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Posts
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This build is nearly S/L softcapped but thats honestly a happy coincident. On MM's (WHich is really all I play) I tend to go for maxing my pets out over building powerful set bonuses. The build looks good, all my core powers are well slotted for what they do and I have a few good set bonuses. ANy glaring holes im not looking at? Ill probably use enhancement boosters in Hasten and eventually a performance shifter in stamina.
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Venus Illegitima: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Summon Demonlings- (A) Blood Mandate - Accuracy/Damage
- (3) Blood Mandate - Damage/Endurance
- (3) Blood Mandate - Accuracy/Endurance
- (5) Blood Mandate - Accuracy/Damage/Endurance
- (5) Blood Mandate - Accuracy
- (7) Blood Mandate - Damage
- (A) Touch of the Nictus - Accuracy/Endurance/Recharge
- (7) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (9) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (9) Touch of the Nictus - Accuracy/Healing
- (A) Pacing of the Turtle - Endurance/Recharge/Slow
- (11) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Dark Watcher's Despair - To Hit Debuff
- (19) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (19) Dark Watcher's Despair - To Hit Debuff/Endurance
- (21) Dark Watcher's Despair - To Hit Debuff/Recharge
- (A) Endurance Reduction IO
- (A) Positron's Blast - Accuracy/Damage/Endurance
- (17) Positron's Blast - Chance of Damage(Energy)
- (21) Positron's Blast - Damage/Range
- (23) Positron's Blast - Damage/Recharge
- (23) Positron's Blast - Accuracy/Damage
- (A) Absolute Amazement - Endurance/Stun
- (25) Absolute Amazement - Stun
- (25) Absolute Amazement - Stun/Recharge
- (31) Absolute Amazement - Accuracy/Recharge
- (31) Absolute Amazement - Accuracy/Stun/Recharge
- (A) Blood Mandate - Accuracy/Damage
- (13) Blood Mandate - Damage/Endurance
- (13) Blood Mandate - Accuracy/Endurance
- (15) Blood Mandate - Accuracy/Damage/Endurance
- (15) HamiO:Golgi Exposure
- (17) Resist Damage IO
- (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range
- (33) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
- (33) Winter's Gift - Slow Resistance (20%)
- (A) Impervium Armor - Endurance/Recharge
- (33) Impervium Armor - Resistance/Endurance/Recharge
- (34) Impervium Armor - Resistance/Endurance
- (34) Impervium Armor - Resistance
- (34) Steadfast Protection - Resistance/+Def 3%
- (36) Luck of the Gambler - Recharge Speed
- (A) Expedient Reinforcement - Resist Bonus Aura for Pets
- (36) Call to Arms - Defense Bonus Aura for Pets
- (36) Sovereign Right - Resistance Bonus
- (37) Edict of the Master - Defense Bonus
- (37) Expedient Reinforcement - Accuracy/Recharge
- (37) Expedient Reinforcement - Accuracy/Damage/Recharge
- (A) Cloud Senses - ToHit Debuff
- (42) Cloud Senses - Accuracy/ToHitDebuff
- (43) Cloud Senses - Accuracy/Recharge
- (46) Cloud Senses - ToHit Debuff/Endurance/Recharge
- (48) Cloud Senses - Chance for Negative Energy Damage
- (48) Cloud Senses - Accuracy/Endurance/Recharge
- (A) Gift of the Ancients - Defense
- (39) Gift of the Ancients - Defense/Endurance
- (39) Gift of the Ancients - Defense/Endurance/Recharge
- (40) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) HamiO:Nucleolus Exposure
- (27) HamiO:Nucleolus Exposure
- (27) HamiO:Peroxisome Exposure
- (29) Pacing of the Turtle - Endurance/Recharge/Slow
- (29) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura
- (31) Impeded Swiftness - Chance of Damage(Smashing)
- (A) Empty
- (A) Aegis - Psionic/Status Resistance
- (40) Aegis - Resistance/Endurance
- (40) Aegis - Resistance
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Cloud Senses - Chance for Negative Energy Damage
- (43) Siphon Insight - Accuracy/Endurance/Recharge
- (43) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (45) Siphon Insight - Accuracy/Recharge
- (45) Siphon Insight - Accuracy/ToHit Debuff
- (45) Siphon Insight - ToHit Debuff
- (A) Luck of the Gambler - Defense
- (46) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Empty
Level 2: Rest- (A) Recharge Reduction IO
Level 2: Swift- (A) Flight Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (50) Miracle - +Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (11) Endurance Modification IO
- (50) Endurance Modification IO
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So I'm really trying to fine-tune Agrat Bat Mahlaht my Thugs/Dark MM. Rather then ask for a build I thought I'd make a go at it and just see what can be changed around to be better. I team more then I solo and pet survivability is always a plus. Normally I don't go for defense builds on my MM's but I thought i'd try it out this time. I don't like to sacrifice too much of a good powers utility for set bonuses either.
