Kissing With No Lips - I7 Necro/Dark MM Guide


Aged_Ice

 

Posted

Geek Boy’s Necromancy/Dark Miasma Mastermind Guide

The first thing I want to go over are some of my ideas on how to play a Mastermind. If you don’t agree with these principles, then it’s likely that you won’t agree with a lot of the things that I have to say in this guide.

1) As a Necromancy/Dark Mastermind, you are not here to do damage. There are some other sets where you can make an argument for taking attacks, but if you see orange numbers over someone’s head, then it’s because your pets are damaging them or you’re not doing something right. It may not seem that way at level 4, but if you stick with it to level 40 you’ll see this is true. Don’t invest in anything that does damage other than your pets. Period.

2) Pets r dum. Really. You can’t simply fire and forget them or you (and your team) will die. A lot. Those pet controls that you’re given at level one are mostly sufficient to keep your pets going (though there are a lot of good guides for fine-tuning them), but I would suggest creating a button that sets your pets to aggressive at a specific location so that you can force them into melee combat as well as Editing your Follow Aggressive so that it is Follow Defensive so you can easily toggle Bodyguard on and off. Zombies and Grave Knights are at their deadliest at close range, so being able to place them in a specific location is a must in boss and AV/Hero battles. This will also help keep you alive since the game’s AI will be more concerned with the mob coming at them than the guy in the back providing debuffs. As an added bonus, they increased their speed with Issue 7, meaning they move too quickly for you to recall them before they cause problems sometimes. There are times when there’s nothing you can do about that, but . . . .

3) Pet AI is not an excuse for you being dumb. You can control them with the tools that the developers have given you, so do it. This AT requires micro-management. If you don’t like it, then you need to move on.

4) While you were formerly useless in PVP, there is some light at the end of the tunnel. With the addition of Bodyguard and some shields from the Epic sets, you’re going to survive a lot longer than you could before. There are still a lot of ways to take you down though, so don’t get cocky.

5) I interchange the words “pet” and “minion.” If you’re really anal about that, then this will annoy you. Don’t bother complaining to me about it, because I’m not going to care. Yes, I get that there’s a difference, but they are synonyms in the current vernacular of most of the player base (myself included).

6) This is a guide for people that are going to take their pets. If you want to run a petless MM, then that’s fine. You go right ahead. It should be an interesting challenge, but this guide isn’t written with you in mind.

Powers:

This is just the standard list of powers, what they do, and what I think of them. I’ll post my build at the end, but you don’t have to follow it. There are a lot of variations that work, but I have my own opinions on what works best. Older versions had numbers that I swiped from ThePacster’s excellent guide, but since so many of the numbers have changed with Issue 7, I took the numbers from the Prima Guide for now. Once things have been ironed out, I’ll post an updated version that includes more accurate numbers.

In case you care, I haven’t hit 50 yet since I have a life and play somewhat casually. Also, I have waaaaayyyy too many alts. If you think that I don’t know what I’m talking about because I don’t have 37 level 50 characters, then there’s nothing I can do for you.

Necromancy:

Dark Blast: Level 1
Accuracy: 100%
Range: 80’
End Cost: 6.5
Cast Time: 1
Recharge Time: 4
EFFECTS: 30.58 Negative Energy damage; 5.62 decrease in To Hit chance for 6 seconds.

Your basic single target blast. Not necessarily a bad attack, but it’s got a low base damage and it’s not going to get much more powerful even if you slot it. While I think it’s a good idea for you to have a single attack at low levels, this isn’t the one that I would suggest. As with all Dark Blast powers, this debuffs accuracy.

Also, if you take this at level 1 instead of your Zombie Horde, then you’re an idiot.

Slotting: One accuracy. Tops.

Zombie Horde: Level 1
[Levels 1 - 5] -- 1 Zombie
[Levels 6 - 17] -- 2 Zombies (-1 Level)
[Levels 18+] -- 3 Zombies (-2 Level)

Accuracy: 100%
Range: 60’
End Cost: 19.5
Cast Time: 3.1
Recharge Time: 60

Status Resistance: Sleep, Fear, Disorient, Slow
Damage Resistance: [40%] Smashing, Cold, Negative Energy, Toxic, Psionic

Initial Abilities: Zombie Brawl
Enchant Undead: Projectile Vomit [Ranged Cone], Zombie Vomit [Melee AoE]
Dark Empowerment: Siphon Life

Your journey to being a God among mortals begins. Your first pet is a useful companion from level 1 all the way up. At first you’ll love him and cherish him, but soon you’ll realize just how expendable these guys are and throw them around like the cannon fodder they were born (and expired and re-animated) to be. Zombie Brawl does great damage right away at level 1, but these guys really start to shine once you hit level 6 and they start vomiting on everything. Remember how much it hurt when that first Vazhilok took you down with their toxic damage? WELL WHO HAS THE PEA SOUP NOW, PUNK!?

A word on the final upgrade: yes, it’s nice for your zombies to be able to heal themselves. It isn’t absolutely necessary, though. You’ll want that first upgrade on them before you go into battle (at least when you have a choice in the matter), but the second one should only be added as needed. They fire it off with a decent amount of intelligence, but for the most part they go down in 2 or so hits in higher level missions anyway. The little bit of healing they do for themselves isn’t going to keep them alive long term. That’s your job.

Slotting: How you slot this depends on what other powers you take. If you have the Leadership Pool, you can probably get away with two Accuracies, but everyone else should consider going with three Accuracies since these guys will eventually be spawning at –2 to your level. Since you’ll be fighting things that are +2 and +3 to you, that puts your minions chances of hitting without Supremacy (the automatic buff to Accuracy and Damage that minions receive while they’re in range of you) and some decent enhancements at next to nothing. I personally recommend going with three Accuracies and three Damages since their other aspects aren’t really worth slotting. The Accuracy Debuff and Heal are nice, but not substantial enough to make a big enough difference to be worth the slots.

Gloom: Level 2
Accuracy: 100%
Range: 80’
End Cost: 10.7
Cast Time: 1.1
Recharge Time: 8
EFFECTS: 6.72 Negative Energy damage per .5 second for 3.6 seconds; 5.62 decrease in To Hit chance for 10 seconds.

A single target blast that does damage over time. If you’re going to take a single attack for pulling and debuffing, this is the one to take. Great Damage per Endurance spent, but you’re still not going to be one-shotting much of anything. Ever. I went through plenty of fights where I never used this and found myself using it as a debuff more than anything else. It doesn’t do enough damage to grab agro from your pets most of the time (and why would you want to?), but every little debuff helps.

This was really useful at low levels, but the closer you get to 40, the less you’ll use it. I imagine going from 41-50 you’ll use it even less. As a side note, I took Dark Blast at first and respecced into Gloom later. I wish I’d had it from level 2 on since it really is so much better than Dark Blast. If you’re picking one or the other (which you should be), I would suggest going with this one.

You can really get by just fine without any attacks at all since you’ll have so many more interesting things to be doing during combat in later levels. If you really want to min/max this, then I would suggest taking Gloom to get you through to the 20’s when you can respec and get rid of it entirely. I kept it right up until I hit the 40’s.

Slotting: It might be tempting to put more than just that initial slot in here, but don’t. A single Accuracy will do you just fine. Besides, you need those slots for your buffs and debuffs.

Enchant Undead: Level 6
Range: 50’
End Cost: 16.3
Cast Time: 2.07
Recharge Time: 6

If you don’t take this at level 6 then you’re an idiot. Really. Permanently buffs your pets (at least until they die or are Dismissed) in super-fantastic and necessary ways. The buffs are detailed in the individual pet descriptions.

Slotting: A single Endurance Reduction is sufficient, but you can throw more in there if you want to. I run out of endurance when spawning my pets, but that would be alleviated by Stamina or a pet Kinetics Corruptor.

Life Drain: Level 8
Accuracy: 100%
Range: 60’
End Cost: 19.5
Cast Time: 1.93
Recharge Time: 1
EFFECTS: 30.58 Negative Energy damage; 107-point self Heal; 5.62 decrease in To Hit chance for 10 seconds.

A ranged attack that heals you and debuffs the target. This power become superfluous as a /Dark. If your secondary is something that doesn’t have a self heal in it, you might want to take this. Otherwise, I wouldn’t advise wasting the power slot when there are so many things that are so much more useful.

I never even thought of taking this, but in my experience with Siphon Life on my Regen Scrapper, I can see how this could be useful. It does damage, heals you, and debuffs an enemy’s accuracy all at once, which is nice. It doesn’t do any of these things particularly well, though. Again, it’s fine if you’re reading this guide to build something other than a /Dark, but otherwise I would avoid it.

