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Posted (edited)

Hey there forum friends! It's me, your best friend Onlyasandwich. I've been away in the land of FFXIV these days, but the CoH itch is starting to return.

 

There are only a few primaries I've yet to run in some combo or another across the ATs, and Beast/ is one of them. I know they are bottom of the barrel these days with all the wonderful reworks out there, but I'd like to try them on for size, and would love your review.

 

My goals with this build:

  • Gotta keep Icy theme! Ice Mastery quite frankly stinks compared to more optimal pools, but I'm making the most of it. 
  • Softcap those pets. Clearly I'm going to have to rely on Fortify pack, even with icy shields. Still - it looks like I'm most of the way there even without Fortify if you account for the double defense buffs from Lions for the first 15 seconds. 
  • Squeeze that personal damage as much as possible! Efficient proc opportunities abound with this combo.
  • Slow resist. I always want it. Fortunately Cold comes with a super strong baseline.
  • Max hit chance against +3s without accounting for debuffs. 
  • As much Recharge, Personal Defense, and random resist bonuses as I can grab without sacrificing the above. Basically the low hanging fruit.

 

Special things I like in this build:

  • Flash Freeze actually does something! A little proc bomb, and the extra debuff from annihilation makes it actually worth using.
  • KD proc in Ravens. What a great power this is! Proctastic, and the 50% KD chance seems like a beautiful opportunity for something I'll be spamming.

 

Further optimization:

  • Pet slotting? I'm pretty happy with it overall, but do you see something you'd change? I wish I could squeeze the shield breaker proc into summon wolves. From what I see, the slow procs do nice work in Dire wolf, especially for aoe.
  • End consumption. What do you think? In my experience, Heat Loss is a strong solution. Even without 100% up time, the refill and natural recovery should bridge the gap.
  • Would love to free up a slot for one more recharge in Benumb. I could plop 2 provocations in there, but don't want to invest the extra billions into this character.
  • A little extra nudge of slow resist would be nice if it can be found with no sacrifice.
  • Hoarfrost - do you like it? It is up most of the time, but not super close to perma. Would you drop it for something different - maybe a travel power? This could free up slots for above priorities depending on how slot hungry the pick is.

 

File:

 

Mastermind (Beast Mastery - Cold Domination).mbd

 

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Spoiler

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Text:

Spoiler

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

  • Primary powerset: Beast Mastery
  • Secondary powerset: Cold Domination
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Leadership
  • Pool powerset (#4): Sorcery
  • Ancillary powerset: Ice Mastery

──────────────────────────────

Powers taken:

Level 1: Summon Wolves

  • A: Superior Mark of Supremacy: Accuracy/Damage/Endurance
  • 34: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen
  • 46: Superior Command of the Mastermind: Accuracy/Damage
  • 46: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura
  • 48: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
  • 48: Touch of Lady Grey: Chance for Negative Damage

Level 1: Ice Shield

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 17: Karma: Knockback Protection
  • 33: Reactive Defenses: Defense
  • 43: Reactive Defenses: Defense/Endurance
  • 46: Reactive Defenses: Scaling Resist Damage
  • 50: Steadfast Protection: Resistance/+Def 3%

Level 2: Call Hawk

  • A: Gladiator's Javelin: Accuracy/Damage
  • 3: Gladiator's Javelin: Chance of Damage(Toxic)
  • 3: Apocalypse: Damage/Endurance
  • 40: Apocalypse: Chance of Damage(Negative)
  • 40: Explosive Strike: Chance for Smashing Damage
  • 43: Cloud Senses: Chance for Negative Energy Damage

Level 4: Infrigidate

  • A: Ice Mistral's Torment: Accuracy/Damage/Endurance
  • 5: Ice Mistral's Torment: Chance for Cold Damage
  • 5: Impeded Swiftness: Chance of Damage(Smashing)
  • 7: Shield Breaker: Chance for Lethal Damage
  • 7: Touch of Lady Grey: Chance for Negative Damage
  • 39: Achilles' Heel: Chance for Res Debuff

