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ninja storm tankermind


Gruntius

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So I'm new to making builds in Mids and I was trying to make a passable ninja storm tankermind. Was hoping someone could take a look over my work and tell me where I could improve

 

This Villain build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Storm Summoning
Power Pool: Presence
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Chill Mastery

Villain Profile:
Level 1: Call Genin -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(3), BldMnd-Acc/EndRdx(3), BldMnd-Acc/Dmg/EndRdx(5), BldMnd-Acc(5), BldMnd-Dmg(7)
Level 1: Gale -- Rgn-Acc/Rchg(A), Rgn-Acc/Dmg/Rchg(46)
Level 2: O2 Boost -- Mrc-Rcvry+(A), Mrc-Heal/EndRdx/Rchg(37)
Level 4: Provoke -- PrfZng-Taunt(A), PrfZng-Taunt/Rchg(7), PrfZng-Taunt/Rchg/Rng(9), PrfZng-Acc/Rchg(9), PrfZng-Taunt/Rng(11), PrfZng-Dam%(11)
Level 6: Train Ninjas -- EndRdx-I(A)
Level 8: Snow Storm -- TmpRdn-Acc/EndRdx(A), TmpRdn-EndRdx/Rchg/Slow(39), EndRdx-I(48)
Level 10: Steamy Mist -- GifoftheA-Def/EndRdx(A), GifoftheA-Def(34), Ksm-Def/EndRdx(36), Ksm-Def/EndRdx/Rchg(36), Ksm-Def/Rchg(43)
Level 12: Call Jounin -- SlbAll-Build%(A), SlbAll-Acc/Dmg/Rchg(15), SprCmmoft-Rchg/PetAoEDef(17), SprCmmoft-Acc/Dmg(17), SprCmmoft-Acc/Dmg/Rchg(19), SprCmmoft-Acc/Dmg/EndRdx/Rchg(19)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(48)
Level 16: Kick -- Hct-Dmg(A), Hct-Dmg/Rchg(21)
Level 18: Smoke Flash -- EndRdx-I(A)
Level 20: Tough -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(21), GldArm-3defTpProc(23), GldArm-Res/Rech/End(33)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(45)
Level 24: Freezing Rain -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(25), ShlBrk-Acc/Rchg(25), ShlBrk-DefDeb/EndRdx/Rchg(27), ShlBrk-Acc/EndRdx/Rchg(27), ShlBrk-%Dam(33)
Level 26: Hurricane -- SuddAcc--KB/+KD(A), EndRdx-I(46)
Level 28: Oni -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(29), BldMnd-Acc/EndRdx(29), BldMnd-Acc/Dmg/EndRdx(31), BldMnd-Acc(31), BldMnd-Dmg(31)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(34)
Level 32: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(39), GssSynFr--ToHit/Rchg/EndRdx(39), GssSynFr--Rchg/EndRdx(40), GssSynFr--ToHit/EndRdx(40), GssSynFr--Build%(40)
Level 35: Flash Freeze -- LthRps-Acc/EndRdx(A), LthRps-Sleep/Rng(36), LthRps-Acc/Sleep(37), LthRps-EndRdx/Sleep(37), LthRps-Acc/Sleep/Rchg(48)
Level 38: Lightning Storm -- GldJvl-Acc/End/Rech(A), GldJvl-Dam%(43)
Level 41: Tornado -- SuddAcc--KB/+KD(A), SprMarofS-EndRdx/+Resist/+Regen(42), CaltoArm-+Def(Pets)(42), CaltoArm-Acc/Rchg(42), ExpRnf-+Res(Pets)(43)
Level 44: Hoarfrost -- NmnCnv-Heal/EndRdx/Rchg(A), NmnCnv-Heal/Rchg(45), Pnc-Heal/Rchg(45), Pnc-Heal/+End(46)
Level 47: Kuji In Zen -- EndRdx-I(A)
Level 49: Hibernate -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(50), EffAdp-EndMod/Acc/Rchg(50), EffAdp-EndMod/EndRdx(50)
Level 1: Supremacy 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(13)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), PrfShf-EndMod/Rchg(15)
Level 1: Genin 
Level 12: Jounin 
Level 28: Oni 
------------

 

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-The build will have endurance problems. 
-Gale will scatter targets out of Provoke range without the Sudden Acceleration IO.
-Panacea will only have a chance to proc when you activate Hoarfrost. Slot it in Health instead.
-Miracle will only have a chance to proc with O2 Boost is used. Slot it in Health instead.
-Steamy Mist could slot the LotG +7.5% recharge, Shield Wall and Reactive Defense uniques.
-Imo, Hasten is a must for Storm to get Tor, FR and LS out as often as possible.


