goombalord Posted July 23 Posted July 23 Played around with a build similar to this during the beta, and it did alright, but I know I'm not great at creating builds and I'm sure I'm missing out on some survivability and damage. Hoping some of the experts here might have ideas on how I can shore up this build. Thanks. Lost Seamen - Villain MastermindBuild plan made with Mids' Reborn v3.7.5 rev. 21 https://api.midsreborn.com/build/download/FiZq1qitHUUp9M70 ──────────────────────────────Primary powerset: NecromancySecondary powerset: Marine AffinityPool powerset (#1): LeapingPool powerset (#2): FightingPool powerset (#3): LeadershipPool powerset (#4): FlightAncillary powerset: Soul Mastery ────────────────────────────── Powers taken: Level 1: Zombie HordeA: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen3: Superior Mark of Supremacy: Accuracy/Damage3: Sovereign Right: Accuracy/Damage/Endurance5: Sovereign Right: Resistance Bonus5: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown7: Edict of the Master: Defense Bonus Level 1: Soothing WaveA: Numina's Convalesence: Heal/Endurance36: Numina's Convalesence: Endurance/Recharge36: Numina's Convalesence: Heal/Recharge36: Numina's Convalesence: Heal/Endurance/Recharge37: Numina's Convalesence: Heal37: Numina's Convalesence: +Regeneration/+Recovery Level 2: Shoal RushA: Achilles' Heel: Chance for Res Debuff37: Shield Breaker: Chance for Lethal Damage39: Shield Breaker: Accuracy/Defense Debuff Level 4: Toroidal BubbleA: Impervium Armor: Resistance39: Impervium Armor: Psionic Resistance39: Impervium Armor: Resistance/Endurance Level 6: Enchant UndeadA: Steadfast Protection: Resistance/+Def 3%7: Impervious Skin: Status Resistance/Regeneration9: Gladiator's Armor: TP Protection +3% Def (All)9: Gladiator's Armor: End/Resist11: Gladiator's Armor: Resistance Level 8: Dark BlastA: Apocalypse: Chance of Damage(Negative)11: Apocalypse: Damage/Recharge/Accuracy17: Apocalypse: Recharge/Accuracy31: Apocalypse: Damage/Endurance33: Apocalypse: Damage/Recharge Level 10: Combat JumpingA: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 12: Grave KnightA: Nucleolus Exposure13: Nucleolus Exposure13: Achilles' Heel: Chance for Res Debuff15: Touch of Lady Grey: Chance for Negative Damage15: Shield Breaker: Chance for Lethal Damage17: Soulbound Allegiance: Chance for Build Up Level 14: Super JumpA: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance Level 16: Tide PoolA: Ice Mistral's Torment: Chance for Cold Damage40: Impeded Swiftness: Chance of Damage(Smashing) Level 18: Soul ExtractionA: Cloud Senses: Chance for Negative Energy Damage19: Unbreakable Constraint: Chance for Smashing Damage19: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura21: Superior Command of the Mastermind: Accuracy/Damage/Recharge21: Superior Command of the Mastermind: Damage/Endurance/Recharge23: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge Level 20: GloomA: Superior Winter's Bite: Accuracy/Damage33: Superior Winter's Bite: Damage/RechargeTime33: Superior Winter's Bite: Accuracy/Damage/Endurance34: