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Need input on how to make this Beast/Nature build better.


SmalltalkJava

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My overall goal was to maximize the up time on the big 3.

  • Overgrowth for the +to hit, +damage, +endurance discount
    • Currently it is at 63.36 seconds duration with 60 sec recharge. This is just a down time of 3.36 seconds which is ok, unless Force Feedback in the Call Hawk procs then it is perma.
  • Wild Bastion for the +absorb shield
    • Currently the absorb can be recast every 63.26 seconds
  • Wild Growth for + resist and + regen
    • This is way over perma.

 

I've gone back and forth on whether to get Power Boost or not.  In the end I dropped it for Call Hawk to use with Force Feedback proc and to have something to do damage wise.  The damage is overall weak, but with a force feedback proc and the amount of recharge that this build has it will be chain castable most of the time, if I understand recharge and cast times correctly.  (It is late so I'm probably overlooking something.)  Does the recharge time start after the animation finishes?  Regardless it will only be insta spammable or 2 seconds max wait, which gives me time to do something else.

  • Call Hawk Cast time 1.848s
    • Recharge: 1.97s
    • Recharge: with FF procd: 1.47 secs (less than the cast time)

 

I've also considered dropping Super Jump, but I couldn't think of what else to put in there.  I guess I could drop it and pick up Assault, or what I think would be better is to move Call Hawk to that power location and then pick up Power Boost also.   Let me know your thoughts on this for sure!

 

I know the Pet Slotting is weird, but I was going for maximizing my recharge and was going to rely on Overgrowth's +to hit and + damage and +endurance discount.   So I was trying to balance and take those things into consideration when doing the slotting.

  • Summon Wolves:
    • 2 Superior Mark's for Recharge and 1 is the pet resist/regen aura
    • Overwhelming force for the "chuck lots of dice" knockdown/damage proc chance
    • 3 Piece Soulbound Allegiance with the Chance for Buildup.  3 piece give a little extra HP and regen
  • Summon Lions:
    • 2 Superior Mark's for Recharge bonus
    • 4 Call to Arms for the Recharge bonus, one is the Defense bonus for pets
  • Summon Dire Wolf: 
    • 2 Superior Marks for Recharge bonus
    • 4 Superior Commands for Recharge bonus, 1 is the pet aoe defense aura

 

For my Defense skills Weave, Maneuvers, Scorpion Shield: I went with 1 LoTG Def/Global Recharges, and 5 Red Fortunes for the Recharge set bonus.

 

In my current build, that isn't kitted out.  I've really noticed that Entangling Aura works wonders for damage mitigation.   So I have it slotted with 5 Unbreakable Contraints for the Hold duration and the 5 piece recharge bonus.  I also added in the Lockdown chance for +2 Mag Hold.  The Lockdown hold proc from my testing seems to really enhance the overall reliability and functionality of Entangling Aura.

 

Wild Bastion was a big thinking point for me and going with 6 slot Panacea vs just 5 slots for it.   The 6th slot enables an extra +6% heal enhancement across the board.  But that also means that I don't have the +hitpoints/endurance piece slotted in health, like so many other builds have.  I'm not sure how much of an impact this will have overall.

 

I have 4 mag knockback protection in Combat Jumping. I am thinking that for most stuff that will be enough.

 

image.png.9274ffe83b26dccdd00aa7efab8dfec4.png

 

image.png.87eaae4265cc7f8bb6ece8ee56d227d4.png

 

 

The build...

 

Spoiler

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Level 50 Magic Mastermind
Primary Power Set: Beast Mastery
Secondary Power Set: Nature Affinity
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
------------
Level 1:    Summon Wolves    
 (A) Superior Mark of Supremacy - Accuracy/Damage
 (3) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
 (3) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
 (5) Soulbound Allegiance - Accuracy/Recharge
 (5) Soulbound Allegiance - Accuracy/Damage/Recharge
 (7) Soulbound Allegiance - Chance for Build Up


Level 1:    Corrosive Enzymes    
 (A) Accuracy IO


Level 2:    Regrowth    
 (A) HamiO:Golgi Exposure


Level 4:    Wild Growth    
 (A) Impervious Skin - Resistance/Endurance
 (9) Impervious Skin - Resistance/Recharge
 (11) Impervious Skin - Endurance/Recharge
 (11) Impervious Skin - Resistance/Endurance/Recharge
 (13) Impervious Skin - Status Resistance
 (13) Steadfast Protection - Resistance/+Def 3%


Level 6:    Train Beasts    
 (A) Endurance Reduction IO


Level 8:    Hasten    
 (A) Recharge Reduction IO
 (15) Recharge Reduction IO


Level 10:    Spore Cloud    
 (A) Dark Watcher's Despair - To Hit Debuff
 (15) Dark Watcher's Despair - To Hit Debuff/Endurance
 (17) Dark Watcher's Despair - To Hit Debuff/Recharge
 (17) Dark Watcher's Despair - Chance for Recharge Slow


Level 12:    Summon Lions    
 (A) Superior Mark of Supremacy - Accuracy/Damage/Endurance
 (19) Superior Mark of Supremacy - Damage
 (19) Call to Arms - Defense Bonus Aura for Pets
 (21) Call to Arms - Accuracy/Recharge
 (21) Call to Arms - Accuracy/Damage
 (23) Call to Arms - Accuracy/Damage/Recharge


Level 14:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (23) Blessing of the Zephyr - Knockback Reduction (4 points)
 (25) Luck of the Gambler - Defense/Endurance


Level 16:    Lifegiving Spores    
 (A) Preventive Medicine - Chance for +Absorb
 (25) Preventive Medicine - Heal
 (27) Preventive Medicine - Heal/Endurance
 (27) Preventive Medicine - Endurance/RechargeTime
 (29) Preventive Medicine - Heal/RechargeTime
 (29) Preventive Medicine - Heal/RechargeTime/Endurance


Level 18:    Fortify Pack    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 20:    Wild Bastion    
 (A) Panacea - Heal
 (31) Panacea - Heal/Endurance
 (31) Panacea - +Hit Points/Endurance
 (31) Panacea - Endurance/Recharge
 (33) Panacea - Hea/Recharge
 (33) Panacea - Heal/Endurance/Recharge


Level 22:    Super Jump    
 (A) Unbounded Leap - Jumping


Level 24:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (33) Red Fortune - Defense
 (34) Red Fortune - Defense/Endurance
 (34) Red Fortune - Defense/Recharge
 (34) Red Fortune - Defense/Endurance/Recharge
 (36) Red Fortune - Endurance


Level 26:    Summon Dire Wolf    
 (A) Superior Mark of Supremacy - Accuracy/Endurance
 (36) Superior Mark of Supremacy - Damage/Endurance
 (36) Superior Command of the Mastermind - Accuracy/Damage
 (37) Superior Command of the Mastermind - Accuracy/Damage/Recharge
 (37) Superior Command of the Mastermind - Damage/Endurance
 (37) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura


Level 28:    Tactics    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
 (39) Adjusted Targeting - To Hit Buff
 (39) Adjusted Targeting - To Hit Buff/Recharge
 (39) Adjusted Targeting - To Hit Buff/Endurance/Recharge
 (40) Adjusted Targeting - Endurance/Recharge
 (40) Adjusted Targeting - To Hit Buff/Endurance


Level 30:    Kick    
 (A) Accuracy IO


Level 32:    Tame Beasts    
 (A) Endurance Reduction IO


Level 35:    Entangling Aura    
 (A) Unbreakable Constraint - Hold
 (40) Unbreakable Constraint - Hold/Recharge
 (42) Unbreakable Constraint - Endurance/Hold
 (42) Unbreakable Constraint - Accuracy/Hold/Recharge
 (42) Unbreakable Constraint - Chance for Smashing Damage
 (50) Lockdown - Chance for +2 Mag Hold


Level 38:    Overgrowth    
 (A) Adjusted Targeting - To Hit Buff/Recharge
 (43) Adjusted Targeting - To Hit Buff/Endurance/Recharge
 (43) Adjusted Targeting - Endurance/Recharge
 (43) Adjusted Targeting - Recharge
 (45) Adjusted Targeting - To Hit Buff


Level 41:    Tough    
 (A) Gladiator's Armor - TP Protection +3% Def (All)


Level 44:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (45) Red Fortune - Defense/Endurance
 (45) Red Fortune - Defense/Recharge
 (46) Red Fortune - Endurance
 (46) Red Fortune - Defense/Endurance/Recharge
 (46) Red Fortune - Defense


Level 47:    Scorpion Shield    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (48) Red Fortune - Defense
 (48) Red Fortune - Defense/Endurance
 (48) Red Fortune - Defense/Recharge
 (50) Red Fortune - Defense/Endurance/Recharge
 (50) Red Fortune - Endurance


Level 49:    Call Hawk    
 (A) Force Feedback - Chance for +Recharge


Level 1:    Brawl    
 (A) Empty


Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 1:    Supremacy    
Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Empty


Level 2:    Health    
 (A) Miracle - +Recovery
 (7) Numina's Convalesence - +Regeneration/+Recovery