I don't think the Tankermind playstyle really works as well with Storm than other secondaries. Tankermind draws aggro away from pets, takes the alpha and stays in BG mode to sponge damage. Storm utilizes KD to keep incoming damage to a minimum.


Gale alone can eliminate the alpha attack where Provoke does not. Followed by FR, Tor, LS, Hur, more Gale and pets will keep targets flopping around like fish on land. I would probably prefer to open with Storm powers instead of Provoke.

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No need to reinvent the wheel

 

Its about 10 thread below yours. 

 

 

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8 minutes ago, plainguy said:

No need to reinvent the wheel

 

Its about 10 thread below yours. 

 

 

So I saw this thread right after I uploaded mine and felt pretty stupid until I went through all of their builds and realized my def was higher than all of their builds, except a few had higher smashing and lethal def, which are obviously the two most important but the other defs had a big enough gap I felt my build still worked better for what I wanted

 

1 hour ago, StrikerFox said:

-The build will have endurance problems. 
-Gale will scatter targets out of Provoke range without the Sudden Acceleration IO.
-Panacea will only have a chance to proc when you activate Hoarfrost. Slot it in Health instead.
-Miracle will only have a chance to proc with O2 Boost is used. Slot it in Health instead.
-Steamy Mist could slot the LotG +7.5% recharge, Shield Wall and Reactive Defense uniques.
-Imo, Hasten is a must for Storm to get Tor, FR and LS out as often as possible.


I don't think the Tankermind playstyle really works as well with Storm than other secondaries. Tankermind draws aggro away from pets, takes the alpha and stays in BG mode to sponge damage. Storm utilizes KD to keep incoming damage to a minimum.


Gale alone can eliminate the alpha attack where Provoke does not. Followed by FR, Tor, LS, Hur, more Gale and pets will keep targets flopping around like fish on land. I would probably prefer to open with Storm powers instead of Provoke.

You're most likely right, I'll probably retool this build into a more traditional mastermind or scrap it entirely. For learnings sake though, what do you think of the changes I made based on your suggestions? there's not much I feel I can do about the endurance issues without turning off hurricane altogether, which kinda defeats the whole purpose of this build and figuring how to fit hasten in would take more time than I'm willing to put into this obviously failed build

 

This Villain build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Storm Summoning
Power Pool: Presence
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Chill Mastery

