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Posted

So I've been off/on with this toon for awhile now. While I haven't hit 50 (36 atm) I like to have an end game in mind. So with that looking for any opinions on anything I might change. The goal is to not be a tank/aggro myself but to debuff, drop LG Spores, send in pets, and keep em upright. By not being an attacker myself and having high defenses, I can sit out the battle with enemies paying no attention on the guy planting mushrooms. Opinions welcomed.

 

Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Cemetary Reaper: Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Nature Affinity
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Chill Mastery

Villain Profile:
Level 1: Zombie Horde -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(3), SvrRgh-Acc(7), SvrRgh-PetResDam(5), ExpRnf-+Res(Pets)(5), OvrFrc-Dam/KB(3)
Level 1: Corrosive Enzymes -- Acc-I(A)
Level 2: Regrowth -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(7), NmnCnv-Heal/Rchg(9), NmnCnv-Heal/EndRdx/Rchg(9), NmnCnv-Heal(11)
Level 4: Wild Growth -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(15), NmnCnv-Heal/Rchg(15), NmnCnv-Heal/EndRdx/Rchg(17), NmnCnv-Heal(17), ResDam-I(48)
Level 6: Enchant Undead -- EndRdx-I(A), EndRdx-I(19)
Level 8: Life Drain -- TchoftheN-Heal(A), TchoftheN-Acc/Heal(19), TchoftheN-Acc/EndRdx/Heal/HP/Regen(21), TchoftheN-Acc/EndRdx/Rchg(21), TchoftheN-%Dam(23)
Level 10: Mystic Flight -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(23), BlsoftheZ-ResKB(25)
Level 12: Grave Knight -- SlbAll-Dmg(A), Acc-I(25), SprMarofS-Acc/Dmg(27), SprMarofS-Acc/Dmg/EndRdx(27), AchHee-ResDeb%(29), SlbAll-Build%(29)
Level 14: Spore Cloud -- DscWrd-ToHitDeb(A), DscWrd-ToHitDeb/Rchg(48), DscWrd-ToHitDeb/Rchg/EndRdx(50)
Level 16: Lifegiving Spores -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(31), NmnCnv-Heal/Rchg(31), NmnCnv-Heal/EndRdx/Rchg(31), NmnCnv-Heal(33)
Level 18: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/EndRdx/Rchg(33), KntCmb-Knock%(34)
Level 20: Wild Bastion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(34), NmnCnv-Heal/Rchg(34), NmnCnv-Heal/EndRdx/Rchg(36), NmnCnv-Heal(36)
Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(37), StdPrt-ResDam/Def+(39), StdPrt-ResKB(40)
Level 24: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(37), LucoftheG-EndRdx/Rchg(39), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def/Rchg+(46), ShlWal-ResDam/Re TP(46)
Level 26: Lich -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(40), SprCmmoft-Acc/Dmg/Rchg(40), SprCmmoft-Dmg/EndRdx/Rchg(42), SprCmmoft-Acc/Dmg/EndRdx/Rchg(42), SprCmmoft-Rchg/PetAoEDef(42)
Level 28: Rebirth -- RechRdx-I(A)
Level 30: Stealth -- Rct-ResDam%(A)
Level 32: Dark Empowerment -- EndRdx-I(A), EndRdx-I(43)
Level 35: Flash Freeze -- Ann-ResDeb%(A)
Level 38: Overgrowth -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(43), RechRdx-I(48)
Level 41: Frozen Armor -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(43), LucoftheG-EndRdx/Rchg(45), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def/Rchg+(45), GldArm-3defTpProc(46)
Level 44: Hoarfrost -- UnbGrd-Max HP%(A)
Level 47: Assault -- EndRdx-I(A)
Level 49: Soul Extraction -- EdcoftheM-PetDef(A), SprMarofS-Acc/EndRdx(50), SprMarofS-EndRdx/+Resist/+Regen(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 -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Prv-Absorb%(A), Pnc-Heal/+End(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(11), PrfShf-End%(13)
Level 1: Zombie
Level 12: Grave Knight
Level 26: Lich
Level 50: Spiritual Core Paragon
------------

 

 

Posted

Of course you play your MM how you like but -- wild growth, wild bastion, tough, weave, frozen armor, hoarfrost all sound like you COULD if you wanted to be in the tankermind business when you get to the level 40s, not something you would aspire to between level 18-21 for sure, but eventually. Boldly plant that mushroom on Nemesis head and let the zombies go to work.

  • Like 1
Posted

I like your build. Totally different than I would have built it, but with those solid S/L defense numbers and a decent END recovery over consumption, seems like you're right where you need to be. Pets are slotted okay, but zombies need more accuracy. For Wild Growth, don't worry too much about the regen, you already have LOTS of healing Focus on Resists and use a couple of slots elsewhere. Maybe in Soul Extraction so you can then free up slots for Zombies. Lich would benefit from a Clouded Senses damage proc and more -ToHit. Maybe only 4 of the SCotM and then the proc and a 50+3 ToHitDebuff crafted.? If you don't mind losing a couple points of recharge, a 5-slot Clouded Senses would do better. Lich isn't for damage, he's for control/Debuffs. Anyway, as long as you are having fun and doing well, its all quibbles, there are a thousand ways to build a great character, just my ruminations 🙂

