Sovera Posted May 7, 2021 Posted May 7, 2021 (edited) All I find are people referencing how they tried the combo but no posted builds. I've been messing with one but lack the nuances since I haven't played a MM in ages. EA has a bit of a bad rep as not adding to damage, but that's fine by me. I don't intend to solo and it's going to be full Leadership + Sorcery pools with EA added in as a super survival tool and providing me with the endurance to sustain it. In the meanwhile pets are just passively doing damage for me while I ignore them 😄 Because it's for team play I'm not fussed/focused on uber survival since I'll be following an agro magnet that I'm Enflaming, Spirit Warding, buffing with Leadership and Faraday, recharge, damage, etc etc etc. I started messing with things but don't really have a goal and as such the build is a bit all over the place. No emphasis on defense but I still slot the +3% uniques, no epic shields but still grabbing resists, etc. Lets call this a first draft: full support while pets passively do damage. - I didn't want the Bruiser's Handclap to scatter things so I had to slot something to prevent that. - I am not going to fuss trying to sap, so no Shocking, Discharging or Difibrilating (who dares to die with all this support anyway?!). - I'm not interested in -res procs outside of pylon tests so exchanged it for a regular damage proc on the Enforcers. - A bit more accuracy for the Thugs plus the BU proc to help them (they need help) as well as the Overwhelming to cause KDs. - Gang War is just for AVs so I did not bother slotting with recharge. - On top of all the mitigation EA provides I've added Bonfire. Nothing is really going to be able to hurt the agro magnet I'm following after between hakuning the mob's tatas with Bonfire and 5 second shield drops, and 3 second heals, and Spirit Ward. Overkill, it's not like tanks are known for their squishyness, but heck, let me have this. Spoiler This Hero build was built using Mids Reborn 3.0.4.7https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 49 Magic MastermindPrimary Power Set: ThugsSecondary Power Set: Electrical AffinityPower Pool: SorceryPower Pool: LeadershipPower Pool: SpeedPower Pool: FlightAncillary Pool: Heat Mastery Hero Profile:Level 1: Call Thugs -- OvrFrc-Dam/KB(A), SprCmmoft-Rchg/PetAoEDef(3), SprCmmoft-Acc/Dmg/Rchg(3), SprMarofS-Acc/Dmg/EndRdx(5), SprMarofS-Acc/Dmg(5), SlbAll-Build%(7)Level 1: Shock -- Empty(A)Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(11)Level 4: Spirit Ward -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(25), Pnc-Heal(25), Pnc-Heal/Rchg(33), Pnc-Heal/EndRedux/Rchg(33)Level 6: Equip Thugs -- EndRdx-I(A)Level 8: Mystic Flight -- BlsoftheZ-ResKB(A)Level 10: Energizing Circuit -- SynSck-Dam/Acc/End(A), SynSck-Dam/Rech/Acc(45), SynSck-EndMod/Rech(45), SynSck-Dam/Rech(45), SynSck-EndMod(46), SynSck-EndMod/+RunSpeed(46)Level 12: Call Enforcer -- SprMarofS-Acc/EndRdx(A), SprMarofS-Dmg/EndRdx(13), SlbAll-Dmg/EndRdx(13), SlbAll-Acc/Dmg/Rchg(15), TchofLadG-%Dam(15), ShlBrk-%Dam(17)Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(49), Rct-Def/EndRdx(49)Level 16: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-ResDam/EndRdx/Rchg(19), UnbGrd-Max HP%(19), StdPrt-ResDam/Def+(21)Level 18: Enflame -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(40), Bmbdmt-Dam/Rech(42), Bmbdmt-Acc/Dam/Rech(42), Bmbdmt-Acc/Dam/Rech/End(43), Bmbdmt-+FireDmg(46)Level 20: Empowering Circuit -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit(21), AdjTrg-EndRdx/Rchg(34), AdjTrg-ToHit/EndRdx(34), AdjTrg-ToHit/Rchg(40)Level 22: Hasten -- RechRdx-I(A), RechRdx-I(48)Level 24: Hover -- Rct-ResDam%(A), LucoftheG-Def/Rchg+(37), ShlWal-ResDam/Re TP(37)Level 26: Call Bruiser -- SuddAcc--KB/+KD(A), ExpStr-Dam%(27), SprCmmoft-Dmg/EndRdx(27), SprCmmoft-Acc/Dmg/EndRdx/Rchg(29), SprCmmoft-Acc/Dmg(29), SprCmmoft-Dmg/EndRdx/Rchg(31)Level 28: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(36), AdjTrg-ToHit/EndRdx/Rchg(36), AdjTrg-EndRdx/Rchg(43), AdjTrg-ToHit/EndRdx(43)Level 30: Gang War -- ExpRnf-+Res(Pets)(A), CaltoArm-+Def(Pets)(31), SvrRgh-PetResDam(31), EdcoftheM-PetDef(33), SprMarofS-EndRdx/+Resist/+Regen(34), SprMarofS-Dmg(37)Level 