instead.

 

Another issue is that you could have been using Mastermind sets instead. They may seem expensive but it's actually quite easy to raise the money for them. Take 100 merits, which is like 3 task forces worth, buy Enhancement Boosters, sell  the boosters for 1.5 mil each (average typical auction house price) and you will have 30 million influence. That's enough to buy 2 or maybe 3 mastermind ATOs as they typically cost 8-10 million each on the auction house. And the first 2 you should buy would be the ones that grant a resistance or defense bonus to your pets. Both the mastermind ATO sets have really great bonuses especially for 4 pieces - I'm not saying you need to use all of them but it would be good to invest in at least a few pieces of each.

 

When you are picking your sets you should ask yourself these questions, using the expected values:

1. Does this set give me enough accuracy, too little, or too much?

2. If the power is on a long recharge (like a big team buff) does it give me enough recharge (like 90-95%)? if it's a more typical power is it enough recharge to use it as part of my ordinary play? 

3. Does this set max out my damage (90%+) for attacks or healing for heals?

4. How much endurance reduction is in it? Enough to make the power usable regularly? (Big team buffs you use a lot typically you can just eat the cost of; really cheap powers you fire a lot cost so little sometimes you just also have to eat the cost of; but the medium cost powers that you fire every 5-10 seconds, those are often the ones that need end reduction the most)

5. Sure the set has bonuses but DO I NEED THEM? Do the bonuses actually HELP ME? Or do the bonuses just look cool? 

 

Anyway I hope this helps you think about your slotting plan a bit more.

 

 

 

See me on Excelsior as Eridanus - Whisperkill - Kid Physics - Ranger Wilde - The Hometown Scrapper - Firewatch - and more!

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