Superior Winter's Bite: Accuracy/Damage/Recharge34: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime34: Superior Winter's Bite: Recharge/Chance for -Speed & -Recharge Level 22: LichA: Superior Mark of Supremacy: Damage23: Superior Mark of Supremacy: Accuracy/Damage/Endurance25: Lysosome Exposure25: Call to Arms: Defense Bonus Aura for Pets27: Expedient Reinforcement: Resist Bonus Aura for Pets27: Cloud Senses: Chance for Negative Energy Damage Level 24: Shifting TidesA: Adjusted Targeting: To Hit Buff46: Adjusted Targeting: To Hit Buff/Endurance/Recharge46: Adjusted Targeting: Endurance/Recharge46: Adjusted Targeting: To Hit Buff/Endurance48: Adjusted Targeting: To Hit Buff/Recharge Level 26: Dark EmpowermentA: Regenerative Tissue: +Regeneration29: Miracle: +Recovery29: Panacea: +Hit Points/Endurance31: Panacea: Heal31: Miracle: Heal Level 28: Barrier ReefA: Luck of the Gambler: Defense/Increased Global Recharge Speed45: Red Fortune: Defense45: Red Fortune: Defense/Endurance45: Red Fortune: Defense/Recharge Level 30: Power of the DepthsA: Amyloplast Exposure40: Vesicle Exposure Level 32: Boxing(Empty) Level 35: ToughA: Unbreakable Guard: +Max HP48: Unbreakable Guard: Resistance/Endurance50: Unbreakable Guard: Resistance Level 38: WeaveA: Luck of the Gambler: Defense/Increased Global Recharge Speed42: Shield Wall: +Res (Teleportation), +5% Res (All)42: Shield Wall: Defense/Endurance42: Shield Wall: Defense Level 41: ManeuversA: Luck of the Gambler: Defense/Increased Global Recharge Speed43: Reactive Defenses: Scaling Resist Damage43: Reactive Defenses: Defense/Endurance43: Reactive Defenses: Defense/Endurance/RechargeTime Level 44: AssaultA: Invention: Endurance Reduction Level 47: Dark EmbraceA: Aegis: Psionic/Status Resistance48: Aegis: Resistance/Endurance50: Aegis: Resistance/Endurance/Recharge50: Aegis: Resistance Level 49: BrineA: Touch of the Nictus: Accuracy/Healing/Absorb ────────────────────────────── Inherents: Level 1: Brawl(Empty) Level 1: SprintA: Celerity: +Stealth Level 1: Supremacy Level 2: Rest(Empty) Level 1: SwiftA: Invention: Run Speed Level 1: HealthA: Preventive Medicine: Chance for +Absorb Level 1: HurdleA: Invention: Jumping Level 1: StaminaA: Performance Shifter: Chance for +End40: Performance Shifter: EndMod Level 14: Double Jump
bellona100 Posted July 25 Posted July 25 I suggest dropping Shoal Rush and replacing it with Life Drain. You have plenty of -Speed with Tide Pool active. Life Drain will give ya another Specter pet which helps mitigate incoming damage. There is a better way to slot your henchmen so that they have more enhanced damage. Furthermore, I would drop Maneuvers or Weave and pick up Tactics instead. Your Zombie Horde, Brine, and Shifting Tides don't have enough ACC slotted. You would be wise to enhance Toroidal Bubble for more +Res. It's a team buff for Heaven's sake. Choose an Alpha slot.
hoodedKitsune Posted July 25 Posted July 25 Isn't Shoal Rush and Tide Pool like a one, two punch? Well that's the idea I got from it, if not needed it would really free up a lot of room for my build.