Level 6: Train Beasts

  • A: Invention: Endurance Reduction

Level 8: Call Ravens

  • A: Positron's Blast: Accuracy/Damage/Endurance
  • 9: Positron's Blast: Chance of Damage(Energy)
  • 9: Bombardment: Chance for Fire Damage
  • 37: Ice Mistral's Torment: Chance for Cold Damage
  • 37: Touch of Lady Grey: Chance for Negative Damage
  • 37: Ragnarok: Chance for Knockdown

Level 10: Glacial Shield

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 11: Red Fortune: Defense/Endurance
  • 11: Red Fortune: Defense

Level 12: Summon Lions

  • A: Superior Mark of Supremacy: Damage
  • 13: Superior Mark of Supremacy: Accuracy/Endurance
  • 13: Expedient Reinforcement: Accuracy/Damage
  • 15: Expedient Reinforcement: Resist Bonus Aura for Pets
  • 36: Edict of the Master: Defense Bonus
  • 36: Call to Arms: Defense Bonus Aura for Pets

Level 14: Combat Jumping

  • A: Kismet: Accuracy +6%

Level 16: Frostwork

  • A: Preventive Medicine: Heal
  • 17: Preventive Medicine: Heal/RechargeTime

Level 18: Fortify Pack

  • A: Red Fortune: Defense/Recharge
  • 19: Reactive Defenses: Defense/RechargeTime
  • 19: Luck of the Gambler: Defense/Recharge

Level 20: Arctic Fog

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 21: Shield Wall: Defense
  • 21: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 27: Gladiator's Armor: End/Resist
  • 29: Gladiator's Armor: Resistance
  • 33: Gladiator's Armor: TP Protection +3% Def (All)

Level 22: Summon Dire Wolf

  • A: Superior Mark of Supremacy: Accuracy/Damage
  • 23: Superior Mark of Supremacy: Damage/Endurance
  • 23: Sovereign Right: Accuracy/Damage/Endurance
  • 25: Sovereign Right: Resistance Bonus
  • 25: Impeded Swiftness: Chance of Damage(Smashing)
  • 27: Ice Mistral's Torment: Chance for Cold Damage

Level 24: Benumb

  • A: Invention: Accuracy
  • 50: Invention: Recharge Reduction

Level 26: Tame Beasts

  • A: Invention: Endurance Reduction

Level 28: Sleet

  • A: Ragnarok: Damage/Recharge
  • 29: Ragnarok: Damage/Recharge/Accuracy
  • 39: Ragnarok: Recharge/Accuracy
  • 39: Ragnarok: Damage/Endurance
  • 40: Ragnarok: Damage

Level 30: Heat Loss

  • A: Preemptive Optimization: EndMod/Endurance/Recharge
  • 31: Preemptive Optimization: EndMod/Recharge
  • 31: Efficacy Adaptor: EndMod/Recharge

Level 32: Hasten

  • A: Invention: Recharge Reduction
  • 33: Invention: Recharge Reduction

Level 35: Maneuvers

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

Level 38: Tactics

  • A: Adjusted Targeting: To Hit Buff/Endurance

Level 41: Flash Freeze

  • A: Superior Frozen Blast: Accuracy/Damage/Recharge
  • A: Superior Frozen Blast: Damage/Endurance/Accuracy/RechargeTime
  • 42: Annihilation: Chance for Res Debuff
  • 42: Positron's Blast: Chance of Damage(Energy)
  • 42: Javelin Volley: Chance of Damage(Lethal)
  • 43: Bombardment: Chance for Fire Damage

Level 44: Frozen Armor

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

Level 47: Hibernate

  • A: Preventive Medicine: Chance for +Absorb

Level 49: Hoarfrost

  • A: Numina's Convalesence: Heal/Recharge
  • A: Doctored Wounds: Heal/Recharge
  • 50: Preventive Medicine: Heal/RechargeTime


──────────────────────────────

Inherents:

Level 1: Supremacy


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • A: Celerity: +Stealth

Level 2: Rest

  • (Empty)

Level 1: Swift

  • (Empty)

Level 1: Hurdle

  • (Empty)