Slotting: Accuracy and Heals only. The damage will be poor and the debuff won’t be significant enough to be worth the slots.

Grave Knight: Level 12

[Levels 12 - 23] -- 1 Grave Knight
[Levels 24+] -- 2 Grave Knights (-1 level)
Accuracy: 100%
Range: 60’
End Cost: 19.5
Cast Time: 1.07
Recharge Time: 90
Status Resistance: Sleep, Fear, Disorient, Slow
Damage Resistance: [40%] Cold, Negative Energy, Toxic, Psionic

Initial Abilities: Hack, Slash, Dark Blast
Enchant Undead: Disembowel, Gloom
Dark Empowerment: Head Splitter, Siphon Life

These are your warriors. Their awesomeness cannot be fully explained without seeing them fully buffed and in action. Their sword attacks do get the occasional Critical hit, which is enough to bring a tear to your eye. Their ranged damage is nice, but you definitely want these guys on the front lines when you’re fighting anything other than minions and lieutenants.

While one might complain about the blandness of the zombie’s look, these guys look cooler with each upgrade.

Slotting: Again, this depends on what other powers you have. With the Leadership Pool adding to your accuracy, you might be able to get by with having a have a single one in there. The Accuracy DeBuff and Heal that you can put in there are low enough that they aren’t really worth enhancing. I would suggest going with two Accuracies and three Damages unless you have extra slots to spare.

Soul Extraction: Level 18

[Zombie] Soul Extraction => Spirit
[Grave Knight] Soul Extraction => Tortured Soul
[Lich] Soul Extraction => Wraith
Accuracy: 100%
Range: 60’
End Cost: 13.0
Cast Time: 2.03
Recharge Time: 600
Status Resistance: Sleep, Fear, Immobilize, Slow
Damage Resistance: [40%] Smashing, Lethal, Cold, Negative Energy, Toxic

Initial Abilities: Fly, Phase Shift, Ghastly Blast, Life Drain, Necroplasmic Grasp

The ultimate “OH SHI-“ power. This resurrects one of your dead pets as what is essentially a ghost to help you out of a tough spot. This does spawn different minions based on what it’s cast on, so if you have a choice of who to cast it on, choose a Grave Knight or Lich. The recharge on this is ridiculous, so I save it for boss battles since that’s where you’re most likely to get overwhelmed anyway. These are on a timer, but it’s a fairly long one. You don’t have to worry about it despawning in the middle of the boss battle it was spawned in, but don’t expect it to hang around for the whole show if you pull it out on the first mob in a mission.

The main thing these do is debuff and hold, so don’t rely on these guys for a lot of damage. Sure, they help in that department, but their holds are invaluable at higher levels when you’ll have yourself, your Lich, and your Extracted Soul spamming holds on those bosses and AV/Heroes.

Slotting: I finally gave in and put 3 Recharges in this power and am glad I did. I haven’t really found it to be useful to slot the rest of their aspects since I still never spawn these unless my pets are dying on me (and even then I try to wait until I have a Grave Knight or Lich die). When my enhancements were still all shiny and new, I was even able to have two Extracted Souls out at once with some Speed Boosts and a little bit of Hasten action. Sure, it was only for a moment and I didn’t even notice until the fight was over, but it is technically possible. Very useful and I regret not noticing the awesomeness of this power sooner.

Lich: Level 26

[Levels 26+] -- 1 Lich
Accuracy: 100%
Range: 60’
End Cost: 19.5
Cast Time: 3.17
Recharge Time: 120
Status Resistance: Immobilize
Damage Resistance: [40%] Cold, Negative Energy, Toxic?
Initial Abilities: Dark Blast, Torrent [Ranged Cone Knockback]
Enchant Undead: Tenebrous Tentacles [Ranged Cone], Life Drain
Dark Empowerment: Fearsome Stare, Petrifying Gaze

HOLY GOD, YES! These are the final pet from your primary, and they are uber. Their damage is nice, but their main use is to debuff your mobs for you at higher levels. They’re basically like having a no pets-MM with you at all times once you have Dark Empowerment.

At each stage of being a MM, you start feeling a bit weak right before you get your next pet. Well, once you have your Lich you’ll never feel that way again. Once they’re fully equipped, they’ll have a hold, a cone fear, a cone knockback, a cone immobilize, a self heal, and some decent ranged attacks to boot. What’s not to love?

Okay, there is something that’s “not to love.” I’ll admit that Torrent can be a pain, but for every time this guy knocks someone out of your Tar Patch, he’s saved your can ten times. This is an occasional annoyance, but it isn’t as big a problem as some people make it out to be.

Slotting: This is one where you can go wild. Depending on whether you have Leadership, you can go with one or two Accuracies, you can slot for Hold, Immobilize, Heal, To Hit Debuff, Fear, Damage and a partridge in a pear tree. My only real advice is to 6 slot this ASAP and don’t concentrate solely on damage since it isn’t his primary function.

Dark Empowerment: Level 32
Range: 30’
End Cost: 22.8
Cast Time: 2.07
Recharge Time: 10

Say it with me now: “IF YOU DON’T TAKE THIS, YOU ARE AN IDIOT.”

This is your final buff for your pets. I usually won’t go into battle without my Lich and my two Grave Knights fully Empowered. The powers they receive from Dark Empowerment are what defines this powerset.

Slotting: Issue 7 saw the recharge on this taken down to less than what it was before with three Recharges in it. I would suggest going with a single Endurance Reduction unless you’re really worried about upgrading during combat (or if you decide to go without Stamina). If you are, then add more Endurance Reductions since the timer is so short now.

Dark Miasma:

Twilight Grasp: Level 1
Accuracy: 100%
Range: 80’
End Cost: 7.8
Cast Time: 2.37
Recharge Time: 8
EFFECTS: 212-point Heal to all allies within the area of effect; 3.75% decrease in To Hit chance for 20 seconds; 7.5% decrease to damage for 20 seconds; 50% decrease in regeneration rate versus critters only; 90% decrease in regeneration rate versus players only.

A Point Blank Area of Effect Heal that debuffs the crap out of your enemies (debuffs their Accuracy as well as Regen rate). You don’t have a choice in taking it, but if you did you would be an idiot not to. In my opinion this is one of the best heals in the game even if it does require a to-hit check. Yes, it hurts when it misses and yes, it has a smaller radius than the Defender version. It’s still great.

Slotting: I suggest having 2 accuracies in here even if you’re running Tactics because YOU’LL NEVER WANT THIS TO MISS. Get 3 Heals and a Recharge if you can spare it. The debuff is nice, but I wouldn’t bother enhancing it.

Tar Patch: Level 2
Accuracy: 100%
Range: 90’
End Cost: 7.8
Cast Time: 3.1
Recharge Time: 90
EFFECTS: 90% decrease in Run Speed while in the area of effect; Jumping is disabled while in the area of effect; Flight is disabled while in the area of effect; 22.5% decrease in damage resistance while in the area of effect versus critters only; 22.5% irresistible decrease in damage resistance while in the area of effect versus players only.

Take this power. Love it. Kiss it. Comb it’s hair and read it bad poetry. Whisper sweet nothings in it’s ear at night.

Really, I can’t stress this enough: TAKE THIS POWER. It is incredible without ever having to slot it. Slows are always nice, but when you combine that with the Resistance debuff to your enemy’s resistance? Oh yeah, baby. You know Daddy loves you. Who loves you? That’s right. Daddy does.

Slotting: The best part about this power is that you don’t ever need to put an extra slot in there if you don’t want to. No, you won’t get to stack them without putting some recharges in there, but it comes up often enough to be placed on every other mob or so. Usually you’ll kill things so fast that you won’t need it, but when it comes time to take down that AV/Hero you’ll be blessing me for telling you to take this. Recharges as needed, but I don’t see the point in putting a Slow in there unless you have slots left over.

Darkest Night: Level 4
Range: 70’
End Cost: .3/second
Cast Time: 3.17
Recharge Time: 10
EFFECTS: 22.5% decrease to damage to enemies within the radius of the target while maintained; 11.25% decrease in To Hit chance to enemies within the radius of the target while maintained.

This is a great debuff that reduces the Accuracy and Damage of everyone surrounding the anchor you cast this on. The base debuff is very powerful, so when you slot this up it becomes ridiculous. Whenever I’ve fought Dark Defenders in the Arena, this power was my bane.

Slotting: A single Endurance Reduction is probably plenty, you may want two of them in there if you’re running without Stamina. Accuracy Debuffs would also be nice, of course.

