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Whip-Only Mastermind


Steampunkette

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I often don't even summon my demons on my demon/storm if I'm just stealthing missions. Just whip out (pun intended) my storm powers and proceed to whip the boss and crew to death. Usually kill them as fast or faster than if I'd taken the time to summon and upgrade before engaging. 

 

On a team as long as you are using your aoe -res, team buffs, or your aoe +dam abilities from your secondary then you are contributing as much as many scrappers :p

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"On a team as long as you are using your aoe -res, team buffs, or your aoe +dam abilities from your secondary then you are contributing as much as many scrappers :p"

Faceplant twice, and now you're as good as a Blaster, too!
:P :P

Heh, more seriously... Necro and Demon have good attacks for MMs. If you use proc IOs to slot them up, they do damage that is comparable to Defender attacks. The problem is that the Whips only have 2 single-target attacks, and one is on a long recharge, but if you take Arcane Bolt then you end up with a reasonable rotation, or you can go into the Fighting Pool and go melee/Whips which has a full damage rotation, knockdowns and Stuns, and -Res. You end up with a weak damage set and low numbers on the debuffs compared to running a melee/Sonic Corruptor... but if you know how to build a character, get solid Defense, and play well, you'll still be better than half the players out on the servers.

And you won't block doorways :p.

Though, I still feel that adding in the Demon Prince turns the character from really weak to just a bit subpar.

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10 hours ago, Coyote said:

Necro and Demon have good attacks for MMs. If you use proc IOs to slot them up, they do damage that is comparable to Defender attacks.

 

Though, I still feel that adding in the Demon Prince turns the character from really weak to just a bit subpar.

Beasts as well. It has Knockdowns, -Acc, and -Def, and Hawks is just fun to watch: I often find myself watching it finish it's attack (DOT), instead of continuing on with my attack chain. I'm not sure what the Devs were thinking with the early MM sets, because their attacks are mostly a waste of space.

 

I agree with Coyote, but I would go with 2 Pets.

Two of the whip attacks are melee so your going to be in the scrum... always, if you choose to focus on the attacks. Two pets in Defend would give you full Bodyguard. That 50% absorb makes things a lot easier on your MM, and your Pets add a bit of Damage, AoE, and Distraction, which also makes things easier on the MM.

I key on the Lt. and let my 2 Pets pick up the minions if they get pulled.  The Heal from my Secondary is part of my attack chain, and I have Follow/Defend keybound, and have trained myself to pound the hells out of it when the Pets go after a runner; though with Demons they take a few steps and then their range attack pops, which causes them to stop and blast the runner.

 

Now I'm talking as a Soloer Altaholic, who has not gotten out of the upper teens since I started CoHH, because I keep trying something else.

If you group all the time then you might not need the Pets, or find that just 1 or 2 Pets at the upper levels are not viable. when you run solo.

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For some reason I don't see a post I thought I posted. Must have messed up or gotten lost. 

It kills me as I went through a personal break down on the secondaries with Whips and sort of went through the primaries as well.

 

Nutshell many of the Primary attack powers were added into the game. Ninja attacks is Archery, Undead is Dark, Thug is Dual Pistol,  Mercs is Assault Rifle. 

I don't see ANY value in making a petless mastermind based on these Primary power sets. I just think you are really asking for trouble game wise and debate wise.

Beast, Demons  and maybe Robots seem to be the only unique ATM. 

 

A Few reminders 

These attacks are SHORT RANGED and very Endurance heavy. 

Not all builds and sets are conducive to obtain any viable defense caps.  EG you're range defense capped but you need to get into melee range to use your whip attacks. So you surviving coming in and die when your in range. 

 

Secondary wise. 

Again personal comment incoming here.

You need some way to defense cap. 

Again I just think unless you get an understanding team, having someone catch on to whats going on can just give you grief.  I consider it walking into a room and someone yelling at you that you are a racist, but not expanding on it. You then in turn have to defend yourself against some phantom perceived comments.  

I think being able to say hey dude ( or dudette ) I am defense capped and can outlast you against a group of mobs usually will shut people up.  Because you can prove it right then and there.

Again Defense cap really does change this game. Defense cap changes your SOLO mission settings from 0/1 to 4/8.  

 

So that being said.

 

Traps - Super easy to get defense cap and GREAT set.  Detonator and blowing up a pet actually sounds like fun.  

Storm - Downfall Hurricane. 

Hurricane is great to heard mobs but if you get too close to a corner with mobs they will spin off the edge of the  Hurricane and get away from you. No team will wait for you to heard mobs into a corner. No team gives a Shte, they just want to steam roll stuff and you are wasting their time with having Hurricane scatter mobs all over the place.  But solo and against AV bosses its great.  I have a new build for the Whip Storm and basically I am proc'ing to get Lighting Storm up as much as possible on full procs I will be able to have 3 Lighting Storms up. 

 

But Hurricane is what is giving your melee defense cap.  Again its more solo or in the back of the team mobs running around power to tag mobs for the +recharge proc. Or Massive pull and all Shte broke loose. 

 

Like Trip Mine is to Traps, Lighting Storm is to Storm and it works well. 2 steady Lighten Storms is good enough to kill off a bunch of mobs and 3 on rare occasion is even better.