Villain Profile:
Level 1: Call Genin -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(3), BldMnd-Acc/EndRdx(3), BldMnd-Acc/Dmg/EndRdx(5), BldMnd-Acc(5), BldMnd-Dmg(7)
Level 1: Gale -- SuddAcc--KB/+KD(A)
Level 2: O2 Boost -- Mrc-Heal(A), Mrc-Heal/EndRdx/Rchg(37)
Level 4: Provoke -- PrfZng-Taunt(A), PrfZng-Taunt/Rchg(7), PrfZng-Taunt/Rchg/Rng(9), PrfZng-Acc/Rchg(9), PrfZng-Taunt/Rng(11), PrfZng-Dam%(11)
Level 6: Train Ninjas -- EndRdx-I(A)
Level 8: Snow Storm -- TmpRdn-Acc/EndRdx(A), TmpRdn-EndRdx/Rchg/Slow(39), EndRdx-I(48)
Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34), LucoftheG-Def(36), ShlWal-ResDam/Re TP(36), Rct-ResDam%(43)
Level 12: Call Jounin -- SlbAll-Build%(A), SlbAll-Acc/Dmg/Rchg(15), SprCmmoft-Rchg/PetAoEDef(17), SprCmmoft-Acc/Dmg(17), SprCmmoft-Acc/Dmg/Rchg(19), SprCmmoft-Acc/Dmg/EndRdx/Rchg(19)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(48)
Level 16: Kick -- Hct-Dmg(A), Hct-Dmg/Rchg(21)
Level 18: Smoke Flash -- EndRdx-I(A)
Level 20: Tough -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(21), GldArm-3defTpProc(23), GldArm-Res/Rech/End(33)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(45)
Level 24: Freezing Rain -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(25), ShlBrk-Acc/Rchg(25), ShlBrk-DefDeb/EndRdx/Rchg(27), ShlBrk-Acc/EndRdx/Rchg(27), ShlBrk-%Dam(33)
Level 26: Hurricane -- SuddAcc--KB/+KD(A), EndRdx-I(46)
Level 28: Oni -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(29), BldMnd-Acc/EndRdx(29), BldMnd-Acc/Dmg/EndRdx(31), BldMnd-Acc(31), BldMnd-Dmg(31)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(34)
Level 32: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(39), GssSynFr--ToHit/Rchg/EndRdx(39), GssSynFr--Rchg/EndRdx(40), GssSynFr--ToHit/EndRdx(40), GssSynFr--Build%(40)
Level 35: Flash Freeze -- LthRps-Acc/EndRdx(A), LthRps-Sleep/Rng(36), LthRps-Acc/Sleep(37), LthRps-EndRdx/Sleep(37), LthRps-Acc/Sleep/Rchg(48)
Level 38: Lightning Storm -- GldJvl-Acc/End/Rech(A), GldJvl-Dam%(43)
Level 41: Tornado -- SuddAcc--KB/+KD(A), SprMarofS-EndRdx/+Resist/+Regen(42), CaltoArm-+Def(Pets)(42), CaltoArm-Acc/Rchg(42), ExpRnf-+Res(Pets)(43)
Level 44: Hoarfrost -- NmnCnv-Heal/EndRdx/Rchg(A), NmnCnv-Heal/Rchg(45), Pnc-Heal/Rchg(45), Pnc-Heal/EndRedux/Rchg(46)
Level 47: Kuji In Zen -- EndRdx-I(A)
Level 49: Hibernate -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(50), EffAdp-EndMod/Acc/Rchg(50), EffAdp-EndMod/EndRdx(50)
Level 1: Supremacy 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(13), Mrc-Rcvry+(46)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), PrfShf-EndMod/Rchg(15)
Level 1: Genin 
Level 12: Jounin 
Level 28: Oni 
------------

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5 hours ago, The_Warpact said:

You have so many chaos causing powers that I dont see the use for the presence pool. 

Although that might be interesting taunt them they try to get you and KB knocking them all over lol.

 

Yeah, the idea behind the build was to cause so much chaos the enemies couldn’t reliably fight back and even when they did land a hit I would be tanky enough to shrug it off. After what StrikerFox said I did actually go back and make a version with haste in place of provoke, the problem is I lost a good bit of my def on that change and I’m not sure how to make it up

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9 minutes ago, Gruntius said:

Yeah, the idea behind the build was to cause so much chaos the enemies couldn’t reliably fight back and even when they did land a hit I would be tanky enough to shrug it off. After what StrikerFox said I did actually go back and make a version with haste in place of provoke, the problem is I lost a good bit of my def on that change and I’m not sure how to make it up

Try mine, I always slot for recharge, and s/l on def/res. Plenty of rech to have multiple storm, tornadoes, and freezing rain, the survivability to handle BG mode, and ninjas! Also, no reliance on incarnates to get you there.

 

 

 