Howling Twilight: Level 10
Accuracy: Auto-Hit
Range: 80’
End Cost: 26
Cast Time: 3.17
Recharge Time: 180
EFFECTS: 50% decrease to Movement Speed for 30 seconds; 50% decrease to Attack Speed for 30 seconds; 7.64 Negative Energy damage; 15-second Disorient of 2 strength versus critters only; 10-second Disorient of 3 strength versus players only (this will suppress for 15 seconds on affected targets); 50% decrease in regeneration rate versus critters only; 90% decrease in regeneration rate versus players only; 15-second Fear of strength 3 versus critters only; resurrects allies within the area of effect with full Health and Endurance.

This is the Dark set’s rez, and it is very nice. It resurrects and teammates (not pets, though) within a small AoE around you as well as having a low level Disorient that auto-hits in an AoE around the targeted enemy. The Disorient only works on minions, but I use this power even when I’m soloing to even the odds every so often. Especially when you have a mob with several Spec Ops or Flamethrowers.

Slotting: It’s an auto-hit, so your smart options are Recharge and Disorient. If I ever find the slots I’ll go for three of each, but Recharge is really what you should enhance first.

Shadow Fall: Level 16
End Cost: .3/second
Cast Time: 2.03
Recharge Time: 15
EFFECTS: 35' stealth radius to critters (this will suppress for 10 seconds if you interact with a clickable object or initiate an attack or are attacked); 389' stealth radius to players (this will suppress for 10 seconds if you interact with a clickable object or initiate an attack or are attacked); 3.75% increase to melee Defense while within the area of effect; 3.75% increase to ranged Defense while within the area of effect; 15% Energy resistance
while in the area of effect; 15% Negative Energy resistance while in the area of effect; 15% Psionic resistance while in the area of effect; 129% Fear resistance while in the area of effect; 5.19-point Fear protection while in the area of effect.

This is a team Stealth and Resistance to Energy, Negative Energy and Psionic damage toggle that I love. No, you aren’t completely invisible, but it lets you get close enough to get yourself set up for Fearsome Stare or any other powers that you want to aim with precision. You’ll really notice the difference in how quickly things attack your pets when you have this off.

Slotting: You’ll need two Endurance Reductions in there and then it’s up to you. You can slot for Damage Resistance (smart) or Defense (not so smart). Of course, I originally slotted for Defense since attacks that don’t hit you do no damage at all, but a percentage of 20% is better than a percentage of 2.8%. The Defense isn’t worth slotting.

Fearsome Stare: Level 20
Accuracy: 100%
Range: 70’
End Cost: 8.5
Cast Time: 2.03
Recharge Time: 40
Arc: 45 degrees
EFFECTS: 17.88-second Fear of strength 3 versus critters only; 20% chance of 11.92-second Fear of strength 1 versus critters only; 17.88-second Fear of strength 3 versus players only (this will suppress for 15 seconds on affected targets); 11.25% decrease in To Hit chance to enemies for 20 seconds.

A cone Fear power that many people will claim is no longer necessary. That’s because they’re comparing it to it’s previous, broken state. This power is still incredible without you ever having to put anything other than an Accuracy in it. Once you’ve cast this, anyone affected will not be able to attack you unless they’re attacked as they stand there and shiver like little sissies. When they do attack, their accuracy is debuffed, so it’s less likely to hit you anyway.

Slotting: The recharge is pretty decent on this, but along with Accuracy you may want to put a few in there. The debate is whether to slot it for Fear Duration, To Hit Debuff or Recharge since having two applications stacked is better than having a single attack that lasts a little longer, but if something is attacking you through the Fear, you want them to miss. The duration is nice out of the box, but you can never have too much of this very good thing. You can’t go wrong no matter how you slot this, really.

Petrifying Gaze: Level 28
Accuracy: 100%
Range: 70’
End Cost: 7.8
Cast Time: 1.67
Recharge Time: 16
EFFECTS: 9.53-second Hold of 3 strength versus critters only; 7.15-second Hold of 3 strength versus players only (this will suppress for 15 seconds on affected targets).

A single target hold. No, it isn’t as nice as it used to be, but I still find this to be very useful. Great for getting that Flamethrower locked down before he can turn your Undead Army into shish kabobs.

Slotting: Accuracy, Hold Duration and Recharge. In an ideal world I would suggest two of each in that order. No, this doesn’t hold things as long as it used to (it was nerfed before CoV came out), but taking out all the enemies in a mob who do fire damage is incredibly important. Remember that this fits your real purpose, which is controlling the mobs to keep your pets alive so they can kill them.

Black Hole: Level 35
Accuracy: 100%
Range: 50’
End Cost: 13.0
Cast Time: 1.03
Recharge Time: 120
Radius: 20’
EFFECTS: Intangible for 30 seconds versus critters only; Untouchable for 30 seconds versus critters only; target may only use self-affecting powers for 30 seconds versus critters only; 30-second Immobilize of strength 3 versus critters only; Intangible for 10 seconds versus players only; Untouchable for 10 seconds versus players only; target may only use self-affecting powers for 10 seconds versus players only; 10-second Immobilize of strength 3 versus players only.

For the record, I have never played with anyone who uses this power or even has it in their build. I’ve been playing since October of 2004. You do the math.

This makes a group of enemies Intangible. This means that while they can’t attack you, you can’t attack them either. I can see how this could be useful, and I had no desire to take it since in most situations this power has the ability to make your team very, very mad at you. That was before I read the descriptions of Lord Recluse’s Strike Force, though. Now I’m reconsidering and may pick this up at 49 for maximum PVP annoyance (guess you can’t kill me after all, huh?) and for keeping an AV out of the fight since I don’t believe that there is anything with Resistance to this effect. It’s still a low priority, though.

Slotting: Accuracy and Recharge, maybe. Slotting it for Duration seems like a bad idea since you would only be using it to catch a breather or run away.

Dark Servant: Level 38
Accuracy: 100%
Range: 60’
End Cost: 26.0
Cast Time: 3.17
Recharge Time: 240
Initial Abilities -- Petrifying Gaze, Tenebrous Tentacles, Darkest Night [Single Target]

Wow. I have honestly been surprised more than once at this guy’s effectiveness. Take him at 38, put three recharges in at 39 and enjoy near-constant Dark Servant love (I swear that isn’t as racist as it sounds). He can hold, he can Debuff, he can do decent damage (though you’re not going to have enough slots to add to that portion of him and it isn’t his primary function anyway).

This guy has enough HP that I tend to spawn him into the middle of a mob to get their attention as I throw off Fearsome Stare and Petrifying Gaze before sending in my little army. With the addition of the new Bodyguard feature, this is an even better strategy than before. If the spawn is gigantic, he might die before he either heals himself or I can get close enough to do it for him, but more often than not (and this includes AV fights) he’s still standing at the end of a fight he started while I’m respawning my zombies and a Grave Knight or two. My DS even managed to hold off Infernal (spawned as an Elite Boss) longer than I could stay alive. This includes my DS killing several of his Behemoth buddies as I desperately tried to heal myself and respawn my completely wiped out army.

Slotting: You may or may not want an Accuracy in here since I’ve been told by people who didn’t enhance for Accuracy that these guys almost never miss no matter how you slot them (this has been my experience as well). From there, you’re an idiot if you don’t throw in three Recharges so that you can make him near-perma. Conventional wisdom is that you should slot the remaining spaces with Heals and I tend to agree with that. Hold or ToHit Debuff Enhancements would also work, but don’t seem as efficient as having a second Twilight Grasp healing ½ to ¾ of your health every time it goes off.

Power Pools:

Concealment:
You already have Shadow Fall and it doesn’t stack with Stealth, so I don’t see the need.

Fitness:
This one is a real quandary. Without the Leadership Pool, you don’t really need Stamina until the later levels when your pets are dying often enough to need to bring them back more than once in a prolonged fight (and even then this rarely happens while solo). If you do have the Leadership Pool, then you’re always going to be slotting for Endurance Reduction and using Inspirations. I decided that it was easier to use more slots than to free up three powers so I could use fewer Blues. This all comes down to how you want to play the game, though. I will admit that I would love to pick this up now that I’m in the 40’s and am feeling the burn more than before. I might finally be giving up and grabbing Stamina since teaming post-40 is a respawnalooza.

Flight:
Yes, Team Flight works. I don’t have it since I don’t personally like Flight, but I’ve seen it used. It is situational at best, though.

Leadership:
My GAWD is this useful. Yes, running those toggles is expensive, but the extra Damage and Accuracy is great. Before you ask, Vengeance does not work on your pets. In the end, I decided to respec out of Leadership (as useful as it is) so that I could grab more of my debuffs and not be sucking endurance all of the time. In some ways I’m more effective without it since I can debuff and heal for an entire prolonged fight, but I do miss the extra accuracy and damage (as well as the +perception – especially in PVP or when I’m fighting those stupid Spec Ops guys and whoever it is who throws out those –Perception grenades).

