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Mastermind Farming Build - Ninjas/Pain Domination/Chill Mastery!


Quindorrian

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Hi All,

 

So, it has taken me a long time to post this and I know the file is an older version of MIDS (still loads fine in the latest version), but I wanted to take a moment to finally share my S/L farming Mastermind build.  This is some of the best MM farming fun I've had, for sure.  It's a very active play style, but very powerful.  I highly recommend trying it out.  It is stronger than my Thugs/Poison and just as strong, if not stronger, than my Robots/Time.  Just something I finally got around to sharing.  Let me know any questions!

 

This Villain build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Demon-God of Suzuka: Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Pain Domination
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Chill Mastery

Villain Profile:
------------
Level 1:    Call Genin    
 (A) Superior Mark of Supremacy - Damage/Endurance: Level 50
 (3) Superior Mark of Supremacy - Accuracy/Endurance: Level 50
 (3) Superior Command of the Mastermind - Damage/Endurance/Recharge: Level 50
 (5) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge: Level 50
 (5) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50
 (7) Force Feedback - Chance for +Recharge: Level 50


Level 1:    Nullify Pain    
 (A) Panacea - +Hit Points/Endurance: Level 50


Level 2:    Aimed Shot    
 (A) Tempest - Accuracy/Damage: Level 30
 (13) Tempest - Damage/Endurance: Level 30
 (13) Tempest - Damage/Recharge: Level 30
 (15) Tempest - Chance of End Drain: Level 30


Level 4:    Super Jump    
 (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50


Level 6:    Train Ninjas    
 (A) Luck of the Gambler - Defense/Endurance: Level 50
 (15) Luck of the Gambler - Defense/Recharge: Level 50
 (17) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
 (17) Luck of the Gambler - Defense: Level 50
 (46) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
 (50) Reactive Defenses - Scaling Resist Damage: Level 50


Level 8:    Snap Shot    
 (A) Tempest - Accuracy/Damage: Level 30
 (43) Tempest - Damage/Endurance: Level 30
 (43) Tempest - Damage/Recharge: Level 30


Level 10:    Boxing    
 (A) Pounding Slugfest - Disorient Bonus: Level 30


Level 12:    Call Jounin    
 (A) Superior Mark of Supremacy - Damage: Level 50
 (19) Superior Mark of Supremacy - Accuracy/Damage: Level 50
 (19) Superior Mark of Supremacy - Accuracy/Damage/Endurance: Level 50
 (21) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen: Level 50
 (21) Call to Arms - Defense Bonus Aura for Pets: Level 30
 (23) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50


Level 14:    Tough    
 (A) Unbreakable Guard - Resistance: Level 50
 (23) Unbreakable Guard - Resistance/Endurance: Level 50
 (25) Unbreakable Guard - RechargeTime/Resistance: Level 50
 (25) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50
 (27) Steadfast Protection - Resistance/+Def 3%: Level 30


Level 16:    Share Pain    
 (A) Preventive Medicine - Heal: Level 30
 (27) Preventive Medicine - Endurance/RechargeTime: Level 30
 (29) Preventive Medicine - Heal/RechargeTime: Level 30


Level 18:    Fistful of Arrows    
 (A) Bombardment - Damage: Level 50
 (29) Bombardment - Accuracy/Recharge/Endurance: Level 50
 (31) Bombardment - Damage/Recharge: Level 50
 (31) Bombardment - Accuracy/Damage/Recharge: Level 50
 (31) Bombardment - Chance for Fire Damage: Level 50
 (33) Annihilation - Chance for Res Debuff: Level 50


Level 20:    Weave    
 (A) Luck of the Gambler - Defense/Endurance: Level 30
 (33) Luck of the Gambler - Defense/Recharge: Level 30
 (33) Luck of the Gambler - Defense/Endurance/Recharge: Level 30
 (34) Luck of the Gambler - Defense: Level 50
 (34) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
 (34) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50


Level 22:    Maneuvers    
 (A) Luck of the Gambler - Defense/Endurance: Level 50
 (36) Luck of the Gambler - Defense/Recharge: Level 30
 (36) Luck of the Gambler - Defense/Endurance/Recharge: Level 30
 (36) Luck of the Gambler - Defense: Level 50
 (37) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50


