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Help with my Necro/Dark Build, please


FluffyLyah

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As someone who did not play for such a long time, and recently picked up MasterMind with the Necromancy and Dark Miasma pairing that initially were more of a joke... turned to be something I had a lot of fun playing around with! Except... my build for starting off was an outdated one, that held up so far. Since none that I found used the personal attacks, since those had been greatly improved by what I heard, I took it up to myself to try my darnest to build around that limiting factor somehow. And here I am. Looking for genuine feedback upon this monstrocity of a creation, for I got no idea how to IO or slot anything and to learn forced myself to try it by my own hand.

Yes this has perma-hasten, soul extraction is at 45 seconds, servant at 132 second. Making them available rather frequently.

And if you have ANY build that uses the attacks to further swarm the enemies with more bodies, then that'd be what i really want! My goal was to be essentially able to throw hordes of minions at my foes to decimate my targets whilst having a good time watching it unfold. Included both the Mids File, and the Forum Post.
 

Villain Mastermind
Build plan made with Mids' Reborn v3.7.5 rev. 20
──────────────────────────────

  • Primary powerset: Necromancy
  • Secondary powerset: Dark Miasma
  • Pool powerset (#1): Flight
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Leadership
  • Pool powerset (#4): Concealment
  • Ancillary powerset: Soul Mastery

──────────────────────────────

Powers taken:

Level 1: Dark Blast

  • A: Cloud Senses: ToHit Debuff
  • 3: Cloud Senses: Accuracy/ToHitDebuff
  • 3: Cloud Senses: Accuracy/Recharge
  • 5: Cloud Senses: ToHit Debuff/Endurance/Recharge

Level 1: Twilight Grasp

  • A: Preventive Medicine: Heal
  • 5: Preventive Medicine: Heal/Endurance
  • 7: Preventive Medicine: Endurance/RechargeTime
  • 7: Preventive Medicine: Heal/RechargeTime
  • 9: Preventive Medicine: Heal/RechargeTime/Endurance
  • 9: Preventive Medicine: Chance for +Absorb

Level 2: Zombie Horde

  • A: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge
  • 13: Superior Mark of Supremacy: Accuracy/Damage/Endurance
  • 13: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura
  • 15: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen
  • 15: Expedient Reinforcement: Resist Bonus Aura for Pets
  • 17: Call to Arms: Defense Bonus Aura for Pets

Level 4: Gloom

  • A: Cloud Senses: ToHit Debuff/Endurance/Recharge
  • 17: Cloud Senses: ToHit Debuff
  • 19: Cloud Senses: Accuracy/ToHitDebuff
  • 19: Cloud Senses: Accuracy/Recharge

Level 6: Enchant Undead

  • A: Unbreakable Guard: +Max HP
  • 21: Gladiator's Armor: TP Protection +3% Def (All)
  • 21: Aegis: Psionic/Status Resistance
  • 23: Impervium Armor: Psionic Resistance
  • 23: Steadfast Protection: Resistance/+Def 3%
  • 25: Impervious Skin: Status Resistance/Regeneration

Level 8: Tar Patch

  • A: Pacing of the Turtle: Chance of -Recharge
  • 25: Ice Mistral's Torment: Chance for Cold Damage

Level 10: Life Drain

  • A: Touch of the Nictus: Chance for Negative Energy Damage
  • 27: Touch of the Nictus: Healing/Absorb
  • 27: Touch of the Nictus: Healing/Absorb/Recharge
  • 29: Touch of the Nictus: Accuracy/Healing/Absorb

Level 12: Grave Knight

  • A: Soulbound Allegiance: Chance for Build Up
  • 29: Soulbound Allegiance: Damage
  • 31: Achilles' Heel: Chance for Res Debuff
  • 31: Shield Breaker: Chance for Lethal Damage
  • 31: Touch of Lady Grey: Chance for Negative Damage
  • 33: Soulbound Allegiance: Damage/Recharge