Leaping:
Super Jump is the ultimate utility travel power and it would be nice to have Acrobatics, but there’s nothing here that’s going to help your minions.

Medicine:
You already have a Heal and a Rez. I don’t see the need.

Presence:
You don’t want a Taunt and you’ll already be spamming Fear.

Speed:
Hasten seems unnecessary now that it isn’t permanent (especially now that the Recharge has been reduced on the Minion Upgrades) and Superspeed is a big hindrance in CoV’s vertically inclined maps. I may pick this up as a secondary travel power for total invisibility in missions (Superspeed’s Stealth is PVE-only) as well as being able to move quickly while on the ground but I wouldn’t suggest using it as your primary way to get around.

Teleport:
This one was my choice. Teleport Foe is the best pulling power ever and is a good way to amuse yourself. I never stop being entertained by watching my minions kill a lone enemy so fast that they can’t even draw their weapon. Recall Friend is extremely useful for teammates and minions alike. Teleport Team isn’t as useful as it sounds, though it does come in handy getting through some of the Orenbaga maps when your pets are determined to fall down into some crevasse as well as for annoying teammates since you can’t decline it. I’ve done some interesting things with it, but it isn’t as useful as you might imagine since your minions don’t always float long enough for you to throw out the second TP.

Patron Pools:

Since nobody has real experience with all of the pools, I’ll just give my ideas of what will be good and bad about each one (including Ghost Widow even though I gave my reasons for picking the powers from her pool in the “My Build and Reasons Why” section). From what I can tell, they seem pretty balances so you should be able to just pick whatever sounds good to you. I’ll just give the description provided in the Patch notes and the numbers from Prima’s guide along with my thoughts on the individual powers.

Ghost Widow:

This is the set that I’m going with for thematic reasons. Everyone else will probably get Spirit Sharks because shooting sharks at people is cool.

Basically, you get a standard shield and some more control options, which are always nice.

Night Fall: Level 41
Accuracy: 100%
Range: 60’
End Cost: 16.38
Cast Time: 2
Recharge Time: 20
EFFECTS: 3.36 Negative Energy damage every .3 second for 3 seconds; 5% To Hit decrease for 10 seconds.

Unleashes a cone-shaped burst of particles from the Netherworld. All targets within the modest range of this power take Negative Energy damage and have a reduced Accuracy.

I won’t be picking this one up. I already had an opportunity to take attacks before and I skipped them for the same reasons.

Dark Embrace: Level 41
End Cost: .1625/second
Cast Time: .67
Recharge Time: 4
EFFECTS: 20.62 Smashing resistance; 20.62 Lethal resistance; 11.25 Toxic resistance; 11.25 Negative Energy resistance.

You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damage.

A standard shield. The nice thing about this is that with Shadow Fall, your Negative Energy Resistance should be higher than most Brutes. Thankfully, they also kept the Endurance cost down on these Epic shields.

Soul Tentacles: Level 44
Accuracy: 100%
Range: 40’
End Cost: 12.74
Cast Time: 1.67
Recharge Time: 20
Radius: 40 degrees
EFFECTS: 4.12 Negative Energy damage; 3.05 Negative Energy damage every 1 second for 8 seconds; 100% chance for a 15-second Immobilize of strength 3.57 versus critters only; 100% chance for a 10-second Immobilize of strength 3.57 versus players only.

You can create a cone-shaped rift to the Netherworld that allows the souls of the damned to slip into our reality. These Soul Tentacles will snare all foes within range, Immobilizing them while their drain their life. You must have one other Soul Mastery power before selecting this power.

A nice control option to pair up with Tar Patch that has a very cool animation.

Soul Storm: Level 47
Accuracy: 100%
Range: 40’
End Cost: 12.74
Cast Time: 1.67
Recharge Time: 20
EFFECTS: 3.36 Negative Energy damage every 1 second for 11 seconds; 100% chance for a 10-second Hold of strength 3.57 versus critters only; 100% chance for an 8-second Hold of strength 3.57 versus players only.

Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, Holding them while their life-force is drained from their body. You must have two other Soul Mastery powers before selecting this power.

Another Hold to stack, which is even better.

Black Scorpion:

A lot of the people I play with like this one for all the –Fly’s and I can’t say that I disagree with them. I think I went through all the weapon-drawing that I cared to going to 50 on my Broadsword Scrapper, though.

Web Envelope: Level 41
Accuracy: 100%
Range: 80’
End Cost: 12.74
Cast Time: 2
Recharge Time: 20
EFFECTS: 100% chance for a 15-second Immobilize of strength 3.57 for critters only; 100% chance for a 10-second Immobilize of strength 3.57 for players only; 20% Run, Fly, and Jump Speed decrease for 15 seconds; 20% Recharge decrease for 15 seconds.

The Nullifier Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.

-Fly, Immobilize and Slow all in one handy little attack.

Scorpion Shield: Level 41
End Cost: 0.1625/second
Cast Time: 2
Recharge Time: 4
EFFECTS: 11.25 Defense versus Smashing attacks; 11.25 Defense versus Lethal attacks; 7.25 Defense versus Energy attacks; 13.12 Toxic resistance.

Black Scorpion's technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.

Defense is nice since if you don’t get hit you take no damage at all.

Mace Beam Volley: Level 44
Accuracy: 100%
Range: 50’
End Cost: 18.98
Cast Time: 2
Recharge Time: 32
EFFECTS: 15.29 Smashing damage; 15.29 Energy damage; 30% chance for a Knockback.

Fires a volley of multiple kinetic energy blasts from your Nullifier Mace. These blasts spread out in a wide cone and are powerful enough to knock down some foes. You must have one other Mace Mastery power before selecting this power.

A blasting attack that you don’t need.

Web Cocoon: Level 47
Accuracy: 100%
Range: 60’
End Cost: 10.66
Cast Time: 2
Recharge Time: 32
EFFECTS: 100% chance for a 10-second Hold of strength 3.57 versus critters only; 100% chance for an 8-second Hold of strength 3.57 versus players only; 50% Run, Fly, and Jump Speed decrease for 15 seconds; 50% Recharge decrease for 15 seconds; disable Fly.

The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.

Hold, -Fly, -Jump, Slow and –Recharge all in one attack. Very, very nice. Almost enough to make me regret my decision to take Ghost Widow (too late now!).


Captain Mako:

You shoot sharks at people. What’s not to love?

School of Sharks: Level 41
Accuracy: 100%
Range: 50’
End Cost: 12.74
Cast Time: 2.37
Recharge Time: 20
EFFECTS: 4.12 Negative Energy damage; 3.05 Negative Energy damage every 1 second for 8 seconds; 100% chance for a 15-second Immobilize of strength 3.57 for critters only; 100% chance for a 10-second Immobilize of strength 3.57 for players only.

You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.

An immobilize is always nice to go along with things like Tar Patch.

Bile Spray: Level 41
Accuracy: 100%
Range: 60’
End Cost: 18.98
Cast Time: 2.67
Recharge Time: 32
EFFECTS: 21.41 Toxic damage; 30.58 Toxic damage every 1 second for 5 seconds.

Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time. You must have one other Leviathan Mastery power before selecting this power.

As much as I’m against taking attacks on a Necro/Dark, the description on this power almost makes it too awesome to pass up. In the end, you don’t need attacks though.

Shark Skin: Level 44
End Cost: .1625/second
Cast Time: 0.67
Recharge Time: 4
EFFECTS: 20.62 Smashing resistance; 20.62 Lethal resistance; 20.62 Cold resistance.

The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage.

A standard shield. Too bad you have to wait until level 44 to take it.

Spirit Shark Jaws: Level 47
Accuracy: 100%
Range: 80’
End Cost: 10.66
Cast Time: 1.87
Recharge Time: 32
EFFECTS: 4.12 Lethal damage; 3.05 Lethal damage every 1 second for 8 seconds; 100% chance for a 10-second Hold of strength 3.57 versus critters only; 100% chance for an 8-second Hold of strength 3.57 versus players only; disable Fly.

You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.

A Hold with –Fly and what sounds like an incredible animation. Sounds good to me.

Scirocco:

Any attack that does –End sounds nice, but there’s nothing here that guarantees that you’ll get Endurance back from the attacks. If this set had something akin to Power Surge or Conserve Power, I would have been all over it. As it is, this still sounds nice and the lightning animations in this game look really cool.