32: Upgrade Equipment -- EndRdx-I(A)Level 35: Insulating Circuit -- Pnc-Heal(A), Pnc-Heal/EndRedux/Rchg(36), Pnc-Heal/Rchg(47), Pnc-EndRdx/Rchg(47), Pnc-Heal/EndRedux(48)Level 38: Bonfire -- Bmbdmt-Acc/Dam/Rech/End(A), Bmbdmt-Acc/Rech/End(39), Bmbdmt-Dam/Rech(39), Bmbdmt-Acc/Dam/Rech(39), Bmbdmt-+FireDmg(40), SuddAcc--KB/+KD(42)Level 41: Amp Up -- RechRdx-I(A)Level 44: Assault -- EndRdx-I(A)Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)Level 49: Rune of Protection -- GldArm-3defTpProc(A)Level 1: SupremacyLevel 1: Brawl -- Empty(A)Level 1: Sprint -- Empty(A)Level 2: Rest -- Empty(A)Level 2: Swift -- Flight-I(A)Level 2: Hurdle -- Jump-I(A)Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(23)Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(23)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 4: Ninja RunLevel 1: ArsonistLevel 12: BruiserLevel 26: EnforcerLevel 1: PunkLevel 50: Portal JockeyLevel 50: Task Force CommanderLevel 50: The Atlas MedallionLevel 50: Freedom Phalanx Reserve------------ Edited May 7, 2021 by Sovera - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
Sovera Posted May 8, 2021 Author Posted May 8, 2021 Status update: - Blitzed through the levels at a grand speed. Reached Manticore with two hours left on my Amplifiers which is some sort of new record for me. Team can be kept safe and productive pretty much since Posi 1. I can't say that it feels better or safer than my Stormie opening every fight with Freezing Rain. The damage definitely feels better than the Stormie though, MMs still lend themselves very well to minimum battlefield attention letting the pets go ham while we focus on support. Other ATs have to choose whether to blast/control or support. - My visions of endless endurance are tempered by actual playing. Energizing just barely keeps up with my endurance and most of the time is unable to depending how far back I am from the chain's start. I've seldomly detoggled though, but mostly because I just take it easy spamming things (Energizing is the only true spam, I don't use the heal if everyone's on full HP). That said I only have the basic Panaceia/Performance Shifter +end slotted in. I still lack an accuracy/endurance/recharge to slot which will fractionally decrease the hefty cost eating through Energizing's benefit. - Few dead pets, but mostly because I follow after the meleers. What damage they take can be healed without a problem as long as it is incidental, but I found they crumbled easily despite all res and defense auras slotted in if I let them out of my sight or face tanking a boss. Not the Bruiser though, that one's a champ. - Sorcery plays trés bien with MMs. Under level 26 we have baby tanks who need the help. Spirit Ward makes a visible difference despite still being only with two slots. Enflame is a bit harder to quantify. It does a lot of little numbers and behaves like a damage aura so it's better to take it like that, but I'm unsure if it's really adding much to the kill speed. Regardless after level 26 and baby tanks no longer needing help I've taken to Spirt Warding and Enflaming the Bruiser instead and that has been working fine. - 35 is a long time to wait for Insulating, but a quick test with no slots sees it recharging in 7 seconds. ...yeah, between heals under 3 seconds and shields under 5 seconds I can see how we can make pets pretty much immortal. This is a nice departure from the norm. - Pets are still way too slow in following us. It's common to reach a dead end, toggle on Fly and backtrack, then twiddle my thumbs waiting for the pets to arrive. Group Fly might be worth it just to avoid this, and where possible get pets out of melee's way too. Forcing everyone into Fly mode will get old fast though, and I need two powers to reach Group Fly anyway which means I would have to choose between going deeper into Flight or not take Enflame. Considering the low numbers and the annoyance that is having to retoggle every minute it's a consideration. 1 - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
