-
Posts
5 -
Joined
-
I've never bothered with Traps on MMs before, and I finally decided to do so. Thoughts on this build?
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc(A), BldM'dt-Dmg(3), BldM'dt-Acc/Dmg(3), BldM'dt-Dmg/EndRdx(5), BldM'dt-Acc/EndRdx(5), BldM'dt-Acc/Dmg/EndRdx(7)
Level 1: Web Grenade -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/Rchg(43), Enf'dOp-Acc/Immob/Rchg(43)
Level 2: Caltrops -- Posi-Dmg/Rchg(A), Posi-Dam%(39), Posi-Acc/Dmg(40), Posi-Dmg/EndRdx(40), Posi-Acc/Dmg/EndRdx(40)
Level 4: Triage Beacon -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Acid Mortar -- Posi-Dam%(A), LdyGrey-%Dam(34), Achilles-ResDeb%(34)
Level 12: Call Enforcer -- HO:Cyto(A), HO:Cyto(13), S'bndAl-Dmg(13), S'bndAl-Acc/Dmg/Rchg(15), S'bndAl-Dmg/EndRdx(15), EdctM'r-PetDef(17)
Level 14: Maneuvers -- LkGmblr-Rchg+(A)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(17)
Level 18: Gang War -- SvgnRt-PetResDam(A), ExRmnt-+Res(Pets)(19), C'Arms-+Def(Pets)(19), C'Arms-Acc/Dmg(21), C'Arms-Acc/Dmg/Rchg(21), C'Arms-EndRdx/Dmg/Rchg(23)
Level 20: Poison Trap -- G'Wdw-Dam%(A), BasGaze-Acc/EndRdx/Rchg/Hold(34), BasGaze-Acc/Hold(36), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Rchg/Hold(36)
Level 22: Assault -- EndRdx-I(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Call Bruiser -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Rchg(27), S'bndAl-Build%(27), BldM'dt-Acc/Dmg(29), BldM'dt-Dmg(29), BldM'dt-Acc/Dmg/EndRdx(31)
Level 28: Seeker Drones -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(33), Stpfy-KB%(33), Stpfy-Acc/Stun/Rchg(33)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Trip Mine -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(37), Oblit-Dmg(37), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39)
Level 38: Aid Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(43), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(50)
Level 41: Dark Embrace -- S'fstPrt-ResDam/Def+(A)
Level 44: Soul Tentacles -- Posi-Dam%(A), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46)
Level 47: Soul Storm -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(48), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48)
Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(25) -
Quote:Pretty much sums up my feelings exactly.I'm not saying "o hey, don't try a petless MM because it's something you just think would be 'neato'". just don't act like they are not in any way shape or form severely gimped, because they are.
If you want to play a petless MM, fine. Just don't try to pretend they compare favorably in any way whatsoever to a real MM (Or any other AT in the game, for that matter.)
Also, pfhahahahah oh wow at that guy who thinks soloing an EB (At 50, with incarnates no less.) is somehow impressive. -
A full whip set would actually work best as an "Assault" set, IMO. You know, the ones that doms have that have both melee *and* ranged attacks.
And if you really want to play a petless MM, just play a Defender or Corr. They're the exact same thing without the gimped power selection/values/inherit you would have with a petless MM, and they have more powersets to choose from! -
Quote:That sounds almost exactly like a zone that already exists, It's called Grandville.Always had this idea for a new zone for the Rogue Isles. Nova Praetoria kind of makes this a reality and wish that I could add it in-game. Essentially it would be clean and pristine zone, the island would be where high ranking officers and top Arachnos officials would live and relax. However most of the missions would take place underground in the sewers and abandoned cave systems underneath it. Missions in this zone would show the what needed to be done to keep the illusion of clean and pristine going on topside.
-
Some contributions to the Necromancery section:
Necromancy Bugs and Glitches:
-In situations where there are lots, and lots of enemies around (Very noticible in ITF), Soul Extraction will sometimes just flat out not work.
-I've had situations where the Spirit raised with Soul Extraction will totally ignore orders for the first 30 seconds or so of being summoned. No idea what causes it. Seems to be random.
Necromancy Henchmen AI Issues:
-Grave Knights will ocasionally go into phases where they will just stand in the back and spam Dark Blast/Gloom, and never use any of thier sword attacks. This seems to happen most often when they have Enchant Undead, but not Dark Empowerment.
-Zombies will do the same, but with Projectile Vomit. Doesn't happen as often, though.
-All pets seem to treat Life Drain as an attack, not as a heal. Meaning they often use it at full HP, making thier self-heal all but irrelevent, and severly hurting thier survivability, which is supposed to be one of Necro's strong points.
I completely agree about MM Leadership having higher base values. The entire class is based around commanding minions. You'd think said class wolud be skilled at Leadership.
Some more detailed pet commands wolud be nice. Something along the lines of "Assist <team member>", wherein pets wolud attack whatever said team member attacked wolud be nice.