Jump to content
The Character Copy service for Beta is currently unavailable ×

Recommended Posts

Posted

Hello! I was hoping the MM experts could take a look at this build. I haven't played Necro since live. I saw that someone (sorry I can't remember the name - strikerfox maybe?) recommends 6-slotting both Enchant Undead and Dark Empowerment but I'm curious if that's worthwhile as a Thermal that already has resist buffs and strong heals. I also feel like my Melt Armor slotting isn't great though I'm not sure what else to do with it.

 

I value Res over Def on MMs so having low-ish ranged defense isn't a huge concern although I'm sure my build could be optimized better. I'm considering dropping Kick/Tough so I can grab Rune of Protection or possibly Hasten. I would like to keep Soul Mastery for theme and S/L resist.

 

Thanks!

 

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

  • Primary powerset: Necromancy
  • Secondary powerset: Thermal Radiation
  • Pool powerset (#1): Sorcery
  • Pool powerset (#2): Leadership
  • Pool powerset (#3): Fighting
  • Pool powerset (#4): Flight
  • Ancillary powerset: Soul Mastery

──────────────────────────────

Powers taken:

Level 1: Zombie Horde

  • A: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen
  • 3: Superior Mark of Supremacy: Accuracy/Damage/Endurance
  • 3: Superior Mark of Supremacy: Accuracy/Damage
  • 5: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
  • 5: Blood Mandate: Accuracy/Endurance
  • 11: Blood Mandate: Accuracy/Damage/Endurance

Level 1: Warmth

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

Level 2: Gloom

  • A: Thunderstrike: Accuracy/Damage
  • 15: Thunderstrike: Damage/Endurance
  • 15: Thunderstrike: Accuracy/Damage/Endurance
  • 17: Thunderstrike: Damage/Endurance/Recharge
  • 17: Cloud Senses: Chance for Negative Energy Damage

Level 4: Fire Shield

  • A: Aegis: Resistance
  • 19: Aegis: Psionic/Status Resistance
  • 37: Aegis: Resistance/Endurance
  • 37: Aegis: Resistance/Endurance/Recharge

Level 6: Enchant Undead

  • A: Steadfast Protection: Resistance/+Def 3%

Level 8: Life Drain

  • A: Thunderstrike: Accuracy/Damage
  • 21: Thunderstrike: Damage/Endurance
  • 23: Thunderstrike: Accuracy/Damage/Endurance
  • 23: Thunderstrike: Damage/Endurance/Recharge
  • 25: Apocalypse: Chance of Damage(Negative)
  • 25: Cloud Senses: Chance for Negative Energy Damage

Level 10: Plasma Shield

  • A: Unbreakable Guard: Resistance/Endurance
  • 21: Unbreakable Guard: Resistance

Level 12: Grave Knight

  • A: Superior Mark of Supremacy: Damage
  • 27: Superior Mark of Supremacy: Damage/Endurance
  • 27: Superior Mark of Supremacy: Accuracy/Endurance
  • 29: Achilles' Heel: Chance for Res Debuff
  • 29: Blood Mandate: Accuracy/Damage
  • 31: Blood Mandate: Accuracy/Endurance

Level 14: Mystic Flight

  • A: Blessing of the Zephyr: Knockback Reduction (4 points)
  • 46: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range

Level 16: Cauterize

  • A: Numina's Convalesence: Heal/Endurance
  • 19: Numina's Convalesence: Endurance/Recharge
  • 31: Numina's Convalesence: Heal/Recharge
  • 31: Numina's Convalesence: Heal/Endurance/Recharge
  • 33: Numina's Convalesence: Heal
  • 33: Numina's Convalesence: +Regeneration/+Recovery

Level 18: Soul Extraction

  • A: Edict of the Master: Defense Bonus
  • 40: Sovereign Right: Resistance Bonus
  • 48: Call to Arms: Defense Bonus Aura for Pets
  • 48: Expedient Reinforcement: Resist Bonus Aura for Pets
  • 50: Expedient Reinforcement: Accuracy/Recharge
  • 50: Expedient Reinforcement: Endurance/Damage/Recharge