 

Dark -  Unfortunately you will get hit when applying the hit debuff anchor and it will NOT be hit debuffed  as there is a delay. So you could potentially die trying to apply the debuff that will save you.  

I think its just too risky for this type of build I don't think you can get the defense numbers you need either from IO sets.   Again anything Dark and NOT WHIPS will do better. 

No one will honor or care or give a Shte about your Anchor. 

 

Trick Arrow - Lighting up Oil Slick will be your main go to, though its great. The recharge is long. Just not as reliable as Trip Mine or Lighten Storm 

 

Pain Domination - This is a different animal with Debuffs and Regeneration. So your not going for defense cap but going for a massive amount of Regeneration to be constantly healed. 

I can speak from experience on this set and was able to solo a Pylon with my Demon Pain Petless Mastermind.

 

We can go down the line but overall these sets need to provide YOU something as much as they provide the team. 

My mindset is ARMY of ONE. If I can solo X/8 with my Petless mastermind then I have already proved the value. 

If a set is just providing buffs to others and not you It just becomes that extra difficult.  

 

Sets like Traps and Storm has a Damage component. Force Field doesn't .

 

 

 

 

 

 

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On 7/27/2019 at 1:22 PM, plainguy said:

Dark -  Unfortunately you will get hit when applying the hit debuff anchor and it will NOT be hit debuffed  as there is a delay. So you could potentially die trying to apply the debuff that will save you.  

I think its just too risky for this type of build I don't think you can get the defense numbers you need either from IO sets.   Again anything Dark and NOT WHIPS will do better. 

No one will honor or care or give a Shte about your Anchor. 


Dark has 3 sources of -ToHit not counting all the powers with considerable amounts of -ToHit the Dark Servant spams.

Fearsome Stare, also hits with the 11.25 base -ToHit that Darkest Night does for MMs. If they aren't rendered useless or are immediately unfeared by steamrolling teammates, they're still out quite a lot of ToHit with socketing. My Darkest is over -17 without Intution. With the rare intution with the best -ToHit boost, it's almost -20 so you can probably get well over -20 for shaving 12% off the damage buff if you're coming from the 45% musculature with the Very Rare version. Intuition also gives a nice 20% range boost, extending the cone to 84 feet from 70.

 

And of course Twilight's relatively dinky single-target -ToHit/-dam/-regen that gets regular use for the rather nice mass heal.

With the Dark Servant in play, the amount of -ToHit you can focus on a boss or AV is absolutely disgusting but -20 is a good start IMO.

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21 hours ago, kelly Rocket said:

Use Fearsome Stare BEFORE Darkest Night, and it helps a LOT.

Good point 

23 hours ago, Pherdnut said:


Dark has 3 sources of -ToHit not counting all the powers with considerable amounts of -ToHit the Dark Servant spams.

Fearsome Stare, also hits with the 11.25 base -ToHit that Darkest Night does for MMs. If they aren't rendered useless or are immediately unfeared by steamrolling teammates, they're still out quite a lot of ToHit with socketing. My Darkest is over -17 without Intution. With the rare intution with the best -ToHit boost, it's almost -20 so you can probably get well over -20 for shaving 12% off the damage buff if you're coming from the 45% musculature with the Very Rare version. Intuition also gives a nice 20% range boost, extending the cone to 84 feet from 70.

 

And of course Twilight's relatively dinky single-target -ToHit/-dam/-regen that gets regular use for the rather nice mass heal.

With the Dark Servant in play, the amount of -ToHit you can focus on a boss or AV is absolutely disgusting but -20 is a good start IMO.

Personally I will say its just me.

I guess with Traps beyond FF Gen getting destroyed you sort of know where you are at. You have your defense numbers against all the mobs

 

With Dark it really only work with whom you hit with the power, beyond Darkest Night. 

 

I'm very big on solo and teaming when I want.  But I really want to know that I can solo the most highest setting I can on any toon I build. 

I do like Dark, but relying on an attack to hit to get defenses isn't for me. Just too risky.  

 

I think also with this type of build its too much risk as well.  

The build itself will just get a lot of negative feedback in general. I think this is just adding more  unneeded risk.  

My thoughts are NOT to die and be on the front lines with the tanks and scrappers.

Again short range on whips. 

 

 

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If you do storm,  I would put a kb->kd IO in hurricane.  That way they don't flop all over.   probably would do that with tornado also, and any other /storm skill that knocks back.   So.  Gale, Hurricane, Tornado, and Lightening storm (can't remember if it knocks back).

Edited by SmalltalkJava
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On 7/30/2019 at 4:29 PM, SmalltalkJava said:

If you do storm,  I would put a kb->kd IO in hurricane.  That way they don't flop all over.   probably would do that with tornado also, and any other /storm skill that knocks back.   So.  Gale, Hurricane, Tornado, and Lightening storm (can't remember if it knocks back).

Yes..

I do have a new build I have been meaning to post and I have The +recharge in  it as well.  If both proc Lightening Storm is on a 18 second recharge. 

 

 

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The more I look at this I will say your secondaries are very limiting. 