This Villain build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Empress of Chaos: Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Call Genin -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(7), SprMarofS-Acc/Dmg/EndRdx(7), SprMarofS-EndRdx/+Resist/+Regen(9), ExpRnf-+Res(Pets)(9), SprMarofS-Acc/Dmg(21)
Level 1: Gale -- SuddAcc-KB/Dmg/End(A), SuddAcc--KB/+KD(13)
Level 2: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-Absorb%(13), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(40), Prv-Heal/Rchg/EndRdx(43)
Level 4: Fly -- WntGif-ResSlow(A), BlsoftheZ-ResKB(25)
Level 6: Train Ninjas -- EndRdx-I(A)
Level 8: Assault -- EndRdx-I(A)
Level 10: Steamy Mist -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(11), LucoftheG-Def/Rchg+(25), Rct-ResDam%(34), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(36)
Level 12: Call Jounin -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(15), ExpRnf-Acc/Dmg/Rchg(17), ExpRnf-EndRdx/Dmg/Rchg(17), HO:Lyso(19), AchHee-ResDeb%(19)
Level 14: Maneuvers -- Rct-Def(A), Rct-EndRdx/Rchg(15), Rct-Def/EndRdx(21), Rct-Def/EndRdx/Rchg(23), LucoftheG-Def/Rchg+(23)
Level 16: Freezing Rain -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(34), ShlBrk-DefDeb/EndRdx/Rchg(34), Bmbdmt-Acc/Dam/Rech/End(37), Bmbdmt-+FireDmg(43), Bmbdmt-Dam(50)
Level 18: Boxing -- Empty(A)
Level 20: Hurricane -- HO:Enzym(A), HO:Enzym(50)
Level 22: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(37), AdjTrg-ToHit/EndRdx/Rchg(37), AdjTrg-ToHit/Rchg(43), AdjTrg-EndRdx/Rchg(45), AdjTrg-Rchg(45)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 26: Oni -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(27), SprCmmoft-Acc/Dmg/EndRdx/Rchg(27), SprCmmoft-Rchg/PetAoEDef(29), EdcoftheM-PetDef(29), CaltoArm-+Def(Pets)(31)
Level 28: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-ResDam/EndRdx(46), UnbGrd-Rchg/ResDam(46), StdPrt-ResDam/Def+(46), GldArm-3defTpProc(48)
Level 30: Weave -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-Def/EndRdx/Rchg(31), LucoftheG-Def/Rchg+(33)
Level 32: Kuji In Zen -- EndRdx-I(A)
Level 35: Tornado -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(48), SuddAcc--KB/+KD(48), ExpRnf-Dmg/EndRdx(50)
Level 38: Lightning Storm -- Apc-Dmg(A), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dam%(40), FrcFdb-Rechg%(40)
Level 41: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(42), Rct-Def/EndRdx/Rchg(42), LucoftheG-Def/Rchg+(42)
Level 44: Hover -- LucoftheG-Def/Rchg+(A)
Level 47: Vengeance -- ShlWal-ResDam/Re TP(A)
Level 49: Power Boost -- RechRdx-I(A)
Level 1: Supremacy
Level 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), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(5)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(3), PrfShf-End%(3)
Level 4: Afterburner
Level 50: Clarion Core Epiphany
Level 50: Ion Radial Final Judgement
Level 50: Support Core Embodiment
Level 50: Diamagnetic Radial Flawless Interface
Level 50: Storm Elemental Radial Superior Ally
Level 50: Agility Core Paragon
Level 1: Genin
Level 12: Jounin
Level 26: Oni
------------

 

 

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21 hours ago, Gruntius said:

So I saw this thread right after I uploaded mine and felt pretty stupid until I went through all of their builds and realized my def was higher than all of their builds, except a few had higher smashing and lethal def, which are obviously the two most important but the other defs had a big enough gap I felt my build still worked better for what I wanted

 

Having Higher Defense numbers sort of of do not matter to some degree, let me explain.

Hurricane will give you a To Hit Debuff of -22.5 which is pretty much interpreted as a defense bonus.. 

So your numbers would be ( just doing whole numbers for explanation ) 

Melee 34+22= 56

Ranged = 37

AOE 42+22 =64

My numbers

Melee 25+22=47

Ranged = 43

AOE 30+22=52

 

The Defense cap is 45%

We are both Defense capped for Typed Defenses and you are just a bit short on Range Defense, the comparison is a moot point.


If you look at my recharge compared to yours and then look at the recharge for  Lighting Storms I think you will catch the point. 

 

Further again your endurance is no good.

Your Endurance Rec has to be 2 points above your End Use..  So you need to get End Rec to 4.5. You just don't have it. 

 

With Burnout I can put out 3 Lighting Storms and if I really pay attention and spread them out correctly I can keep up 3 storms. But that is mostly for AV fights. 