Level 2:    Hurdle    
 (A) Empty


Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End
 (9) Performance Shifter - EndMod

 

 

------------

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Edited by SmalltalkJava
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I did a small tweak or two.    I dropped super jump.  and put in call swarm,   but the biggest change was to move a 2 slots to Weave, 1 from Wild Growth and 1 from Combat jumping, this just streamlined the build and consolidated two of the same set pieces into one ability.   I think at this point, any changes might just be done for user preferences.  The last attack vs, Power Boost vs, Assault vs Travel Power

 

 

 

Spoiler

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Level 50 Magic Mastermind
Primary Power Set: Beast Mastery
Secondary Power Set: Nature Affinity
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
------------
Level 1:    Summon Wolves    
 (A) Superior Mark of Supremacy - Accuracy/Damage
 (3) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
 (3) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
 (5) Soulbound Allegiance - Accuracy/Recharge
 (5) Soulbound Allegiance - Accuracy/Damage/Recharge
 (7) Soulbound Allegiance - Chance for Build Up


Level 1:    Corrosive Enzymes    
 (A) Accuracy IO


Level 2:    Regrowth    
 (A) HamiO:Golgi Exposure


Level 4:    Wild Growth    
 (A) Impervious Skin - Resistance/Endurance
 (9) Impervious Skin - Resistance/Recharge
 (11) Impervious Skin - Endurance/Recharge
 (11) Impervious Skin - Resistance/Endurance/Recharge
 (13) Impervious Skin - Status Resistance


Level 6:    Train Beasts    
 (A) Endurance Reduction IO


Level 8:    Hasten    
 (A) Recharge Reduction IO
 (13) Recharge Reduction IO


Level 10:    Spore Cloud    
 (A) Dark Watcher's Despair - To Hit Debuff
 (15) Dark Watcher's Despair - To Hit Debuff/Endurance
 (15) Dark Watcher's Despair - To Hit Debuff/Recharge
 (17) Dark Watcher's Despair - Chance for Recharge Slow


Level 12:    Summon Lions    
 (A) Superior Mark of Supremacy - Accuracy/Damage/Endurance
 (17) Superior Mark of Supremacy - Damage
 (19) Call to Arms - Defense Bonus Aura for Pets
 (19) Call to Arms - Accuracy/Recharge
 (21) Call to Arms - Accuracy/Damage
 (21) Call to Arms - Accuracy/Damage/Recharge


Level 14:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (23) Luck of the Gambler - Defense


Level 16:    Lifegiving Spores    
 (A) Preventive Medicine - Chance for +Absorb
 (23) Preventive Medicine - Heal
 (25) Preventive Medicine - Heal/Endurance
 (25) Preventive Medicine - Endurance/RechargeTime
 (27) Preventive Medicine - Heal/RechargeTime
 (27) Preventive Medicine - Heal/RechargeTime/Endurance


Level 18:    Fortify Pack    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 20:    Wild Bastion    
 (A) Panacea - Heal
 (29) Panacea - Heal/Endurance
 (29) Panacea - +Hit Points/Endurance
 (31) Panacea - Endurance/Recharge
 (31) Panacea - Hea/Recharge
 (31) Panacea - Heal/Endurance/Recharge


Level 22:    Call Hawk    
 (A) Force Feedback - Chance for +Recharge


Level 24:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (33) Red Fortune - Defense
 (33) Red Fortune - Defense/Endurance
 (33) Red Fortune - Defense/Recharge
 (34) Red Fortune - Defense/Endurance/Recharge
 (34) Red Fortune - Endurance


Level 26:    Summon Dire Wolf    
 (A) Superior Mark of Supremacy - Accuracy/Endurance
 (34) Superior Mark of Supremacy - Damage/Endurance
 (36) Superior Command of the Mastermind - Accuracy/Damage
 (36) Superior Command of the Mastermind - Accuracy/Damage/Recharge
 (36) Superior Command of the Mastermind - Damage/Endurance
 (37) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura


Level 28:    Tactics    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
 (37) Adjusted Targeting - To Hit Buff
 (37) Adjusted Targeting - To Hit Buff/Recharge
 (39) Adjusted Targeting - To Hit Buff/Endurance/Recharge
 (39) Adjusted Targeting - Endurance/Recharge
 (39) Adjusted Targeting - To Hit Buff/Endurance


Level 30:    Kick    
 (A) Hecatomb - Chance of Damage(Negative)


Level 32:    Tame Beasts    
 (A) Endurance Reduction IO


Level 35:    Entangling Aura    
 (A) Unbreakable Constraint - Hold
 (40) Unbreakable Constraint - Hold/Recharge
 (40) Unbreakable Constraint - Endurance/Hold
 (40) Unbreakable Constraint - Accuracy/Hold/Recharge
 (42) Unbreakable Constraint - Chance for Smashing Damage
 (42) Lockdown - Chance for +2 Mag Hold


Level 38:    Overgrowth    
 (A) Adjusted Targeting - To Hit Buff
 (42) Adjusted Targeting - To Hit Buff/Endurance/Recharge
 (43) Adjusted Targeting - Endurance/Recharge
 (43) Adjusted Targeting - To Hit Buff/Recharge
 (43) Adjusted Targeting - Recharge


Level 41:    Tough    
 (A) Steadfast Protection - Resistance/+Def 3%
 (45) Steadfast Protection - Knockback Protection
 (45) Gladiator's Armor - TP Protection +3% Def (All)


Level 44:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (45) Red Fortune - Defense/Endurance
 (46) Red Fortune - Defense/Recharge
 (46) Red Fortune - Endurance
 (46) Red Fortune - Defense/Endurance/Recharge
 (48) Red Fortune - Defense


Level 47:    Scorpion Shield    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (48) Red Fortune - Defense
 (48) Red Fortune - Defense/Endurance
 (50) Red Fortune - Defense/Recharge
 (50) Red Fortune - Defense/Endurance/Recharge
 (50) Red Fortune - Endurance


Level 49:    Call Swarm    
 (A) Apocalypse - Chance of Damage(Negative)


Level 1:    Brawl    
 (A) Empty


Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 1:    Supremacy    
Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Empty


Level 2:    Health    
 (A) Miracle - +Recovery
 (7) Numina's Convalesence - +Regeneration/+Recovery


Level 2:    Hurdle    
 (A) Empty


Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End
 (9) Performance Shifter - EndMod

 


------------

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Edited by SmalltalkJava
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Ok...

 

/Nature is all about selecting your plot of land and sowing the seeds of victory.   It blossoms and turns everything glorious.  But you need Recharge... lots and lots of recharge.

 

Before I start talking about it specifically.  There is something weird happening.    I don't see a way to check how much +health absorb the pets are getting.    It isn't in the log file from what I saw, and it isn't in the combat attributes window.   However, and now for the funny part.    I think that the pets get the same ABSORB health amount that you the MM gets, not % but pure HP value.   When I cast the aborb,  I get 452 health in absorb value from my 914.61 total HP.  "+49.37%% absorption on target".  Well...  I see 452 over the pet's head also.   Normally,  the howler wolf has 574 hp, but when i cast the absorb, 452 goes above his head. That is good!  however bad for the Dire Wolf, the same thing happens to him but he normally has more HP than me at 963.81 base HP.    

 

Now back on track...

Ok, so I finished making the build in game, except for the HAMIO's in Regrowth.  Right now I just have a set piece with Heal/Recharge/Endurance, and truthfully, that is OK so far.   This build rocks in groups and is good for soloing missions.  This build is good for killing clumped packs.   At plain level 50 with no incarnates I was able to solo the +3x8 portal mission in PI.  And it really wasn't that hard.  I'd lose a minion pet occasionally soloing them, but that was mostly due to my lack of manual dexterity and hand eye coordination.   You are basically a pocket controller, but only for a small parcel of land.   Minions and LT's get locked down quickly, bosses take longer.  It only gets hairy, when fighting groups with multiple ranged attacking bosses.  The problem arises when they turn tail and run, at that point you have to actually make a decision on what to do.    Your in melee range of a giant pack of enemies, and the boss that ran has returned and is now shooting you from range.  Do you move away from the mobs that are held?  If you do then the enemies will wake from the holds.  That is what the pets are for,  sic'm boys and girls!  It gets fun.   

 

Endurance is not an issue!  I guess a 74.50% endurance discount from Overgrowth enables that.  I spammed Hawk, Swarm, and Kick and it was smooth.  yes, I used KICK!  I might as well do it, the enemies are just standing there waiting to be embarrassed. I'm not talking silky smooth rotation, but just damn fun and continuous.  You will just have to remember that this isn't an uber DPS build. It is more of a 'they have lost and just haven't realized it yet' build.  By the time they realize, it is way to late and their held... So what are they going to do about it?   Well, they will do exactly what you want them to do. They will sit there and take it.

 

I use this macro to cast spores under my feet right after I move into melee range.  A second click will turn it off.