So far the main critique I have with this build is heavy end usage and not that much recharge. I plan on going Musculature Alpha.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs- (A) Blood Mandate - Accuracy/Damage
- (3) Blood Mandate - Damage/Endurance
- (3) Blood Mandate - Accuracy/Endurance
- (5) Blood Mandate - Accuracy/Damage/Endurance
- (5) Blood Mandate - Accuracy
- (7) Blood Mandate - Damage
- (A) Touch of the Nictus - Healing
- (7) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (9) Touch of the Nictus - Accuracy/Healing
- (9) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (11) Touch of the Nictus - Accuracy/Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Siphon Insight - ToHit Debuff
- (11) Siphon Insight - Accuracy/ToHit Debuff
- (13) Siphon Insight - Accuracy/Recharge
- (13) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (15) Siphon Insight - Accuracy/Endurance/Recharge
- (A) Endurance Reduction IO
- (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range
- (15) Winter's Gift - Slow Resistance (20%)
- (17) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Empty
- (A) HamiO:Nucleolus Exposure
- (17) HamiO:Nucleolus Exposure
- (19) HamiO:Nucleolus Exposure
- (19) Touch of Lady Grey - Chance for Negative Damage
- (21) HamiO:Cytoskeleton Exposure
- (23) Achilles' Heel - Chance for Res Debuff
- (A) Recharge Reduction IO
- (40) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Red Fortune - Defense/Endurance
- (25) Red Fortune - Defense/Recharge
- (27) Red Fortune - Endurance/Recharge
- (27) Red Fortune - Defense/Endurance/Recharge
- (29) Red Fortune - Defense
- (29) Steadfast Protection - Resistance/+Def 3%
- (A) Aegis - Psionic/Status Resistance
- (23) Aegis - Resistance/Endurance/Recharge
- (25) Aegis - Resistance/Endurance
- (A) Cloud Senses - ToHit Debuff
- (33) Cloud Senses - Accuracy/ToHitDebuff
- (33) Cloud Senses - Accuracy/Recharge
- (33) Cloud Senses - ToHit Debuff/Endurance/Recharge
- (34) Cloud Senses - Accuracy/Endurance/Recharge
- (34) Cloud Senses - Chance for Negative Energy Damage
- (A) Absolute Amazement - Stun/Recharge
- (42) Absolute Amazement - Accuracy/Stun/Recharge
- (42) Absolute Amazement - Accuracy/Recharge
- (48) Absolute Amazement - Endurance/Stun
- (50) Absolute Amazement - Chance for ToHit Debuff
- (A) Call to Arms - Defense Bonus Aura for Pets
- (31) Edict of the Master - Defense Bonus
- (36) Expedient Reinforcement - Resist Bonus Aura for Pets
- (36) Sovereign Right - Resistance Bonus
- (A) HamiO:Nucleolus Exposure
- (36) Soulbound Allegiance - Damage/Endurance
- (37) Soulbound Allegiance - Accuracy/Damage/Recharge
- (37) Soulbound Allegiance - Damage
- (37) Soulbound Allegiance - Chance for Build Up
- (39) Explosive Strike - Chance for Smashing Damage
- (A) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Defense/Endurance/Recharge
- (39) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Recharge Speed
- (A) Endurance Reduction IO
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Defense/Endurance/Recharge
- (43) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense/Endurance
- (A) Cloud Senses - ToHit Debuff
- (40) Cloud Senses - Accuracy/ToHitDebuff
- (42) Cloud Senses - Accuracy/Recharge
- (43) Cloud Senses - Accuracy/Endurance/Recharge
- (43) Cloud Senses - ToHit Debuff/Endurance/Recharge
- (50) Cloud Senses - Chance for Negative Energy Damage
- (A) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Endurance/Recharge
- (50) Luck of the Gambler - Recharge Speed
- (A) Enfeebled Operation - Accuracy/Recharge
- (45) Enfeebled Operation - Endurance/Immobilize
- (46) Enfeebled Operation - Accuracy/Endurance
- (46) Enfeebled Operation - Immobilize/Range
- (46) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (48) Enfeebled Operation - Accuracy/Immobilize