Level 20: Maneuvers

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

Level 22: Lich

  • A: Superior Command of the Mastermind: Accuracy/Damage
  • 34: Superior Command of the Mastermind: Damage/Endurance
  • 34: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge
  • 36: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura
  • 36: Cloud Senses: Chance for Negative Energy Damage
  • 36: Soulbound Allegiance: Chance for Build Up

Level 24: Forge

  • A: Invention: Recharge Reduction

Level 26: Dark Empowerment

  • A: Invention: Endurance Reduction

Level 28: Heat Exhaustion

  • A: Invention: Recharge Reduction
  • 37: Invention: Accuracy

Level 30: Melt Armor

  • A: Achilles' Heel: Chance for Res Debuff
  • 39: Shield Breaker: Accuracy/Recharge
  • 39: Shield Breaker: Defense Debuff/Endurance/Recharge
  • 39: Shield Breaker: Accuracy/Endurance/Recharge

Level 32: Tactics

  • A: Gaussian's Synchronized Fire-Control: To Hit Buff
  • 34: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance

Level 35: Kick

  • (Empty)

Level 38: Dark Embrace

  • A: Gladiator's Armor: TP Protection +3% Def (All)
  • 40: Gladiator's Armor: End/Resist
  • 40: Gladiator's Armor: Resistance

Level 41: Soul Tentacles

  • A: Bombardment: Damage
  • 42: Bombardment: Accuracy/Recharge/Endurance
  • 42: Bombardment: Accuracy/Damage/Recharge
  • 43: Bombardment: Accuracy/Damage/Recharge/Endurance
  • 43: Bombardment: Chance for Fire Damage
  • 43: Positron's Blast: Chance of Damage(Energy)

Level 44: Soul Storm

  • A: Thunderstrike: Accuracy/Damage
  • 45: Thunderstrike: Damage/Endurance
  • 45: Thunderstrike: Accuracy/Damage/Endurance
  • 45: Thunderstrike: Accuracy/Damage/Recharge
  • 46: Ghost Widow's Embrace: Chance of Damage(Psionic)
  • 46: Unbreakable Constraint: Chance for Smashing Damage

Level 47: Tough

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

Level 49: Assault

  • A: Invention: Endurance Reduction


──────────────────────────────

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
  • 13: Panacea: +Hit Points/Endurance

Level 1: Stamina

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

Level 14: Translocation


 

Posted

dont know why you skipped one main set attack

leadership defense is not that great, i know i have it but thats mostly for assault+forge and later on i had room to frankenslot in the defense auras

soul extraction got buffed on homecoming and its good to have all the rech you can in it.  i know it used to be an IO mule.

procs in pets sounds great but not really, achilles is way overhyped.  if anything the chance for buildup in knights is amazing since its always procing thanks to their damage aura

+healing enhancements in the second upgrade increases their health

nec.therm.txt

  • Like 1
Posted

 

I have no real comments on Necro/Thermal, except that I took a Thugs/Thermal past 50 and I didn't like what Thermal was bringing.

 

On 4/30/2025 at 8:48 PM, kelika2 said:

procs in pets sounds great but not really, achilles is way overhyped. 

 

This echoes my feels about %damage in pets, particularly the Achilles' Heel piece. I get serious Jim Cramer "Mad Money" vibes whenever I see it being recommended across the board.

 

I *do* add procs to henchmen/pets, but I've kinda landed on the following circumstances for MM, *if* there are spots to spare, and things like ToHit chances and Endurance sustain are ok:

  • I like %Buildup (Very Rare) in the T1s, as each of them will be benefiting from it, often with multiple instances
  • I like %knockdown for a soft form of control, since it triggers on all damage
  • I'll add %damage on T1 henches, if most of their attacks can trigger it

If a henchmen or pet won't be triggering a %damage piece from most of its attacks, I end to not use a slot for %damage. %-Resistance in (most) pets and (pretty much all) henchmen is pretty marginal when compared to other options... mostly because of the relatively short time to try to have a favorable sequence of events to leverage the period of %-Resistance. I prefer to add %-Resistance to MM AoE attacks instead, if that debuffing strategy is desired.

 

For pets (not henchmen), I give those a slightly more detailed look at %damage... usually because they are available for AT that don't otherwise do a lot of damage (without %damage). Again, it depends on how many of their attacks/controls can trigger a possible proc. For example, Dark Servant leverages the Cloud Senses piece best IMO.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...