@Force Redux on Everlasting

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

Gather the Shadows: A Dark Miasma Primer for Masterminds

Posted
6 hours ago, Force Redux said:

I like your build. Totally different than I would have built it, but with those solid S/L defense numbers and a decent END recovery over consumption, seems like you're right where you need to be. Pets are slotted okay, but zombies need more accuracy. For Wild Growth, don't worry too much about the regen, you already have LOTS of healing Focus on Resists and use a couple of slots elsewhere. Maybe in Soul Extraction so you can then free up slots for Zombies. Lich would benefit from a Clouded Senses damage proc and more -ToHit. Maybe only 4 of the SCotM and then the proc and a 50+3 ToHitDebuff crafted.? If you don't mind losing a couple points of recharge, a 5-slot Clouded Senses would do better. Lich isn't for damage, he's for control/Debuffs. Anyway, as long as you are having fun and doing well, its all quibbles, there are a thousand ways to build a great character, just my ruminations 🙂

Ok here is the altered build and some notes:

 

  • Moved the MM set out of Lich to zombies. Brought in clouded senses and the Build up on Soulbound
  • Moved Overwhelming force chance to knock down to Grave knights to fill the sot left by soulbound allegiance. Gave them 4 of the other MM ATO set
  • Put the other two of the IO set into Soul extraction and added a slots taken from below for the other pet IO set procs
  •  Took a slot from Weave as the 5th LotG gave on end redux (It was over set cap)
  • Took a slot from Overgrowth and went just rech redux as my Defense is at soft anyway pre stealth
  •  Changed the 4 Unbreakable Guards to Titanium Coating for the extra + s/l resists

Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Cemetary Reaper: Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Nature Affinity
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Chill Mastery

Villain Profile:
Level 1: Zombie Horde -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(3), SprCmmoft-Acc/Dmg/Rchg(7), SprCmmoft-Dmg/EndRdx/Rchg(5), SprCmmoft-Acc/Dmg/EndRdx/Rchg(5), SprCmmoft-Rchg/PetAoEDef(3)
Level 1: Corrosive Enzymes -- Acc-I(A)
Level 2: Regrowth -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(7), NmnCnv-Heal/Rchg(9), NmnCnv-Heal/EndRdx/Rchg(9), NmnCnv-Heal(11)
Level 4: Wild Growth -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(15), NmnCnv-Heal/Rchg(15), NmnCnv-Heal/EndRdx/Rchg(17), NmnCnv-Heal(17), ResDam-I(48)
Level 6: Enchant Undead -- EndRdx-I(A), EndRdx-I(19)
Level 8: Life Drain -- TchoftheN-Heal(A), TchoftheN-Acc/Heal(19), TchoftheN-Acc/EndRdx/Heal/HP/Regen(21), TchoftheN-Acc/EndRdx/Rchg(21), TchoftheN-%Dam(23)
Level 10: Mystic Flight -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(23), BlsoftheZ-ResKB(25)
Level 12: Grave Knight -- SprMarofS-Dmg(A), SprMarofS-Acc/Dmg(25), SprMarofS-Acc/EndRdx(27), SprMarofS-Acc/Dmg/EndRdx(27), AchHee-ResDeb%(29), OvrFrc-Dam/KB(29)
Level 14: Spore Cloud -- DscWrd-ToHitDeb(A), DscWrd-ToHitDeb/Rchg(39), DscWrd-ToHitDeb/Rchg/EndRdx(48)
Level 16: Lifegiving Spores -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(31), NmnCnv-Heal/Rchg(31), NmnCnv-Heal/EndRdx/Rchg(31), NmnCnv-Heal(33)
Level 18: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/EndRdx/Rchg(33), KntCmb-Knock%(34)
Level 20: Wild Bastion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(34), NmnCnv-Heal/Rchg(34), NmnCnv-Heal/EndRdx/Rchg(36), NmnCnv-Heal(36)
Level 22: Tough -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(36), TtnCtn-ResDam(37), TtnCtn-EndRdx(37), StdPrt-ResDam/Def+(39), StdPrt-ResKB(40)
Level 24: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(37), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def/Rchg+(46), ShlWal-ResDam/Re TP(46)
Level 26: Lich -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(40), SphIns-Acc/Rchg(40), SphIns-ToHitDeb/EndRdx/Rchg(42), SphIns-Acc/EndRdx/Rchg(42), SlbAll-Build%(42)
Level 28: Rebirth -- RechRdx-I(A)
Level 30: Stealth -- Rct-ResDam%(A)
Level 32: Dark Empowerment -- EndRdx-I(A), EndRdx-I(43)
Level 35: Flash Freeze -- Ann-ResDeb%(A)
Level 38: Overgrowth -- RechRdx-I(A), RechRdx-I(43)
Level 41: Frozen Armor -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(43), LucoftheG-EndRdx/Rchg(45), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def/Rchg+(45), GldArm-3defTpProc(46)
Level 44: Hoarfrost -- UnbGrd-Max HP%(A)
Level 47: Soul Extraction -- EdcoftheM-PetDef(A), SprMarofS-Dmg/EndRdx(48), SvrRgh-PetResDam(50), SprMarofS-EndRdx/+Resist/+Regen(50), ExpRnf-+Res(Pets)(50)
Level 49: Assault -- EndRdx-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 -- Prv-Absorb%(A), Pnc-Heal/+End(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(11), PrfShf-End%(13)
Level 1: Zombie
Level 12: Grave Knight
Level 26: Lich
Level 50: Spiritual Core Paragon
------------

 

 

Posted
4 hours ago, Force Redux said:

Quick note: Knights already do frequent knock up. Keep the Overwhelming in the zombies, even if you lose a full set bonus. Nothing in the bonus is worth the mitigation of the knockdown proc x 3 zombies! More later when I'm off shift.