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (31) Miracle - +Recovery
- (A) Empty
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (31) Endurance Modification IO
- (34) Performance Shifter - Chance for +End
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I love your build Psylenz. I will probably do something similar. Most of my changed are just personal play-style changes or nit picks, ill share a few of the things id change but there is one major issue I have: The slotting of fearsome stare. Slot this thing for to hit debuff not fear. It has a fine duration and it's more an alpha mitigator and a debuff.
Aside from that i think hell on earth is an awesome power and deserves a few extra slots beyond the auras. Also I have ninja run and dont need flight so much. Hybernate is a great place for a cheap purple as well. -
The lich does have damaging attacks and I do not believe damage should be completely ignored. HO's are amazing for him like Rikis said, with them you can enhance his mez abilities, his damage, and his too hit debuffs. Do not sacrifice debuff for damage but if you can work a bit of both in then do so.
There is a lot of good things about zombies, durability is not one of those things. Necro really tends to shine when the MM uses bg mode and power pool provoke to tank for them. Might want to work provoke in since it not only makes your pets last longer but it makes you last longer since dead pets = dead mm.
As far as slotting for the Dark Servant the set you chose is probably the best set for it, but make sure it's perma even if you have to franken slot it. I tend to really enjoy adding a heal booster in there too. -
I haven't leveled past the painful low 20's yet with mine but it seems a strong combo. My concept was pure magic origin strategic sadist. If you've played final fantasy dissidia his trapping theme is similar to that of Emperor Mateus.
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This is a great guide. The thermal section is good enough to even help those that are a thermal but not dark. I know it is sound advice for my /therm MM. The only thing I disagree with is your recommendation for Forge targeting priority. The damage cap for dominators is extremely high. Tied with blasters and second only to brute. With a few exceptions Dom's will usually out damage the Corr. There is no need to really change it but I felt it was important enough to bring up. With shades of gray out I'm usually prioritizing Blaster/Dom/Scrapper/Brute in that order.
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Detonator always kills any pet you use it on
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The basic pets I'm pretty happy with franken slotting for the best bonuses to each of those powers. It's mostly the "Storm" side that I need help with. I checked the defender boards but didn't get much.
I'm thinking this might be a good build to tank it up on since zombies are so squishy. Not to mention hurricane ect. I really enjoy the leadership powers too and stamina is a must. I usually skip travel powers except for hover because it's good KB mitigation and a small def boost. (I have ninja run)
When it comes to patron pools I probably have room only for shield + 1 power. I have already noticed how tight on power selections this build can be. I really see no reason to take thunderclap but all the other storm powers looks pretty good. Again im kind of clueless on what to slot for storm though I know procs, +def, and help with endurance would be welcome. Not to mention a helping of recharge. -
Hello capes. I'll be honest here.... I'm not a defender. I'm a mastermind. I thought you might be the ones to come to though.
