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Necro/Dark/Soul build help


Loreweaver

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Hi all,  taking my first crack at making a build for a planned character!  I've been going through posts after post looking for inspiration which has been really insightful,  but I find myself unable to get the defensive side of things cleaned up a bit.  I'm very willing to change slotting/power choice around! 

 

Villain Mastermind
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────

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

──────────────────────────────

Powers taken:

Level 1: Zombie Horde

  • A: Sovereign Right: Accuracy/Damage
  • 5: Sovereign Right: Accuracy/Damage/Endurance
  • 5: Superior Mark of Supremacy: Accuracy/Damage/Endurance
  • 7: Superior Mark of Supremacy: Accuracy/Damage
  • 7: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
  • 9: Edict of the Master: Defense Bonus

Level 1: Twilight Grasp

  • A: Numina's Convalesence: Heal/Endurance
  • 9: Numina's Convalesence: Endurance/Recharge
  • 11: Numina's Convalesence: Heal/Recharge
  • 11: Numina's Convalesence: Heal/Endurance/Recharge
  • 17: Numina's Convalesence: Heal
  • 19: Theft of Essence: Chance for +Endurance

Level 2: Tar Patch

  • A: Invention: Recharge Reduction
  • 19: Invention: Recharge Reduction

Level 4: Darkest Night

  • A: Cloud Senses: ToHit Debuff
  • 43: Cloud Senses: Accuracy/ToHitDebuff
  • 43: Cloud Senses: ToHit Debuff/Endurance/Recharge
  • 45: Cloud Senses: Chance for Negative Energy Damage

Level 6: Gloom

  • A: Nucleolus Exposure

Level 8: Enchant Undead

  • A: Gladiator's Armor: TP Protection +3% Def (All)
  • 31: Gladiator's Armor: Resistance
  • 31: Gladiator's Armor: End/Resist
  • 33: Steadfast Protection: Resistance/+Def 3%
  • 33: Impervious Skin: Status Resistance/Regeneration

Level 10: Life Drain

  • A: Nucleolus Exposure

Level 12: Grave Knight

  • A: Nucleolus Exposure
  • 13: Nucleolus Exposure
  • 13: Achilles' Heel: Chance for Res Debuff
  • 15: Touch of Lady Grey: Chance for Negative Damage
  • 15: Shield Breaker: Chance for Lethal Damage
  • 17: Soulbound Allegiance: Chance for Build Up

Level 14: Mystic Flight

  • A: Blessing of the Zephyr: Knockback Reduction (4 points)

Level 16: Howling Twilight

  • A: Annihilation: Chance for Res Debuff

Level 18: Soul Extraction

  • A: Cloud Senses: Chance for Negative Energy Damage
  • 21: Unbreakable Constraint: Chance for Smashing Damage
  • 21: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura
  • 23: Superior Command of the Mastermind: Accuracy/Damage
  • 23: Superior Command of the Mastermind: Accuracy/Damage/Recharge
  • 25: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge

Level 20: Hasten

  • A: Invention: Recharge Reduction
  • 31: Invention: Recharge Reduction

Level 22: Lich

  • A: Superior Mark of Supremacy: Damage
  • 25: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen
  • 27: Endoplasm Exposure
  • 27: Call to Arms: Defense Bonus Aura for Pets
  • 29: Expedient Reinforcement: Resist Bonus Aura for Pets
  • 29: Cloud Senses: Chance for Negative Energy Damage

Level 24: Fearsome Stare

  • A: Siphon Insight: ToHit Debuff
  • 40: Siphon Insight: Accuracy/ToHit Debuff
  • 42: Siphon Insight: Accuracy/Recharge
  • 42: Siphon Insight: ToHit Debuff/Endurance/Recharge
  • 42: Siphon Insight: Accuracy/Endurance/Recharge
  • 43: Cloud Senses: Chance for Negative Energy Damage

Level 26: Dark Empowerment

  • A: Regenerative Tissue: +Regeneration
  • 33: Panacea: +Hit Points/Endurance
  • 34: Panacea: Heal/Endurance
  • 34: Numina's Convalesence: +Regeneration/+Recovery
  • 34: Numina's Convalesence: Heal

Level 28: Shadow Fall

  • A: Reactive Defenses: Scaling Resist Damage
  • 37: Reactive Defenses: Defense
  • 40: Reactive Defenses: Defense/Endurance
  • 40: Shield Wall: +Res (Teleportation), +5% Res (All)

