patricelumumba Posted June 12, 2019 Posted June 12, 2019 Hey guys, I just hit 32 on my Necro/Dark MM so I'm not close to finishing this build yet, but I'm hoping to get some feedback on what I'm planning. My big questions are on Twilight Grasp and Dark Servant. I don't know if Dark Servant should have a different set, or if Twilight Grasp should have Nictus Touch. Without further ado though, here it is: Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Emperor Nero: Level 50 Mutation Mastermind Primary Power Set: Necromancy Secondary Power Set: Dark Miasma Power Pool: Flight Power Pool: Leadership Power Pool: Speed Power Pool: Concealment Ancillary Pool: Soul Mastery Villain Profile: Level 1: Zombie Horde (A) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura (3) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge (3) Superior Command of the Mastermind - Damage/Endurance/Recharge (5) Superior Command of the Mastermind - Accuracy/Damage/Recharge (5) Superior Command of the Mastermind - Damage/Endurance (7) Superior Command of the Mastermind - Accuracy/Damage Level 1: Twilight Grasp (A) Preventive Medicine - Chance for +Absorb (7) Preventive Medicine - Heal/RechargeTime/Endurance (9) Preventive Medicine - Heal/RechargeTime (9) Preventive Medicine - Endurance/RechargeTime (34) Preventive Medicine - Heal/Endurance (34) Preventive Medicine - Heal Level 2: Tar Patch (A) Pacing of the Turtle - Chance of -Recharge (11) Pacing of the Turtle - Endurance/Recharge/Slow (11) Pacing of the Turtle - Range/Slow (21) Pacing of the Turtle - Accuracy/Endurance (34) Pacing of the Turtle - Damage/Slow (36) Pacing of the Turtle - Accuracy/Slow Level 4: Darkest Night (A) Dark Watcher's Despair - Chance for Recharge Slow (31) Dark Watcher's Despair - To Hit Debuff/Endurance (31) Dark Watcher's Despair - To Hit Debuff/Recharge (33) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance (33) Dark Watcher's Despair - Recharge/Endurance (33) Dark Watcher's Despair - To Hit Debuff Level 6: Enchant Undead (A) Endurance Reduction IOLevel 8: Hover (A) Luck of the Gambler - Defense/Endurance/Recharge (21) Luck of the Gambler - Defense/Endurance (37) Luck of the Gambler - Defense (37) Luck of the Gambler - Recharge Speed (48) Reactive Defenses - Scaling Resist Damage Level 10: Fly (A) Freebird - +StealthLevel 12: Grave Knight (A) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen (13) Superior Mark of Supremacy - Accuracy/Damage/Endurance (13) Superior Mark of Supremacy - Accuracy/Endurance (15) Superior Mark of Supremacy - Accuracy/Damage (15) Superior Mark of Supremacy - Damage/Endurance (17) Superior Mark of Supremacy - Damage Level 14: Afterburner (A) Luck of the Gambler - Recharge SpeedLevel 16: Shadow Fall (A) Shield Wall - +Res (Teleportation), +5% Res (All) (17) Shield Wall - Defense (19) Shield Wall - Defense/Endurance (19) Shield Wall - Defense/Recharge (36) Shield Wall - Endurance/Recharge (36) Shield Wall - Defense/Endurance/Recharge Level 18: Soul Extraction (A) Sovereign Right - Resistance Bonus (46) Edict of the Master - Defense Bonus (46) Expedient Reinforcement - Resist Bonus Aura for Pets (46) Call to Arms - Defense Bonus Aura for Pets Level 20: Fearsome Stare (A) Glimpse of the Abyss - Accuracy/Fear/Recharge (43) Glimpse of the Abyss - Fear/Range (43) Glimpse of the Abyss - Chance of Damage(Psionic) (48) Glimpse of the Abyss - Accuracy/Recharge Level 22: Maneuvers (A) Luck of the Gambler - Defense/Endurance/Recharge (23) Luck of the Gambler - Defense/Endurance (37) Luck of the Gambler - Defense (40) Luck of the Gambler - Recharge Speed Level 24: Hasten (A) Recharge Reduction IO (25) Recharge Reduction IO Level 26: Lich (A) Soulbound Allegiance - Chance for Build Up (27) Soulbound Allegiance - Damage/Endurance (27) Soulbound Allegiance - Accuracy/Recharge (29) Soulbound Allegiance - Accuracy/Damage/Recharge (29) Soulbound Allegiance - Damage/Recharge (31) Soulbound Allegiance - Damage Level 28: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (43) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 30: Victory Rush (A) Performance Shifter - Chance for +EndLevel 32: Dark Empowerment (A) Endurance Reduction IOLevel 35: Dark Embrace (A) Gladiator's Armor - Resistance/Rech/End (45) Gladiator's Armor - TP Protection +3% Def (All) (45) Gladiator's Armor - End/Resist (45) Gladiator's Armor - Resistance (50) Steadfast Protection - Resistance/+Def 3% Level 38: Dark Servant (A) Siphon Insight - Chance for +ToHit (39) Siphon Insight - Accuracy/Endurance/Recharge (39) Siphon Insight - ToHit Debuff/Endurance/Recharge (39) Siphon Insight - Accuracy/Recharge (40) Siphon Insight - Accuracy/ToHit Debuff (40) Siphon Insight - ToHit Debuff Level 41: Assault (A) Endurance Reduction IOLevel 44: Grant Invisibility (A) Luck of the Gambler - Recharge SpeedLevel 47: Invisibility (A) Luck of the Gambler - Recharge SpeedLevel 49: Petrifying Gaze (A) Accuracy IOLevel 1: Brawl (A) EmptyLevel 1: Prestige Power Dash (A) EmptyLevel 1: Prestige Power Slide (A) EmptyLevel 1: Prestige Power Quick (A) EmptyLevel 1: Prestige Power Rush (A) EmptyLevel 1: Prestige Power Surge (A) EmptyLevel 1: Sprint (A) EmptyLevel 1: Supremacy Level 2: Rest (A) EmptyLevel 4: Ninja Run Level 2: Swift (A) EmptyLevel 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery (25) Panacea - Heal (50) Panacea - +Hit Points/Endurance (50) Miracle - +Recovery Level 2: Hurdle (A) EmptyLevel 2: Stamina (A) Performance Shifter - EndMod (23) Performance Shifter - Chance for +End ------------