 

Storm and Traps are pretty much your only sets I think to some degree. 

The reason I say that is DPS and endurance.

without bothering to look at the technical numbers on masterminds I will say it seems like they gave these attack powers some high endurance numbers.  

It would be nice if they basically calculated your endurance on your attacks based on the number of pet powers you have. Thus the game would see that your relying more on your primary attacks then pets in your build thus giving you more endurance to use for those attacks. Hope that makes sense. Basically promoting Petless Masterminds as a viable alternative. Similar to when Arachnos and black widows have that option to change powers. 

 

That being said Storm and Traps are the pretty much good secondaries with dps value.  

 

I have a Storm whips at 25..  I am a bit scared to get into a team don't want a bad rep or get into a debate. 

I was hoping to get lucky to just have the right timing to get on a farm team where no one cared. 

Again another alternative is the make a pet build and run normally until 50 and then swap over to petless. 

But  I would really just like to do this all the way through on a team and not a farm or cheat by making a "normal build"

 

Or try to make a steady night of Petless mastermind runs and promote that. 

 

 

 

 

Edited by plainguy
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Whip Traps, defense cap with Soul Mastery. 

Oppressive Gloom is good when defense capped. It just really clears up or stops a lot of that aggro that just makes dropping Trip Mines that much easier.

 

 

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Whip Traps Defense cap with Field Mastery.

A bit of better numbers overall and a bit more DPS from Field Mastery.  

Trip Mine plus explosive Blast every 6 seconds is pretty much going to clear out anything Orange con or less. 

If you get a hit on +recharge on Energy Torrent and it drops Trip Mine and Explosive Blast down to 4 seconds. 

 

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Whip Lash is his name on Torchbearer BTW.

 

 

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Whips/Time I'd think would be very good (I know I mentioned it briefly before, just going into more detail.)  Time is suited to being in close and you can practically lock down mobs then whip them to death, has a nice heal that works on yourself, and eventually a good end and +rech power as well, it's quite possible to soft cap defense too.   It's also pretty team friendly.

 

I have a shelved demon/time already that's insanely survivable in the late 20s, I could convert him over.  I didn't like how big the demons were and how annoying it was to try to control them to keep them alive while doing time powers and whips, just make an alt build and if anyone gives me gruff I'll switch the build.

 

I'd just use prestige/temp powers to fill in gaps (I really like gabriel's hammer and plasmatic taser) if there are any.  

 

And I'd not go entirely petless as I rather like the little electric gremlins from hell on earth.  

 

 

 

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On 8/6/2019 at 2:26 PM, Justisaur said:

Whips/Time I'd think would be very good (I know I mentioned it briefly before, just going into more detail.)  Time is suited to being in close and you can practically lock down mobs then whip them to death, has a nice heal that works on yourself, and eventually a good end and +rech power as well, it's quite possible to soft cap defense too.   It's also pretty team friendly.

 

I have a shelved demon/time already that's insanely survivable in the late 20s, I could convert him over.  I didn't like how big the demons were and how annoying it was to try to control them to keep them alive while doing time powers and whips, just make an alt build and if anyone gives me gruff I'll switch the build.

 

I'd just use prestige/temp powers to fill in gaps (I really like gabriel's hammer and plasmatic taser) if there are any.  

 

And I'd not go entirely petless as I rather like the little electric gremlins from hell on earth.  

 

 

 

 

Hell on Earth I discovered works on any pet. 

 

I have accidentally used hell on earth on my Acid Mortar.

 

On my Demon Pain Semi-Petless mastermind ( Demon Prince only ) I discovered that I could NOT keep him in bodyguard mode. Because he would just about instantly die or almost die on the initial attack. 

What I had to do was just keep him aggressive and attack a mob and point him at that mob. So basically I would attack. He would attack. 

 

Kin Build

I have a DP Kin and I had a very hard time getting him close to defense cap.  

I don't know if Whips Kin would get you near cap. Would have to play around with the build.

You still won't benefit anything for endurance until level 35 when you get Transference.

The more I look at Kin the more interesting it gets. Because I know just saying Kin will get you a team all the time. 

 

 

Which Ancillary/Epic is the best for DPS

I think the Ancillary/Epic pools is where you need to look and test which is the best for DPS or at least just overall benefit to a petless mastermind.

 

Again I can see an advantage to both. 

Dropping mines even defense capped can be a pain in the backside. You 1 point of damage breaks the placement and I think you loose endurance as well. 

Oppressive Gloom stun really helps break that. 

 

But Field Master might have better attacks/DPS. 

 

Here is my Whip Traps Dark as a comparison to the Field Mastery. 

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Arg, I forgot you had to have a pet out to get the hell on earth pets, there goes that idea.

 

I think what I really need to do is revamp my demons/time, I like the sets, but I don't like the concept I've got for him.  He's a space-ship that went where people shouldn't go, and the demons are actually the twisted crew-members. 

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23 hours ago, Justisaur said:

Arg, I forgot you had to have a pet out to get the hell on earth pets, there goes that idea.

 

I think what I really need to do is revamp my demons/time, I like the sets, but I don't like the concept I've got for him.  He's a space-ship that went where people shouldn't go, and the demons are actually the twisted crew-members. 