Level 24:    Suppress Pain    
 (A) Preventive Medicine - Heal: Level 40
 (37) Preventive Medicine - Heal/Endurance: Level 40
 (37) Preventive Medicine - Heal/RechargeTime: Level 40


Level 26:    Oni    
 (A) Superior Command of the Mastermind - Accuracy/Damage: Level 50
 (39) Superior Command of the Mastermind - Damage/Endurance: Level 50
 (39) Superior Command of the Mastermind - Accuracy/Damage/Recharge: Level 50
 (39) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura: Level 50
 (40) Edict of the Master - Defense Bonus: Level 40
 (40) Sovereign Right - Resistance Bonus: Level 40


Level 28:    World of Pain    
 (A) Unbreakable Guard - Resistance: Level 50
 (40) Unbreakable Guard - Resistance/Endurance: Level 50
 (42) Unbreakable Guard - RechargeTime/Resistance: Level 50
 (42) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50
 (42) Gladiator's Armor - TP Protection +3% Def (All): Level 50


Level 30:    Kuji In Zen    
 (A) Preventive Medicine - Heal: Level 50
 (7) Preventive Medicine - Heal/Endurance: Level 50
 (9) Preventive Medicine - Endurance/RechargeTime: Level 50
 (9) Preventive Medicine - Heal/RechargeTime: Level 50
 (11) Preventive Medicine - Heal/RechargeTime/Endurance: Level 50
 (11) Preventive Medicine - Chance for +Absorb: Level 50


Level 32:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50


Level 35:    Assault    
 (A) Endurance Reduction IO: Level 50


Level 38:    Anguishing Cry    
 (A) Shield Breaker - Defense Debuff: Level 20
 (43) Shield Breaker - Defense Debuff/Endurance/Recharge: Level 30
 (45) Shield Breaker - Chance for Lethal Damage: Level 30


Level 41:    Painbringer    
 (A) Numina's Convalesence - +Regeneration/+Recovery: Level 50


Level 44:    Flash Freeze    
 (A) Ragnarok - Damage: Level 50
 (45) Ragnarok - Damage/Recharge: Level 50
 (45) Ragnarok - Damage/Recharge/Accuracy: Level 50
 (46) Ragnarok - Recharge/Accuracy: Level 50
 (46) Ragnarok - Damage/Endurance: Level 50


Level 47:    Frozen Armor    
 (A) Luck of the Gambler - Defense/Endurance: Level 50
 (48) Luck of the Gambler - Defense/Recharge: Level 50
 (48) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
 (48) Luck of the Gambler - Defense: Level 50
 (50) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50


Level 49:    Hasten    
 (A) Recharge Reduction IO: Level 50
 (50) Recharge Reduction IO: Level 50


Level 1:    Supremacy    
Level 1:    Brawl    
 (A) Kinetic Combat - Knockdown Bonus: Level 30