Static Discharge: Level 41
Accuracy: 100%
Range: 40’
End Cost: 18.98
Cast Time: 2.07
Recharge Time: 32
EFFECTS: 29.36 Energy damage; drains 7% of total Endurance versus critters only; drains 1.25 Endurance versus players only; 100% chance to decrease 100% Endurance recovery for 4 seconds; 10% chance to restore 4.29 Endurance to self.

Hurls multiple bolts of Mu electricity in an arc that deals damage and drains Endurance from all affected foes in the area.

Another attack you don’t need.

Charged Armor: Level 41
End Cost: 0.1625
Cast Time: 0.67
Recharge Time: 4
EFFECTS: 20.62 Smashing resistance; 20.62 Lethal resistance; 20.62 Energy resistance.

When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.

Another shield that would compliment Shadow Fall quite nicely since they both add Resistance to Energy Damage.

Electrifying Fences: Level 44
Accuracy: 100%
Range: 40’
End Cost: 12.74
Cast Time: 1.17
Recharge Time: 20
EFFECTS: 3.05 Energy damage every 1 second for 8 seconds; 100% chance for a 15-second Immobilize of strength 3.57 for critters only; 100% chance for a 10-second Immobilize of strength 3.57 for critters only; drains 4% of total Endurance versus critters only; drains 1 Endurance versus players only; 20% chance to decrease 100% Endurance recovery for 2 seconds.

Electrifying Fences attempts to Immobilize a group of foes in an area. This power deals some Energy damage over time as it slowly drains some Endurance. You must have one other Mu Mastery power before selecting this power.

An Immobilize with some –End sounds nice to me.

Electric Shackles: Level 47
Accuracy: 100%
Range: 60’
End Cost: 8.58
Cast Time: 2.17
Recharge Time: 32
EFFECTS: 4.58 Energy damage; 100% chance for an 8-second Hold of strength 3.57 versus critters only; 100% chance for a 6-second Hold of strength 3.57 versus players only; drains 15% of total Endurance versus critters only; drains 7 Endurance versus players only; 100% chance to decrease 100% Endurance recovery for 8 seconds; 30% chance to restore 4.29 Endurance to self.

Electric Shackles binds a foe's limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have two other Mu Mastery powers before selecting this power.

A Hold with –End and a chance to return some of that back to you. Stacking holds is a useful tactic anyway, so having a chance to get some Endurance back as well is very nice.

A lot of people aren’t real excited about the Patron powers, and I can see why. Yes, I’ll be taking the shield, but I’m not sure that I’ll take anything else. I may end up taking Stamina for some extra super never-run-out-of-endurance action after picking up Dark Embrace, or if the powers are better than they sound I may pick up everything but the attack available at 41. I’ll be spending some time on the Test Server figuring that out and I may change my mind a few times, but no matter which route you decide to take I’m sure you won’t be gimped.

My Build and Reasons Why:

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Balor
Level: 50
Archetype: Mastermind
Primary: Necromancy
Secondary: Dark Miasma
---------------------------------------------
01) --> Zombie Horde==> Acc(1) Acc(3) Acc(3) Dmg(5) Dmg(5) Dmg(7)
01) --> Twilight Grasp==> Acc(1) Acc(7) Heal(9) Heal(9) Heal(11) Rechg(11)
02) --> Tar Patch==> Rechg(2) Rechg(17) Rechg(19)
04) --> Darkest Night==> EndRdx(4) TH_DeBuf(23) TH_DeBuf(23) TH_DeBuf(25) EndRdx(43)
06) --> Enchant Undead==> EndRdx(6)
08) --> Teleport Foe==> Acc(8) Acc(19) Rechg(21)
10) --> Howling Twilight==> Rechg(10) Rechg(45) Rechg(45)
12) --> Grave Knight==> Acc(12) Acc(13) Dmg(13) Dmg(15) Dmg(15)
14) --> Teleport==> EndRdx(14) EndRdx(17)
16) --> Shadow Fall==> EndRdx(16) EndRdx(25) DmgRes(36) DmgRes(37) DmgRes(37) EndRdx(37)
18) --> Soul Extraction==> Rechg(18) Rechg(40) Rechg(43) Acc(43)
20) --> Fearsome Stare==> Acc(20) Acc(21) Fear(31) Fear(33) Rechg(33) Rechg(33)
22) --> Hasten==> Rechg(22)
24) --> Super Speed==> Run(24)
26) --> Lich==> Acc(26) Acc(27) Fear(27) Fear(29) Hold(29) Hold(31)
28) --> Petrifying Gaze==> Acc(28) Acc(31) Hold(34) Hold(34) Rechg(36) Rechg(36)
30) --> Recall Friend==> Rechg(30)
32) --> Dark Empowerment==> EndRdx(32) EndRdx(34)
35) --> Team Teleport==> EndRdx(35)
38) --> Dark Servant==> Rechg(38) Rechg(39) Rechg(39) Heal(39) Heal(40) Hold(40)
41) --> Dark Embrace==> EndRdx(41) DmgRes(42) DmgRes(42) DmgRes(42)
44) --> Soul Tentacles==> Acc(44) Acc(45) Immob(46) Immob(46) Immob(46)
47) --> Soul Storm==> Acc(47) Acc(48) Hold(48) Hold(48) Rechg(50) Rechg(50)
49) --> Black Hole==> Acc(49) Acc(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Supremacy==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------


Level 1: No duh. If you don’t take Zombie Horde at level 1, you shouldn’t be playing a MM. No choice with Twilight Grasp, but it’s what you would take if given the choice anyway.

Level 2: I used to have an attack here, but once I got into the 30’s, I found that I was only using it by accident. If I need to pull, I’ll use TP Foe.

Level 4: Another necessary power that is good to have some slots in ASAP.

Level 6: Enchant Undead. If you ever look at any of my builds, I almost always take a travel or stamina pre-requisite at level 6. This is an exception to that rule. Take this at 6 because you NEED THIS POWER.

Level 8: I’m following my “grab a travel pre-req ASAP” rule here. I chose Teleport for a few reasons, but I took Teleport Foe specifically to be able to grab my opponents and place them neatly into my circle of death. It is a beautiful thing. Even if you don’t take Teleport as your travel power, you should consider taking this power.

Level 10: AoE rez and auto-hit disorient. Very useful whether you deem a team worthy of having you along or not.

Level 12: Grave Knight. If you don’t take this at level 12 there’s a good chance that you’re currently dribbling onto your nappie.

Level 14: Travel power. Duh. I took teleport because I wanted something that would provide some support for my pets (Teleport Foe and possibly Teleport Team somewhere in the 40’s) that would give me vertical movement. Plus, I like it. Sue me.

Level 16: Shadow Fall gives a defense bonus, stealth, and resistance to certain damage types to everyone near you. You have 6 to 8 pets. Do the math. I went with three Endurance Reductions so that I could make up for not having Stamina, but it is still an endurance heavy toggle.

Level 18: Soul Extraction is a great panic power and I’ve finally acquiesced to those who insist that you slot it for recharges. Now I can have one out whenever the other one dismisses itself (and have even managed two when I was Speed Boosted).

Level 20: It feels so weird to be suggesting something other than Stamina at level 20. At any rate, my only regret is that I couldn’t get this power sooner. Fearsome Stare is your number one crowd control ability (well, other than your “Send in your pets and make everything die” ability). No, it isn’t as broken as it used to be and yes, the Defender version is better. It’s still seven shades of awesome.

Level 22: I’m really only taking Hasten as a prerequisite to Superspeed so that I can stack the stealth from Shadowfall and Superspeed to zerg missions that I don’t feel like treating as a Defeat All. It’s helpful during pet summoning and in holding Elite Bosses and Heroes/AV’s but the Endurance crash at the end is painful without Stamina.

Level 24: Only there for the Stealth and to have a way to traverse the ground quickly since Teleport can be tricky at times in a place like Grandville.

Level 26: Lich. Duh. Watch your effectiveness quadruple. Okay, that might be an exaggeration, but getting this guy is a big deal. I slotted some of his aspects instead of his damage, but that’s because it isn’t his primary use. Yes, his damage is nice, but those holds and debuffs will make your heart sing.

Level 28: This hold isn’t nearly as great as it used to be, but it keeps those Flamethrowers (fire damage HURTS) out of the mix. Also useful for all the Hold stacking on tougher enemies when you, your Lich, your Dark Servant and an Extracted Soul are stacking holds.

Level 30: Great utility power for teams and for pets who are stuck. No need to slot it, though.

Level 32: Another “NO DUH” power. You’ll weep with joy at how much this helps.

Level 35: Have fun annoying your teammates with this power that sounds more useful than it is. The only time I’ve really found it “useful” was when I pulled myself and another Mastermind past some caltrops so that we wouldn’t have our pets go all retarded. And even then one of the Brutes on our team complained about it.