No you don't

 

Tested live several times on Traps. Acid Mortar produces the pets. 4 of them 

 

https://imgur.com/a/Dg9DpNz

 

Edited by plainguy
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Played around with all the ancillary / Epic pools. 

 

Because of the number of attacks added resistance numbers  and  set bonuses added it just ended up better best overall ( In my opinion).

Fire was the highest in DPS but it only had 2 AOE attacks and the IO sets reduced the overall performance numbers. 

I also was being very mindful of endurance here as well. 

 

I can't tell you the number of times I tweaked this build but you can go back to the first and this one and totally see the difference to get an understanding how involved this can be.

 

The other thing that help make some decisions was the update to Reborn which showed me  I could add Sudden acceleration IO now to these sets. So everything became knockdown now.

The other cool thing is the +recharge in Energy Torrent is now more viable because Energy Torrent can do DPS now and have a chance to proc. When it procs Trip Mine Recharge drops from 6 seconds to 4 seconds.  

 

So now. 

I have access to the following 7 attacks;

  • 2 Range Attacks - Corruption and Power Blast
  • 2 Cone Attacks - Crack Whip and Energy Torrent
  • 1 AOE Range  Attack - Explosive Blast 
  • 1 PBAOE Attack - Trip Mine
  • 1 Melee/short range - Lash

Opener is Trip Mine, Explosive Blast at PBAOE range. Followed by Crack Whip and Energy Torrent. 

 

Or setting up when needed.

Triage beacon, Poison Trap for the AOE hold as they come in. 

Pull with Explosive blast. 

Trip mine once Poison Trap goes off. 

Caltrops to keep them in place and mop up.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Traps
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Field Mastery

Villain Profile:
Level 1: Corruption

  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (15) Thunderstrike - Damage/Endurance: Level 50
  • (17) Thunderstrike - Damage/Recharge: Level 50
  • (17) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (19) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (19) Thunderstrike - Damage/Endurance/Recharge: Level 50

Level 1: Web Grenade

  • (A) Gravitational Anchor - Chance for Hold: Level 50

Level 2: Lash

  • (A) Superior Blistering Cold - Accuracy/Damage: Level 50
  • (3) Superior Blistering Cold - Damage/Endurance: Level 50
  • (3) Superior Blistering Cold - Accuracy/Damage/Endurance: Level 50
  • (5) Superior Blistering Cold - Accuracy/Damage/Recharge: Level 50
  • (5) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime: Level 50
  • (37) Superior Blistering Cold - Recharge/Chance for Hold: Level 50

Level 4: Caltrops

  • (A) Ragnarok - Chance for Knockdown: Level 50

Level 6: Triage Beacon

  • (A) Panacea - +Hit Points/Endurance: Level 50
  • (7) Panacea - Hea/Recharge: Level 50
  • (7) Panacea - Heal/Endurance/Recharge: Level 50
  • (13) Panacea - Heal: Level 50
  • (27) Panacea - Endurance/Recharge: Level 50

Level 8: Crack Whip

  • (A) Superior Frozen Blast - Accuracy/Damage: Level 50
  • (9) Superior Frozen Blast - Damage/Endurance: Level 50
  • (9) Superior Frozen Blast - Accuracy/Damage/Endurance: Level 50
  • (11) Superior Frozen Blast - Accuracy/Damage/Recharge: Level 50
  • (11) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime: Level 50
  • (13) Superior Frozen Blast - Recharge/Chance for Immobilize: Level 50

Level 10: Acid Mortar

  • (A) Analyze Weakness - Chance for +ToHit: Level 50
  • (39) Analyze Weakness - Defense Debuff/Endurance/Recharge: Level 30
  • (39) Touch of Lady Grey - Chance for Negative Damage: Level 50
  • (40) Touch of Lady Grey - Defense Debuff/Recharge: Level 50
  • (33) Touch of Lady Grey - Defense Debuff/Recharge/Endurance: Level 50

Level 12: Kick

  • (A) Empty

Level 14: Tough

  • (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50
  • (15) Steadfast Protection - Resistance/+Def 3%: Level 30

Level 16: Force Field Generator

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
  • (25) Luck of the Gambler - Defense: Level 50
  • (21) Luck of the Gambler - Defense/Endurance: Level 50

Level 18: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
  • (25) Luck of the Gambler - Defense: Level 50
  • (27) Luck of the Gambler - Defense/Endurance: Level 50

Level 20: Poison Trap

  • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
  • (21) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (34) Basilisk's Gaze - Recharge/Hold: Level 30
  • (33) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
  • (34) Lockdown - Chance for +2 Mag Hold: Level 50

Level 22: Hasten

  • (A) Recharge Reduction IO: Level 50
  • (33) Recharge Reduction IO: Level 50

Level 24: Super Speed

  • (A) Celerity - +Stealth: Level 50

Level 26: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
  • (43) Luck of the Gambler - Defense/Endurance: Level 50
  • (43) Luck of the Gambler - Defense: Level 50