 

/macro SPORE powexec_location me Lifegiving Spores

 

I think that this build could be hot swapped to Ninjas and Demons really easily.   It would work with other sets also, but you'd have to make sure all knockbacks are turned into knockdowns.   Ninja's would bring true pet damage, I think that /Nature could easily keep Ninja's alive.  Whereas Demons would bring extra +resists and close range damage. 

 

I might end up making  a Ninja/Nature, if i could just think of a good theme.   My Beast/Nature is named "Eco System" and comes complete with leaves, butterflies and a waterfall.

 

Then again after using Kick,  I might go with 3 pool attacks.   You are in melee range for the holds.  Might as well beat some face.

 

Ok it's late.   Time to sign off for a bit.  The second build that I posted should give someone a good start on their own personal /nature build 

Edited by SmalltalkJava
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25 minutes ago, SmalltalkJava said:

I might end up making  a Ninja/Nature, if i could just think of a good theme.

The Mastermind is a "dark elf type" (hence the Nature secondary) who moves in assassination guild circles (hence the Ninjas) ...?

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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I did my first ever pylon attempt.    I've never tried that on any toon.

 

Killed it in 3 minutes 38 seconds.   I buffed up and sent the pets in.  I started the timer as i clicked "attack".   I'll have to try again later, because i spent a good time after a knockdown without my leadership toggles on, I didn't realize that they had dropped.   I have no incarnates and didn't use any inspirations.  My endurance did get low at one point, so I had to lay off until Overgrowth was ready to pop again.

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On 9/3/2019 at 10:43 PM, SmalltalkJava said:

I did a small tweak or two.    I dropped super jump.  and put in call swarm

So I loaded up this build in the planner ... and was surprised to find that you're breaking the Rule of 5 for set bonuses.  The Red Fortune 5 slot set bonus in Weave AND Scorpion Shield are going to waste because you have "too many" +5% global recharge set bonuses.  Considering that you've got a 5 slot Adjusted Targeting in Tactics, that would be the first place I'd look to deconflict for set bonuses.  Switch from a 5+1 to a straight up 6 slot of Gaussian's in Tactics.  You're already putting 6 slots into Tactics, might as well get the full benefit of Gaussian's out of it, since you don't exactly need recharge in Tactics.  Might want to rejigger which sets you're taking where (and why) to cut down on some of that wasted effort.

 

There's some other elements of this build that make me go ... "wha??" ... like not taking Call Ravens for your Cone attack, as well as making no effort to actually take the personal attacks early on in the build (almost as early as you can manage to fit them in) where they'll do you the most good (particularly when Exemplaring).

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I'd swap the Preventative Medicines in Lifegiving Spores with the Panaceas in Wild Bastion.  

 

Doing so would have the double benefit of allowing you to replicate the Panacea proc when you're standing on the patch and furthermore, the proc works on anyone on the patch, pets included.  I verified this myself.  Note - I did this with a controller I have with NA and a MM on another account and I saw the minions getting the heal or end proc.

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10 hours ago, Redlynne said:

So I loaded up this build in the planner ... and was surprised to find that you're breaking the Rule of 5 for set bonuses.  The Red Fortune 5 slot set bonus in Weave AND Scorpion Shield are going to waste because you have "too many" +5% global recharge set bonuses.  Considering that you've got a 5 slot Adjusted Targeting in Tactics, that would be the first place I'd look to deconflict for set bonuses.  Switch from a 5+1 to a straight up 6 slot of Gaussian's in Tactics.  You're already putting 6 slots into Tactics, might as well get the full benefit of Gaussian's out of it, since you don't exactly need recharge in Tactics.  Might want to rejigger which sets you're taking where (and why) to cut down on some of that wasted effort.

 

There's some other elements of this build that make me go ... "wha??" ... like not taking Call Ravens for your Cone attack, as well as making no effort to actually take the personal attacks early on in the build (almost as early as you can manage to fit them in) where they'll do you the most good (particularly when Exemplaring).

Thanks for the info.  I must have miscounted my set bonuses! 

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Ok,  I made some changes based on your feedback.  I removed Swarm, and added the Cone instead, the aoe will be nice, but the lack of range is a little scary. 😞  I used the ranged attacks to handle the running bosses.   I also swapped the preventive maint and panacea! 

 

So Thanks!!!!   The side effect is that Overgrowth is now PERMA by 8 seconds!!!!  So there is probably room to loosen up some slots for moving to the other attacks.  And S/L is closer to cap now, my resists went up.   I changed up my Entangling Aura slotting to beef up the cone attack.  I'm not sure i like losing the +2 mag hold proc in it.   Here is the updated build. I've pretty much reached my limit in build crafting.  So any more input is always appreciated.

 

 

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Beast Mastery
Secondary Power Set: Nature Affinity
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Summon Wolves

  • (A) Superior Mark of Supremacy - Accuracy/Damage
  • (3) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
  • (3) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • (5) Soulbound Allegiance - Accuracy/Recharge
  • (5) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (7) Soulbound Allegiance - Chance for Build Up

Level 1: Corrosive Enzymes

  • (A) Accuracy IO

Level 2: Regrowth

  • (A) HamiO:Golgi Exposure

Level 4: Wild Growth

  • (A) Impervious Skin - Resistance/Endurance
  • (9) Impervious Skin - Resistance/Recharge
  • (11) Impervious Skin - Endurance/Recharge
  • (11) Impervious Skin - Resistance/Endurance/Recharge
  • (13) Impervious Skin - Status Resistance

Level 6: Train Beasts

  • (A) Endurance Reduction IO

Level 8: Call Ravens

  • (A) Ragnarok - Damage
  • (13) Ragnarok - Damage/Recharge
  • (46) Ragnarok - Accuracy/Damage/Recharge
  • (48) Range IO
  • (50) Ragnarok - Damage/Endurance
  • (50) Ragnarok - Chance for Knockdown

Level 10: Spore Cloud

  • (A) Dark Watcher's Despair - To Hit Debuff
  • (15) Dark Watcher's Despair - To Hit Debuff/Endurance

Level 12: Summon Lions

  • (A) Superior Mark of Supremacy - Accuracy/Damage/Endurance
  • (15) Superior Mark of Supremacy - Damage
  • (17) Call to Arms - Defense Bonus Aura for Pets
  • (17) Call to Arms - Damage/Endurance
  • (19) Call to Arms - Accuracy/Damage
  • (19) Call to Arms - Accuracy/Damage/Recharge

Level 14: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (21) Luck of the Gambler - Defense

Level 16: Lifegiving Spores

  • (A) Panacea - +Hit Points/Endurance
  • (21) Panacea - Heal/Endurance
  • (23) Panacea - Endurance/Recharge
  • (23) Panacea - Hea/Recharge
  • (25) Panacea - Heal/Endurance/Recharge
  • (25) Panacea - Heal

Level 18: Fortify Pack

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 20: Wild Bastion

  • (A) Preventive Medicine - Heal
  • (27) Preventive Medicine - Heal/Endurance
  • (27) Preventive Medicine - Endurance/RechargeTime
  • (29) Preventive Medicine - Heal/RechargeTime
  • (29) Preventive Medicine - Heal/RechargeTime/Endurance
  • (31) Preventive Medicine - Chance for +Absorb

Level 22: Call Hawk

  • (A) Force Feedback - Chance for +Recharge

Level 24: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (31) Red Fortune - Defense
  • (31) Red Fortune - Defense/Endurance
  • (33) Red Fortune - Defense/Recharge
  • (33) Red Fortune - Defense/Endurance/Recharge
  • (33) Red Fortune - Endurance

Level 26: Summon Dire Wolf

  • (A) Superior Mark of Supremacy - Accuracy/Endurance
  • (34) Superior Mark of Supremacy - Damage/Endurance
  • (34) Superior Command of the Mastermind - Accuracy/Damage
  • (34) Superior Command of the Mastermind - Accuracy/Damage/Recharge
  • (36) Superior Command of the Mastermind - Damage/Endurance
  • (36) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura

Level 28: Tactics

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance

Level 30: Kick

  • (A) Hecatomb - Chance of Damage(Negative)

Level 32: Tame Beasts

  • (A) Endurance Reduction IO

Level 35: Entangling Aura

  • (A) Superior Entomb - Recharge/Chance for +Absorb
  • (39) Superior Entomb - Accuracy/Hold
  • (39) Superior Entomb - Hold/Recharge
  • (40) Superior Entomb - Endurance/Recharge
  • (40) Superior Entomb - Accuracy/Hold/Endurance

Level 38: Overgrowth

  • (A) Adjusted Targeting - To Hit Buff
  • (40) Adjusted Targeting - To Hit Buff/Endurance
  • (42) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (42) Adjusted Targeting - Endurance/Recharge
  • (42) Adjusted Targeting - To Hit Buff/Recharge
  • (43) Adjusted Targeting - Recharge

Level 41: Scorpion Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (43) Red Fortune - Defense
  • (43) Red Fortune - Defense/Endurance
  • (45) Red Fortune - Defense/Recharge
  • (45) Red Fortune - Defense/Endurance/Recharge
  • (45) Red Fortune - Endurance

Level 44: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (46) Steadfast Protection - Knockback Protection
  • (46) Gladiator's Armor - TP Protection +3% Def (All)

Level 47: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (48) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Defense/Endurance

Level 49: Hasten

  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO

Level 1: Brawl

  • (A) Empty

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Sprint

  • (A) Empty

Level 1: Supremacy 


Level 2: Rest

| Copy & Paste this data into Mids' Hero Designer to view the build |
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|0F5467E594|
|-------------------------------------------------------------------|

 

 

Edited by SmalltalkJava
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57 minutes ago, SmalltalkJava said:

Thanks for the info.  I must have miscounted my set bonuses! 