Level 38: Fluffy! Another power you’re an idiot for not taking. The recharge is pretty long compared to the Defender version, so don’t expect it to be permanent without some significant slotting. I went with two Heals and a Hold since those are the two things I like best about him.

41: Dark Embrace fills the Damage Resistance holes that are in Shadowfall. The only Damage types I have no Resistance to are Fire and Cold. Not bad for a squishy. The other bonus is that is uses very little Endurance, so a single Endurance Reduction makes it very manageable.

44: Soul Tentacles didn’t excite me when I first picked it up, so I waited an extra level before I slotted it. Holy crap does it last a long time now, though. I wish it had a –Fly, but when combined with Tar Patch and the Immobilizes from my Lich and Dark Servant, I rarely have an EB/AV/Hero who doesn’t stay where I want them to. Really neat animation, too.

47: I don’t have this one yet, but I’m just looking forward to having another hold.

49: I was going to take this in anticipation of the Recluse Strike Force, but after hearing reports of it’s ineffectiveness against those Heroes, I probably won’t now. Since I haven’t done the 44+ respec, I may pick it up and then see how well it works for myself, though.



I feel like I’ve gone into more detail than I needed to here, but I can answer anyone’s questions if you want to post them in this thread. I’m not necessarily an expert and I’m neither a number cruncher nor a min-maxer (though I have my moments), so I know there are things I could have done to be more “efficient.” In fact, I may well do them in the future. As it stands right now, I can solo almost everything that I come across. No, I haven’t soloed any AV’s or Heroes, but I came pretty close a few times pre I7 (besides, you’re not SUPPOSED to be able to do that).

Here’s a build I’m considering moving to once I hit 49 or 50 since I’m finally starting to feel like I could actually use Stamina now. I know that I’m the guy always posting how you don’t need it even with /Dark, but I’m starting to feel the burn in high level missions where I’m spamming heals, holds, debuffs, Howling Twilight and respawning pets constantly whenever I’m on an AV team. I never ever need it solo, but it sucks to have to rest every couple of groups on a large team while everyone else plunges in.

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Mastermind
Primary: Necromancy
Secondary: Dark Miasma
---------------------------------------------
01) --> Zombie Horde==> Acc(1) Acc(3) Acc(3) Dmg(5) Dmg(5) Dmg(7)
01) --> Twilight Grasp==> Acc(1) Acc(7) Heal(9) Heal(9) Heal(11) Rechg(11)
02) --> Tar Patch==> Rechg(2) Rechg(36) Rechg(37)
04) --> Darkest Night==> EndRdx(4) TH_DeBuf(37) TH_DeBuf(37) TH_DeBuf(40) EndRdx(50)
06) --> Enchant Undead==> EndRdx(6)
08) --> Teleport Foe==> Acc(8) Acc(17) Rechg(19)
10) --> Howling Twilight==> Rechg(10) Rechg(43) Rechg(43)
12) --> Grave Knight==> Acc(12) Acc(13) Dmg(13) Dmg(15) Dmg(15)
14) --> Teleport==> EndRdx(14) EndRdx(17)
16) --> Shadow Fall==> EndRdx(16) DmgRes(19) DmgRes(25) DmgRes(36) EndRdx(36)
18) --> Soul Extraction==> Rechg(18) Rechg(43) Rechg(46) Acc(46)
20) --> Fearsome Stare==> Acc(20) Acc(21) Fear(21) Fear(23) Rechg(23) Rechg(25)
22) --> Hurdle==> Jump(22)
24) --> Swift==> Run(24)
26) --> Lich==> Acc(26) Acc(27) Hold(27) Hold(29) Fear(29) Fear(31)
28) --> Petrifying Gaze==> Acc(28) Acc(33) Hold(33) Hold(33) Rechg(34) Rechg(34)
30) --> Stamina==> EndMod(30) EndMod(31) EndMod(31)
32) --> Dark Empowerment==> EndRdx(32) EndRdx(34)
35) --> Recall Friend==> Rechg(35)
38) --> Dark Servant==> Rechg(38) Rechg(39) Rechg(39) Heal(39) Heal(40) Hold(40)
41) --> Dark Embrace==> EndRdx(41) DmgRes(42) DmgRes(42) DmgRes(42)
44) --> Soul Tentacles==> Acc(44) Acc(45) Immob(45) Immob(45) Immob(46)
47) --> Soul Storm==> Acc(47) Acc(48) Hold(48) Hold(48) Rechg(50) Rechg(50)
49) --> Team Teleport==> EndRdx(49)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Supremacy==> Empty(1)
02) --> Rest==> Rechg(2)

This guide isn’t the be all end all, so if you find that some of this doesn’t work for you, that doesn’t mean you’re doing something wrong.

Well, unless you’re taking attacks. Really. I’m right about this one. They suck and will continue to suck even if 37 slotted. Damaging things isn’t your job. Ever. I’m not saying that’s the case for other Mastermind sets, but I believe it’s true for this combo.

So have fun out there.


 

Posted

Don't discount the usefulness of being invisible as a MM.
it really allows you to position yourself away from your minions so you don't die from the AoEs for example. I favorited techinque of mine is to make my minions stay, invis to the other side of the spawn, tell minions to attack, and use fearsome stare just as the alpha volley goes out.
Even more useful if you have TP Friend. You can go straight to the named boss or the ThornTree room in the respec trial for example.
It's also very useful for nearly teamwipes, make a pile of dead bodies in the middle of your shadowfall, then open the next fight with Howling Twilight.
Showdowfall+Superspeed for the win!


 

Posted

That's exactly why I have Shadowfall and Superspeed right now. I may drop Superspeed on my 50 respec, but that's still up in the air.


 

Posted

It occured to me that Malaekai's post in my previous version's thread could be useful.

[ QUOTE ]
It's great to have all this valuable info in one thread for the Necro, so I will post my goto bind strategy here. It should be noted that this isn't my only goto bind, but my most used on. I also use Khaiba's binds in addition for individual group control, but this strategy covers about 95% of fights.

An easy way to send only certain pets into combat is to put one letter in their name they share, that no other pet has.

For instance I always want to send my zombies and knights to melee while my ghost and lich hang at range. I would name my pets as follows (just examples to illustrate point, not real names):

Group 1.) Melee:

Bob - Zombie
Nob - Zombie
Cob - Zombie

Slab - Knight
Crab - Knight

Group 2.) Ranged:

Harry - Ghost
Sally - Lich

Now notice that all the zombies and knights included a b in their name, which neither the ghost nor lich has. In addition the ghost and lich both have a y in their name that none of the zombies/knights have.

Now you use two binds:

/bind t petcom_name b goto def (use whatever key you like for "t")
/bind g petcom_name y goto def (use whatever key you like for "g")

Note above: If you don't want the pets in defensive mode when they arrived (which will make them man up to whatever mobs attacked them), then you can put them on aggressive by substituting "agg" for "def" in the bind. This will make them attack whatever's in their range (and possible attack it before it attacks them) but is potentially dangerous when used in a team setting.

Using these two binds and fitting pet names, you can send some pets to melee when they all start at range, or send some pets to range when you all get jumped at melee.

Also, this isn't only useful for the 26+ necro with all his pets. In can be used with two zombies and a graveknight (level 12) for instance. You can make the knight go to melee and the two zombies hang at range (although one would usually try to rush melee anyway, you can pull him back with this command) Just follow the naming guidelines above to give each group a mutually exclusive letter and you're all set.