Know what I switched it, switched it back, switched again.... it was like picking a flower to see if you were loved or not. Now reviewing at it, I can see why that was a bad move. But hey, that why I post builds. I switched it back and put the ATO proc on Grave Knights, What else ya got?

  • Like 1
Posted

If your not stuck on ice i'd go redside unlock patron grab mace mastery. Playing nature i'm always looking for a way to bump my recharge so overgrowth is up as often as possible. With sets that dont give me anywhere to slot the ff+rech i end up looking at mace beam volley or cross punch. I'd take cross punch with the ff+rech 4 bits of eradication and a fury of the glad - res so theres no chance of kb but otherwise i'd go something like this: 

 

Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

NECRO NATURE : Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Nature Affinity
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
------------
Level 1:    Zombie Horde            SprMarofS-Dmg:50(A), SprMarofS-Acc/EndRdx:50(46), SprMarofS-Acc/Dmg:50(48), SprMarofS-EndRdx/+Resist/+Regen:50(48), OvrFrc-Dam/KB:50(50), EdcoftheM-PetDef:40(50)
Level 1:    Corrosive Enzymes        Acc-I:50(A)
Level 2:    Regrowth            NmnCnv-Regen/Rcvry+:50(A), NmnCnv-Heal:50(9), NmnCnv-Heal/EndRdx/Rchg:50(11), NmnCnv-Heal/Rchg:50(40), NmnCnv-EndRdx/Rchg:50(43), NmnCnv-Heal/EndRdx:50(43)
Level 4:    Wild Growth            UnbGrd-Max HP%:50(A), UnbGrd-ResDam:50(5), UnbGrd-Rchg/ResDam:50(7), UnbGrd-ResDam/EndRdx/Rchg:50(7)
Level 6:    Enchant Undead            EndRdx-I:50(A)
Level 8:    Super Speed            BlsoftheZ-Travel/EndRdx:50(A), BlsoftheZ-ResKB:50(9)
Level 10:    Spore Cloud            DmpSpr-ToHitDeb/EndRdx:50(A), DarWtcDsp-ToHitDeb/EndRdx:50(11)
Level 12:    Grave Knight            SprMarofS-Dmg/EndRdx:50(A), SprMarofS-Acc/Dmg/EndRdx:50(13), SprCmmoft-Acc/Dmg:50(13), CmmoftheM-Dmg/EndRdx:50(15), TchofLadG-%Dam:50(15), AchHee-ResDeb%:20(40)
Level 14:    Kick                Empty(A)
Level 16:    Lifegiving Spores        PrfShf-End%:50(A), Prv-Heal:50(17), Prv-Heal/EndRdx:50(17)
Level 18:    Soul Extraction            SprCmmoft-Acc/Dmg/Rchg:50(A), SprCmmoft-Dmg/EndRdx/Rchg:50(19), SprCmmoft-Acc/Dmg/EndRdx/Rchg:50(19), SprCmmoft-Rchg/PetAoEDef:50(39), ExpRnf-+Res(Pets):50(39), CaltoArm-+Def(Pets):30(40)
Level 20:    Wild Bastion            DctWnd-Rchg:50(A), DctWnd-Heal:50(21), DctWnd-Heal/EndRdx/Rchg:50(21), DctWnd-Heal/Rchg:50(34), DctWnd-EndRdx/Rchg:50(37)
Level 22:    Tough                StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(23), GldArm-End/Res:50(23), GldArm-Res/Rech/End:50(34)
Level 24:    Weave                LucoftheG-Def/Rchg+:50(A), Rct-Def/EndRdx/Rchg:50(25), Rct-Def:50(25), Rct-Def/EndRdx:50(34)
Level 26:    Lich                CldSns-%Dam:30(A), CldSns-ToHitDeb:30(27), CldSns-Acc/ToHitDeb:30(27), CldSns-ToHitDeb/EndRdx/Rchg:30(33), HO:Centri(33), SvrRgh-PetResDam:50(33)
Level 28:    Combat Jumping            LucoftheG-Def/Rchg+:50(A), ShlWal-ResDam/Re TP:50(29), Ksm-ToHit+:30(29)
Level 30:    Maneuvers            LucoftheG-Def/Rchg+:50(A), Rct-ResDam%:50(31), Rct-Def/EndRdx:50(31), Rct-Def/EndRdx/Rchg:50(31)
Level 32:    Dark Empowerment        EndRdx-I:50(A)
Level 35:    Scorpion Shield            RedFrt-Def/EndRdx:50(A), RedFrt-Def/Rchg:50(36), RedFrt-EndRdx/Rchg:50(36), RedFrt-Def/EndRdx/Rchg:50(36), RedFrt-Def:50(37), RedFrt-EndRdx:50(37)
Level 38:    Overgrowth            RechRdx-I:50(A), RechRdx-I:50(39)
Level 41:    Entangling Aura            SprEnt-Rchg/AbsorbProc:50(A), SprEnt-Acc/Hold/End/Rchg:50(42), SprEnt-Acc/Hold/End:50(42), SprEnt-End/Rchg:50(42), SprEnt-Acc/Hold:50(43)
Level 44:    Mace Beam Volley        FrcFdb-Rechg%:50(A), OvrFrc-Acc/Dmg:50(45), OvrFrc-End/Rech:50(45), OvrFrc-Acc/Dmg/End:50(45), OvrFrc-Dmg/End/Rech:50(46), OvrFrc-Acc/Dmg/End/Rech:50(46)
Level 47:    Hasten                RechRdx-I:50(A), RechRdx-I:50(48)
Level 49:    Assault                EndRdx-I:50(A), EndRdx-I:50(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                Empty(A)
Level 1:    Supremacy    
Level 2:    Rest                Empty(A)
Level 4:    Ninja Run    
Level 2:    Swift                Run-I:50(A)
Level 2:    Health                Mrc-Rcvry+:40(A), Pnc-Heal/+End:50(5)
Level 2:    Hurdle                Jump-I:50(A)
Level 2:    Stamina                PrfShf-End%:50(A), SynSck-EndMod/+RunSpeed:50(3), SynSck-EndMod:50(3)
Level 1:    Zombie    
Level 12:    Grave Knight    
Level 26:    Lich    
Level 50:    Musculature Radial Paragon    
------------