Level 14: Fly

  • A: Freebird: +Stealth

Level 16: Darkest Night

  • A: Cloud Senses: Chance for Negative Energy Damage

Level 18: Soul Extraction

  • A: Superior Mark of Supremacy: Accuracy/Damage
  • 33: Superior Mark of Supremacy: Accuracy/Endurance
  • 33: Superior Command of the Mastermind: Accuracy/Damage
  • 34: Superior Command of the Mastermind: Damage/Endurance
  • 34: Superior Command of the Mastermind: Accuracy/Damage/Recharge
  • 34: Superior Command of the Mastermind: Damage/Endurance/Recharge

Level 20: Shadow Fall

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 36: Kismet: Accuracy +6%

Level 22: Lich

  • A: Superior Mark of Supremacy: Damage
  • 36: Superior Mark of Supremacy: Damage/Endurance
  • 36: Call to Arms: Accuracy/Recharge
  • 37: Call to Arms: Accuracy/Damage
  • 37: Call to Arms: Damage/Endurance
  • 37: Call to Arms: Accuracy/Damage/Recharge

Level 24: Fearsome Stare

  • A: Glimpse of the Abyss: Chance of Damage(Psionic)

Level 26: Dark Empowerment

  • A: Numina's Convalesence: Heal/Endurance
  • 39: Numina's Convalesence: Endurance/Recharge
  • 39: Numina's Convalesence: Heal/Recharge
  • 39: Numina's Convalesence: Heal/Endurance/Recharge
  • 40: Numina's Convalesence: Heal
  • 40: Numina's Convalesence: +Regeneration/+Recovery

Level 28: Hover

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 40: Reactive Defenses: Scaling Resist Damage

Level 30: Dark Servant

  • A: Dampened Spirits: Recharge
  • 42: Dampened Spirits: To Hit Debuff/Recharge
  • 42: Dampened Spirits: To Hit Debuff/Recharge/Endurance
  • 42: Dampened Spirits: Recharge/Endurance
  • 43: Dampened Spirits: To Hit Debuff/Endurance

Level 32: Hasten

  • A: Invention: Recharge Reduction
  • 43: Invention: Recharge Reduction

Level 35: Howling Twilight

  • A: Invention: Recharge Reduction
  • 43: Invention: Recharge Reduction

Level 38: Dark Embrace

  • A: Unbreakable Guard: Resistance
  • 45: Unbreakable Guard: Resistance/Endurance
  • 45: Unbreakable Guard: RechargeTime/Resistance
  • 45: Unbreakable Guard: Resistance/Endurance/RechargeTime

Level 41: Soul Tentacles

  • A: Gravitational Anchor: Chance for Hold
  • 46: Gravitational Anchor: Immobilize
  • 46: Gravitational Anchor: Immobilize/Recharge
  • 46: Gravitational Anchor: Immobilize/Recharge/Accuracy
  • 48: Gravitational Anchor: Recharge/Accuracy

Level 44: Soul Storm

  • A: Basilisk's Gaze: Accuracy/Hold
  • 48: Basilisk's Gaze: Accuracy/Recharge
  • 48: Basilisk's Gaze: Recharge/Hold
  • 50: Basilisk's Gaze: Endurance/Recharge/Hold
  • 50: Ghost Widow's Embrace: Chance of Damage(Psionic)

Level 47: Maneuvers

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 50: Shield Wall: +Res (Teleportation), +5% Res (All)

Level 49: Assault

  • A: Invention: Endurance Reduction


──────────────────────────────

Inherents:

Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • (Empty)

Level 1: Supremacy


Level 2: Rest

  • (Empty)

Level 1: Swift

  • (Empty)

Level 1: Health

  • A: Panacea: +Hit Points/Endurance
  • 11: Miracle: +Recovery

Level 1: Hurdle

  • (Empty)

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 11: Performance Shifter: EndMod

Level 2: Zombie


Level 16: Grave Knight

  • (Empty)

Level 24: Lich

  • (Empty)

Level 28: Afterburner

 

Necro Miasmic Mastermind.mbd

Edited by FluffyLyah
better colors for the dump

Having a Signature this bad is a Crime worth going Villain for!