TygerDarkstorm Posted July 25 Posted July 25 6 hours ago, hoodedKitsune said: Isn't Shoal Rush and Tide Pool like a one, two punch? Well that's the idea I got from it, if not needed it would really free up a lot of room for my build. General consensus from the beta was that Shoal Rush and/or Brine are skippable powers in Marine right now. If you take white cap, then shoal rush can be skipped as you can use whitecap to trigger frenzy. Shoal Rush can be worth taking for folks who want to throw procs in it, though. 1 Global: @Valnara1; Discord Handle: @Valnara#0620 I primarily play on Everlasting, but you may occasionally find me on Indom. 🙂 Notable Characters: Apocolyptica - Demons/Storm MM; Lurking Monster - Human-Form WS; Environmentabot - Bots/Nature MM; Miss Fade - Ill/Traps Controller; Sister Apocalypse - Beast/Dark MM; Dr. Elaina Wrath - Plant/Rad Controller (Join the House of Wrath, and spread the word of science!); Ruff Ruff Boom - AR/Devices Blaster
JayboH Posted July 25 Posted July 25 Whitecap has resist debuff so that's probably the way to go, plus the knockdown for some cc 1 Flint Eastwood
Riverdusk Posted July 25 Posted July 25 (edited) 1 hour ago, TygerDarkstorm said: General consensus from the beta was that Shoal Rush and/or Brine are skippable powers in Marine right now. If you take white cap, then shoal rush can be skipped as you can use whitecap to trigger frenzy. Shoal Rush can be worth taking for folks who want to throw procs in it, though. Even its proc chance doesn't seem great (31% with no slotted recharge, if Mids is to be believed). I went ahead and took it anyway though and just threw an accuracy and an achilles heel in it. I figure I can spam it once I have enough global recharge to keep the -resistance proc up fairly well on a decent number of mobs. It also does help me hit things with plasmatic taser which is my guilty pleasure of a START temp power I like to throw around. Definitely skippable though. Probably most disappointing to me is that its slow doesn't even include -recharge, it is only -speed. Edited July 25 by Riverdusk 1
goombalord Posted July 26 Author Posted July 26 I appreciate the suggestions. Toroidal Bubble is right at the edge of diminishing returns for resistance, and adding another slot gains very little. I replaced shoal rush with whitecap, and brine, which was an afterthought, with tactics. I shifted a couple of sets around and it is a little better, but still would like to see my defense numbers be a little bit higher. It feels like I should be able to drop some of my S/L res to gain that, but I haven't had much luck finding what I could change to do so. Here's an updated build link if anyone has further suggestions https://api.midsreborn.com/build/download/FjnFhldYuRb1ad5P
Crysis Posted July 26 Posted July 26 (edited) 2 hours ago, goombalord said: I appreciate the suggestions. Toroidal Bubble is right at the edge of diminishing returns for resistance, and adding another slot gains very little. I replaced shoal rush with whitecap, and brine, which was an afterthought, with tactics. I shifted a couple of sets around and it is a little better, but still would like to see my defense numbers be a little bit higher. It feels like I should be able to drop some of my S/L res to gain that, but I haven't had much luck finding what I could change to do so. Here's an updated build link if anyone has further suggestions https://api.midsreborn.com/build/download/FjnFhldYuRb1ad5P Might be well known but Torodial Bubble procs Perf Shifter -an awful lot.- I'm averaging 3-4 procs per minute with that thing. If it's broken, I don't want it fixed! I'm gonna try Power Transfer % to Heal in there tonight. edited to add: Honestly, for almost all my MM builds I go for + Def rather than + RES. Bodyguard effectively is +RES if your henchmen are alive, but +DEF is what keeps you alive so you can keep them alive. I’m going to use your build as a template but try and get softcap +DEF for S/L/R….I think I can get there. Edited July 26 by Crysis 1
Crysis Posted July 27 Posted July 27 Here, messed around a bit after dinner. 45% S/L, 55% E, 44% NE/R for +DEF. Stole plenty from +RES bonuses, but see my point above, but left you decent +RES for S/L/E/N. High recharge, Net+ END, plenty of +ToHit and decent +Accuracy. Two downsides....no real travel power, but P2W vendor makes that not a big deal these days, and I had to omit Leviathan, which ticks me off but everything is a tradeoff. Think I'd go with Destiny>Clarion for mezz protection, so be prepared for that prior to endgame, and maybe pick up some of the Radial stuff for T4's to pump +DEF a bit to compensate. Agility Radial T4 will take you to 50+ S/L/E and 45+ NE/R for +DEF. One thing I learned about Necro after the last patch is you don't need to fully slot your attacks. They are there more to get you the extra henchmen than to do damage themselves, since your damage is pretty pathetic even with procs. Theorycrafting, but I have a lvl 40 Necro/Marine ready to be respecced so I'll try that tonight and see how this plays. https://api.midsreborn.com/build/download/Fjpuij2fpxGJu4MM 1
JayboH Posted July 27 Posted July 27 Looks like it might be kinda tough on the end bar Flint Eastwood
Crysis Posted July 27 Posted July 27 21 minutes ago, JayboH said: Looks like it might be kinda tough on the end bar Just ran Black Scorp on +2/x5, not at all. Lots of END to spare and I'm using primary attacks a bunch.