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Posted

Entangling aura is something i always hesitate to take but with pet melee sets i play in melee and its great for stopping mobs from running away. If your planning on hanging back then you could replace it with an immob like web envelope.

Posted
10 hours ago, Meknomancer said:

Entangling aura is something i always hesitate to take but with pet melee sets i play in melee and its great for stopping mobs from running away. If your planning on hanging back then you could replace it with an immob like web envelope.

First, Thanks for posting a build!

 

Yeah I feel that. I've played an Empathy defender to 50 and if you have ever had the "pleasure", you find that you have to be ready to fire off a heal the second it's needed. Nature feels like it has a lesser demand than that, but being pets aren't super tanky, I'd rather keep my hands free to be ready. I agree that Mace would be slightly better but it doesn't feel right on a magic themed MM. I can't agree on your mule soul extraction pet being six slotted. Feels wasted especially with your purple ATOs in there. I struggle justifying putting a VR set into a non used dominator power for the +rech. Looking at the build though, that HAS to be end heavy. You aren't maxing your stamina by getting a 1.5 endmod IO. The run speed isn't worth a reduction to end recovery especially with leadership. Your pet boosters are gonna eat a chuck of your end as soon as you try to recover a pet in combat and then there is a good chance they would get killed again. Plus are your pets missing a lot? None seem to be really slotted high for it especially with Lich having 23% accuracy buffed. Do you play this build? Because I am honestly curious how well it stands up.

Posted

Just finished levelling and slotting it and tested it on scrapyard GM. No pets died and 0 endurance problems and i haven't boosted anything yet. Took a few spammed cross punch to get the ff to fire off but that let me keep the +damage buff on. No incarnates yet it was a really long fight the - regen in nature is pretty crap. Soul extraction is slotted that way to get me the 10% rech bonus and because i know on high level tf runs pets will get murdered and i will use that power every time its up. I understand why you woudn't want mace it gets dull having the same epic on every alt but its by far the superior shield, ice won't give you any energy defence and your forced to take a useless power to get it. Overgrowth gives a small +to hit i haven't noticed any pets missing attacks after running it thru some 0/8 missions although i hate not having tactics in the build, a single smoke grenade and the mob vanishes and your busy clicking yellow insps. Thats an easy fix tho, just drop assault for tactics. Standing in the lifegiving spores means your endurance is always good but if your gonna sit back send the pets in and drop it on them you won't get the benefit of it which is why i play in melee with them. So far its pretty good, necro pets are ones i never get bored of playing and i have a bots/NA and demons/NA. The demons is my favourite so far i stuck a couple bits of unbreakbale guard in the tier 2 so my resists are pretty high and their aoe is much better.

  • Like 1
Posted

So after playing about a bit i decided i needed an immob too, enemies that drag pets out of supremacy range and av's that run away can be a real pain. I'm also giving mace beam volley a try over cross punch. And i swapped the dmg/range hammi in Lich for an acc/mez just in case the accuracy was as bad as you suggested although tbh i hadn't noticed the pet missing its attacks :

 

Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

NECRO NATURE : Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Nature Affinity
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
------------
Level 1:    Zombie Horde            SprMarofS-Dmg:50(A), SprMarofS-Acc/EndRdx:50(46), SprMarofS-Acc/Dmg:50(48), SprMarofS-EndRdx/+Resist/+Regen:50(48), OvrFrc-Dam/KB:50(50), EdcoftheM-PetDef:40(50)
Level 1:    Corrosive Enzymes        Acc-I:50(A)
Level 2:    Regrowth            NmnCnv-Regen/Rcvry+:50(A), NmnCnv-Heal:50(9), NmnCnv-Heal/EndRdx:50(9), NmnCnv-Heal/EndRdx/Rchg:50(11), NmnCnv-Heal/Rchg:50(11), NmnCnv-EndRdx/Rchg:50(21)
Level 4:    Wild Growth            UnbGrd-Max HP%:50(A), UnbGrd-ResDam:50(5), UnbGrd-Rchg/ResDam:50(7), UnbGrd-ResDam/EndRdx/Rchg:50(7)
Level 6:    Enchant Undead            EndRdx-I:50(A)
Level 8:    Super Speed            BlsoftheZ-ResKB:50(A)
Level 10:    Spore Cloud            EndRdx-I:50(A)
Level 12:    Grave Knight            SprMarofS-Dmg/EndRdx:50(A), SprMarofS-Acc/Dmg/EndRdx:50(13), SprCmmoft-Acc/Dmg:50(13), CmmoftheM-Dmg/EndRdx:50(15), TchofLadG-%Dam:50(15), AchHee-ResDeb%:20(40)
Level 14:    Kick                Empty(A)
Level 16:    Lifegiving Spores        PrfShf-End%:50(A), Prv-Heal:50(17), Prv-Heal/EndRdx:50(17)
Level 18:    Soul Extraction            SprCmmoft-Acc/Dmg/Rchg:50(A), SprCmmoft-Dmg/EndRdx/Rchg:50(19), SprCmmoft-Acc/Dmg/EndRdx/Rchg:50(19), SprCmmoft-Rchg/PetAoEDef:50(37), ExpRnf-+Res(Pets):50(39), CaltoArm-+Def(Pets):30(40)
Level 20:    Wild Bastion            Prv-Heal/Rchg/EndRdx:50(A), Prv-Heal/Rchg:50(21), Prv-EndRdx/Rchg:50(34)
Level 22:    Tough                StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(23), GldArm-End/Res:50(23), GldArm-Res/Rech/End:50(34)
Level 24:    Weave                LucoftheG-Def/Rchg+:50(A), Rct-Def/EndRdx/Rchg:50(25), Rct-Def:50(25), Rct-Def/EndRdx:50(34)
Level 26:    Lich                CldSns-%Dam:30(A), CldSns-ToHitDeb:30(27), CldSns-Acc/ToHitDeb:30(27), CldSns-ToHitDeb/EndRdx/Rchg:30(33), HO:Endo(33), SvrRgh-PetResDam:50(33)
Level 28:    Combat Jumping            LucoftheG-Def/Rchg+:50(A), ShlWal-ResDam/Re TP:50(29), Ksm-ToHit+:30(29)
Level 30:    Maneuvers            LucoftheG-Def/Rchg+:50(A), Rct-ResDam%:50(31), Rct-Def/EndRdx:50(31), Rct-Def/EndRdx/Rchg:50(31)
Level 32:    Dark Empowerment        EndRdx-I:50(A)
Level 35:    Scorpion Shield            RedFrt-Def/EndRdx:50(A), RedFrt-Def/Rchg:50(36), RedFrt-EndRdx/Rchg:50(36), RedFrt-Def/EndRdx/Rchg:50(36), RedFrt-Def:50(37), RedFrt-EndRdx:50(37)
Level 38:    Web Envelope            TraoftheH-Dam%:50(A), TraoftheH-Acc/Immob/Rchg:50(39), TraoftheH-Immob/Acc:50(39), TraoftheH-Acc/EndRdx:50(40), TraoftheH-EndRdx/Immob:50(43), TraoftheH-Acc/Rchg:50(43)
Level 41:    Entangling Aura            SprEnt-Rchg/AbsorbProc:50(A), SprEnt-Acc/Hold/End/Rchg:50(42), SprEnt-Acc/Hold/End:50(42), SprEnt-End/Rchg:50(42), SprEnt-Acc/Hold:50(43)
Level 44:    Mace Beam Volley        FrcFdb-Rechg%:50(A), OvrFrc-Acc/Dmg:50(45), OvrFrc-End/Rech:50(45), OvrFrc-Acc/Dmg/End:50(45), OvrFrc-Dmg/End/Rech:50(46), OvrFrc-Acc/Dmg/End/Rech:50(46)
Level 47:    Overgrowth            RechRdx-I:50(A), RechRdx-I:50(48)
Level 49:    Hasten                RechRdx-I:50(A), RechRdx-I:50(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                Empty(A)
Level 1:    Supremacy    
Level 2:    Rest                Empty(A)
Level 4:    Ninja Run    
Level 2:    Swift                Run-I:50(A)
Level 2:    Health                Mrc-Rcvry+:40(A), Pnc-Heal/+End:50(5)
Level 2:    Hurdle                Jump-I:50(A)
Level 2:    Stamina                PrfShf-End%:50(A), SynSck-EndMod/+RunSpeed:50(3), SynSck-EndMod:50(3)
Level 1:    Zombie    
Level 12:    Grave Knight    
Level 26:    Lich    
Level 50:    Musculature Radial Paragon    
------------

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

Mace Beam Volley has to go it kb's stuff even when immob'd. Ran some itrials the soul extraction was used...a lot. Theres still 0 end probs solo and in itrials 50% of players seem to be running ageless so its even less of an issue. Tactics isn't missed but i'd hate to not have entangling running its a lifesaver when i jump into mobs first. All in all pretty happy with the build it does surprisingly well for not being demons/bots/thugs. Bots/nature is still top i think, although beasts/na are near unkillable with pack mentality going, i tried mercs/na (still my fav pets) but they don't last 2 seconds but still 1 of my most fun mm's to play, demons/na is as expected can handle almost anything. I haven't tried thugs/na yet, i won't be trying ninja/na nothing short of scrapping them and starting from scratch will make me try ninjas again after running them with /dark and /time. If theres a list of how good mm pets are they don't even deserve to be on it. So Necro/NA lots of fun slightly busier than others but not noticeably, nature makes stuff pretty easy but your never gonna be killing av's/gm's super fast on it simply because it doesnt put out the -regen of other secondaries even with bots. Its one of the more relaxing mm secondaries. Hop in the mob, drop your spore cloud on something, pop lifegiving spores and watch the prettiest aura in the game wrap itself around the mob while your pets go to work. And immob stuff-that makes a big difference if you aren't running provoke.  