And just to include the simplified version for completeness, if you want a goto bind that moves all pets to melee, use:

/bind <key> petcom_all goto def (or agg)

[/ QUOTE ]


 

Posted

I hit 50 over the Double XP Weekend and this is what I respecced into:

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Balor
Level: 50
Archetype: Mastermind
Primary: Necromancy
Secondary: Dark Miasma
---------------------------------------------
01) --> Zombie Horde==> Acc(1) Acc(3) Acc(3) Dmg(5) Dmg(5) Dmg(7)
01) --> Twilight Grasp==> Acc(1) Acc(7) Heal(9) Heal(9) Heal(11) Rechg(11)
02) --> Tar Patch==> Rechg(2) Rechg(13) Rechg(13)
04) --> Darkest Night==> EndRdx(4) TH_DeBuf(15) TH_DeBuf(15) TH_DeBuf(17) EndRdx(50)
06) --> Enchant Undead==> EndRdx(6)
08) --> Teleport Foe==> Acc(8) Acc(17) Rechg(19)
10) --> Howling Twilight==> Rechg(10) Rechg(19) Rechg(21)
12) --> Grave Knight==> Acc(12) Acc(21) Dmg(23) Dmg(23) Dmg(25)
14) --> Teleport==> EndRdx(14) EndRdx(25)
16) --> Shadow Fall==> EndRdx(16) EndRdx(27) DmgRes(27) DmgRes(29) DmgRes(29) EndRdx(46)
18) --> Soul Extraction==> Rechg(18) Rechg(31) Rechg(31) Acc(31)
20) --> Fearsome Stare==> Acc(20) Acc(33) Fear(33) Fear(33) Rechg(34) Rechg(34)
22) --> Hurdle==> Jump(22)
24) --> Swift==> Run(24)
26) --> Lich==> Acc(26) Acc(34) Hold(36) Hold(36) Fear(36) Fear(37)
28) --> Petrifying Gaze==> Acc(28) Acc(37) Hold(37) Hold(39) Rechg(39) Rechg(39)
30) --> Stamina==> EndMod(30) EndMod(40) EndMod(40)
32) --> Dark Empowerment==> Rechg(32)
35) --> Recall Friend==> Rechg(35)
38) --> Dark Servant==> Rechg(38) Rechg(40) Rechg(42) Acc(42) TH_DeBuf(42) TH_DeBuf(43)
41) --> Dark Embrace==> EndRdx(41) DmgRes(43) DmgRes(43) DmgRes(45)
44) --> Soul Tentacles==> Acc(44) Acc(45) Immob(45) Immob(46) Immob(46)
47) --> Soul Storm==> Acc(47) Acc(48) Hold(48) Hold(48) Rechg(50) Rechg(50)
49) --> Hasten==> Rechg(49)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Supremacy==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------

Yes, I finally got Stamina. It took 50 levels, but I got to the point where I felt I needed it after having to Rest in the middle of The Center's AV ambushes and other prolonged battles.

As always, if you have questions just post them here.


 

Posted

Excellent guide and recs as usual. My build is very similar to yours, except I love flight, tried TP it works, but dude I can FLY!! and the in battle mobility is great ... anyway I have two questions:

1) My Knights are slotted 3 acc 3 dmg. Is the third acc needed? (I don't run leadership)

2) With Stamina is it neccessary to have 2 end reduc in Darkest Night? I realize you took the second end reduc at 50 on a repsec.

I am level 40 currently and am getting ready to respec into stamina for the exact reasons you mentioned above.


 

Posted

Make that three questions

3) three end reduc in Shadow Fall seems like a lot, is more than two really needed?


 

Posted

Great guide (useing quick reply so this is in responce for Op) Builds alot like waht mines turning into.


 

Posted

Sorry I haven't been watching this thread. I'll answer your questions as best I can even though it's been long enough since you posted this that you probably found your answers elsewhere.

[ QUOTE ]

1) My Knights are slotted 3 acc 3 dmg. Is the third acc needed? (I don't run leadership)

[/ QUOTE ]

I never have any problems with my Grave Knights hitting anything with two accuracies in there, but I think that comes down to personal choice. Now that I'm level 50, I'm rarely fighting anything that is more than +2 or +3 to me (other than in the RSF), so I don't see my Knighs having all that much difficulty hitting anything. If you're PvP focused, then you may want that third one in there for hitting people with Defense based builds and the like. It's certainly not hurting anything, though.

[ QUOTE ]
2) With Stamina is it neccessary to have 2 end reduc in Darkest Night? I realize you took the second end reduc at 50 on a repsec.

[/ QUOTE ]

If you're fighting a lot AV/Heroes, then you'll notice the burn from Darkest Night. Otherwise, you don't need to slot it for Endurance Reduction unless you see it as a problem. Personally, I did without Stamina, but not so much once I had it.

[ QUOTE ]
3) three end reduc in Shadow Fall seems like a lot, is more than two really needed?

[/ QUOTE ]

I have never even considered removing that third End Reducer. It is a very expensive toggle and you'll never ever want to turn it off (stupid hostages). You may find that you don't need it, but I really noticed the difference with every slot I put in there.


 

Posted

Excellent! Thanks for redoing your guide, and for being so thorough.

I've been playing Dark in one way or another since CoH Beta, and it's great guides like this that've helped me do so.

[u]A question[u]: I'm unfortunately a primarily solo player. I just hit 27, and am wondering a good place to try to solo missions and minor stuff like that. I've got the hang of how to solo with a Nec/DM, but everywhere I try it's either weaklings or purples. Any help here will be greatly appreciated!


 

Posted

[ QUOTE ]
I'm unfortunately a primarily solo player. I just hit 27, and am wondering a good place to try to solo missions and minor stuff like that. I've got the hang of how to solo with a Nec/DM, but everywhere I try it's either weaklings or purples. Any help here will be greatly appreciated!

[/ QUOTE ]

Do missions. Street hunting sucks.

Also, here's a little something I put together on our private forums because I was tired of always explaining why advise against taking Leadership on a /Dark Mastermind. I'm a Goon, in case you didn't know. I refer to Goonhood and I'm too lazy to edit this since it only effects a few sentences.

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

Since I talk about it all the time and I get tired of repeating myself, here’s a thread I can point people to when they want to tell me I’m crazy for not insisting that every Mastermind ever gets Tactics.

Yes, it is a great power. I have it on my Corruptor, where I think it is infinitely more useful. I’m not saying that you shouldn’t get it if you’re dying to have it, but I want people to at least think about it.

Since I’m not an “expert” on every single secondary, I’m limiting my discussion to the /Dark secondary. I have a level 50 Necro/Dark Mastermind and have written a guide that is posted on these forums, on the official CoH forums, and on coldfront.com. Most people I’ve talked to have found it helpful and I think I’m pretty good when it comes to this powerset. I also have a level 27 Dark/Electric Defender, but he was originally built pre-ED when they were still really good at PvP, so I’m not going there.

Other sets have more crap powers, but when it comes to Dark Miasma, the only power you should be skipping is Black Hole. So assuming you’re skipping your attacks, that’s still 9 of your 24 powers eaten up by your secondary. Add in your 3 pet summons and 2 upgrades and we’re at 14 of 24. Stamina and a travel power will eat up another 5 (and yes, you’ll need Stamina once you hit the 40’s – before that I was fine and I actually got to 50 without it, but once I respecced it in I became MUCH more effective). So with Stamina, a travel power, the powers you need from Dark Miasma, and the bare minimum of powers from your primary, we’re at 19 of 24 powers. That leaves 5 powers and not a lot of slots left. I argue that if you’re going to go with /Dark, that isn’t enough room to get Leadership and run it well enough for it to be worth it.

First, the arguments for the Dark Miasma powers one by one. Get more info from my Guide if you want details..

Twilight Grasp: You have no choice but you would be retarded if you didn’t take it. Probably the best heal in CoV and a nice debuff to boot. 6 slot this and wish you had more slots to put there.

Tar Patch: A powerful debuff that Slows your enemies and reduces their Damage Resistance. I always just 3 slot it for Recharge because I run out of slots, but Slows are also useful. This is one of the best debuffs available period.

Darkest Night: Powerful ToHit Debuff. Turns everything up to and including AV’s into whiffing ninnies.

Howling Twilight: No, this rez won’t work on your pets, but it IS an auto-hit Disorient with some nice debuffs to it. I use it all the time even when I’m not teaming. The fact that it allows you to rez your teammates is just an added bonus. A great power for PvP since it is auto-hit ([censored] you Mister Personal Force Field!).

Shadow Fall: Stealth and Damage Resistance to damage types that are rarely resisted for you and anyone near you. Everyone will love you when you’re fighting Psionic enemies, not counting the usefulness of being able to sneak up on enemies.

Fearsome Stare: This is where some people start to argue. I personally think that if you’re not taking FS, why are you taking Dark Miasma? It is a defining power of the set. Cone Fear that debuffs your enemies and makes them unable to attack you unless you attack them first. Rarely resisted and a killer move in PvP. Take it. Slot it. Love it.

Petrifying Gaze: A single target hold that people constantly [censored] about. It’s duration was nerfed a long, long time ago and most of the naysayers remember it’s previous state. No, it doesn’t last forever like it used to and it might need a slight buff since it doesn’t have any secondary effects, but taking a troublesome minion or LT out of the fight is EXTREMELY USEFUL. Playing Necro, I could lose all of my pets almost instantly if faced with a group that included 3 or more Flamethrowers. Removing one of them from the fight saved my e-can more times than I can count. Longbow Nullifiers? Pussies thanks to this power. Spec-Ops and Sappers? Who cares. They’re held. When you get your Patron hold (WHICH YOU SHOULD), you no longer have to worry about bosses. Why? Because you’ve held them by stacking PG and your Patron hold before the fight even started. By the time they break out of it (IF they break out of it), the rest of the mob is dead and you’ve debuffed them to the point that they can’t do anything anyway. HOW is that not useful? This power deserves six slots. So does your Patron hold. Enjoy holding AV’s and Heroes? I know I do.