Level 28: Seeker Drones

  • (A) Stupefy - Accuracy/Recharge: Level 50
  • (29) Stupefy - Endurance/Stun: Level 50
  • (29) Stupefy - Accuracy/Endurance: Level 50
  • (31) Stupefy - Stun/Range: Level 50
  • (31) Stupefy - Accuracy/Stun/Recharge: Level 50
  • (31) Stupefy - Chance of Knockback: Level 50

Level 30: Tactics

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
  • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
  • (40) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

Level 32: Provoke

  • (A) Perfect Zinger - Chance for Psi Damage: Level 50

Level 35: Trip Mine

  • (A) Obliteration - Damage: Level 50
  • (36) Obliteration - Accuracy/Recharge: Level 50
  • (36) Obliteration - Damage/Recharge: Level 50
  • (36) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (37) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (37) Obliteration - Chance for Smashing Damage: Level 50

Level 38: Power Blast

  • (A) Thunderstrike - Accuracy/Damage: Level 30
  • (39) Thunderstrike - Damage/Recharge: Level 30
  • (40) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (46) Sudden Acceleration - Knockback to Knockdown: Level 50

Level 41: Temp Invulnerability

  • (A) Unbreakable Guard - +Max HP: Level 25
  • (43) Unbreakable Guard - Resistance/Endurance: Level 50
  • (45) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50
  • (48) Unbreakable Guard - Resistance: Level 25

Level 44: Energy Torrent

  • (A) Sudden Acceleration - Knockback to Knockdown: Level 50
  • (45) Sudden Acceleration - Knockback/Damage/Recharge: Level 50
  • (45) Sudden Acceleration - Knockback/Accuracy/Damage: Level 50
  • (46) Sudden Acceleration - Knockback/Damage/Endurance: Level 50
  • (46) Sudden Acceleration - Knockback/Accuracy: Level 50

Level 47: Explosive Blast

  • (A) Overwhelming Force - Accuracy/Damage: Level 25
  • (48) Overwhelming Force - Endurance/Recharge: Level 25
  • (48) Overwhelming Force - Accuracy/Damage/Endurance: Level 25
  • (50) Overwhelming Force - Damage/Endurance/Recharge: Level 25
  • (50) Overwhelming Force - Accuracy/Damage/Endurance/Recharge: Level 25
  • (50) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 25

Level 49: Force of Nature

  • (A) Performance Shifter - Chance for +End: Level 25

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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Another concept.

 

Thugs Mastermind last pet only. 

 

Thug Brothers

Twins of Evil

Double Chaos

 

Costume is basically a twin of the last Pet.

 

Time, Dark, Kin, Rad, 

 

Again defense cap. 

Last pet is melee so most powers have to be in that melee range. 

Rad seems good for that. 

But I need some sort of AOE damage power like Trip mines as I couldn't rely on the pet for killing. 

 

Let's see.

 

 

 

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On 7/26/2019 at 7:28 AM, kelly Rocket said:

I've never actually met these mythical people who hate Masterminds. I'm generally welcomed onto teams quite eagerly.

I think it's just a thing about games where you can team with plenty of cool people but when you meet one jerk, you're going to remember them.

 

Teaming with Masterminds can get a bit silly, I learn to just enjoy the chaos and be thankful there's more targets that aren't me.

 

Also, I feel Traps in particular is a bit of a stretch for a 'petless' Mastermind.

Edited by Professor_Backfire
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I hang with a team of people at all times. I'm never solo 'cause I have a husband and close friends and also an active Supergroup...

 

So I'm revisiting this idea a little bit with the idea of going for Whip/Sorcery powers as the 'Core Attacks', along with Soul Tentacles and Soul Storm because those powers look great.

 

My main choice, now, is whether to aim for /Dark and be a Fearing-Debuffer with a powerful group heal... Or /Pain to increase my own damage output while going for a Regenish type build. 

 

If I do /Dark I wind up with Fighting and Maneuvers to get myself a decent (But not capped) ranged defense so I can use Fearsome Stare to diffuse the alpha, then drop Darkest Night to 'essentially' be softcapped before the actual fighting starts.

 

If I do /Pain I have no idea what other power pools to take since I won't be aiming for solid defenses.

 

In either case I intend to take Hasten and Rune of Protection. I know I'll never get it Perma but it's a great little panic button for if things go south!

 

I am also planning to take the Lieutenants only, so she'll have some extra damage output and also Bodyguard. But no big demon and no babies.

 

Help me Master mind Kenobi! You're my only hope!

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Poked at it in Mids. With a -fairly- middling build cost I could wind up on Demons/Pain with:

 

75% S/L resist at all times

48.6 Neg resist at all times

35% Toxic resist at all times

Everything else 23% or lower

 

Then have Rune of Protection every 110 seconds for 90 seconds of +25% resistance to everything. My lowest being Psi resistance at 41% resisted.

 

539% Regen and a constant 40% damage bonus with spikes here and there up to 160% (Two Build Up Procs)

 

That leaves me with 2 pets (for Bodyguard and more damage) Hell on Earth (More Whip!) and 4 personal attacks that deal between 177 and 260 damage each. Nothing to write home about, really, but still pretty nifty that I'll be able to pull that all out.

Edited by Steampunkette
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This was my final build as of today.