Provoke for Storm is just useless because just too much going on. I use provoke on other builds, but I wish it was a bit better as well.

 

Not saying mine is better. I will say Endurance wise and Recharge wise my build is better. 

 

Unfortunately with Masterminds there is really limited wiggle room with builds. Masterminds have big endurance issues overall compared to other ArchTypes, especially with high endurance secondary's like Storm Summoning. 

 

Seriously if you take the time to look at builds for Robot Traps, so on and so forth on this forum you will see not that many difference between builds. Maybe 4 to 5 powers difference. Assuming the player is looking at defenses and survivability.   

 

Which has always been a gripe of mine with Masterminds, meaning the limited choices compared to other ArchTypes 

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15 hours ago, plainguy said:

 

Hurricane will give you a To Hit Debuff of -22.5 which is pretty much interpreted as a defense bonus.. 

Wait, do defense and -to hit stack additively? I would have assumed a multiplicative relationship, as in 

 

100% (hit chance) x 50% (-to hit) = 50% x 50% (defense) = 25% (hit chance)

 

not

 

100% (hit chance) - 50% (-to hit) = 50% - 50% (defense) = 0% (hit chance), capped to 5%

 

is that really how it works? If that’s the case then that changes how I’m going to approach building. I swear every other game I’ve played does it the first way.

 

15 hours ago, plainguy said:

Unfortunately with Masterminds there is really limited wiggle room with builds. Masterminds have big endurance issues overall compared to other ArchTypes, especially with high endurance secondary's like Storm Summoning. 

 

Seriously if you take the time to look at builds for Robot Traps, so on and so forth on this forum you will see not that many difference between builds. Maybe 4 to 5 powers difference. Assuming the player is looking at defenses and survivability.   

 

Which has always been a gripe of mine with Masterminds, meaning the limited choices compared to other ArchTypes 

This is a problem I’ve noticed with a lot more that just masterminds, I’ve done a lot of perusing through builds over the past few weeks in preparation for trying to make my own. It would be hard to find one that didn’t take fighting, leadership, jumping and speed, there’s almost no variety. That’s kinda why I wanted to see if I could make this build work, because storm has a few tools that I think a tankermind could make some use of but the main draw was that I didn’t really see anyone else doing it

Edited by Gruntius
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12 hours ago, The_Warpact said:

Try mine, I always slot for recharge, and s/l on def/res. Plenty of rech to have multiple storm, tornadoes, and freezing rain, the survivability to handle BG mode, and ninjas! Also, no reliance on incarnates to get you there.

 

 

 