goombalord Posted July 27 Author Posted July 27 1 hour ago, Crysis said: Here, messed around a bit after dinner. 45% S/L, 55% E, 44% NE/R for +DEF. Stole plenty from +RES bonuses, but see my point above, but left you decent +RES for S/L/E/N. High recharge, Net+ END, plenty of +ToHit and decent +Accuracy. Two downsides....no real travel power, but P2W vendor makes that not a big deal these days, and I had to omit Leviathan, which ticks me off but everything is a tradeoff. Think I'd go with Destiny>Clarion for mezz protection, so be prepared for that prior to endgame, and maybe pick up some of the Radial stuff for T4's to pump +DEF a bit to compensate. Agility Radial T4 will take you to 50+ S/L/E and 45+ NE/R for +DEF. One thing I learned about Necro after the last patch is you don't need to fully slot your attacks. They are there more to get you the extra henchmen than to do damage themselves, since your damage is pretty pathetic even with procs. Theorycrafting, but I have a lvl 40 Necro/Marine ready to be respecced so I'll try that tonight and see how this plays. https://api.midsreborn.com/build/download/Fjpuij2fpxGJu4MM Thanks, looks pretty good. I have blinders on sometimes. I am always looking at positional defense and not thinking about typed. Going to have to integrate a lot of these changes into my build, maybe see if I can keep the travel power.
TygerDarkstorm Posted July 27 Posted July 27 1 hour ago, JayboH said: Looks like it might be kinda tough on the end bar Marine Affinity is shockingly good at keeping up the MM's end bar thanks to Toroidal Bubble. Global: @Valnara1; Discord Handle: @Valnara#0620 I primarily play on Everlasting, but you may occasionally find me on Indom. 🙂 Notable Characters: Apocolyptica - Demons/Storm MM; Lurking Monster - Human-Form WS; Environmentabot - Bots/Nature MM; Miss Fade - Ill/Traps Controller; Sister Apocalypse - Beast/Dark MM; Dr. Elaina Wrath - Plant/Rad Controller (Join the House of Wrath, and spread the word of science!); Ruff Ruff Boom - AR/Devices Blaster
Crysis Posted July 27 Posted July 27 40 minutes ago, goombalord said: Thanks, looks pretty good. I have blinders on sometimes. I am always looking at positional defense and not thinking about typed. Going to have to integrate a lot of these changes into my build, maybe see if I can keep the travel power. You don't really need Hasten, but it does help. You could easily fit back in SJ in there if you'd like, swapping it for Hasten, and then throw the extra slot somewhere else. I do think Tactics is a must though.
goombalord Posted July 27 Author Posted July 27 12 hours ago, Crysis said: You don't really need Hasten, but it does help. You could easily fit back in SJ in there if you'd like, swapping it for Hasten, and then throw the extra slot somewhere else. I do think Tactics is a must though. Ok, think I got just about everything. Missing out on about 3% accuracy against +4s, but think I should be alright. Think this is the build I'll work towards unless anyone comes in with something groundbreaking. Thanks again to everyone for all the helpful suggestions. https://api.midsreborn.com/build/download/FjuyAAuIBKsms6Sm
Groovy_Ghoul Posted July 27 Posted July 27 (edited) Here's my take. Soft cap on S/L. Too many sacrifices to get the other typed defenses higher. Resists are decent. Thoughts? Mastermind (Necromancy - Marine Affinity).mbd Edited July 27 by Groovy_Ghoul Updated Incarnates
Crysis Posted July 27 Posted July 27 Just hit 43 with the build I posted up above. Opener is Tide Pool, then Whitecap into middle of spawn, zombies enter the fray, Torodial bubble, etc etc and blast as desired. Very effective, reminds me of playing /Time MM a bunch. Man the Frenzy you build up when the whole gang is in the TIde Pool is insane....I've seen as many 30 buffs on the bar. I'm playing +2/x8 mostly, but have done +3/x5. I'm sure +4/x8 is gonna be possible in a few more levels, although that level shift is always problematic outside of Incarnate content. Nonetheless....very safe, very sturdy (I hardly ever get hit, even by mezzers) and zombies just keep on trucking. Far better than my Necro/Storm did. Good set, almost custom-made for MM's. 1