I changed it up because of I really, really didn't want to pay all that money OR merits for those Rare IOs. 

we are talking 20 million or 100 merits each.  3 sets.. Just wasn't worth it for me.

I only did one set which came out to 600 merits as I didn't have the cash and didn't want to farm it.

 

At 49 I was left with slotting out Energy Torrent and using Catalyst on the Frozen Blast.

What I can tell you is the Endurance difference between 49 and 50 were very noticeable. 

Its still a bit heavy on endurance BUT it really is doable. 

 

I ran a mission on 8/4 setting against Counsel mobs and again was surviving.  

I could not put down trip mines that much when I had a bunch of mobs around. Something always snuck in to hit me and break placement. 

But the initial setup was great. 1 or 2 trip mines - one a bit back from the other and I was almost killing half a group between trip mine and Explosive Blast.  I would set one off and then get the mobs on me and walk them back a bit onto the other trip mine. Followed up on Poison Trap and if possible another trip mine or just stick to AOE type attacks until the herd was thinned out a bit more.

 

It is NOT some speed demon by any stretch of the imagination. But it can be done. 

On a team I would see no issues with him. Double triage beacon alone gives you 600% regeneration. 

Everything is a knockdown which is great. 

 

There are enough AOE type of attacks and enough recharge that your not sitting on your hands waiting.

 

But here is the build. No incarnates yet

Will try to take out a pylon and see how it goes.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Traps
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Field Mastery

Villain Profile:
Level 1: Corruption -- Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(15), Thn-Dmg/Rchg:50(17), Thn-Acc/Dmg/Rchg:50(17), Thn-Acc/Dmg/EndRdx:50(19), Thn-Dmg/EndRdx/Rchg:50(19)
Level 1: Web Grenade -- GrvAnc-Hold%:50(A)
Level 2: Lash -- TchofDth-Acc/Dmg:35(A), TchofDth-Dmg/EndRdx:35(3), TchofDth-Dmg/Rchg:35(3), TchofDth-Acc/Dmg/EndRdx:35(5), TchofDth-Dmg/EndRdx/Rchg:35(5), TchofDth-Dam%:35(37)
Level 4: Caltrops -- PstBls-Dam%:50(A)
Level 6: Triage Beacon -- Mrc-Heal:40(A), NmnCnv-Regen/Rcvry+:50(7), NmnCnv-Heal/Rchg:50(7), Mrc-Heal/Rchg:40(13), Mrc-Heal/EndRdx/Rchg:40(27)
Level 8: Crack Whip -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(9), SprFrzBls-Acc/Dmg/EndRdx:50(9), SprFrzBls-Acc/Dmg/Rchg:50(11), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(11), SprFrzBls-Rchg/ImmobProc:50(13)
Level 10: Acid Mortar -- AnlWkn-%ToHit:50(A), AnlWkn-DefDeb/EndRdx/Rchg:30(39), TchofLadG-%Dam:50(39), TchofLadG-DefDeb/Rchg:50(40), TchofLadG-DefDeb:50(33)
Level 12: Kick -- Empty(A)
Level 14: Tough -- GldArm-3defTpProc:50(A), StdPrt-ResDam/Def+:30(15)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(25), LucoftheG-Def/EndRdx:50(21)
Level 18: Weave -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(25), LucoftheG-Def/EndRdx:50(27)
Level 20: Poison Trap -- Lck-Acc/Hold:30(A), Lck-Acc/Rchg:30(21), Lck-Rchg/Hold:30(34), Lck-EndRdx/Rchg/Hold:30(33), Lck-Acc/EndRdx/Rchg/Hold:30(34)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33)
Level 24: Super Speed -- Clr-Stlth:50(A)
Level 26: Maneuvers -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(43), LucoftheG-Def:50(43)
Level 28: Seeker Drones -- Stp-Acc/Rchg:50(A), Stp-EndRdx/Stun:50(29), Stp-Acc/EndRdx:50(29), Stp-Stun/Rng:50(31), Stp-Acc/Stun/Rchg:50(31), Stp-KB%:50(31)
Level 30: Tactics -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(42), GssSynFr--ToHit/Rchg/EndRdx:50(42), GssSynFr--Rchg/EndRdx:50(34), GssSynFr--ToHit/EndRdx:50(42), GssSynFr--Build%:50(40)
Level 32: Provoke -- PrfZng-Dam%:50(A)
Level 35: Trip Mine -- Obl-Dmg:50(A), Obl-Acc/Rchg:50(36), Obl-Dmg/Rchg:50(36), Obl-Acc/Dmg/Rchg:50(36), Obl-Acc/Dmg/EndRdx/Rchg:50(37), Obl-%Dam:50(37)
Level 38: Power Blast -- Thn-Acc/Dmg/Rchg:50(A), Thn-Dmg/Rchg:50(39), Thn-Acc/Dmg/EndRdx:50(40), SuddAcc--KB/+KD:50(46)
Level 41: Temp Invulnerability -- UnbGrd-Max HP%:25(A), UnbGrd-ResDam/EndRdx:50(43), UnbGrd-ResDam/EndRdx/Rchg:50(45), UnbGrd-ResDam:25(48)
Level 44: Explosive Blast -- OvrFrc-Acc/Dmg:25(A), OvrFrc-End/Rech:25(45), OvrFrc-Acc/Dmg/End:25(45), OvrFrc-Dmg/End/Rech:25(46), OvrFrc-Acc/Dmg/End/Rech:25(46), OvrFrc-Dam/KB:25(50)
Level 47: Energy Torrent -- SuddAcc--KB/+KD:50(A), SuddAcc-KB/Dmg/Rech:50(48), SuddAcc-KB/Acc/Dmg:50(48), SuddAcc-KB/Dmg/End:50(50), SuddAcc-KB/Acc:50(50)
Level 49: Force of Nature -- RechRdx-I:50(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 2: Health -- Mrc-Rcvry+:40(A), Mrc-Heal:40(23)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(23)
Level 2: Swift -- Empty(A)
Level 4: Ninja Run 
------------