Level 1:    Sprint    
 (A) Endurance Reduction IO: Level 50


Level 2:    Rest    
 (A) Interrupt Reduction IO: Level 50


Level 1:    Swift    
 (A) Run Speed IO: Level 50


Level 1:    Hurdle    
 (A) Jumping IO: Level 50


Level 1:    Health    
 (A) Miracle - +Recovery: Level 40


Level 1:    Stamina    
 (A) Endurance Modification IO: Level 50


Level 4:    Double Jump    
Level 50:    Musculature Core Paragon    
Level 50:    Ion Core Final Judgement    
Level 50:    Degenerative Core Flawless Interface    
Level 50:    Tsoo Radial Superior Ally    
Level 50:    Ageless Core Epiphany    
Level 50:    Support Core Embodiment    
Level 1:    Genin    
Level 12:    Jounin    
Level 26:    Oni    
------------
------------
Set Bonus Totals:
10% DamageBuff(Smashing)
10% DamageBuff(Lethal)
10% DamageBuff(Fire)
10% DamageBuff(Cold)
10% DamageBuff(Energy)
10% DamageBuff(Negative)
10% DamageBuff(Toxic)
10% DamageBuff(Psionic)
10% Defense
11.63% Defense(Smashing)
11.63% Defense(Lethal)
6% Defense(Fire)
6% Defense(Cold)
6% Defense(Energy)
6% Defense(Negative)
6% Defense(Toxic)
6% Defense(Psionic)
17.25% Defense(Melee)
6% Defense(Ranged)
21% Defense(AoE)
8.75% Enhancement(Max EnduranceDiscount)
+73% Enhancement(Accuracy)
+5% Enhancement(Range)
+91.25% Enhancement(RechargeTime)
GrantPower Preventive Medicine (when PreventiveMedicine)
105.4 HP (13.13%) HitPoints
Knockback (Mag -4)
Knockup (Mag -4)
76.25% MezResist(Confused)
76.25% MezResist(Held)
76.25% MezResist(Immobilized)
76.25% MezResist(Sleep)
76.25% MezResist(Stunned)
76.25% MezResist(Terrorized)
200% MezResist(Teleport) (20% chance)
6.5% (0.11 End/sec) Recovery
190% (6.36 HP/sec) Regeneration
72.25% Resistance(Smashing)
72.25% Resistance(Lethal)
50.5% Resistance(Energy)
50.5% Resistance(Negative)
52% Resistance(Fire)
52% Resistance(Cold)
43% Resistance(Toxic)
43% Resistance(Psionic)

------------
Set Bonuses:
Superior Mark of Supremacy
(Call Genin)
  +10% Enhancement(RechargeTime)


Superior Command of the Mastermind
(Call Genin)
  4% DamageBuff(All)


Tempest
(Aimed Shot)
  1.5% Resistance(Energy,Negative), 2.5% Status Resistance
  1.5% Resistance(Smashing,Lethal), 2.5% Status Resistance
  2% DamageBuff(All)


Blessing of the Zephyr
(Super Jump)
  Knockback Protection (Mag 4)


Luck of the Gambler
(Train Ninjas)
  10% (0.33 HP/sec) Regeneration
  9.04 HP (1.13%) HitPoints
  +9% Enhancement(Accuracy)
  3.75% Resistance(Smashing,Lethal), 6.25% Status Resistance
  +7.5% Enhancement(RechargeTime)


Reactive Defenses
(Train Ninjas)
  3% Resistance(All)


Tempest
(Snap Shot)
  1.5% Resistance(Energy,Negative), 2.5% Status Resistance
  1.5% Resistance(Smashing,Lethal), 2.5% Status Resistance


Superior Mark of Supremacy
(Call Jounin)
  +10% Enhancement(RechargeTime)
  +15% Enhancement(Accuracy)
  5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing)
  15% Resistance(All), 150% (5.02 HP/sec) Regeneration


Call to Arms
(Call Jounin)
  5% Defense


Expedient Reinforcement
(Call Jounin)
  10% Resistance(All)


Unbreakable Guard
(Tough)
  2.5% Enhancement(EnduranceDiscount)
  2.25% Resistance(Energy,Negative), 3.75% Status Resistance
  3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)


Steadfast Protection
(Tough)
  3% Defense(All)


Preventive Medicine
(Share Pain)
  2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance
  15.06 HP (1.88%) HitPoints


Bombardment
(Fistful of Arrows)
  +5% Enhancement(Range)
  2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance
  +7% Enhancement(Accuracy)
  +5% Enhancement(RechargeTime)


Luck of the Gambler
(Weave)
  10% (0.33 HP/sec) Regeneration
  9.04 HP (1.13%) HitPoints
  +9% Enhancement(Accuracy)
  3.75% Resistance(Smashing,Lethal), 6.25% Status Resistance
  +7.5% Enhancement(RechargeTime)


Shield Wall
(Weave)
  5%  Resistance(All), 100% MezResist(Teleport) (20% chance)


Luck of the Gambler
(Maneuvers)
  10% (0.33 HP/sec) Regeneration
  9.04 HP (1.13%) HitPoints
  +9% Enhancement(Accuracy)
  3.75% Resistance(Smashing,Lethal), 6.25% Status Resistance
  +7.5% Enhancement(RechargeTime)


Preventive Medicine
(Suppress Pain)
  2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance
  15.06 HP (1.88%) HitPoints


Superior Command of the Mastermind
(Oni)
  4% DamageBuff(All)
  24.1 HP (3%) HitPoints
  +10% Enhancement(RechargeTime)
  15% Defense(AoE)


Edict of the Master
(Oni)
  5% Defense


Sovereign Right
(Oni)
  10% Resistance(All)