  • Like 1
Posted
On 9/14/2020 at 10:44 AM, Force Redux said:

🙂 I'll be free on Friday after my work week. I'll see what I could suggest then, if you don't mind the wait. 

Whatever happened to your build?

Posted

@TK3477 since you are not tankerminding, are you committed to the Fighting pool? I don't like it on MMs otherwise, and you could easily drop it in my opinion and use those powers and slots elsewhere. I know you want soft capped S/L but IMO it's not vital if not tankerminding...but I could probably find a way to make up the S/L gap with IOs.

@Force Redux on Everlasting

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

Gather the Shadows: A Dark Miasma Primer for Masterminds

Posted (edited)

@TK3477 Well, here's my build. 

 

Goals:

  • Keep Chill Mastery since you wanted Defense Armor without the flavor of Mace. WIth the build, you sit at 43.4% S/L Defense and 28% S/L Resistance (including Wild Growth buff). While you are not tankerminding, since you are using Entangling Aura you will catch some aggro and you will be closer to melee, so this is a good pairing with S/L Defense. 
  • Get Global Recharge higher. I added Hasten. So many of Nature's buffs rely on good recharge, this was low-hanging fruit. Also LotGs where possible.
  • Use Procs to help the pets. Zombies have Overwhelming KD to help with mitigation. It will go off often. Grave Knights have Lady Gray and to help bring down targets faster. This and their innate Knockup will help with mitigation. Lich - not slotted for Maximizing -ToHit (as I would with a /Dark build), but will contribute to damage with the Clouded Senses proc. 
  • Squeeze in some +hit point bonuses when possible. Since your Wild Bastion is based on Max Health. Accolades will also go a long way to helping boost this power. 

 

I got rid of Fighting and achieved similar results with IOs. Since you are not tankerminding the extra S/L Resists are wasted. Even on my few tanker mind builds I never took Fighting. 

 

I removed Drain Life. You already have a number of healing sources, and if you want a damage power, Gloom is the standout for Necromancy. Unfortunately, I did not have room for it and there are more important powers to take during the leveling process. I'd grab two attack powers from the P2W vendor such as the Blackwand (thematic, and helpful debuff), Undead Slaying Axe, and/or Sands of Mu and supplement it with some temporary powers you can purchase, such as Envenomed Dagger and Gabriel's Hammer (cheaper than Dagger, without the debuff). That way you can do something attack-y-ish if you like. Remember, you have the Kismet +Acc IO and Tactics plus some accuracy bonuses to help land these powers, even if you can't slot them. Or you could forgo a little bit of S/L Defense and trade out Flash Freeze for Gloom. Don't' get Ice Blast, its terrible numbers wise, you don't have enough slows to stack to make it effective for that purpose, and it really only matters if you take it for theme. (I did for my Robots/Cold/Chill MM, and that's okay).


Added Speed for Hasten (see above) and Super Speed (with celerity Stealth IO) so you can ghost your Dark Astoria missions or use Assemble the Team/Incandescence on speed TFs.

 

Kept Leadership - of course, the backbone of good MM support for pets and teams.


Replaced Sorcery with Flight. IMO one goes for the Sorcery Pool either for theme or for specific powers. You had it only for travel. You can easily change this back, but I really advocate for Group Fly for any Mastermind to help with tactical management of pet AI on Z-axis maps. This is not a movement power per se, but a positioning power for quality of life. You also get another mule for LotG in Afterburner, which has its uses on large maps, too.  Fly can hold the helpful Winter's Gift slow/rcharge resist IO. Considering how much Nature relies on good recharge, this is to the build's benefit.

 

Doctor's Wounds sets are in place for the beneficial 5% recharge boost.

 

I put a +END Proc in Lifegiving Spores, as it will proc for anyone standing in the field. 

 

Enchant Undead and Dark Empowerment never need more than one slot, ever, for EndRedux. Slots are too precious. Bump them to 50+5 if you want to spend the funds on a small extra bit of cost, but do not double slot these. Even if you resummon in battle, stand in your Lifegiving Spores and that will be more beneficial. Additionally, carry a few extra blues in your Insp tray. But if you get your Accolades and use Lifegiving Spores, you won't worry about resummoning costs to much in battle, even the worst ones. 

 

I slotted Basilisk's Gaze into Entangling Aura** for a nice 7.5% recharge boost. I'm a fan of Entangling Aura and it really helps reliably keep minions in place. With the Lockdown Proc it can help pin down Lts and occasionally Bosses as well (but the bosses will only be intermittent). Because this build uses Chill Mastery and you can't tell when Lich will use Tenebrous Tentacles, having Engangling Aura to prevent mob movement is super important. If you do direct Lich to attack a boss, you will more reliably hold him due to Lich adding his hold. If you decide to go the Controller approach with Lich instead of damage, you can substitute the Clouded Senses proc for a Hamidon Acc/Mezz (don't do Dam/Mezz, as you're already at diminishing returns on Damage, so extra Acc at least isnt wasted). 