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1 hour ago, Steampunkette said:

I introduce: Supernaturelle!

Supernaturelle.thumb.png.d00cd5017e7b60e09c373957f740a14b.png

 

My Whip-Only Pain Domination Mastermind.

Nice.

 

Mine is Whip Lash but still trying to get him a costume. I just copied over what I had from another toon for now.

 

This is full demon pain I had back in the day if it helps out 

 

This is copied from that thread to give you some numbers

  • No clue why some stuff is colored the way it is tried to correct it  but not all would correct.
  • I added the wayback link to the old forums.

 

I have World of Pain ( WoP ) 4 seconds short of perma. 
My constant regeneration from suppress pain is 706% to myself and 424% to anyone else. I'm pretty much within the realm of Scrapper Regeneration numbers with this build. Granted I know Regen Scrappers can go higher, but 706% is nothing to scoff at either. It comes out to 26.52 hit points per second at lvl 50.

Defenses
45 Ranged and AOE
24 Melee ( Just could not cap this out without screwing everything else up ).

Resistances with WoP active
Smash and Lethal beyond the 75% cap.
Fire 18% +20% = 38%
Cold 18% + 10% = 28%
Energy 18% 
Negative 41% 
Toxic 41% +15% = 56%
Psionic 21%
Pet buff adds Fire 19.99% Cold 9.99% Toxic 15.00%
http://web.archive.org/web/20120906034338/http://boards.cityofheroes.com/showpost.php?p=3966493&postcount=5

5 slot enhancers in maneuvers
30 slot enhancers in WoP
20 slot enhancers in Suppress Pain
5 slot enhancers in weave
20 slot enhancers in Health
10 slot enhancers in Stamina
15 slot enhancers in Soothe
10 slot enhancers in Dark Embrace

Some of the enhancers help me squeak out the Defense cap numbers and in other places it adds about another 15% to Regeneration. It also helps the endurance as even with Cardiac this is a very heavy endurance build.

I'm thinking with Bodyguard mode and my defenses and resistances combined with my Steady Regeneration I am in a good place to be able to handle a decent amount of damage. Again I think for someone who understands masterminds and you look at the overall picture I believe the build has some very good mitigation and decently layered defenses and resistances. 

The largest expense in the build is the Gladiator IO.

It's built with a "Tankermind" approach and has provoke. 

I do know that some epic sets might benefit more like Chill Mastery. My super gripe with that set is the ICE cubes that shield puts all over your toons body. If they got rid of that I would consider swapping over and reworking to get the defense cap numbers back up. 

But beyond that I went with my favorite Soul Mastery for Oppressive gloom. I use it a lot and it really does help locking down everything that is not a boss. I use it on my Petless mastermind and I can say it is the one big thing that helps keep me alive fighting on a 4/8 setting. I was just fighting some Rikti and I could see how much it worked because anytime I would get mezzed or slept and O.G. would drop many of the mobs immediately start getting many hits through. 

I don't think beyond the epic pools that there is much that can be done, but never say never. 

But enough blabbering here is the build. Be advised it has WoP active.

 