My final quality check is to select Windows> Sets and Bonuses and just scroll down to look for red.  Sometimes it doesn't matter (like a small hp buff given in the 2nd slot when you're chasing the bonus in the 4th), sometimes it does.

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Ok,  I was just reviewing my latest revised build.  I notice now, that in the build's current state, if i drop hasten then Overgrowth is just over perma by .72 seconds, and if I keep the Force feedback proc, then it should stay in perma status.   If I drop hasten, then i can put 1 slot somewhere else and also add the 3rd MM personal attack.  What do you think?    In this next iteration, I dropped hasten, and picked up the third MM personal attack.  I also moved a Damage/Endurance to Swam and Hawk, just for a bit more damage.  I"m not sure what to actually do with the open 2 slots that i used for that.  It also might be more beneficial to just keep the cone and 1 other attack, then i can pick up Assault for more damage for me and the pets, which should be more overall damage, I think.

 

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Beast Mastery
Secondary Power Set: Nature Affinity
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Summon Wolves

  • (A) Superior Mark of Supremacy - Accuracy/Damage
  • (3) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
  • (3) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • (5) Soulbound Allegiance - Accuracy/Recharge
  • (5) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (7) Soulbound Allegiance - Chance for Build Up

Level 1: Corrosive Enzymes

  • (A) Accuracy IO

Level 2: Regrowth

  • (A) HamiO:Golgi Exposure

Level 4: Wild Growth

  • (A) Impervious Skin - Resistance/Endurance
  • (9) Impervious Skin - Resistance/Recharge
  • (11) Impervious Skin - Endurance/Recharge
  • (11) Impervious Skin - Resistance/Endurance/Recharge
  • (13) Impervious Skin - Status Resistance

Level 6: Train Beasts

  • (A) Endurance Reduction IO

Level 8: Call Ravens

  • (A) Ragnarok - Damage
  • (13) Ragnarok - Damage/Recharge
  • (46) Ragnarok - Accuracy/Damage/Recharge
  • (50) Ragnarok - Damage/Endurance
  • (50) Ragnarok - Chance for Knockdown

Level 10: Spore Cloud

  • (A) Dark Watcher's Despair - To Hit Debuff
  • (15) Dark Watcher's Despair - To Hit Debuff/Endurance

Level 12: Summon Lions

  • (A) Superior Mark of Supremacy - Accuracy/Damage/Endurance
  • (15) Superior Mark of Supremacy - Damage
  • (17) Call to Arms - Defense Bonus Aura for Pets
  • (17) Call to Arms - Damage/Endurance
  • (19) Call to Arms - Accuracy/Damage
  • (19) Call to Arms - Accuracy/Damage/Recharge

Level 14: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (21) Luck of the Gambler - Defense

Level 16: Lifegiving Spores

  • (A) Panacea - +Hit Points/Endurance
  • (21) Panacea - Heal/Endurance
  • (23) Panacea - Endurance/Recharge
  • (23) Panacea - Hea/Recharge
  • (25) Panacea - Heal/Endurance/Recharge
  • (25) Panacea - Heal

Level 18: Fortify Pack

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 20: Wild Bastion

  • (A) Preventive Medicine - Heal
  • (27) Preventive Medicine - Heal/Endurance
  • (27) Preventive Medicine - Endurance/RechargeTime
  • (29) Preventive Medicine - Heal/RechargeTime
  • (29) Preventive Medicine - Heal/RechargeTime/Endurance
  • (31) Preventive Medicine - Chance for +Absorb

Level 22: Call Hawk

  • (A) Force Feedback - Chance for +Recharge
  • (48) Devastation - Damage/Endurance

Level 24: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (31) Red Fortune - Defense
  • (31) Red Fortune - Defense/Endurance
  • (33) Red Fortune - Defense/Recharge
  • (33) Red Fortune - Defense/Endurance/Recharge
  • (33) Red Fortune - Endurance

Level 26: Summon Dire Wolf

  • (A) Superior Mark of Supremacy - Accuracy/Endurance
  • (34) Superior Mark of Supremacy - Damage/Endurance
  • (34) Superior Command of the Mastermind - Accuracy/Damage
  • (34) Superior Command of the Mastermind - Accuracy/Damage/Recharge
  • (36) Superior Command of the Mastermind - Damage/Endurance
  • (36) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura

Level 28: Tactics

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance

Level 30: Kick

  • (A) Hecatomb - Chance of Damage(Negative)

Level 32: Tame Beasts

  • (A) Endurance Reduction IO

Level 35: Entangling Aura

  • (A) Superior Entomb - Recharge/Chance for +Absorb
  • (39) Superior Entomb - Accuracy/Hold
  • (39) Superior Entomb - Hold/Recharge
  • (40) Superior Entomb - Endurance/Recharge
  • (40) Superior Entomb - Accuracy/Hold/Endurance

Level 38: Overgrowth

  • (A) Adjusted Targeting - To Hit Buff
  • (40) Adjusted Targeting - To Hit Buff/Endurance
  • (42) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (42) Adjusted Targeting - Endurance/Recharge
  • (42) Adjusted Targeting - To Hit Buff/Recharge
  • (43) Adjusted Targeting - Recharge

Level 41: Scorpion Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (43) Red Fortune - Defense
  • (43) Red Fortune - Defense/Endurance
  • (45) Red Fortune - Defense/Recharge
  • (45) Red Fortune - Defense/Endurance/Recharge
  • (45) Red Fortune - Endurance

Level 44: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (46) Steadfast Protection - Knockback Protection
  • (46) Gladiator's Armor - TP Protection +3% Def (All)

Level 47: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (48) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Defense/Endurance

Level 49: Call Swarm

  • (A) Apocalypse - Chance of Damage(Negative)
  • (50) Apocalypse - Damage/Endurance

Level 1: Brawl

  • (A) Empty

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Sprint

  • (A) Empty

Level 1: Supremacy 


Level 2: Rest

| Copy & Paste this data into Mids' Hero Designer to view the build |
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Edited by SmalltalkJava
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Ironically, it's your research into this build that's been making me wonder about trying a Mind/Nature Controller build.

 

Back on Virtue, I first tried Mind/Empathy and didn't much care for the combination.  I'd originally wanted to use Recovery Aura with Telekinesis to help combat the endurance cost (I was "young"(er) back then) but the whole thing wound up feeling like something of a huge mismatch to me.  Then I moved on to trying to use Mind/Kinetics and actually got to Level 50 with that one and would go on Hamidon and Rikti Mothership Raids, as well as plenty of Incarnate Trials (and of course, Task Forces).  The combination of Mind/Kinetics was really ... frantic ... is the best way I can describe it, since there was only 1 toggle in each of the primary and secondary powersets, with everything else being a Click (with all of the Clicks "fighting" for priority to be used RIGHT NOW!!!!).  It was fun, but also kind of exhausting to play since it called for hyper alterness and situational awareness at all times.  Very VERY active playstyle!

 

I'm wondering (now) if a Mind/Nature Controller mix would wind up being a better balance than Mind/Time (like I posted months ago now), so I've been kind of interested to see where this build has been taking you.  Obviously Nature will play quite differently for a Petless Controller than for a Pet"loaded" Mastermind, but a lot of the lessons learned from this build can potentially be applied elsewhere in other archetypes, so thanks for the efforts you've been making with this, even if you don't think it's quite been perfected as of just yet.

 

9 hours ago, SmalltalkJava said:

I notice now, that in the build's current state, if i drop hasten then Overgrowth is just over perma by .72 seconds, and if I keep the Force feedback proc, then it should stay in perma status.   If I drop hasten, then i can put 1 slot somewhere else and also add the 3rd MM personal attack.  What do you think?

Do it.

You "need" Hasten on a Time Manipulation build in order to get Chrono Shift into perma status, but not necessarily here with Nature.  I'm personally of the opinion that taking (and slotting!) all 3 personal attacks on your Mastermind is the way to go since it will add a lot of versatility to what you're doing (single target vs AoE) as far as attack chain rotations go, and it will also make it easier for you to Tankermind by doing "enough" damage output to draw attention onto yourself to open and then hold it long enough while your Pets "go to town" on whatever is attacking you while you're in Bodyguard Mode.  That opening of options will certainly help when you're in team situations too, you aren't JUST Pets plus a secondary.