 

**I slotted an Acc/Hold in Basiliksk's Gaze, as Entangling Aura power description does have a base accuracy of 1.0; however, it does not take Accuracy enhancers, which has led me to believe it is auto-hit. I never removed the Acc/Hold in my live build, it works just fine, but assuming it doesn't need Acc, you could always swap this for Rech/Hold in case you want to get it up quicker after detoggling. I wouldn't bother with the % recharge slow IO, it doesn't seem to really help any time I've used it. 

 

Soul Extraction is a general mule for 5 of the aura IOs, but there is an extra Acc/Dam/Rech in there to help boost the summoned pet a bit. However, I find that unlike Hell on Earth or Gang War, the summoned pet isn't as important and thus feel okay with more muled IOs in there than perhaps in Demons (but I always mule at least 4 in any power that will take them, as I prefer steady-state improvements and IO/procs of my permanent pets over temporary buffs/pets). You could easily remove the Acc/Dam/Rech and toss that slot elsewhere, but you'd lose the 2-piece 2.5% recovery bonus, which I like. 

 

In general, I think this is a solid build. I have never run Necro/Nature together, but I do have a fully incarnated Necro/Dark MM and a fully incarnated Plant/Nature controller, so I'm familiar with the power sets. The MM personally is tough enough for dealing with casual aggro or an ambush.  If you really wanted Hoarfrost or Hibernate over Afterburner/Super Speed, those would be viable alternatives. Both would be useful 'oh shoot' panic buttons. But if you ever actually go tanker-minding you'll need a very different build. 

 

NOTE: Sovereign Right and Expedient Reinforcement descriptions say +resist vs all but Psi, but in-game combat metrics show the buff does apply vs all damage. Pets with all applicable IOs and Nature / Leadership buffs are as follows:

 

Zombie

14% Defense (All)

29% AoE Defense

78% Smashing Resists

52% Lethal Resists

52% Fire Resists

78% Cold Resists

52% Energy Resists

78% Negative Resists

78% Psionic Resists

78% Toxic Resists

 

Grave Knight

14% Defense (All)

29% AoE Defense

52% Smashing Resists

52% Lethal Resists

52% Fire Resists

78% Cold Resists

52% Energy Resists

78% Negative Resists

78% Psionic Resists

78% Toxic Resists

 

Lich

14% Defense (All)

29% AoE Defense

52% Smashing Resists

52% Lethal Resists

52% Fire Resists

78% Cold Resists

52% Energy Resists

78% Negative Resists

52% Psionic Resists

78% Toxic Resists

 

With Spore Cloud up (and not factoring in EB/AV/GM debuff resists), the undead will be at an effective soft-cap vs AOE and a respectable 31% defense vs other attacks. But anything that resists the debuff or is not in range of Spore Cloud (which has a 15' radius) will hit much more often, which can punish the T1 Zombies, especially due to their lower T1 hit points. Wild Bastion can really help them manage those one-shots. 

 

Its nice to note that all of them have 100% resistance to recharge and slow movement debuffs. They also have 4.0 Fear/Sleep and 1.0 Stun protection (Lich doesn't have Stun). 

 

While you have solid, all-around resists thanks to the Pet IOs and Wild Growth, you'll note that Lethal, Fire and Energy are both common in-game and also not the strongest resists (ie,the pets don't have their own native resists to stack with this). You'll need to rely on your debuffs (Spore Cloud, Lich, GK gloom) to help counter that, as well as your Absorb in Wild Bastion, plus all the huge amounts of green numbers you can throw off with your heals. On top of that, extra mitigation exists with Entangling Aura and Lich through holds and the like will be helpful at times (plus the KD from Zombies and KU from Grave Knights). Use Flash Freeze to counter ambushes or extra groups / patrols you are not ready to fight yet. 

 

Having your Alpha get your level shift will really help this build as it does with all masterminds, to counter the purple patch. Likewise, with this build I'd go with Intuition to improve damage, hold and tohit debuff, but Musculature is also another solid option, trading out hold for EndMod and others, but personally I'd go Intuition to help improve Entangling Aura and Lich's holds on top of Damage. 

 

Because you're in melee range, I'd also be inclined to go with Void Judgement for placement and the huge -Damage debuff. Easy to lead off with that through stealth for 30 seconds of debuff. 

 

For Interface, I like Diamagnetic for the To Hit Debuff and Regen Debuff.

 

For my first Destiny pick, I'd go Clarion. Nothing sucks more than getting mezzed and many mezzes are Energy/Psi related, which you have lower Defense. Plus it keeps the pets from being knocked/held/confused. Barrier would also be a decent choice if you don't care about mezz protection. 

 

Hybrid, I like support with double values for pets. Buffs to Defense, Damage, End Discount, and more are too good to pass up for a nice 50% uptime. Great when you hit a crunch situation or expect one.  

 

The build is below. As with anything its just my way of building it, and there are a hundred other ways to skin the same cat. Use what works for you and ditch the rest, and especially, just have fun! Comments/questions welcome. 