This Villain build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Empress of Chaos: Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Call Genin -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(7), SprMarofS-Acc/Dmg/EndRdx(7), SprMarofS-EndRdx/+Resist/+Regen(9), ExpRnf-+Res(Pets)(9), SprMarofS-Acc/Dmg(21)
Level 1: Gale -- SuddAcc-KB/Dmg/End(A), SuddAcc--KB/+KD(13)
Level 2: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-Absorb%(13), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(40), Prv-Heal/Rchg/EndRdx(43)
Level 4: Fly -- WntGif-ResSlow(A), BlsoftheZ-ResKB(25)
Level 6: Train Ninjas -- EndRdx-I(A)
Level 8: Assault -- EndRdx-I(A)
Level 10: Steamy Mist -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(11), LucoftheG-Def/Rchg+(25), Rct-ResDam%(34), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(36)
Level 12: Call Jounin -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(15), ExpRnf-Acc/Dmg/Rchg(17), ExpRnf-EndRdx/Dmg/Rchg(17), HO:Lyso(19), AchHee-ResDeb%(19)
Level 14: Maneuvers -- Rct-Def(A), Rct-EndRdx/Rchg(15), Rct-Def/EndRdx(21), Rct-Def/EndRdx/Rchg(23), LucoftheG-Def/Rchg+(23)
Level 16: Freezing Rain -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(34), ShlBrk-DefDeb/EndRdx/Rchg(34), Bmbdmt-Acc/Dam/Rech/End(37), Bmbdmt-+FireDmg(43), Bmbdmt-Dam(50)
Level 18: Boxing -- Empty(A)
Level 20: Hurricane -- HO:Enzym(A), HO:Enzym(50)
Level 22: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(37), AdjTrg-ToHit/EndRdx/Rchg(37), AdjTrg-ToHit/Rchg(43), AdjTrg-EndRdx/Rchg(45), AdjTrg-Rchg(45)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 26: Oni -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(27), SprCmmoft-Acc/Dmg/EndRdx/Rchg(27), SprCmmoft-Rchg/PetAoEDef(29), EdcoftheM-PetDef(29), CaltoArm-+Def(Pets)(31)
Level 28: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-ResDam/EndRdx(46), UnbGrd-Rchg/ResDam(46), StdPrt-ResDam/Def+(46), GldArm-3defTpProc(48)
Level 30: Weave -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-Def/EndRdx/Rchg(31), LucoftheG-Def/Rchg+(33)
Level 32: Kuji In Zen -- EndRdx-I(A)
Level 35: Tornado -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(48), SuddAcc--KB/+KD(48), ExpRnf-Dmg/EndRdx(50)
Level 38: Lightning Storm -- Apc-Dmg(A), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dam%(40), FrcFdb-Rechg%(40)
Level 41: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(42), Rct-Def/EndRdx/Rchg(42), LucoftheG-Def/Rchg+(42)
Level 44: Hover -- LucoftheG-Def/Rchg+(A)
Level 47: Vengeance -- ShlWal-ResDam/Re TP(A)
Level 49: Power Boost -- RechRdx-I(A)
Level 1: Supremacy
Level 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), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(5)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(3), PrfShf-End%(3)
Level 4: Afterburner
Level 50: Clarion Core Epiphany
Level 50: Ion Radial Final Judgement
Level 50: Support Core Embodiment
Level 50: Diamagnetic Radial Flawless Interface
Level 50: Storm Elemental Radial Superior Ally
Level 50: Agility Core Paragon
Level 1: Genin
Level 12: Jounin
Level 26: Oni
------------

 

 

I will definitely take a look at this next time I’m at my computer

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On 11/10/2021 at 11:49 AM, Gruntius said:

Yeah, the idea behind the build was to cause so much chaos the enemies couldn’t reliably fight back and even when they did land a hit I would be tanky enough to shrug it off. After what StrikerFox said I did actually go back and make a version with haste in place of provoke, the problem is I lost a good bit of my def on that change and I’m not sure how to make it up

 

I don't worry that much about defense with a MM Storm built for KD. Using a KD build sort of fixes the endurance issue as well. If enemies are on the ground and can't attack, -tohit/-recharge/slow doesn't matter as much. I don't have Snow Storm or Hurricane on my build. In retrospect, I wonder if running Hurricane would work out better than me keeping Gale on auto?

 

Reworked my Mercs/Storm to Ninja. I tried to jam in a little more endurance because of Smoke Flash. Also added Victory Rush though I've never used it so don't know how useful it is. Also lost some accuracy building for more end but FR's -def debuff will probably solve that.

 

I have never played Storm with melee pets before. I just put Mercs on aggressive and staple them behind me while I do my thing. It pretty much eliminates melee threats and I'm just concerned about range/AoE attacks. But with Ninjas entering melee could mean that they end up taking more hits. Trial and error likely needed.

 

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On 11/11/2021 at 3:20 AM, Gruntius said:

Wait, do defense and -to hit stack additively? I would have assumed a multiplicative relationship, as in 

 

100% (hit chance) x 50% (-to hit) = 50% x 50% (defense) = 25% (hit chance)

 

not

 

100% (hit chance) - 50% (-to hit) = 50% - 50% (defense) = 0% (hit chance), capped to 5%

 

is that really how it works? If that’s the case then that changes how I’m going to approach building. I swear every other game I’ve played does it the first way.

 

This is a problem I’ve noticed with a lot more that just masterminds, I’ve done a lot of perusing through builds over the past few weeks in preparation for trying to make my own. It would be hard to find one that didn’t take fighting, leadership, jumping and speed, there’s almost no variety. That’s kinda why I wanted to see if I could make this build work, because storm has a few tools that I think a tankermind could make some use of but the main draw was that I didn’t really see anyone else doing it

my signature has a link to defenses and how it works

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