Share and share alike right?
Anyway traps in theory has a ton of powers that could benefit from power boost. However traps are pets and psudo pets. I know they have fixed it to "rain" psudo pets get the effect of power boost. What about the pets from the traps set? FFG? Triage Beacon? Seeker Drones? caltrops?
If it works it would be amazingly powerful. -
So my Thugs/Dark is PPP level and i'm just not sure what to pick. Ghost whdow has really nice animations for hew powers so I look at them and notice the stats (mostly area) for her immob and damage cone are lower then the others. Im really looking heavily at Mako and Scorpion atm. How much does power boost benefit /dark? I know it will boost the heal the -hit and the hold. What about the slow from tar patch or the fear cone? Does it boost the -regen from TWG and HT?
I only have 2 slots open for PPP powers. Maybe 3 if I really want to. I like the Hold from /dark better then the PPP holds. I also don't like Siroccos Immob. The -Kb is useful but the aoe is horrible.
Looking at ...
Mako:
Shark Skin + School of Sharks (and/or Bile spray)
Scorpion:
Scorpion Shield + Power Boost ( and maybe web envelope )
What do you guys think? -
I love my zombies but they just don't hold up. My bots/dark almost never resummons and just destroys everything. Wether solo or in a team, (especially on teams though) my zombies are just dieing all the time.
I have a level 28 necro/dark, a 36 necro/storm, and a 41 necro/thermal. I know the usual slot lich for -to hit but I'm hoping there is a simple solution here. I love how bots play, so much nice ranged aoe and a bt of support. I hate robots though.
Necro seems so much better in theory then in game. Any suggestions? -
I think the drones have 2, since they are 3 drones it fires often enough to be decent. The Prot bots snipe they use a lot has KB but their slots are too valuable to waste. As there is only one assault bot I think your better off going with other things there too, he is a great place for your Aura IO's.
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My bots don't really send things flying across the screen with their KB. I would rather sacrifice the -kb for a larger area of effect to my immob.
Of course everyone should chose for themselves what they want in their immobilize. -
It's worth noting that the Leviathan Mastery PPP Immob cone has a wider arc and longer range then the Soul mastery one.
Soul mastery looks really cool IMO but both it's immob and damage cone have shorter ranged and/or smaller arcs then it's counterparts. Also black scorpions AOE Immob has a larger radius then the Mu mastery one. Of course the Mu one does have the -kb.
I don't think the -kb is as big a deal for Bots/Dark as it is for say... Bots/FF -
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I just started one of these myself. Don't know enough to give any opinion but /ice is considered a decent set but does not get much attention.
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Hello. When I slotted my enforcers with an Achilles heel proc the difference was just phenomenal. I'm sure direct damage procs are quite good too. However I'm not sure what good options are.
For instance (I don't play mercs so this is hypothetical) the Spec ops have a nice crowd control power that might be able to be slotted. But on it's long cooldown the proc will probably never even happen.
Im mostly interested in bots, necro, and thugs. Especially necro. I see GK's can take procs from defense debuff sets. Do they have enough of those type of attacks for it to work. -
Why would I ever humiliate myself by letting the heroes think they were my equal? With my thralls in the fray I lever my magic against them. If my thralls fall I will simply dominate more. Preferably one of the hero's family.
I would give my Thralls my twin pistols if I thought it would make them more adept at serving me, I would never give up my thralls for more personal weaponry. They serve me too well. I am many.
- I'm happy with my primary being entirely pets. Wish I had some customization for them. I wish my set bonuses enhanced them and not me. I am also pleased with nice support secondaries. I am not interested in pets/blast combination. MM's couldn't gain any personal attack power without a sacrifice and any possible sacrifice is too great. -
I was there and I thought everything went wonderfully. I'm actually thrilled that it was such a success. Widescale player run events are worth the effort.