Fedifensor Posted June 12, 2019 Posted June 12, 2019 I run a different Mastermind build, but do you have a specific reason for 6-slotting Command of the Mastermind and Mark of Supremacy? 2 slotting Mark of Supremacy gives you a +6.25% global recharge bonus...you could do that in 3 separate powers to get +18.75% global recharge. Likewise, I wouldn’t slot more than 4 of the Command of the Mastermind IOs...unless you want to lean heavily into a Tankermind build and need as much +resist as possible. Also, I would avoid slotting the AoE Defense Aura from Command of the Mastermind - it’s strictly inferior to the Defense Bonus Auras in Call to Arms and Edict of the Master. Unless you’re trying to fit all 6 of the pet aura IOs into your build, I’d skip it. (The Mastermind ATOs are also horrendously expensive - plan to spend around 10 million each, or 120 million if you get all of them.) I see that your build six-slots a lot of sets, which is generally a bad idea. You get a lot of inefficiencies in the stat bonuses for your powers, and you’re often better served by mixing sets to get a better overall result.
patricelumumba Posted June 12, 2019 Author Posted June 12, 2019 This is my first attempt at creating a build, so I didn't really know that 6-slotting was inefficient. And when it comes to the ATO's I was just planning on using my reward merits on obtaining them. The only thing I was really planning on in terms of the build was using Soul Extraction as a mule for the pet auras.
kelly Rocket Posted June 12, 2019 Posted June 12, 2019 Necro/Dark can actually get away with a resist heavy build, due to how much -ToHit is has.
Dixa Posted June 12, 2019 Posted June 12, 2019 I run a different Mastermind build, but do you have a specific reason for 6-slotting Command of the Mastermind and Mark of Supremacy? 2 slotting Mark of Supremacy gives you a +6.25% global recharge bonus...you could do that in 3 separate powers to get +18.75% global recharge. Likewise, I wouldn’t slot more than 4 of the Command of the Mastermind IOs...unless you want to lean heavily into a Tankermind build and need as much +resist as possible. Also, I would avoid slotting the AoE Defense Aura from Command of the Mastermind - it’s strictly inferior to the Defense Bonus Auras in Call to Arms and Edict of the Master. Unless you’re trying to fit all 6 of the pet aura IOs into your build, I’d skip it. (The Mastermind ATOs are also horrendously expensive - plan to spend around 10 million each, or 120 million if you get all of them.) I see that your build six-slots a lot of sets, which is generally a bad idea. You get a lot of inefficiencies in the stat bonuses for your powers, and you’re often better served by mixing sets to get a better overall result. while I haven't imported this build yet, the best use of soul extraction is as a place to mule 4 of the 6 mastermind io's. the other two from the ato's would go into grave knights and zombies for set bonuses. when upgraded the ato's will max out your pets acc/dmg/end reduction with only 4 giving room to add things like damage procs or reducing annoying kb. this is why I consider necro, demon and thugs the premiere primaries for masterminds concerned with pet survivability and not wanting to replace their pets very often. all three sets have a power at level 18 that can take take both the regular mm and the recharge pet io uniques and honestly on their own don't benefit too much from additional slotting or enhancements. gang war is a great distraction but easily wiped out. hell on earth is really just a dmg buff for a demon as the imps it spawns are extremely weak (but do good damage). soul extraction is actually a decent power but relies on your pets dying and the surgeon general as warned that excessive pet deaths can lead to colo-rectal cancer.
Force Redux Posted June 13, 2019 Posted June 13, 2019 Definitely add a Touch of Lady Gray proc in the Grave Knights. No need to put full sets in pets. Framkenslot them for best effect. Just a quick 2 cents on my way to work. @Force Redux on Everlasting ----- (read my guide) ----- Gather the Shadows: A Dark Miasma Primer for Masterminds
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