Unbreakable Guard
(World of Pain)
  2.5% Enhancement(EnduranceDiscount)
  2.25% Resistance(Energy,Negative), 3.75% Status Resistance
  3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)


Gladiator's Armor
(World of Pain)
  3% Defense(All), 100% MezResist(Teleport) (20% chance)


Preventive Medicine
(Kuji In Zen)
  2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance
  15.06 HP (1.88%) HitPoints
  3% Resistance(Fire,Cold), 5% Status Resistance
  3.75% Enhancement(EnduranceDiscount)
  +8.75% Enhancement(RechargeTime)
  GrantPower Preventive Medicine (when PreventiveMedicine)


Luck of the Gambler
(Combat Jumping)
  +7.5% Enhancement(RechargeTime)


Shield Breaker
(Anguishing Cry)
  2.5% (0.04 End/sec) Recovery
  2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance


Ragnarok
(Flash Freeze)
  4% (0.07 End/sec) Recovery
  6% Resistance(Fire,Cold), 10% Status Resistance
  +15% Enhancement(Accuracy)
  +10% Enhancement(RechargeTime)


Luck of the Gambler
(Frozen Armor)
  10% (0.33 HP/sec) Regeneration
  9.04 HP (1.13%) HitPoints
  +9% Enhancement(Accuracy)
  3.75% Resistance(Smashing,Lethal), 6.25% Status Resistance
  +7.5% Enhancement(RechargeTime)


 

Demon-God of Suzuka - Mastermind (Ninjas).mxd

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  • 2 weeks later

Im curious how your farming with this?  Im sure its a learning curve for someone that plays mostly corruptors and stalkers.  I made this build over the weekend, go in to do a farm and i get wiped everytime.  Im sure I need to fine tune my playstyle.  Any tips for me?

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The MM themselves is sitting on about 47% S/L Defense without Hybrid running, and 75% S/L resistance.
The Pets will be getting 21.6% (Melee/Ranged) and 28.8% (AoE) from Train Ninjas. Add Maneuvers (+4.2%) and the uniques and that's 35.8% (Melee/Ranged) and 58% (AoE).
World of Pain plus the uniques will also be adding 52.7% Resistance to everything (so the Oni will be sitting on 78.8% S/L Res and 90% Fire Res)
 

The Pets are a bit shy of the Melee/Ranged Softcap (unless Support Hybrid is running) and no Conduit of Pain seems like an oversight if farming speed is the thing?

Also that FF Proc in Call Genin is doing zip; since pets are immune to recharge buffs/debuffs.

I'm guessing the OP's playstyle here sees the MM draw the aggro with Flash Freeze and their various debuffs and then the pets "mop up"... but I very much suspect  that it's not exactly going to be what you'd call "quick" at clearing large spawns. The Genin are also rather underslotted for accuracy if you're fighting anything over +2 (+4 to them)?
 

Edited by Maelwys
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  • 2 weeks later
On 4/12/2024 at 3:49 PM, Maelwys said:

The MM themselves is sitting on about 47% S/L Defense without Hybrid running, and 75% S/L resistance.
The Pets will be getting 21.6% (Melee/Ranged) and 28.8% (AoE) from Train Ninjas. Add Maneuvers (+4.2%) and the uniques and that's 35.8% (Melee/Ranged) and 58% (AoE).
World of Pain plus the uniques will also be adding 52.7% Resistance to everything (so the Oni will be sitting on 78.8% S/L Res and 90% Fire Res)
 

The Pets are a bit shy of the Melee/Ranged Softcap (unless Support Hybrid is running) and no Conduit of Pain seems like an oversight if farming speed is the thing?

Also that FF Proc in Call Genin is doing zip; since pets are immune to recharge buffs/debuffs.

I'm guessing the OP's playstyle here sees the MM draw the aggro with Flash Freeze and their various debuffs and then the pets "mop up"... but I very much suspect  that it's not exactly going to be what you'd call "quick" at clearing large spawns. The Genin are also rather underslotted for accuracy if you're fighting anything over +2 (+4 to them)?
 

Conduit of Pain is useless unless they changed it recently.  It cannot be used on pets.  But, fair enough on the FF Proc.  Appreciate the feedback.  Will slot an accuracy in there instead.

