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tl;dr - I made a build and I think it might be bad. Need halp plz.

 

This is my first MM, and I've tried my hand at putting together a Ninja/Nature MM. Usually I just piggyback off of the shoulders of giants with my builds, but in this case, I couldn't find any posted builds for this combo. That probably should've been a warning sign, but I waved as I passed it by.

 

I know it isn't the best of combinations (Ninjas seem to do better with defense from what I've gathered), but I'm a slave to theme and this character concept is one I really liked. Another concession I'm making is that I have no MM attacks; I know for Ninjas the personal attacks boost crit chance ever so slightly, but my character is a forest monk and it didn't make sense for him to be shooting arrows at dudes. Also I don't really understand the incarnate system, so I ignored that entirely. 

 

I'm not very good at making builds, especially so for my first MM. I know you should approach building with a goal, and mine was to have the 3 clicky nature powers on near perma (the theory being while I'm sacrificing defense/res for recharge, surely the nature clickies will make up for that, right?). Also it seemed like having a very frequent smoke flash would be cool for the guaranteed crits.

 

I went onto the test server and slotted my dude up, and solo ran some level 50 +4/x8 missions to see how it felt. Some general observations follow. Some may be due to my slotting/powers, some may be due to user error. 

 

The good:

- Entangling aura is the real mvp, and gave the illusion that my ninjas were pretty durable because everybody was wrapped up in leaves most of the time.

- Having near perma Overgrowth, Wild Bastion, and Wild Growth is pretty neat. Because of all the recharge, I'm able to hit smoke flash every 24 seconds or so. I can also shoot off Regrowth and Corrosive Enzymes every few seconds, so I'm usually pretty busy. I'm not sure I'd even have time to blast off the primary MM attacks if I had them.

- Except for the 3 seconds of downtime where I have to hold my breath, having the 3 clickies + entangling + everything else seems to do a good job of keeping my ninjas alive through the fight. 

 

The bad:

- I realized I don't know how power boost works. Does it aid the +res from Wild Growth? Boost the +def from Train Ninjas (in a meaningful way, at least)? This may have been a wasted power depending on those answers. 

- Spore Cloud seems like it helps keep my ninjas alive....when the anchor doesn't immediately start sprinting to the next group, which seems to always happen. It does a great job of pissing people off. I try to be more conscious about dropping Spore Cloud and popping it back on someone who is nearby and entangled.

- I am very easily held/slept/stunned/everything. This can be catastrophic if it's time for the clickies. It's also annoying because it shuts off Lifegiving Spores so I'm left writhing in misery. Being chain-stunned usually results in death (for ninjas or me) as I can't spam Regrowth. 

- I think I expected too much self-protection from the nature buffs. I seem to be about as fragile as the ninjas. Warriors thought it was hilarious to hit me for more than half of my hp in an instant. I picked a +def patron pool for the extra LotG, but that may have been too greedy.

- As long as I'm careful, I can slowly complete missions group by group. If I pull a second group, I have to valiantly sacrifice my ninjas to run away.

- I don't think I've enhanced correctly, as I'm not sure if my ninjas are doing good damage. Granted this is +4/x8, and I've never run that on anything else so I'm not totally sure how long it should take. But it does seem to take its sweet time to clear a group.

 

Thank you for any advice you can give me. 

 

Without further ado, the build:

 

Forest Monk - Villain Mastermind
Build plan made with Mids Reborn v3.7.14 rev. 3
──────────────────────────────

  • Primary powerset: Ninjas
  • Secondary powerset: Nature Affinity
  • Pool powerset (#1): Speed
  • Pool powerset (#2): Leadership
  • Pool powerset (#3): Fighting
  • Pool powerset (#4): Flight
  • Ancillary powerset: Mace Mastery

──────────────────────────────

Powers taken:

Level 1: Call Genin

  • A: Superior Mark of Supremacy: Damage/Endurance
  • 3: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen
  • 3: Edict of the Master: Defense Bonus
  • 5: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura
  • 5: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
  • 7: Soulbound Allegiance: Chance for Build Up