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ah Damn it!   I knew something was wrong with the recharge calculations.  Call Hawk with the FF proc was clicked, that is why Overgrowth was recharging in 60.72 seconds.  Without FF and Hasten Overgrowths rechage is 79.69s that is almost 20 seconds short of perma.  Looks like Hasten is a must have.

 

 

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Okay, let me see if I've got this straight.

 

In Call Swarm you have a PRIME candidate for slotting 5 Decimation (with Build Up proc) + 1 extra proc (Devastation for Hold, Winter's Bite for -Recharge and -Speed, Pacing of the Turtle for -Recharge and Achilles' Heel for -Resist) and you choose NONE of these options, and instead pick this power at Level 49 instead of at Level 2.  Build Up procs from here act as force multipliers for your Call Ravens power.

 

In Call Hawk you have perhaps one of the most bizarre possibilities for use of 6 slots in that you could put in 4 Cloud Senses (including Negative Energy damage proc) giving the power decent -ToHit along with 2 other procs, one of which will be Force Feedback for +Recharge, but that then leaves you a choice of other procs (Devastation for Hold, Winter's Bite for -Recharge and -Speed and Dark Watcher's Despair for -Recharge).

 

In Call Ravens you can slot in 5 Annilation (with -Resistance proc) or 5 slot in Positron's Blast (with Energy Damage proc) and have your choice of +1 extra proc (Positron's Blast for Energy damage, Annihilation for -Resistance, Frozen Blast for Immobilize(!!!), Impeded Swiftness for Smashing damage, Pacing of the Turtle for -Recharge, Achilles' Heel for -Resist, Touch of Lady Grey for Negative Energy damage, or Shield Breaker for Lethal damage).

 

Compared to what I've got to work with in Ninjas, that's an embarrassment of riches in options!

 

I mean, if you wanted to, you could load up like so on the procs for different purposes:

  • Recharge Debuffing ... Call Swarm (Decimation, Winter's Bite), Call Hawk (Cloud Senses, Dark Watcher's Despair, Force Feedback), Call Ravens (Positron's Blast, Frozen Blast)
  • Resistance Debuffing ... Call Swarm (Decimation+Achilles' Heel), Call Hawk (Cloud Senses, Winter's Bite, Force Feedback), Call Ravens (Annihilation, Frozen Blast)

I could go on, but I'd like to think I've made my point ... because, I don't know about you, but being able to Immobilize(!!!) via Call Ravens using the Frozen Blast proc (on entire groups!) and then backing that up with a Winter's Bite proc to debuff recharge AND run away speed, would seem to be a decent mix of options (to me, at least) when using a Melee Only set of Pets like Beasts (or Ninjas).  That way, the "Run away! Run away!" problem is at least partially mitigated, helping to keep your Beasts "in (melee) contact" range of their $Targets so as to deliver a faster beatdown.

 

To be honest with you, if I were running Beasts/Nature I'd want to ditch the Fighting pool entirely, giving you back 4 slots to pick right there, and I'd drop Combat Jumping as well, recovering another slot.  I'd only spend 2-3 slots on Overgrowth (you really don't need to 6 slot it for ToHit buffing) and at a mere 2 slots in Overgrowth that would be another 4 slots recovered ... for a total of 9 enhancement slots.  That's enough to bring Call Swarm, Call Hawk and Call Ravens up to being 6 slots EACH so you can do something with them besides using them as filler attacks ... and you'd have another 4 power picks left over to do something with, allowing you to take Assault and Vengeance plus 2 other "one slot wonder" powers ... which could be Stealth and Grant Invisibility.  That in turn would give you enough LotG mule powers that you could potentially replace the 5 Red Fortune + 1 LotG Recharge in Maneuvers with 6 Reactive Defenses, due to the limit on 5 LotGs per build so as to have scaling resistances as your HP drops, multiplying the effectiveness of your Tankerminding.  Having Stealth (plus a Stealth IO in Sprint) and casting Grant Invisibility on your Pets would allow you to engage in ambush strategies that this build won't support.

 

 

 

In other words, you've got other options here than even what you've put together so far.

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I hear you for sure! 😀  The Beast MM attacks take a lot of procs.   I've taken the uber recharge about as far as it can go.  What i need to do now is back off that a little bit and figure out how much recharge I actually will need to ensure that the +damage buff and + endurance discount is up when I need it.  Then I can adjust slots/procs.  Regarding Overgrowth, if I am understanding things correctly it is basically a 60 second Group wide version of Build Up with a endo discount tacked on.   My initial basic approach was make sure buffs are up, and then the enemy will die in time. this last build does a pretty good job of that. But Yes it can get much better especially if i can find a way to start leveraging the MM's attacks with good procs.   One of the things I need to find out is if the different build up procs just reset the counter or if they actually stack.

 

I think the next phase of this is to start from scratch with the 3 MM attacks required! And build from there with /Nature.

 

To tell the truth, like /Time, /Nature is very spoiling, it truly trivializes a lot of content for groups. Granted, I'm not speaking in regards to incarnates trials because I've never done them. You basically remove the fear of Alpha strikes with the health absorb and you bring group wide Build Up. I mean damn, how many sets can ensure that their T1 pets have over 1,000 HP at the start of every fight?   I get so spoiled with /nature that I tend to fall into a very brute force and overly simple play style.  I do the same thing solo or in groups but I group about 95% of the time.  I went all the way  to 50 without MM attacks at all besides Kick!  Now I'm trying to go back and fit in attacks, so far they have been more of afterthoughts until I read your latest /time build.  

 

/Nature is so damn addictive once you get sufficient recharge.  It got me to thinking about starting a Nature/Ice Defender that Sir Myshkin has so kindly helped me with.  I'm also tossing the idea around of a Nature/Dark.    

  1. Cast Lifegiving Spores on the mobs location
  2. Pop 3 buffs
  3. Jump into the fray behind the tank or just jump in first.
    1. At this point Entangling Aura starts to work it's magic
  4. If needed, cast Spore Cloud toggle on a Boss for extra mitigation and hit him with -res if needed
  5. Start shooting bosses that aren't held.

 

Regarding your controller idea.  I think you could have a lot of fun with that.  It will require some fun theorycrafting for sure.  The MM has a unique advantage vs other classes for slotting recharge.   MM's Superior Mark of Supremacy is the only IO set that offers 10% recharge on 2 pieces.  If separated out that gives a cheap for 30% enhance in just 6 slots.  Kheldians, Defenders and Corruptors have the next cheapest 10% frankenslotting option with 3 pieces required. That's 9 slots for the same 30%

 

For me getting a Nature build kitted out and then going into my first group with it, where everything was available pretty much on demand.   It just opened my eyes.

 

Edited by SmalltalkJava
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4 minutes ago, SmalltalkJava said:

To tell the truth, like /Time, /Nature is very spoiling, it truly trivializes a lot of content for groups.

 

You basically remove the fear of Alpha strikes with the health absorb and you bring group wide Build Up.

 

Now I'm trying to go back and fit in attacks, so far they have been more of afterthoughts until I read your latest /time build.

To be excessively fair ... it wasn't until the PPM research by @Bopper and @Sir Myshkin and others had advanced far enough to yield the PPM formulas that I was able to do something as off the wall as to DELIBERATELY floor proc chances on a power and then just KEEP GOING even further below the floor so as to leverage the minimum proc chance to paradoxically increase the chances to proc over and above the performance profile you "ought to" be getting out of power(s) based on their raw stats.  The Gaussian's Build Up proc behavior in Tactics led me in this direction, which then bore out as being valid and true in actual testing, prompting a recycling of notions on how the Decimation Build Up proc might be paradoxically leveraged in a similar fashion.  The result, as you know, is what happened with my Ninja/Time/Mace build that broke "way too many rules" of the Conventional Wisdom™ in order to alight upon an Unexplored Island Of Stability™ that was for all intents and purposes OFF THE MAP as far as build experience(s) go.

 

I mean ... the capacity for it was always there, since Issue 9 when Inventions got introduced ... but nobody had ever "gone there" before, since everyone (rightly?) assumed that for nearly all Mastermind primaries the personal attacks were a waste of animation time, endurance, power picks, slots and attention span while playing a Mastermind.  So yeah ... not at all surprising that the default assumption that the personal attacks for Mastermind were "worthless" and would always remain such.

 

But with the learning (mastery?) of PROC FU has come the realization that there really are some hidden/unpolished gems hiding in the rough that no one has bothered to explore yet, and that the results from going there and seriously looking can be not only eye opening but also mind blowing(!).  The real hurdle though is getting past the notion that you're wasting your time even considering the possibility that there might be any There There (so to speak).

 

And hey, if I can make it happen with nothing more than Ranged and Target AoE sets to choose from, which is the absolute worst/most limited selection to choose from as a starting point, then other/newer sets with fewer limitations on the personal attacks ought to have a MUCH wider field of possibilities, and therefore advantages, in taking and slotting up the personal attacks ... especially if you know PROC FU and can bring to bear the POWER of the Dark Side that those procs enable and represent.  Heck, if you're not worried about set bonuses and just want to slot them up as proc monsters, you can turn them into some pretty dangerous attack powers, depending on what you do with the options at your disposal.