Level 30: Dark Servant

  • A: Cloud Senses: ToHit Debuff
  • 36: Cloud Senses: Accuracy/ToHitDebuff
  • 36: Cloud Senses: Accuracy/Recharge
  • 36: Cloud Senses: ToHit Debuff/Endurance/Recharge
  • 37: Cloud Senses: Accuracy/Endurance/Recharge
  • 37: Cloud Senses: Chance for Negative Energy Damage

Level 32: Maneuvers

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 35: Tactics

  • A: Gaussian's Synchronized Fire-Control: To Hit Buff
  • 45: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge
  • 45: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance
  • 46: Gaussian's Synchronized Fire-Control: Recharge/Endurance
  • 46: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance

Level 38: Dark Embrace

  • A: Unbreakable Guard: Resistance
  • 39: Unbreakable Guard: Resistance/Endurance
  • 39: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 39: Unbreakable Guard: +Max HP
  • 50: Impervious Skin: Resistance/Endurance
  • 50: Impervious Skin: Resistance/Endurance/Recharge

Level 41: Oppressive Gloom

  • A: Absolute Amazement: Chance for ToHit Debuff

Level 44: Soul Tentacles

  • A: Trap of the Hunter: Accuracy/Recharge
  • 46: Trap of the Hunter: Endurance/Immobilize
  • 48: Trap of the Hunter: Accuracy/Endurance
  • 48: Trap of the Hunter: Immobilize/Accuracy
  • 48: Trap of the Hunter: Accuracy/Immobilize/Recharge
  • 50: Trap of the Hunter: Chance of Damage(Lethal)

Level 47: Vengeance

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 49: Grant Invisibility

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed


──────────────────────────────

Inherents:

Level 1: Supremacy


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • (Empty)

Level 2: Rest

  • (Empty)

Level 1: Swift

  • (Empty)

Level 1: Hurdle

  • (Empty)

Level 1: Health

  • A: Miracle: +Recovery
  • 3: Miracle: Heal

Level 1: Stamina

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

Level 14: Translocation


 


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Edited by Loreweaver
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So the first thing Im gonna say is that youre Necro/Dark. Defensively you are not an overly strong set. 

You have no major buffs to pet survivability. You can't wander into an alpha like you can with alot of other sets which buff the pets directly. You also have no mez protection for yourself or your pets of any kind, which means you as the MM are also weak defensively because Dark is an active set and if you get mezzed for a 20 second hold and can't heal you're probably dead. MM cascade failure where you lose a pet or two and then more is much easier on Dark. 

 

So playing a Necro/dark is about playstyle. Its about dropping darkest night on a boss around a corner to pull a group into your tar patch and bunch them up for your defensive mode zombies to tear into. Its dropping fearsome stare on them once they bunch up so that you've stacked a bunch of -tohit on them before many get a chance to attack. Its taking group TP and teleporting your entire setup into an enemy group including your dark servant which has his own -tohit aura. Its playing your mastermind much more like youre playing a controller. 

Second thing. You are blowing so much slotting on uniques and shit. Tactics should be 2 slots. Your upgrades should be 1 or 2 slots. Your mastermind attacks that you took should at least have enough slotting to put some accuracy and end reduction in them. But that's about like how you slot effectively, ultimately there's not a whole lot defensively you can do to enhance this build from a stats perspective. Your build's synergy is that both primary and secondary do an absolutely ridiculous amount of -tohit. Between the two its very very very possible to just floor enemies' tohit down to 5% chance. 

But your debuffs have to hit first. Its like this situation where the longer the fight lasts the harder you are to kill, assuming you dont run out of end. But that also means that it changes your strategy. Like blasters, controllers, and dominators, you're watching out for the alpha, because the alpha can severely fuck up your day. Youre being creative in how you engage groups and watching out not to aggro more and playing very purposefully. 

I have a Demons/Dark. Its a bit more survivable than Zombies/dark is but not by much. Still finicky. Still very detail oriented and thinky to play. 

Or else, again, using something like team teleport to abuse enemy ai and break up the alpha. 

My recommendation? Consider going after rune of protection so you have an oh shit button built into the build. Lose the patron attacks in exchange. Defensively thats your only real move to seriously change how the build plays. Rune of protection can let you draw attention your own way and have a backup plan in case of mez that's not in your inspiration tray. 

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