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Pain Domination
Power Pool: Fighting
Power Pool: Presence
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Summon Demonlings -- BldMnd-Acc/Dmg:50(A), BldMnd-Dmg/EndRdx:50(3), BldMnd-Acc/EndRdx:50(3), BldMnd-Dmg:50(7), BldMnd-Acc:50(9), BldMnd-Acc/Dmg/EndRdx:50(11)
Level 1: Nullify Pain -- NmnCnv-Heal/EndRdx:50(A), NmnCnv-Heal/EndRdx/Rchg:50(5), NmnCnv-Heal/Rchg:50(7)
Level 2: Lash -- FrcFdb-Rechg%:50(A)
Level 4: Soothe -- NmnCnv-Heal/Rchg:50(A), NmnCnv-Heal/EndRdx/Rchg:50(5), DctWnd-Heal/Rchg:50(9)
Level 6: Enchant Demon -- EndRdx-I:50(A)
Level 8: Kick -- Acc-I:50(A)
Level 10: Provoke -- MckBrt-Taunt:50(A), MckBrt-Taunt/Rchg:50(11), MckBrt-Taunt/Rchg/Rng:50(25), MckBrt-Acc/Rchg:50(25), MckBrt-Taunt/Rng:50(34), MckBrt-Rchg:50(36)
Level 12: Summon Demons -- BldMnd-Acc/Dmg:50(A), BldMnd-Dmg/EndRdx:50(13), BldMnd-Acc/EndRdx:50(13), BldMnd-Acc/Dmg/EndRdx:50(15), BldMnd-Acc:50(15), BldMnd-Dmg:50(17)
Level 14: Conduit of Pain -- RechRdx-I:50(A)
Level 16: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(36)
Level 18: Hell on Earth -- BldMnd-Acc/Dmg:50(A), BldMnd-Dmg/EndRdx:50(19), BldMnd-Acc/EndRdx:50(19), BldMnd-Acc:50(21), BldMnd-Dmg:50(23), BldMnd-Acc/Dmg/EndRdx:50(31)
Level 20: Suppress Pain -- NmnCnv-Heal/EndRdx:50(A), NmnCnv-Heal:50(21), NmnCnv-EndRdx/Rchg:50(33), NmnCnv-Heal/Rchg:50(33), NmnCnv-Heal/EndRdx/Rchg:50(33), NmnCnv-Regen/Rcvry+:50(37)
Level 22: Hover -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(37), LucoftheG-Def/EndRdx:50(48)
Level 24: Weave -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(39), LucoftheG-Def/EndRdx:50(40)
Level 26: Summon Demon Prince -- BldMnd-Acc/Dmg:50(A), BldMnd-Dmg/EndRdx:50(27), BldMnd-Acc/EndRdx:50(27), BldMnd-Acc/Dmg/EndRdx:50(29), BldMnd-Acc:50(29), BldMnd-Dmg:50(31)
Level 28: World of Pain -- Ags-ResDam/Rchg:50(A), TtnCtn-ResDam/Rchg:50(31), ImpArm-EndRdx/Rchg:40(40), RechRdx-I:50(42), RechRdx-I:50(42), RechRdx-I:50(39)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(34), LucoftheG-Def/EndRdx:50(36)
Level 32: Abyssal Empowerment -- EndRdx-I:50(A)
Level 35: Anguishing Cry -- AnlWkn-Acc/Rchg:50(A), AnlWkn-DefDeb/EndRdx/Rchg:50(50)
Level 38: Tactics -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(42), GssSynFr--ToHit/Rchg/EndRdx:50(43), GssSynFr--Rchg/EndRdx:50(43), GssSynFr--Build%:50(43), GssSynFr--ToHit/EndRdx:50(40)
Level 41: Dark Embrace -- Ags-Psi/Status:50(A), Ags-ResDam/EndRdx:50(46), Ags-ResDam/EndRdx/Rchg:50(46)
Level 44: Oppressive Gloom -- Stp-EndRdx/Stun:50(A), Stp-Stun/Rng:50(45), Stp-Acc/EndRdx:50(45), Stp-Acc/Rchg:50(45), Stp-Acc/Stun/Rchg:50(46), Stp-KB%:50(48)
Level 47: Soul Tentacles -- EnfOpr-Acc/Rchg:50(A)
Level 49: Painbringer -- NmnCnv-Heal/Rchg:50(A), NmnCnv-Heal/EndRdx/Rchg:50(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy 
Level 6: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- NmnCnv-Heal:50(A), Mrc-Rcvry+:40(34), Mrc-Heal:40(48), NmnCnv-Heal/Rchg:50(39), Mrc-Heal/Rchg:40(50)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(17), PrfShf-EndMod/Rchg:50(23), PrfShf-EndMod/Acc:50(37)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 50: Cardiac Core Paragon 
------------

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Unlocked a few incarnates using a SO Build on several MSR runs. 

I currently keep the toon logged off in Rikti War Zone and will log him in for a MSR run. Some players will  do multiple runs. 

There is also a Ouro 4 mission set that gets you Incarnate salvage. It can be done in 15 minutes or less. Forgot the name but it is in the guide section.

 

If they removed the interrupt off traps Trip mine as they are looking to do in Devices secondary it will go a LONG way with this build.

 

What I can tell you now is this build is like a turtle. Slow and steady. 

There is a endurance concern but nothing less then there was with any Robot Traps mastermind. EG summoning the robots and FF Gen kills my endurance. Trying to re-summon mid combat can be disastrous as many masterminds know. Sometimes a good AOE will cause yet another pet wipe. 

 

I am considering going over to Soul for Oppressive Gloom Though Field mastery really does give better numbers overall to this build.  

If I could put Trip mines down more consistently it would be a benefit because I wouldn't loose the endurance for failed placement and my DPS would increase.  

 

I am looking to finish off my Robot Traps and will maybe test out that build with Oppressive Gloom running and placing trip mines down in a group to see the comparison.  

 

My goal is to tighten up the build as much as possible and try to take out some AVs. 

 

I am working on killing a Pylons ATM as well. But working on placement of Force Field Generator so it won't get constantly hit and destroyed by the Pylon attacks. Right now I think I have it maybe figured out and I am placing the FF Gen behind me, but if the Pylon knocks me back  I need to re-summon the FF Gen because it has moved up into range to be attacked. 

 

 

 

 

 

   

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