 

My play style is to open with Ion Core Final Judgement and then send the pets after the bosses.  I then activate Anguishing Cry and use my other attacks such as Flash Freeze.  I am fighting everything at +4 and there is no problems.  In general, it is not faster than a Brute can farm, but it is fun and works.  

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On 4/12/2024 at 8:41 AM, Kysmelly69 said:

Im curious how your farming with this?  Im sure its a learning curve for someone that plays mostly corruptors and stalkers.  I made this build over the weekend, go in to do a farm and i get wiped everytime.  Im sure I need to fine tune my playstyle.  Any tips for me?

I mentioned some things in my other reply, but please note that you cannot farm multiple groups at the same time with a MM.  At least, not with this one.  Single groups only.  So, I recommend staying away from tunnel and meteor maps where you will get quickly overran by multiple groups.  Stick with city maps and the like.  Avoid S/L farms that have hidden -def and crap like that too.  Also, incarnates are everything.   I am Tier 4 incarnated up.  That is very important as well.  Hope this helps?  See my other tips as well regarding play style.  Please let me know if this helps.  Thanks!

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13 minutes ago, Quindorrian said:

Conduit of Pain is useless unless they changed it recently.  It cannot be used on pets.  But, fair enough on the FF Proc.  Appreciate the feedback.  Will slot an accuracy in there instead.

 

My play style is to open with Ion Core Final Judgement and then send the pets after the bosses.  I then activate Anguishing Cry and use my other attacks such as Flash Freeze.  I am fighting everything at +4 and there is no problems.  In general, it is not faster than a Brute can farm, but it is fun and works.  


Ah, so Single-box Solo Farming; and your MM is pulling the bulk of the aggro with incarnate clickies and AoE debuffs. OK.
That explains the uncapped pet defence/resistance numbers and why you're fighting just a single group at a time.
As long as you're enjoying it, great.

However I should probably point out that certain MMs can absolutely solo farm entire maps worth of foes at a time though - circumventing the regular 17-enemy aggro cap is one of the main draws of having so many pets; and it's a perfectly viable farming setup that can compete favourably with Brutes (but not Tanks). Typically a MM farming toon is built for lots of AoE damage and extreme survivability. Here's an example from personal experience (the build given a few posts further down is a bit out of date - Mastermind - Robotics - Kinetics (Bonfire).mbd is the current one; with a smidge more performance squeezed out of the pets via HOs and Procs). A Bot/Kin/Flame can have bags of AoE output and capped Damage and Accuracy, Hardcapped L/C/P Resistance (as long as Barrier's running), Softcapped Defence (Barrier or Support Destiny or Lore buffs) and immunity to Recharge debuffs. Mine usually farms Ice Melee/Blast enemies in Asteroid AE missions; and it's not uncommon for them to pull (and kill) half the map simultaneously.

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47 minutes ago, Maelwys said:


Ah, so Single-box Solo Farming; and your MM is pulling the bulk of the aggro with incarnate clickies and AoE debuffs. OK.
That explains the uncapped pet defence/resistance numbers and why you're fighting just a single group at a time.
As long as you're enjoying it, great.

However I should probably point out that certain MMs can absolutely solo farm entire maps worth of foes at a time though - circumventing the regular 17-enemy aggro cap is one of the main draws of having so many pets; and it's a perfectly viable farming setup that can compete favourably with Brutes (but not Tanks). Typically a MM farming toon is built for lots of AoE damage and extreme survivability. Here's an example from personal experience (the build given a few posts further down is a bit out of date - Mastermind - Robotics - Kinetics (Bonfire).mbd is the current one; with a smidge more performance squeezed out of the pets via HOs and Procs). A Bot/Kin/Flame can have bags of AoE output and capped Damage and Accuracy, Hardcapped L/C/P Resistance (as long as Barrier's running), Softcapped Defence (Barrier or Support Destiny or Lore buffs) and immunity to Recharge debuffs. Mine usually farms Ice Melee/Blast enemies in Asteroid AE missions; and it's not uncommon for them to pull (and kill) half the map simultaneously.

No, my MM is not pulling the bulk of the aggro.  This is not true.  Usually, I have 1 or 2 mobs on me and that is it.  Still, important for the MM itself to be capped to avoid untimely and sudden death.  But, the point is I am farming +4/8 content with ninjas and it is working.  Debuffs are king with a lot of non-traditional farming builds, imho.  