Anyway A question that was never answered:
How are the Walk-In's being organized after judging. You have no information on them and since sign ups have been closed. If a walk in wins will their character name simply be posted while you wait for them to contact you? -
I have good experience with controllers. /cold dom is an awesome support set. I hope to be really good at grouping and not suck at solo. Exotic controls and the ability to surgically drop powerful abilties to control are more my style then "blaprollers." Lookng for something that isn't horribly late blooming either.
This is a summery of what I was thinking.
Mind/Cold - This seems like an amazing match. I have a lot experience with Mind control. That experience though is as a dominator. I'm worried about Mind not living up to my memories of what it can do under Domination. also both mind and cold have few powers that can be skipped. Makng little room for power pools. This really does seem fun and potent.
Illu/Cold - This one has potential. I have quite a few illusion controllers. I'm not sure what would be the true selling points here.
Ice/Cold - Probably the most common for thematic reasons. It has a lot going for it though. Really nice and constant soft aoe control. Horrible damage.
Earth/Cold - Same as ice really but a bit more hard control from range.
Grav/Cold - Where mind was a set i played and loved as a Dom this was a set I hated. The final 2 powers are nice though. I might be willng to try it again as a troller.
Plant and Fire - Almost 0 experience with these. Plant has some very promising potential though. I never liked anything that was fire elemental but maybe I should give it a chance. -
Quote:
1) A mystery gives you something to hook other characters with. I certainly don't mean "make your character dark and mysterious", because that has been overdone to death, IMO. But make a part of their history a secret, have them start saying something and then stopping mid-sentence, because they realise they'll "give it away". It doesn't even matter if you, the player, have no clue what the mystery is, to start with. You can always wait until inspiration strikes you. But having something that the character is concealing from other characters - for whatever reason - tends to engage RPers quite well.
2) A weakness is not the same as a vulnerability, which I would define as "something that can harm the character". A weakness might be a predilection for some particular behaviour, or an addiction, or a piece of hurtful information that someone might find out. The possibilities are endless. A weakness adds depth to a character and gives another hook that other characters can latch onto when interacting.
Those, of course, are just my personal options for how to deal with potentially unlikeable characters, and I've not really had a problem.
1) This is where my biggest issue springs from. I just get too excited and do too much to fast. What you said should be helpful.
2) I always say a hero is defined by their strengths a villain is defined by their weaknesses. Along those likes a hero's greatest weakness is their biggest strength, a villain's strength is also their greatest weakness.
Batman's humanity and moral code are former examples. They limit him but they are the very thing that makes him strong.
Poison Ivy is so beautiful she can drive someone crazy with a look. (sort of) She is also vainglorious and has been defeated because of it.
So thank you again. -
When I look back at the actual character and event that made me want to post that I nowe consider it a success. At the time it was frustrating to see my (OOC) friends turning against him, but it was a conflict type that really made him seem like a malign threat and not an annoying nuisance.
We were playing blue side, and ended up doing the story about getting the PCM from Arachnos in Faultline. I do not do the "RP Battle" thing, ever. So the actual climax was my friends trying to destroy it before my character could exploit it.
I've had good luck with my current character so far when it comes to keeping a friendly face. Now I just have to make sure he dosn't get so friendly he is goofy.
Thanks again everyone. -
Some good advice here. One of my friends let me know that I shouldn't judge my character by the reaction of the Pocket D 'In crowd'.
I totally can't play a good guy. It just feels wrong and is no fun. However It was a great suggestion to look at how comic villains act in social settings.
I have a great idea for a character. Anyone ever watch Trueblood? Marryanne was a beautiful, caring, classy woman. She was also an insane antideluvian abomination. I may post something soon on how to capture the way she seemed to those that just met her. -
So I have a nice character concept and I think I have a behavior pattern decided but when it comes to playing.....BOOM! I go so over the top that the very people I wanted to associate with end up hating my character.
I mean the character hates mine. The RP itself is very fun, but In the end I am the one with a character who is loathed as vile and insane.
Vile and insane is fun. I love doing it. But I keep cranking it up until it boils over.
Does anyone else have similar problems that leave them on the outside looking in? How do you temper it?