FluffyLyah Posted July 19 Posted July 19 (edited) 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 my build for starting off was an outdated one, that held up so far.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 MastermindBuild plan made with Mids' Reborn v3.7.5 rev. 20 ──────────────────────────────Primary powerset: NecromancySecondary powerset: Dark MiasmaPool powerset (#1): FlightPool powerset (#2): SpeedPool powerset (#3): LeadershipPool powerset (#4): ConcealmentAncillary powerset: Soul Mastery ────────────────────────────── Powers taken: Level 1: Dark BlastA: Cloud Senses: ToHit Debuff3: Cloud Senses: Accuracy/ToHitDebuff3: Cloud Senses: Accuracy/Recharge5: Cloud Senses: ToHit Debuff/Endurance/Recharge Level 1: Twilight GraspA: Preventive Medicine: Heal5: Preventive Medicine: Heal/Endurance7: Preventive Medicine: Endurance/RechargeTime7: Preventive Medicine: Heal/RechargeTime9: Preventive Medicine: Heal/RechargeTime/Endurance9: Preventive Medicine: Chance for +Absorb Level 2: Zombie HordeA: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge13: Superior Mark of Supremacy: Accuracy/Damage/Endurance13: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura15: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen15: Expedient Reinforcement: Resist Bonus Aura for Pets17: Call to Arms: Defense Bonus Aura for Pets Level 4: GloomA: Cloud Senses: ToHit Debuff/Endurance/Recharge17: Cloud Senses: ToHit Debuff19: Cloud Senses: Accuracy/ToHitDebuff19: Cloud Senses: Accuracy/Recharge Level 6: Enchant UndeadA: Unbreakable Guard: +Max HP21: Gladiator's Armor: TP Protection +3% Def (All)21: Aegis: Psionic/Status Resistance23: Impervium Armor: Psionic Resistance23: Steadfast Protection: Resistance/+Def 3%25: Impervious Skin: Status Resistance/Regeneration Level 8: Tar PatchA: Pacing of the Turtle: Chance of -Recharge25: Ice Mistral's Torment: Chance for Cold Damage Level 10: Life DrainA: Touch of the Nictus: Chance for Negative Energy Damage27: Touch of the Nictus: Healing/Absorb27: Touch of the Nictus: Healing/Absorb/Recharge29: Touch of the Nictus: Accuracy/Healing/Absorb Level 12: Grave KnightA: Soulbound Allegiance: Chance for Build Up29: Soulbound Allegiance: Damage31: Achilles' Heel: Chance for Res Debuff31: Shield Breaker: Chance for Lethal Damage31: Touch of Lady Grey: Chance for Negative Damage33: Soulbound Allegiance: Damage/Recharge Level 14: FlyA: Freebird: +Stealth Level 16: Darkest NightA: Cloud Senses: Chance for Negative Energy Damage Level 18: Soul ExtractionA: Superior Mark of Supremacy: Accuracy/Damage33: Superior Mark of Supremacy: Accuracy/Endurance33: Superior Command of the Mastermind: Accuracy/Damage34: Superior Command of the Mastermind: Damage/Endurance34: Superior Command of the Mastermind: Accuracy/Damage/Recharge34: Superior Command of the Mastermind: Damage/Endurance/Recharge Level 20: Shadow FallA: Luck of the Gambler: Defense/Increased Global Recharge Speed36: Kismet: Accuracy +6% Level 22: LichA: Superior Mark of Supremacy: Damage36: Superior Mark of Supremacy: Damage/Endurance36: Call to Arms: Accuracy/Recharge37: Call to Arms: Accuracy/Damage37: Call to Arms: Damage/Endurance37: Call to Arms: Accuracy/Damage/Recharge Level 24: Fearsome StareA: Glimpse of the Abyss: Chance of Damage(Psionic) Level 26: Dark EmpowermentA: Numina's Convalesence: Heal/Endurance39: Numina's Convalesence: Endurance/Recharge39: Numina's Convalesence: Heal/Recharge39: Numina's Convalesence: Heal/Endurance/Recharge40: Numina's Convalesence: Heal40: Numina's Convalesence: +Regeneration/+Recovery Level 28: HoverA: Luck of the Gambler: Defense/Increased Global Recharge Speed40: Reactive Defenses: Scaling Resist Damage Level 30: Dark ServantA: Dampened Spirits: Recharge42: Dampened Spirits: To Hit Debuff/Recharge42: Dampened Spirits: To Hit Debuff/Recharge/Endurance42: Dampened Spirits: Recharge/Endurance43: Dampened Spirits: To Hit Debuff/Endurance Level 32: HastenA: Invention: Recharge Reduction43: Invention: Recharge Reduction Level 35: Howling TwilightA: Invention: Recharge Reduction43: Invention: Recharge Reduction Level 38: Dark EmbraceA: Unbreakable Guard: Resistance45: Unbreakable Guard: Resistance/Endurance45: Unbreakable Guard: RechargeTime/Resistance45: Unbreakable Guard: Resistance/Endurance/RechargeTime Level 41: Soul TentaclesA: Gravitational Anchor: Chance for Hold46: Gravitational Anchor: Immobilize46: Gravitational Anchor: Immobilize/Recharge46: Gravitational Anchor: Immobilize/Recharge/Accuracy48: Gravitational Anchor: Recharge/Accuracy Level 44: Soul StormA: Basilisk's Gaze: Accuracy/Hold48: Basilisk's Gaze: Accuracy/Recharge48: Basilisk's Gaze: Recharge/Hold50: Basilisk's Gaze: Endurance/Recharge/Hold50: Ghost Widow's Embrace: Chance of Damage(Psionic) Level 47: ManeuversA: Luck of the Gambler: Defense/Increased Global Recharge Speed50: Shield Wall: +Res (Teleportation), +5% Res (All) Level 49: AssaultA: 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: HealthA: Panacea: +Hit Points/Endurance11: Miracle: +Recovery Level 1: Hurdle(Empty) Level 1: StaminaA: Performance Shifter: Chance for +End11: Performance Shifter: EndMod Level 2: Zombie Level 16: Grave Knight(Empty) Level 24: Lich(Empty) Level 28: Afterburner Necro Miasmic Mastermind.mbd Edited July 19 by FluffyLyah better colors for the dump Having a Signature this bad is a Crime worth going Villain for!
Meknomancer Posted July 19 Posted July 19 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.
FluffyLyah Posted July 19 Author Posted July 19 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!
tidge Posted July 19 Posted July 19 (edited) 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 July 19 by tidge
FluffyLyah Posted July 19 Author Posted July 19 (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 July 20 by FluffyLyah Having a Signature this bad is a Crime worth going Villain for!
Tacheyon Posted July 21 Posted July 21 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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