 

I shall have to try bots/kinetics sometime, though.  Sounds fun.  🙂

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Fair enough; I assumed the Judgement Nuke + Anguishing Cry/Flash Freeze spam would grab most of the aggro of whatever was still standing! 🙂 

RE Debuffs - they're incredibly good versus stuff that doesn't resist them and specific buffs like -regen and -resistance can act as force multipliers... but unfortunately debuffs are only 48% effective, maximum, on +4 mobs due to the purple patch. Then some enemy types (not AE custom mobs, but regular ones) have inherent resistances or mez protection which cut that down further; and EBs/AVs have the 85-87% debuff resistance on top of that.

It's not impossible to farm higher level mobs using debuffs; however doing so stacks the deck much more heavily against you compared to a decent buff set (which is why I was surprised to see that you said it was "just as strong if not stronger" compared to your Bots/Time; particularly when fighting +4s!)
Things like -ToHit and -Defence debuffs tend to be greatly overshadowed by +Defence and +ToHit buffs - that's part of why /Poison is seen as one of the worst performing secondaries. Every little bit extra helps on "Hardmode" content though when teammate buffs are through the roof anyway... if you're already mostly buff-capped then throwing some debuffs around never hurts! 😁

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12 minutes ago, Maelwys said:

Fair enough; I assumed the Judgement Nuke + Anguishing Cry/Flash Freeze spam would grab most of the aggro of whatever was still standing! 🙂 

RE Debuffs - they're incredibly good versus stuff that doesn't resist them and specific buffs like -regen and -resistance can act as force multipliers... but unfortunately debuffs are only 48% effective, maximum, on +4 mobs due to the purple patch. Then some enemy types (not AE custom mobs, but regular ones) have inherent resistances or mez protection which cut that down further; and EBs/AVs have the 85-87% debuff resistance on top of that.

It's not impossible to farm higher level mobs using debuffs; however doing so stacks the deck much more heavily against you compared to a decent buff set (which is why I was surprised to see that you said it was "just as strong if not stronger" compared to your Bots/Time; particularly when fighting +4s!)
Things like -ToHit and -Defence debuffs tend to be greatly overshadowed by +Defence and +ToHit buffs - that's part of why /Poison is seen as one of the worst performing secondaries. Every little bit extra helps on "Hardmode" content though when teammate buffs are through the roof anyway... if you're already mostly buff-capped then throwing some debuffs around never hurts! 😁

Well, this explains why my Thugs/Poison MM has a tougher time farming than he used to.  Thanks for the insight on this.  I noticed with recent patches, he doesn't farm nearly as effectively and that is disappointing.  That's why I was so surprised that this Ninja's MM worked so well.  But, seriously, you've inspired me to level up a Bots/Kin.  Mind you, I have some other weird MM farmers as well.  I have a Beast Master MM that is a Cold farmer and a Necro MM that is a Dark farmer, so I really enjoy it.  But, it sounds like a real blast to pull the whole meteor.  I gotta do it now!

 

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  • 1 month later

Sharing here since MM farming is fun!
I've been testing 3 boxing MMs for farming (still working on them), and it's been addictive :D
The 2nd and 3rd MMs are all leveling up (27-34 range now)

In order of speed, didn't look at overall inf/hour yet, but will give a check once the alt accounts are all 50+ level shifted and slotted nicely with sets:

  • +3x8 Ninja/Cold (lvl 46) or Ninja/Storm (50+), NInja/Pain, and Ninja/Time work together well although I wish I went with a resist secondary on the Time or Cold (requires the most replenishment/resummoning since Ninjas face plant quick, maybe once ever 3-4 spawns on one of the MMs but double pulls require more resummoning) 
  • +4x8 Mercs/Empathy (50+), Mercs/Pain, Mercs/Sonic, I run this as a hover ball of death and its kinda hilarious with group fly, they are very hardy as well. They converge on target really well when I fly the hoverball at the right altitude (personalized Dreks map with s/l dudes)
  • +4x8 Demons/Kin (50+), Demons/Pain, and Demons/Electric feels good, although they box each other out of the way and are slower to clear spawns (but hardier than ninjas). The don't converge on target as much as ninjas or mercs
Edited by victusfate
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