 

Spoiler

Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Necro Nature MM: Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Nature Affinity
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Chill Mastery

Villain Profile:
Level 1: Zombie Horde

  • (A) Blood Mandate - Accuracy/Damage
  • (7) Blood Mandate - Accuracy/Damage/Endurance
  • (7) Commanding Presence - Accuracy/Damage
  • (9) Commanding Presence - Accuracy/Damage/Endurance
  • (9) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

Level 1: Corrosive Enzymes

  • (A) Accuracy IO

Level 2: Regrowth

  • (A) Doctored Wounds - Heal/Endurance
  • (11) Doctored Wounds - Endurance/Recharge
  • (11) Doctored Wounds - Heal/Recharge
  • (13) Doctored Wounds - Heal/Endurance/Recharge
  • (13) Doctored Wounds - Heal

Level 4: Hover

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (19) Kismet - Accuracy +6%
  • (21) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (50) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 6: Enchant Undead

  • (A) Endurance Reduction IO

Level 8: Wild Growth

  • (A) Reactive Armor - Resistance/Endurance
  • (21) Reactive Armor - Resistance/Recharge
  • (23) Reactive Armor - Endurance/Recharge
  • (23) Reactive Armor - Resistance/Endurance/Recharge
  • (25) Gladiator's Armor - TP Protection +3% Def (All)
  • (25) Steadfast Protection - Resistance/+Def 3%

Level 10: Fly

  • (A) Winter's Gift - Slow Resistance (20%)

Level 12: Grave Knight

  • (A) Blood Mandate - Accuracy/Damage
  • (15) Blood Mandate - Accuracy/Damage/Endurance
  • (15) Commanding Presence - Accuracy/Damage
  • (17) Commanding Presence - Accuracy/Damage/Endurance
  • (17) Achilles' Heel - Chance for Res Debuff
  • (19) Touch of Lady Grey - Chance for Negative Damage

Level 14: Spore Cloud

  • (A) Dark Watcher's Despair - To Hit Debuff
  • (31) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (33) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (33) Dark Watcher's Despair - Recharge/Endurance

Level 16: Lifegiving Spores

  • (A) Doctored Wounds - Heal/Endurance
  • (46) Doctored Wounds - Endurance/Recharge
  • (46) Doctored Wounds - Heal/Recharge
  • (46) Doctored Wounds - Heal/Endurance/Recharge
  • (48) Doctored Wounds - Recharge
  • (50) Performance Shifter - Chance for +End

Level 18: Soul Extraction

  • (A) Sovereign Right - Resistance Bonus
  • (33) Edict of the Master - Defense Bonus
  • (34) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (34) Call to Arms - Defense Bonus Aura for Pets
  • (34) Call to Arms - Accuracy/Damage/Recharge
  • (37) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura

Level 20: Wild Bastion

  • (A) Doctored Wounds - Heal/Endurance
  • (37) Doctored Wounds - Endurance/Recharge
  • (40) Doctored Wounds - Heal/Recharge
  • (40) Doctored Wounds - Heal/Endurance/Recharge
  • (40) Doctored Wounds - Recharge

Level 22: Group Fly

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

Level 24: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (43) Luck of the Gambler - Defense/Endurance
  • (43) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Defense/Endurance/Recharge

Level 26: Lich

  • (A) Superior Mark of Supremacy - Accuracy/Damage/Endurance
  • (27) Superior Mark of Supremacy - Accuracy/Damage
  • (27) Superior Mark of Supremacy - Accuracy/Endurance
  • (29) Superior Mark of Supremacy - Damage
  • (29) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
  • (31) Cloud Senses - Chance for Negative Energy Damage

Level 28: Tactics

  • (A) Rectified Reticle - To Hit Buff
  • (48) Rectified Reticle - To Hit Buff/Recharge
  • (48) Endurance Reduction IO

Level 30: Hasten

  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO

Level 32: Dark Empowerment

  • (A) Endurance Reduction IO

Level 35: Entangling Aura

  • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (36) Basilisk's Gaze - Endurance/Recharge/Hold
  • (36) Basilisk's Gaze - Accuracy/Hold
  • (36) Basilisk's Gaze - Accuracy/Recharge
  • (37) Lockdown - Chance for +2 Mag Hold

Level 38: Overgrowth

  • (A) Rectified Reticle - To Hit Buff/Recharge
  • (39) Rectified Reticle - To Hit Buff
  • (39) Recharge Reduction IO
  • (39) Recharge Reduction IO

Level 41: Flash Freeze

  • (A) Lethargic Repose - Accuracy/Sleep/Recharge
  • (42) Lethargic Repose - Accuracy/Recharge
  • (42) Lethargic Repose - Endurance/Sleep
  • (42) Lethargic Repose - Accuracy/Endurance

Level 44: Frozen Armor

  • (A) Luck of the Gambler - Defense
  • (45) Luck of the Gambler - Defense/Endurance
  • (45) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (45) Luck of the Gambler - Defense/Endurance/Recharge

Level 47: Super Speed

  • (A) Celerity - +Stealth

Level 49: Afterburner

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Brawl

  • (A) Empty

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Sprint

  • (A) Empty

Level 1: Supremacy 


Level 2: Rest


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  • (A) Empty
Level 4: Ninja Run 

Level 2: Swift

 

 

Edited by Force Redux
  • Like 1

@Force Redux on Everlasting

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

Gather the Shadows: A Dark Miasma Primer for Masterminds

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