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Well its a necro/dark mastermind and its really hard to go wrong. You can slot these pretty much any way you want and get away with it and they'll still murder everything in their path.

If you have the powers you want i guess its just a matter of slotting and theres about 40 necro/dark builds on here you could take a look at and just take the slotting from different ones and toss it into your own build til your happy. I do agree that they are more fun with the personal attacks popping the little spirit ghost type taunters so i went pretty much the same way you did and took at least gloom and life drain, probably had to drop dark blast as i ended up with group fly on mine and power picks got tight.

 

If its working for you as it is i'd leave it til you encounter something you have a problem with, respeccing just for the sake of it can often leave you with something worse than when you started or something you like playing less than before.

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Been asking for something up to date that is a good replacement either way. And sure i am even a tad overkill on recharge for hasten so dropping the conceal pool can also work its wonders for grabbing group fly. As someone with no experience in the matter, i much prefer to get direct feedback and changes to look into as knowing me... i copy others and my setup crashes and burns. Honestly... havent had a chance to try it on Test Server yet, will do regardless now that i got some time.

Thanks for the feedback so far, @Meknomancer, by the way.

Having a Signature this bad is a Crime worth going Villain for!

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1 hour ago, FluffyLyah said:

Been asking for something up to date that is a good replacement either way. And sure i am even a tad overkill on recharge for hasten so dropping the conceal pool can also work its wonders for grabbing group fly. As someone with no experience in the matter, i much prefer to get direct feedback and changes to look into as knowing me... i copy others and my setup crashes and burns. Honestly... havent had a chance to try it on Test Server yet, will do regardless now that i got some time.

Thanks for the feedback so far, @Meknomancer, by the way.

 

Generally: I'd avoid Hasten completely on a Mastermind, there really shouldn't be any powers that need its recharge (EDIT: except Tar Patch, see below) and all MM powers have a heft Endurance tax. You would be better served by having Tactics to help the level-shifted henchmen.

 

Tar Patch should be 2-slotted for Recharge, it is a pretty bad %proc power. If you don't believe me... feel free to test it. Similarly Darkest Night is not going to be a good %damage power, I'd just slot it for Endurance reduction.

 

There is probably more suggestion I could make, but I don't play that combo on a Mastermind.

Edited by tidge
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Posted (edited)

Much appreciated @tidge for what you have shared, well that means i can throw hasten out of the window and see how i get to good recharge levels otherwise for whatever needs it. As for the slotting parts, i appreciate the input a lot there! Since i am as noted a first timer i will just go recharge for what needs it and reallign the slots.

 

Even with these minor changes, the overall experience with it on a basic lv 50 play still feels good. Still got to keep a servant around and or soul extraction to take down the hardest and or high lv kind of enemies, but it can swarm and take em down nicely. With means to mostly preemptively controlling targets to reduce threats (like sappers, mentalists, etc) and debuff as per usual to take them down quickly. Minions can take the hits well enough to be healed up in succession meaning minor losses longterm for quick reimbursement.

Edited by FluffyLyah

Having a Signature this bad is a Crime worth going Villain for!

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On 7/19/2024 at 9:30 AM, tidge said:

Generally: I'd avoid Hasten completely on a Mastermind, there really shouldn't be any powers that need its recharge (EDIT: except Tar Patch, see below) and all MM powers have a heft Endurance tax. You would be better served by having Tactics to help the level-shifted henchmen.

 

Sorry, but Thugs and Gang War would disagree (even take Burnout for double Gang War).

 

But on a Necro/Dark it isn't needed.  I am treating my Nerco/Dark like a Controller who can actually deal damage.  Between the Lich, Fluffy and your powers selection, you have holds and immob's for days.  

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