Level 1: Health

  • A: Panacea: +Hit Points/Endurance
  • 31: Miracle: +Recovery
  • 36: Numina's Convalesence: +Regeneration/+Recovery

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 34: Performance Shifter: EndMod
  • 34: Invention: Endurance Modification

Level 1: Pack Mentality


 

 

Edited by Onlyasandwich
Posted
  • You'll have to see how it plays in practice, but I avoid using Fortify Pack unless things go sideways. It kills all your stacks of Pack Mentality.
  • Slotting Ragnarok in Sleet isn't productive. The damage is minimal and not worth enhancing. Slot 2 recharge IOs or 3-4 pieces of a defense debuff set.
  • I don't bother with Hoarfrost on low hit point ATs. I would drop it and add a slot to Hibernate. Perhaps add a travel power.
  • If you plan to actually run Maneuvers, you'll want to add some endred.
  • I'm not overly impressed with Frostwork. You could push it back and take something else earlier.
  • Like 1
Posted (edited)
43 minutes ago, Uun said:

Slotting Ragnarok in Sleet isn't productive

Thanks for taking a peek, @Uun!

 

I'm just using sleet as a mule here. I'll probably switch out hoarfrost for a travel power - thanks for the perspective! I actually really like Frostwork on MM's. It has a substantial effect on pet HP, and if anything is worth it for dropping on the T3 pet.

 

The endredux in maneuvers is worth considering if I find myself sucking wind. As it stands, I think I'm happy with the overall recovery when leaning on Heat Loss, but we'll see how it works in practice.

 

I hear you on Fortify Pack for sure! I have in mind to ignore it unless needed, just relying on the howls from Lions to get things started as my soft controls hit the floor. If it gets messy, I imagine Fortify will do a good job stabilizing matters.

Edited by Onlyasandwich
Posted
55 minutes ago, Onlyasandwich said:

I'm just using sleet as a mule here.

Sleet shouldn't be a mule, it's one of Cold's best debuffs. 22.5% -res, 18% -def, 32% -rech. Use it every spawn.

Posted (edited)
1 hour ago, Uun said:

Sleet shouldn't be

Right, of course I'm using it as well, and the muled set allows it to reach the recharge goals I have for it. 

 

Meanwhile the set bonuses serve me well. If I didn't need these set bonuses I'd just be slotting it with two recharge.

 

I did take your suggestion and dropped Hoarfrost! I feel like what I gained was about a coinflip better. Now I have a travel power, which is nice, a bit more slow resist (almost capped!), more E/N resist, and 4 more points of KB protection. 11 Points is pretty nice! With the base buff, I can be at 20 and be FREEM proof.

 

Here is the new version for reference:

Mastermind (Beast Mastery - Cold Domination).mbd

Text:

Spoiler

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

  • Primary powerset: Beast Mastery
  • Secondary powerset: Cold Domination
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Leadership
  • Pool powerset (#4): Teleportation
  • Ancillary powerset: Ice Mastery

──────────────────────────────

Powers taken:

Level 1: Summon Wolves

  • A: Superior Mark of Supremacy: Accuracy/Damage/Endurance
  • 34: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen
  • 46: Superior Command of the Mastermind: Accuracy/Damage
  • 46: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura
  • 48: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
  • 48: Touch of Lady Grey: Chance for Negative Damage

Level 1: Ice Shield

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 17: Karma: Knockback Protection
  • 33: Reactive Defenses: Defense
  • 43: Reactive Defenses: Defense/Endurance
  • 46: Reactive Defenses: Scaling Resist Damage

Level 2: Call Hawk

  • A: Gladiator's Javelin: Accuracy/Damage
  • 3: Gladiator's Javelin: Chance of Damage(Toxic)
  • 3: Apocalypse: Damage/Endurance
  • 40: Apocalypse: Chance of Damage(Negative)
  • 40: Explosive Strike: Chance for Smashing Damage
  • 43: Cloud Senses: Chance for Negative Energy Damage