 

 

 

As for being able to "start fresh" for every battle ... that's kind of how I feel with my Ninja/Time build, where I can start every fight with Ninjas at full health thanks to Temporal Mending.  Add in Time's Juncture and my Ninjas start getting pretty well "buffed" for survival, might like you're experiencing with Nature here.  Same objective, but arrived at by a different route/means.

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yeah, you can do some crazy proc stuff with Beast attacks.  DefenderMind, or even a ControlDefenderMind or MasterDefenderTroller.  Just a quick crazy mock up.  

 

Spoiler

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Crazy Nature Stuff: Level 50 Science Mastermind
Primary Power Set: Beast Mastery
Secondary Power Set: Nature Affinity
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
------------
Level 1:    Summon Wolves    
 (A) Superior Mark of Supremacy - Accuracy/Damage
 (3) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
 (3) Soulbound Allegiance - Damage
 (5) Soulbound Allegiance - Accuracy/Damage/Recharge
 (5) Soulbound Allegiance - Chance for Build Up
 (7) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown


Level 1:    Corrosive Enzymes    
 (A) Accuracy IO


Level 2:    Regrowth    
 (A) Healing IO


Level 4:    Wild Growth    
 (A) Gladiator's Armor - Recharge/Resist
 (7) Steadfast Protection - Knockback Protection
 (9) Unbreakable Guard - +Max HP
 (9) Steadfast Protection - Resistance/Endurance
 (43) Steadfast Protection - Resistance/+Def 3%


Level 6:    Train Beasts    
 (A) Endurance Reduction IO


Level 8:    Call Ravens    
 (A) Pacing of the Turtle - Accuracy/Slow
 (11) Pacing of the Turtle - Accuracy/Endurance
 (11) Pacing of the Turtle - Range/Slow
 (13) Pacing of the Turtle - Chance of -Recharge
 (13) Achilles' Heel - Chance for Res Debuff
 (15) Superior Frozen Blast - Recharge/Chance for Immobilize


Level 10:    Spore Cloud    
 (A) Dark Watcher's Despair - To Hit Debuff/Endurance
 (15) Dark Watcher's Despair - Chance for Recharge Slow


Level 12:    Summon Lions    
 (A) Superior Mark of Supremacy - Accuracy/Damage/Endurance
 (17) Superior Mark of Supremacy - Damage
 (17) Call to Arms - Accuracy/Damage/Recharge
 (19) Call to Arms - Damage/Endurance
 (19) Call to Arms - Accuracy/Damage
 (21) Call to Arms - Defense Bonus Aura for Pets


Level 14:    Call Swarm    
 (A) Apocalypse - Damage
 (21) Apocalypse - Damage/Recharge
 (23) Apocalypse - Accuracy/Damage/Recharge
 (23) Apocalypse - Accuracy/Recharge
 (25) Apocalypse - Damage/Endurance
 (42) Apocalypse - Chance of Damage(Negative)


Level 16:    Lifegiving Spores    
 (A) Panacea - +Hit Points/Endurance
 (25) Panacea - Heal/Endurance
 (27) Panacea - Hea/Recharge
 (27) Panacea - Heal/Endurance/Recharge
 (29) Panacea - Heal


Level 18:    Fortify Pack    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 20:    Wild Bastion    
 (A) Preventive Medicine - Heal
 (29) Preventive Medicine - Heal/Endurance
 (31) Preventive Medicine - Endurance/RechargeTime
 (31) Preventive Medicine - Heal/RechargeTime
 (31) Preventive Medicine - Heal/RechargeTime/Endurance
 (33) Preventive Medicine - Chance for +Absorb


Level 22:    Call Hawk    
 (A) Force Feedback - Chance for +Recharge
 (33) Cloud Senses - Chance for Negative Energy Damage
 (33) Dark Watcher's Despair - Chance for Recharge Slow
 (34) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge
 (34) Superior Winter's Bite - Accuracy/Damage
 (34) Superior Winter's Bite - Accuracy/Damage/Endurance


Level 24:    Hover    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (36) Reactive Defenses - Scaling Resist Damage
 (36) Shield Wall - +Res (Teleportation), +5% Res (All)


Level 26:    Summon Dire Wolf    
 (A) Superior Mark of Supremacy - Damage/Endurance
 (36) Superior Mark of Supremacy - Accuracy/Endurance
 (37) Superior Command of the Mastermind - Accuracy/Damage
 (37) Superior Command of the Mastermind - Accuracy/Damage/Recharge
 (37) Superior Command of the Mastermind - Damage/Endurance
 (39) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura


Level 28:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (46) Luck of the Gambler - Defense/Endurance


Level 30:    Assault    
 (A) Endurance Reduction IO


Level 32:    Tame Beasts    
 (A) Endurance Reduction IO


Level 35:    Entangling Aura    
 (A) Superior Entomb - Recharge/Chance for +Absorb
 (39) Superior Entomb - Accuracy/Hold
 (39) Superior Entomb - Hold/Recharge
 (40) Superior Entomb - Accuracy/Hold/Endurance
 (40) Superior Entomb - Accuracy/Hold/Endurance/Recharge
 (40) Lockdown - Chance for +2 Mag Hold


Level 38:    Overgrowth    
 (A) Adjusted Targeting - To Hit Buff/Recharge
 (42) Adjusted Targeting - Recharge
 (42) Adjusted Targeting - To Hit Buff/Endurance/Recharge


Level 41:    Tactics    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
 (43) Gaussian's Synchronized Fire-Control - To Hit Buff
 (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
 (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
 (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
 (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance


Level 44:    Fly    
 (A) Flight Speed IO


Level 47:    Scorpion Shield    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (48) Red Fortune - Defense/Endurance
 (48) Red Fortune - Defense
 (48) Red Fortune - Defense/Recharge
 (50) Red Fortune - Defense/Endurance/Recharge
 (50) Red Fortune - Endurance


Level 49:    Hasten    
 (A) Recharge Reduction IO
 (50) Recharge Reduction IO


Level 1:    Brawl    
 (A) Empty


Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 1:    Sprint    
 (A) Run Speed IO


Level 1:    Supremacy    
Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Flight Speed IO


Level 2:    Health    
 (A) Miracle - +Recovery
 (46) Numina's Convalesence - +Regeneration/+Recovery


Level 2:    Hurdle    
 (A) Jumping IO


Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End
 (46) Performance Shifter - EndMod


 


------------

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|-------------------------------------------------------------------|

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7 hours ago, SmalltalkJava said:

Level 14:    Call Swarm    
 (A) Apocalypse - Damage
 (21) Apocalypse - Damage/Recharge
 (23) Apocalypse - Accuracy/Damage/Recharge
 (23) Apocalypse - Accuracy/Recharge
 (25) Apocalypse - Damage/Endurance
 (42) Apocalypse - Chance of Damage(Negative)

Side note:

I've often found that 6 slotting the Purple 50 sets is a waste of a slot (ironically), simply due to Enhancement Dysfunction taking a severe bite out of the gains added from the 6th slot.

 

Try 5 slotting the Apocalypse set, dropping the Damage enhancement, and then either using the open 6th slot for another proc, or moving the slot somewhere else in your build that needs an extra slot.

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Ok @Redlynne,  I did a few tweaks based on your feedback, and some slotting theft from your Mind/Nature Controller.   I may have gone a bit overboard in Ravens, and there maybe something that I am still overlooking in regards to play and interactions.  But the big point is that the attacks are 6 slotted, so it can be fixed by using unslotters, if things don't quite work out.  I did put in 2 Lady Grey pieces into Ravens to pick up the +HP set bonus for enhancing Bastion's absorb even further.

 

I am still thinking of what to do with the slotting in Wild Growth.  I saw in you mind/nature controller build that you had Regenerative Tissue 5 slotted for the +heal bonus, + recharge, and + HP bonus, which would help Wild Bastion's Absorb.  I thought about that, but right now, I have +max hp IO from Unbreakable Guard slotted in Wild Growth and some defense and knockback redux.    Mids/Pines doesn't have the +max HP io from UG showing that it impacts the absorb from Wild Bastion, so i'm not sure if it actually would help it or not. It is something that I will need to actually test.   Regardless, i can use unslotters and try Regenerative Tissue and see what happens in game.

 

I'll wait for some additional feedback, and let this stew in my brain a little bit.   

 

Updated Crazy Build...