Level 1: Corrosive Enzymes

  • A: Invention: Accuracy

Level 2: Regrowth

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

Level 4: Wild Growth

  • A: Gladiator's Armor: TP Protection +3% Def (All)
  • 11: Unbreakable Guard: +Max HP
  • 17: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 19: Unbreakable Guard: RechargeTime/Resistance
  • 19: Unbreakable Guard: Resistance/Endurance
  • 21: Unbreakable Guard: Resistance

Level 6: Train Ninjas

  • A: Reactive Defenses: Defense
  • 39: Reactive Defenses: Defense/Endurance
  • 39: Reactive Defenses: Endurance/RechargeTime
  • 39: Reactive Defenses: Defense/RechargeTime
  • 40: Reactive Defenses: Defense/Endurance/RechargeTime
  • 40: Reactive Defenses: Scaling Resist Damage

Level 8: Hasten

  • A: Invention: Recharge Reduction
  • 29: Invention: Recharge Reduction

Level 10: Spore Cloud

  • A: Dark Watcher's Despair: To Hit Debuff
  • 21: Dark Watcher's Despair: To Hit Debuff/Recharge
  • 27: Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance
  • 29: Dark Watcher's Despair: To Hit Debuff/Endurance

Level 12: Call Jounin

  • A: Superior Mark of Supremacy: Accuracy/Damage
  • 13: Superior Mark of Supremacy: Accuracy/Damage/Endurance
  • 13: Sovereign Right: Resistance Bonus
  • 15: Expedient Reinforcement: Resist Bonus Aura for Pets
  • 15: Call to Arms: Defense Bonus Aura for Pets
  • 17: Expedient Reinforcement: Accuracy/Damage

Level 14: Maneuvers

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

Level 16: Lifegiving Spores

  • A: Panacea: Endurance/Recharge
  • 31: Panacea: Heal/Endurance
  • 31: Panacea: Heal/Recharge
  • 33: Panacea: Heal/Endurance/Recharge
  • 33: Panacea: Heal

Level 18: Smoke Flash

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

Level 20: Wild Bastion

  • A: Panacea: Heal/Endurance
  • 34: Panacea: Endurance/Recharge
  • 34: Panacea: Heal/Recharge
  • 43: Panacea: Heal/Endurance/Recharge
  • 45: Panacea: Heal
  • 45: Numina's Convalesence: +Regeneration/+Recovery

Level 22: Oni

  • A: Superior Mark of Supremacy: Damage
  • 23: Superior Mark of Supremacy: Accuracy/Endurance
  • 23: Superior Command of the Mastermind: Damage/Endurance/Recharge
  • 25: Superior Command of the Mastermind: Accuracy/Damage
  • 25: Superior Command of the Mastermind: Damage/Endurance
  • 27: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge

Level 24: Tactics

  • A: Gaussian's Synchronized Fire-Control: Chance for Build Up

Level 26: Kuji In Zen

  • A: Panacea: +Hit Points/Endurance
  • 37: Panacea: Heal/Endurance
  • 40: Panacea: Endurance/Recharge
  • 48: Panacea: Heal/Recharge
  • 49: Panacea: Heal

Level 28: Entangling Aura

  • A: Unbreakable Constraint: Hold
  • 42: Unbreakable Constraint: Hold/Recharge
  • 42: Unbreakable Constraint: Hold/Endurance
  • 43: Unbreakable Constraint: Hold/Recharge/Accuracy
  • 43: Unbreakable Constraint: Chance for Smashing Damage

Level 30: Overgrowth

  • A: Invention: Recharge Reduction
  • 36: Invention: Recharge Reduction
  • 36: Adjusted Targeting: Recharge
  • 36: Adjusted Targeting: To Hit Buff
  • 37: Adjusted Targeting: To Hit Buff/Recharge

Level 32: Kick

  • (Empty)

Level 35: Tough

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

Level 38: Weave

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

Level 41: Assault

  • A: Invention: Endurance Reduction

Level 44: Hover

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

Level 47: Scorpion Shield

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

Level 49: Power Boost

  • A: Invention: Recharge 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

Level 1: Stamina

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

 

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