Level 4: Infrigidate

  • A: Ice Mistral's Torment: Accuracy/Damage/Endurance
  • 5: Ice Mistral's Torment: Chance for Cold Damage
  • 5: Impeded Swiftness: Chance of Damage(Smashing)
  • 7: Shield Breaker: Chance for Lethal Damage
  • 7: Touch of Lady Grey: Chance for Negative Damage
  • 39: Achilles' Heel: Chance for Res Debuff

Level 6: Train Beasts

  • A: Invention: Endurance Reduction

Level 8: Call Ravens

  • A: Positron's Blast: Accuracy/Damage/Endurance
  • 9: Positron's Blast: Chance of Damage(Energy)
  • 9: Bombardment: Chance for Fire Damage
  • 37: Ice Mistral's Torment: Chance for Cold Damage
  • 37: Touch of Lady Grey: Chance for Negative Damage
  • 37: Ragnarok: Chance for Knockdown

Level 10: Glacial Shield

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 11: Red Fortune: Defense/Endurance
  • 11: Red Fortune: Defense
  • 50: Steadfast Protection: Resistance/+Def 3%
  • 50: Steadfast Protection: Knockback Protection

Level 12: Summon Lions

  • A: Superior Mark of Supremacy: Damage
  • 13: Superior Mark of Supremacy: Accuracy/Endurance
  • 13: Expedient Reinforcement: Accuracy/Damage
  • 15: Expedient Reinforcement: Resist Bonus Aura for Pets
  • 36: Edict of the Master: Defense Bonus
  • 36: Call to Arms: Defense Bonus Aura for Pets

Level 14: Combat Jumping

  • A: Kismet: Accuracy +6%

Level 16: Frostwork

  • A: Preventive Medicine: Heal
  • 17: Preventive Medicine: Heal/RechargeTime

Level 18: Fortify Pack

  • A: Shield Wall: Defense/Recharge
  • 19: Shield Wall: Endurance/Recharge
  • 19: Shield Wall: Defense/Endurance/Recharge
  • 21: Shield Wall: Defense
  • 48: Shield Wall: +Res (Teleportation), +5% Res (All)

Level 20: Arctic Fog

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 21: Luck of the Gambler: Defense
  • 27: Gladiator's Armor: End/Resist
  • 29: Gladiator's Armor: Resistance
  • 33: Gladiator's Armor: TP Protection +3% Def (All)

Level 22: Summon Dire Wolf

  • A: Superior Mark of Supremacy: Accuracy/Damage
  • 23: Superior Mark of Supremacy: Damage/Endurance
  • 23: Sovereign Right: Accuracy/Damage/Endurance
  • 25: Sovereign Right: Resistance Bonus
  • 25: Impeded Swiftness: Chance of Damage(Smashing)
  • 27: Ice Mistral's Torment: Chance for Cold Damage

Level 24: Benumb

  • A: D-Sync Provocation
  • 50: Invention: Recharge Reduction

Level 26: Tame Beasts

  • A: Invention: Endurance Reduction

Level 28: Sleet

  • A: Ragnarok: Damage/Recharge
  • 29: Ragnarok: Damage/Recharge/Accuracy
  • 39: Ragnarok: Recharge/Accuracy
  • 39: Ragnarok: Damage/Endurance
  • 40: Ragnarok: Damage

Level 30: Heat Loss

  • A: Preemptive Optimization: EndMod/Endurance/Recharge
  • 31: Preemptive Optimization: EndMod/Recharge
  • 31: Efficacy Adaptor: EndMod/Recharge

Level 32: Hasten

  • A: Invention: Recharge Reduction
  • 33: Invention: Recharge Reduction

Level 35: Maneuvers

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

Level 38: Tactics

  • A: Adjusted Targeting: To Hit Buff/Endurance

Level 41: Flash Freeze

  • A: Superior Frozen Blast: Accuracy/Damage/Recharge
  • A: Superior Frozen Blast: Damage/Endurance/Accuracy/RechargeTime
  • 42: Annihilation: Chance for Res Debuff
  • 42: Positron's Blast: Chance of Damage(Energy)
  • 42: Javelin Volley: Chance of Damage(Lethal)
  • 43: Bombardment: Chance for Fire Damage