 

Spoiler

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Crazy Nature Stuff: Level 50 Science Mastermind
Primary Power Set: Beast Mastery
Secondary Power Set: Nature Affinity
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Summon Wolves

  • (A) Superior Mark of Supremacy - Accuracy/Damage
  • (3) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
  • (3) Soulbound Allegiance - Damage
  • (5) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (5) Soulbound Allegiance - Chance for Build Up
  • (7) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

Level 1: Corrosive Enzymes

  • (A) Accuracy IO

Level 2: Regrowth

  • (A) Panacea - Heal/Endurance

Level 4: Wild Growth

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (9) Steadfast Protection - Knockback Protection
  • (11) Steadfast Protection - Resistance/Endurance
  • (11) Unbreakable Guard - +Max HP
  • (13) Gladiator's Armor - TP Protection +3% Def (All)

Level 6: Train Beasts

  • (A) Endurance Reduction IO

Level 8: Call Ravens

  • (A) Touch of Lady Grey - Chance for Negative Damage
  • (13) Touch of Lady Grey - Defense Debuff/Endurance
  • (15) Pacing of the Turtle - Chance of -Recharge
  • (15) Annihilation - Chance for Res Debuff
  • (17) Achilles' Heel - Chance for Res Debuff
  • (17) Superior Frozen Blast - Recharge/Chance for Immobilize

Level 10: Call Hawk

  • (A) Force Feedback - Chance for +Recharge
  • (19) Cloud Senses - Chance for Negative Energy Damage
  • (19) Cloud Senses - ToHit Debuff
  • (21) Cloud Senses - Accuracy/ToHitDebuff
  • (21) Cloud Senses - Accuracy/Endurance/Recharge
  • (23) Devastation - Chance of Hold

Level 12: Summon Lions

  • (A) Superior Mark of Supremacy - Accuracy/Damage/Endurance
  • (23) Superior Mark of Supremacy - Damage
  • (25) Call to Arms - Accuracy/Damage/Recharge
  • (25) Call to Arms - Damage/Endurance
  • (27) Call to Arms - Accuracy/Damage
  • (27) Call to Arms - Defense Bonus Aura for Pets

Level 14: Call Swarm

  • (A) Devastation - Chance of Hold
  • (29) Decimation - Chance of Build Up
  • (29) Decimation - Accuracy/Damage/Recharge
  • (31) Decimation - Accuracy/Endurance/Recharge
  • (31) Decimation - Damage/Endurance
  • (31) Decimation - Accuracy/Damage

Level 16: Lifegiving Spores

  • (A) Panacea - +Hit Points/Endurance
  • (33) Panacea - Heal/Endurance
  • (33) Panacea - Hea/Recharge
  • (33) Panacea - Heal/Endurance/Recharge
  • (34) Panacea - Heal
  • (34) Panacea - Endurance/Recharge

Level 18: Fortify Pack

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 20: Wild Bastion

  • (A) Preventive Medicine - Heal
  • (34) Preventive Medicine - Heal/Endurance
  • (36) Preventive Medicine - Endurance/RechargeTime
  • (36) Preventive Medicine - Heal/RechargeTime
  • (36) Preventive Medicine - Heal/RechargeTime/Endurance
  • (37) Preventive Medicine - Chance for +Absorb

Level 22: Spore Cloud

  • (A) HamiO:Enzyme Exposure

Level 24: Stealth

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 26: Summon Dire Wolf

  • (A) Superior Mark of Supremacy - Damage/Endurance
  • (37) Superior Mark of Supremacy - Accuracy/Endurance
  • (37) Superior Command of the Mastermind - Accuracy/Damage
  • (39) Superior Command of the Mastermind - Accuracy/Damage/Recharge
  • (39) Superior Command of the Mastermind - Damage/Endurance
  • (39) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura

Level 28: Maneuvers

  • (A) Reactive Defenses - Defense
  • (40) Reactive Defenses - Scaling Resist Damage
  • (40) Reactive Defenses - Defense/Endurance
  • (40) Reactive Defenses - Defense/Endurance/RechargeTime
  • (42) Reactive Defenses - Endurance/RechargeTime
  • (42) Reactive Defenses - Defense/RechargeTime

Level 30: Tactics

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance

Level 32: Tame Beasts

  • (A) Endurance Reduction IO

Level 35: Entangling Aura

  • (A) Superior Entomb - Recharge/Chance for +Absorb
  • (45) Superior Entomb - Accuracy/Hold
  • (45) Superior Entomb - Hold/Recharge
  • (46) Superior Entomb - Accuracy/Hold/Endurance
  • (46) Lockdown - Chance for +2 Mag Hold

Level 38: Overgrowth

  • (A) Recharge Reduction IO
  • (46) HamiO:Membrane Exposure

Level 41: Scorpion Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (48) Red Fortune - Defense/Endurance
  • (48) Red Fortune - Defense
  • (48) Red Fortune - Defense/Recharge
  • (50) Red Fortune - Defense/Endurance/Recharge
  • (50) Red Fortune - Endurance

Level 44: Assault

  • (A) Endurance Reduction IO

Level 47: Power Boost

  • (A) Recharge Reduction IO

Level 49: Hasten

  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO

Level 1: Brawl

  • (A) Empty

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Sprint

  • (A) Run Speed IO

Level 1: Supremacy 


Level 2: Rest

 

  • (A) Empty
Level 4: Ninja Run 

Level 2: Swift
  • (A) Flight Speed IO
Spoiler

Level 2: Health

  • (A) Miracle - +Recovery
  • (7) Numina's Convalesence - +Regeneration/+Recovery
Spoiler

Level 2: Hurdle

  • (A) Jumping IO
Spoiler

Level 2: Stamina

  • (A) Performance Shifter - Chance for +End
  • (9) Performance Shifter - EndMod
Spoiler

------------

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|AAF817F0031F9F262|
|-------------------------------------------------------------------|

 

 

 

 

 

 

Edited by SmalltalkJava
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9 hours ago, SmalltalkJava said:

Level 8: Call Ravens

  • (A) Touch of Lady Grey - Chance for Negative Damage
  • (13) Touch of Lady Grey - Defense Debuff/Endurance
  • (15) Pacing of the Turtle - Chance of -Recharge
  • (15) Annihilation - Chance for Res Debuff
  • (17) Achilles' Heel - Chance for Res Debuff
  • (17) Superior Frozen Blast - Recharge/Chance for Immobilize

NO Accuracy enhancement.  NONE.  Usually this does not bode well for use of an attack power.

 

9 hours ago, SmalltalkJava said:

I saw in you mind/nature controller build that you had Regenerative Tissue 5 slotted for the +heal bonus, + recharge, and + HP bonus, which would help Wild Bastion's Absorb.  I thought about that, but right now, I have +max hp IO from Unbreakable Guard slotted in Wild Growth and some defense and knockback redux.    Mids/Pines doesn't have the +max HP io from UG showing that it impacts the absorb from Wild Bastion, so i'm not sure if it actually would help it or not. It is something that I will need to actually test.   Regardless, i can use unslotters and try Regenerative Tissue and see what happens in game.

I did that because I wanted to slot for heal/absorb rather than slot for resistance in Wild Growth.  The thing is, if you're slotting Heal sets into Wild Growth and you're looking for set bonus global recharge (like I was) then you've really only got two options ... Regenerative Tissue (5 slot) or Doctored Wounds (5 slot).  Of the two options, I figured that Regenerative Tissue might be the more "interesting" choice, so I slotted that in, partly because with Regenerative Tissue I'd have Wild Growth at perma status (with time to spare) under Hasten, and because the recharge time would wind up being such a close pairing with Overgrowth so as to rig things in a way where they'd both be getting used under Power Boost, augmenting them both even further.

 

9 hours ago, SmalltalkJava said:

Level 22: Spore Cloud

  • (A) HamiO:Enzyme Exposure

I went with a 4 slot of Dark Watcher's Despair for both the -Recharge proc and for the 4 slot set bonus of global recharge enhancement.

 

9 hours ago, SmalltalkJava said:

Level 28: Maneuvers

  • (A) Reactive Defenses - Defense
  • (40) Reactive Defenses - Scaling Resist Damage
  • (40) Reactive Defenses - Defense/Endurance
  • (40) Reactive Defenses - Defense/Endurance/RechargeTime
  • (42) Reactive Defenses - Endurance/RechargeTime
  • (42) Reactive Defenses - Defense/RechargeTime

If you're going to 6 slot Reactive Defenses into something, putting it into Maneuvers is a good pick since the overall loss of Defense buffing is so small (fraction of 1%, really) versus the performance you'd get out of a 5 slot Red Fortune + 1 Luck of the Gambler global recharge.  You also lose a smidgen of global recharge going with Reactive Defenses, but honestly it's not that much, especially if you've got a Force Feedback proc in an AoE in your build that you can "harvest" for even more recharge boosting.

 

9 hours ago, SmalltalkJava said:

Level 30: Tactics

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance

ALWAYS.

 

9 hours ago, SmalltalkJava said:

Level 35: Entangling Aura

  • (A) Superior Entomb - Recharge/Chance for +Absorb
  • (45) Superior Entomb - Accuracy/Hold
  • (45) Superior Entomb - Hold/Recharge
  • (46) Superior Entomb - Accuracy/Hold/Endurance
  • (46) Lockdown - Chance for +2 Mag Hold

As you saw, I reached for a 4 slot Basilisk's Gaze for the proc and the set bonus (both) as well as the Entomb proc and the Lockdown proc.  If you're only going to 5 slot and don't need the Basilisk's Gaze global recharge bonus, this would be a decent alternative in 5 slots.