Sovera Posted May 9, 2021 Author Posted May 9, 2021 (edited) Second update: - Insulating is really powerful. Just like other shields it also does a minor heal on top of shielding and it all adds up. It stacks on top of Spirit Ward as well with my Bruiser having nearly half its HP bar in a shield. - Because of this it's rather simple to send the bruiser in first to soak alphas. But Thugs is like a herd of cats where some run into melee range, others pew pew from afar. This scattering does not play well with chains, as well as it may require an extra bind to only send the Bruiser in otherwise the ranged pets start attacking before the Bruiser has even come into range. - Speaking of binds I'm running out! Two upgrades, three pet summons, five elec powers, both Sorcery toggles, one attack command for pets, one Follow/Bodyguard command, etc. Most of these in constant need of being used. - Pets are definitely too slow. Considering the low damage of Enflame I'm going to propose only taking Spirit Ward from Sorcery and then go all the way up to Group Fly. With the devs having helped MMs with the fast re-summon and lower endurance cost the only thing left is the tardiness of pets showing up for combat, as well as dying when we just go from one mission to the next. If I was to re-roll things I would change: - All melee or all range primary. Bots works exceedingly well as a flying ball of missiles and death though the damage is low. Ninjas are great at ST but lag in AoE, but they are all melee and Elec Affinity would do a good job at keeping them safe. Necro might be a good bet too. - Group Fly instead of Enflame. - MMs are still a bit too fiddly (and way way too many keybinds). An alternative would be an AT with a single melee pet for the whole Spirit Ward/Enflame (not requiring Group Fly then) gameplay (it does have merit since it helps baby tanks) though that greatly narrows the options. Combos who do multiple pets like Fire or Electricity would not play well. Edited May 9, 2021 by Sovera - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
Crysis Posted May 10, 2021 Posted May 10, 2021 Although I abandoned him in the mid 40’s, my Thugs/Elec took Cross Punch and I was working on softcapped S/L Defense and had Rune from Sorcery as my oh crap button. It worked really well for tankerminding as Cross Punch drew decent aggro with some soft control. So the shield just stayed over me and the henchmen would mostly stick close to me since I was in middle of spawn. Ultimately I just found Thugs/Elec, and Bots/Elec, to be a highly survivable build but low damage output. Demons/EA might be better but I’ve kind of given up on WA overall in favor of /Storm, /Time and /Dark. Ninja/EA to me sounds incredibly frustrating. I loved my (well @Redlynne’s build) Ninja/Time. Can’t imaging Ninjas being any better than that combo.
Nemu Posted May 13, 2021 Posted May 13, 2021 On 5/9/2021 at 9:31 AM, Sovera said: MMs are still a bit too fiddly (and way way too many keybinds) I made a bind to buff pets with a single key via change bind files I made macros to summon pets at my feet and then bound those macros to tray 1 slot 1 2 and 3 so I can one button summon/replace pets I also don't use all the numpad binds because there are hardly situations in this game that requires that level of micromanagement, especially now when achieving personal softcap defenses is so easy that you can eat the alpha for the pets. Of the binds I do use, I have one for petcom all attack target (often bound to my personal ST attack, one has that bound to enflame, even if enflame doesn't activate the attack command still triggers), one for petcom all follow defensive (bound to sprint), one for goto, one for follow aggressive (which I rarely use) I don't subscribe to letting pets loose doing their own thing because their AI is as stupid as stupid can be. I find focusing fire one target on a time is much more efficient, whatever AoEs are thrown here that hit additional mobs is just gravy. Doing so also ensures that the pets are where you need them for your support/buff/heals. 1 Liberty, Torchbearer, Excelsior, Everlasting Jezebel Delias Level 50 Fire/Elec/Mace Blaster I am the Inner Circle!
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