Level 44: Frozen Armor

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

Level 47: Hibernate

  • A: Preventive Medicine: Chance for +Absorb

Level 49: Super Jump

  • A: Winter's Gift: Slow Resistance (20%)


──────────────────────────────

Inherents:

Level 1: Supremacy


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • A: Celerity: +Stealth

Level 2: Rest

  • (Empty)

Level 1: Swift

  • (Empty)

Level 1: Hurdle

  • (Empty)

Level 1: Health

  • A: Panacea: +Hit Points/Endurance
  • 31: Miracle: +Recovery
  • 36: Numina's Convalesence: +Regeneration/+Recovery

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 34: Performance Shifter: EndMod
  • 34: Invention: Endurance Modification

Level 1: Pack Mentality


Level 49: Double Jump


 

Picture:

Spoiler

image.thumb.png.d572e531ea35e0050ce90f3259a87ac1.png

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Spoiler

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Edited by Onlyasandwich
Posted

I played a Beast/Cold about a year or so ago.  I was quite pleased with the results.  If they are "bottom of the barrel" the barrel isn't very deep, this did everything I want from a MM.

 

We have a lot of similarities outside of pools.  I went for Fighting and light on my epic (just Charged Armor) but if I were to readdress my guy it would be more in tune with yours, but not sure what epic/patron I'd go for.  

 

Anyway, straight to your questions:

 

Pet slotting:

I personally would go with 4 Superior Command + the 2 Superior Mark pieces in Summon Wolves.  That's to eek out 10% more recharge understanding that you give up some mitigation and some damage (the Lady Grey proc begins with a -2 purple patch adjustment and will go down further based on your added difficulty).  For other pets, we're identical for Dire Wolf, minor differences for Lions.  

 

End Consumption

It's good.  Good enough that I personally would take away a slot from Stamina for whatever.  More about Heat Loss later...

 

Benumb - instead of 2 Provos, how about 1?  Using a level 50 keeps your acc against +3s > .95 and shaves 3.5 seconds off recharge. 

 

Hoarfrost - is fine.  I tend to take it if I'm in a pool that offers it.  MMs can take advantage of all the +HP and with BG mode it's actually significant.  Dropping either this or Hoarfrost for travel seems reasonable.

 

Back to Heat Loss.  Heat Loss is a lot like Fulcrum Shift, it has two components, a recovery buff that's autohit, your current slotting works fine for that.  There's also a debuff component that does require a to-hit check.   See here: https://cod.uberguy.net./html/power.html?power=pets.heatloss.heat_loss_debuff&at=mastermind

The debuffs are significant and gives Cold a -res spike.  My slotting was PS Acc/Rch, PS EndMod/Acc/Rch, PS Endmod/Rch, EA EndMod/Acc/Rch, all +5d.  This created acc and EndMod of 84.51 and recharge of 97.89.  

 

Minor point - Infrig has a final to-hit of 94.8.  That's a power I really really want to hit, so I always use a 50+ 5 basic ACC then procs procs procs.  

 

  • Like 1
Posted
6 minutes ago, Hedgefund said:

instead of 2 Provos, how about 1?

Hah - good point! Even just the 50 is fine alongside a +5 recharge. Don't have to shell out the extra for 53.

 

Good point on HL as well- hitting the debuff is pretty significant. I could actually move some of the slots I freed up dropping Hoarfrost to cover this - I think I will!

 

For infrig, I figured 94.8 was close enough, especially with Sleet out most of the time. It would be nice to have some extra pad room though. It would be easy enough to switch the set piece to a +5 acc. From what you share, I shouldn't have to worry too much about the extra end consumption. I had it as is to spread the love of endredux with the acc/end IO. Maybe some day they'll have a D-sync Acc/End!

 

Hmm - I wonder what else I could do with spare slots? I could just move one endmod from Stamina to acc in HL and be done with it. No other super impactful things to do with extra slots that I see beyond a little extra exotic res or S/L here and there.

 

 

Posted

I could just edit my post but I want to point out that this statement:


 

Quote

 

Dropping either this or Hoarfrost for travel seems reasonable


 

should have said "...this or Hibernate..."

  • Like 1

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