 

9 hours ago, SmalltalkJava said:

Level 38: Overgrowth

  • (A) Recharge Reduction IO
  • (46) HamiO:Membrane Exposure

To be honest, I find the +ToHit buffing from Overgrowth to be quite underwhelming, even though it's functionally about the same amount as what you'd be getting out of Tactics.  That's because I find the overriding priority on Overgrowth to be stuffing as much recharge as possible into the power in order to push it closer towards being perma (as possible).  However, there's a ... synchronicity of usefulness in doing that, since what you're really wanting is to have a sort of "integer resonance" with Power Boost on the recharge of Wild Growth and Overgrowth (Wild Bastion too if you can manage to swing it).  That way Power Boost will recharge "just in time" to use Overgrowth+Wild Growth again on a regular enough schedule.

 

9 hours ago, SmalltalkJava said:

Level 47: Power Boost

  • (A) Recharge Reduction IO

Ah ... I seem to have corrupted you, my young apprentice!  Good ... good ...

spacer.png

 

Yes, the benefits of Power Boost with Nature Affinity seem to be perhaps even greater (albeit less focused) than with Time Manipulation.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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On 9/9/2019 at 8:31 PM, Redlynne said:

I went with a 4 slot of Dark Watcher's Despair for both the -Recharge proc and for the 4 slot set bonus of global recharge enhancement.

Yes, I had thought about that. But I was really stretching slot availability. Really stretching.  As this build has progressed, the slot adaptability has really crashed.  

 

On 9/9/2019 at 8:31 PM, Redlynne said:

6 slot Reactive Defenses into something, putting it into Maneuvers is a good pick since the overall loss of Defense buffing is so small (fraction of 1%, really) versus the performance you'd get out of a 5 slot Red Fortune + 1 Luck of the Gambler global recharge.  You also lose a smidgen of global recharge going with Reactive Defenses, but honestly it's not that much, especially if you've got a Force Feedback proc in an AoE in your build that you can "harvest" for even more recharge boosting.

That is something that I will be looking into in the future, i went back and forth on this.   Red+Lotg only adds like .6 seconds off of Overgrowth recharge.   Additionally, it only adds .1% melee/ranged/aoe and psionic defenses, and it actually lowers my resists by 3 to almost 4 percentage points for some resists.  But it is something that I will be keeping on my working copy back up mids/pines build to revisit in the future.

 

On 9/9/2019 at 8:31 PM, Redlynne said:
On 9/9/2019 at 11:07 AM, SmalltalkJava said:

Level 8: Call Ravens

  • (A) Touch of Lady Grey - Chance for Negative Damage
  • (13) Touch of Lady Grey - Defense Debuff/Endurance
  • (15) Pacing of the Turtle - Chance of -Recharge
  • (15) Annihilation - Chance for Res Debuff
  • (17) Achilles' Heel - Chance for Res Debuff
  • (17) Superior Frozen Blast - Recharge/Chance for Immobilize

NO Accuracy enhancement.  NONE.  Usually this does not bode well for use of an attack power.

Yes!  that is scary right now.  That is why i have some +tohit Hamio's in my Overgrowth. (I agree the +tohit in overgrowth isn't actually that much!) But if it doesn't work out I will revert to a 5 piece Set with proc, + 1 more proc slotting options that you provided above.   But since my toon is 50 I figured "why the hell not" lets do some real world functional testing.  I also have Build Up in Tactics with the Gauss proc also.  So we will see.  If it doesn't work out then i will put 2 recharges in Overgrowth and drop the Hamio and then slot in the 5(1)+1 in Ravens.  Unslotters to the potential rescue!

 

=======================================

MY HEALTH and PETS health with POWER BOOSTED ABSORB as actual in game values from the latest build I posted...

Important Note:  From what I can tell the MM pets get the HP absorb value from the MM's actual HP absorb number.  Not a percentage of their HP.  For this build actual the actual in game number is 656.9 HP (493 without PB). Mids/Pines doesn't seem to calculate it correctly for the MM.  Mids has the value showing as being much higher.  Like around 850 poweboosted HP aborb if IIRC.

 

 

MY health

Base: 998.95

Boosted w/ Absorb:  998.95 + 656.9 = 1655.85

 

T1 Wolves

Base: 574.95

Boosted w/ Absorb  574.95 + 656.9 = 1231.85

YES!  tier 1 pets starting basically every fight with 1200+ HP  I"m going to repeat this one more time.  1231.85

 

T2 Lioness

Base:  768.83

Boosted w/ Absorb:  768.83 + 656.9 = 1425.73

 

T3 Dire Wolf

Base:  963.81

Boosted w/ Absorb:  963.81 + 656.9 = 1620.71

 

-- and this is available roughly every 66 seconds if Force Feedback doesn't proc.

Edited by SmalltalkJava
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quick follow up on Call Ravens slotting. Looks like I will need to put in some +Accuracy and go 5 set(with 1 proc) + 1 proc.      It is too unreliable.    Once i get some -def on it gets better but not good enough.  Starting out fighting +3x8.  I'm seeing 69% to hit rolls needed.    

 

Here is what I'm thinking about right now.   I will lose a smidge of max HP from losing the 2 set Lady Gray bonus.  I may end up swapping out Superiour Frozen Blast proc for another proc, also.  Maybe damage.  I'm not sure how much it is helping.  I'll do some more play sampling.

 

This first one will lower my overall proc chance due to the extra recharge.
Level 8: Call Ravens

  • (A) Annihilation - Accuracy/Damage
  • (13) Annihilation - Accuracy/Damage/Endurance/RechargeTime
  • (15) Annihilation - Accuracy/Damage/RechargeTime
  • (15) Annihilation - Accuracy/Damage/Endurance
  • (17) Annihilation - Chance for Res Debuff
  • (17) Superior Frozen Blast - Recharge/Chance for Immobilize
     

 

This one will keep my small Lady Gray HP bonus and pick some Accuracy. and not impact my proc chances.

 

Level 8: Call Ravens

  • (A) Annihilation - Accuracy/Damage
  • (13) Annihilation - Accuracy/Damage/Endurance
  • (15) Annihilation - Chance for Res Debuff
  • (15) Touch of Lady Grey - Defense Debuff/Endurance
  • (17) Touch of Lady Grey - Chance for Negative Damage
  • (17) Superior Frozen Blast - Recharge/Chance for Immobilize
Edited by SmalltalkJava
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For Call Ravens I ended up going with the second slotting option 3 Anni, 2 Lady Gray, 1 Frozen blast.   I made a couple example videos to show the build in action.   Please keep in mind that this is just to show an example fight and take into account that I don't have the flow down quite yet and that I'm not particularity blessed when it comes to hand-eye coordination.   You will see bad play, but at least it gives some context of how the build works.   This is also against +3x8 mobs in the PI portal mission.   I am not incarnate level shifted so this should be fairly equivalent of level shifted fighting +4x8, except for the lack of incarnate powers.

 

I do lose pets on occasion. But I think it has more to do with me playing and not the actual build.

 

The answer to your thoughts...  YES.  I am not a good player.

 

 

 

 

 

Edited by SmalltalkJava
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11 hours ago, SmalltalkJava said:

That is why i have some +tohit Hamio's in my Overgrowth. (I agree the +tohit in overgrowth isn't actually that much!) But if it doesn't work out I will revert to a 5 piece Set with proc, + 1 more proc slotting options that you provided above.   But since my toon is 50 I figured "why the hell not" lets do some real world functional testing.  I also have Build Up in Tactics with the Gauss proc also.  So we will see.

 

10 hours ago, SmalltalkJava said:

quick follow up on Call Ravens slotting. Looks like I will need to put in some +Accuracy and go 5 set(with 1 proc) + 1 proc.      It is too unreliable.    Once i get some -def on it gets better but not good enough.  Starting out fighting +3x8.  I'm seeing 69% to hit rolls needed.

 

Not to say "I told you so" ... but ...

My main concern wasn't for the slotting you had being terrible for Level 50.  My worry was "what are you going to do when you Exemplar and don't have +ToHit from Tactics and Overgrowth working for you?" because as soon as you joined a lower level Task Force/Strike Force you would render that power quite useless due to the lack of native Accuracy slotting in the power.  The moral of the story being that set bonuses are NICE for filling in gaps, but they're NOT replacements for decent native slotting in the powers themselves ... simply because set bonuses are NOT eternal(!).  Exemplar too low and those set bonuses switch off.  Exemplar too low and you lose access to some of your powers.  Best to make your builds Exemplar Friendly in a way that allows them to decline/degrade "gracefully" at lower levels, rather than be something that just falls off a cliff and completely fails to function if you aren't playing Level 50+ content at all times.

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12 hours ago, Redlynne said:

Best to make your builds Exemplar Friendly in a way that allows them to decline/degrade "gracefully" at lower levels, rather than be something that just falls off a cliff and completely fails to function if you aren't playing Level 50+ content at all times.

 

This is excellent advice for all ATs and all builds.

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