Riverdusk Posted July 27 Posted July 27 23 hours ago, Crysis said: Honestly, for almost all my MM builds I go for + Def rather than + RES. Bodyguard effectively is +RES if your henchmen are alive, but +DEF is what keeps you alive so you can keep them alive. Resistance can just as easily be the way to go imho. That bodyguard mode is resistance allows you to stack it and maximize it. If you are at 75% resistance and in full bodyguard mode (also 75% resistance) you are effectively at 93.75% resistance (only taking 25% of 25%), which is actually higher than a tank can achieve. Main drawback as usual is you are potentially being hit with all the mez and debuffs. Often I will go for a resistance epic and still aim for a moderate amount of defense (25-30% or so) and it seems to serve me well. Usually easy to keep a few medium purples handy when things get rough. It is also usually easier to aim for positional instead of typed that way, which I find more powerful. Anyway, as a marine being able to summon sharks is just too tempting and leviathan's shield is a resistance one. 😁 1 1
Xandyr Posted July 27 Posted July 27 Haa anyone tested Power Transfer:Chance for heal in Torrodial? Does it proc decently? What you wanted to know about Bio, but never asked - Tanker - Homecoming (homecomingservers.com)
Greentea Posted July 27 Posted July 27 21 hours ago, JayboH said: Looks like it might be kinda tough on the end bar Not really, with a single +5 50 endmod in bubble or Depths, then you're good. With bubble AND Depths providing +end, you shouldn't have end isuues.
Groovy_Ghoul Posted July 27 Posted July 27 Following @Riverdusk's advice. I created a 2nd version of my build. Low def (20's) but resists are S/L/E 75%, F/C/ 52%, N/P/T 34, 31, 31%. This build also has Hasten which 1st version omitted. Mastermind (Necromancy - Marine Affinity)v2.mbd 1
Crysis Posted July 28 Posted July 28 During beta testing everyone was wanting Marine Affinity to get some form of Mezz protection. Using the build I just posted above, I’ve just finished running all kinds of +3/x6 (x8 is doable at this level, but the extra bosses hurt solo) missions against Carnies, CoT, Malta and Arachnos. The mechanics of Tide Pool and all the +DEF I’m rocking are just incredible against mezz-oriented spawns. My biggest issue has been targeting an Illusionist for Whitecap because if they go phased it won’t activate on them. But my standard approach of drop Tide Pool in the spawn, Whitecap in myself with henchmen on Defensive Follow, leap backwards (Torodial Bubble jump height really is nice when combined with CJ), throw in a Soothing, Tide Pool again, blast blast blast…..i just don’t get mezzed because they don’t land and/or because of Tidal Pool and Whitecap they are disrupted. Really glad I went with the +DEF route. Oh and Gloom and Dark Blast against the mezzers because the -ToHit from those does help in addition to everything the undead are throwing out to boot.
evetsleep Posted July 30 Posted July 30 On 7/27/2024 at 6:03 PM, Xandyr said: Haa anyone tested Power Transfer:Chance for heal in Torrodial? Does it proc decently? I've tried both Power Transfer and the Performance Shifter +END proc and I didn't see either proc firing outside of the initial cast with the combat log open.
goombalord Posted July 30 Author Posted July 30 19 minutes ago, evetsleep said: I've tried both Power Transfer and the Performance Shifter +END proc and I didn't see either proc firing outside of the initial cast with the combat log open. Also seeing the same for Perf Shifter. I do see it proc often with lots of targets, but combat log indicates that end is going to the targets of the bubble, which could still be nice, just not what I expected. Will have to see how the build plays out and if I'll keep it in bubble or not. 1
tidge Posted July 30 Posted July 30 Is Brine's -MaxHP and -Resistance not providing (enough of a) force multiplier effect? I can see why as a single-target power it may not be optimal for clearing large spawns, but I would think that against harder targets it would certainly help (modulo purple triangles), if only for the aggro-grabbing potential.
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