Black Hole: Total crap.

Dark Servant: Anyone who argues that this isn’t useful hasn’t used it. I’m serious about that. Debuffs, heals, holds, immobilizes, does some damage, and tanks for you. Awesome and necessary.

So assuming I’m right (and I am), then the question becomes “What can I drop from my primary and pool powers to get those two Leadership toggles?” We’ll look at that some in a moment, but first I want to comment on what a /Dark Mastermind’s role in a team really is. You’re filling the role of a Dark Defendtroller essentially. You’re better at healing and debuffing than most Corruptors and you have more control than a lot of Dominators with none of the frailty. You’re spending all of your endurance on keeping your enemies debuffed and your pets alive rather than splitting it between that and damage, so in many ways you are more useful than a Corruptor or a Dominator could ever be.

Are there situations where a Corruptor is more useful? A few, but most of them involve the Recluse Strike Force. Making all your decisions based on a single Strike Force is retarded.

Are there situation where a Dominator is more useful? Well, I’m sure there are, but since they spend most of their time face-planted it’s hard to tell (lol Dominators lol). Seriously, they need some real attention from the Devs.

What other AT can hold the boss, debuff the entire mob, then kill them without ever taking enough damage to make a real dent in their defenses (thanks to Bodyguard)? None. Who else can kill Heroes in PvP without ever actually attacking them (many of my PvP wins have occurred without me ever leaving Bodyguard)? Nobody.

So why sacrifice that ability for a minor Damage or Defense Boost coupled with better accuracy and some +Perception that you almost never need in PvE?

You can argue that you’ll get the powers and slots by shortchanging your primary or necessary pool powers, but I think that’s foolhardy, too.

First I’ll start with the character I know best.

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Balor
Level: 50
Archetype: Mastermind
Primary: Necromancy
Secondary: Dark Miasma
---------------------------------------------
01) --> Zombie Horde==> Acc(1) Acc(3) Acc(3) Dmg(5) Dmg(5) Dmg(7)
01) --> Twilight Grasp==> Acc(1) Acc(7) Heal(9) Heal(9) Heal(11) Rechg(11)
02) --> Tar Patch==> Rechg(2) Rechg(13) Rechg(13)
04) --> Darkest Night==> EndRdx(4) TH_DeBuf(15) TH_DeBuf(15) TH_DeBuf(17) EndRdx(50)
06) --> Enchant Undead==> EndRdx(6)
08) --> Teleport Foe==> Acc(8) Acc(17) Rechg(19)
10) --> Howling Twilight==> Rechg(10) Rechg(19) Rechg(21)
12) --> Grave Knight==> Acc(12) Acc(21) Dmg(23) Dmg(23) Dmg(25)
14) --> Teleport==> EndRdx(14) EndRdx(25)
16) --> Shadow Fall==> EndRdx(16) EndRdx(27) DmgRes(27) DmgRes(29) DmgRes(29) EndRdx(46)
18) --> Soul Extraction==> Rechg(18) Rechg(31) Rechg(31) Acc(31)
20) --> Fearsome Stare==> Acc(20) Acc(33) Fear(33) Fear(33) Rechg(34) Rechg(34)
22) --> Hurdle==> Jump(22)
24) --> Swift==> Run(24)
26) --> Lich==> Acc(26) Acc(34) Hold(36) Hold(36) Fear(36) Fear(37)
28) --> Petrifying Gaze==> Acc(28) Acc(37) Hold(37) Hold(39) Rechg(39) Rechg(39)
30) --> Stamina==> EndMod(30) EndMod(40) EndMod(40)
32) --> Dark Empowerment==> Rechg(32)
35) --> Recall Friend==> Rechg(35)
38) --> Dark Servant==> Rechg(38) Rechg(40) Rechg(42) Acc(42) TH_DeBuf(42) TH_DeBuf(43)
41) --> Dark Embrace==> EndRdx(41) DmgRes(43) DmgRes(43) DmgRes(45)
44) --> Soul Tentacles==> Acc(44) Acc(45) Immob(45) Immob(46) Immob(46)
47) --> Soul Storm==> Acc(47) Acc(48) Hold(48) Hold(48) Rechg(50) Rechg(50)
49) --> Hasten==> Rechg(49)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Supremacy==> Empty(1)
02) --> Rest==> Rechg(2)

What could I drop from this build? Hasten, which has no slots in it? Stamina, with three (which you can’t run Leadership without)? Soul Extraction? Well, there’s one power and 3 free slots. Not enough to run Leadership from. Recall Friend? That still doesn’t help with the slots necessary to run those powers effectively.

I could drop Endurance Reductions from some powers or Recharges from others, but then I lose effectiveness. The slight increase in damage (11.25% assuming your pets are in range) and accuracy (+11.70% ToHit buff, which is powerful, but still assumes your pets are in range) aren’t worth having a boss that would have been removed from the fight one-shotting my zombies or holding me, making me completely worthless. They aren’t worth having a whole mob cowering in Fear while I pick them off one by one at my leisure.

Let’s look at some other sets.

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Merc Example
Level: 50
Archetype: Mastermind
Primary: Mercenaries
Secondary: Dark Miasma
---------------------------------------------
01) --> Soldiers==> Acc(1) Acc(3) Acc(3) Dmg(5) Dmg(5) Dmg(7)
01) --> Twilight Grasp==> Acc(1) Acc(7) Heal(9) Heal(9) Heal(11) Rechg(11)
02) --> Tar Patch==> Rechg(2) Rechg(17) Rechg(21)
04) --> Darkest Night==> EndRdx(4) TH_DeBuf(36) TH_DeBuf(36) TH_DeBuf(36)
06) --> Equip Mercenary==> EndRdx(6)
08) --> Teleport Foe==> Acc(8) Acc(46)
10) --> Howling Twilight==> Rechg(10) Rechg(37) Rechg(37)
12) --> Spec Ops==> Acc(12) Acc(13) Dmg(13) Dmg(15) Dmg(15) Hold(46)
14) --> Teleport==> EndRdx(14) EndRdx(17)
16) --> Shadow Fall==> Rechg(16) EndRdx(23) DmgRes(37) DmgRes(40) DmgRes(43)
18) --> Serum==> Rechg(18) Rechg(19) Rechg(19) DmgRes(43) DmgRes(46) DmgRes(50)
20) --> Fearsome Stare==> Acc(20) Acc(21) Rechg(23) Rechg(25) TH_DeBuf(25) TH_DeBuf(34)
22) --> Swift==> Run(22)
24) --> Hurdle==> Jump(24)
26) --> Commando==> Acc(26) Acc(27) Dmg(27) Dmg(29) Dmg(29)
28) --> Petrifying Gaze==> Acc(28) Acc(31) Hold(31) Hold(31) Rechg(33) Rechg(33)
30) --> Stamina==> EndMod(30) EndMod(34) EndMod(34)
32) --> Tactical Upgrade==> Rechg(32) EndRdx(33)
35) --> Hasten==> Rechg(35)
38) --> Dark Servant==> Rechg(38) Rechg(39) Rechg(39) TH_DeBuf(39) TH_DeBuf(40) Heal(40)
41) --> Scorpion Shield==> EndRdx(41) EndRdx(42) DefBuf(42) DefBuf(42) DefBuf(43)
44) --> Web Envelope==> Acc(44) Acc(45) Immob(45) Immob(45)
47) --> Web Cocoon==> Acc(47) Acc(48) Hold(48) Hold(48) Rechg(50) Rechg(50)
49) --> Recall Friend==> Empty(49)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Supremacy==> Empty(1)
02) --> Rest==> Rechg(2)

Again, what do I drop? I’m no expert, but Serum is supposed to be the bomb from what I understand of the Mercenaries set. The few powers you could argue I might be able to drop don’t free enough slots to get Tactics where it needs to be to be effective.

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Ninja Expample
Level: 50
Archetype: Mastermind
Primary: Ninjas
Secondary: Dark Miasma
---------------------------------------------
01) --> Call Genin==> Acc(1) Acc(3) Acc(3) Dmg(5) Dmg(5) Dmg(7)
01) --> Twilight Grasp==> Acc(1) Acc(7) Heal(9) Heal(9) Heal(11) Rechg(11)
02) --> Tar Patch==> Rechg(2) Rechg(23) Rechg(23)
04) --> Darkest Night==> EndRdx(4) TH_DeBuf(37) TH_DeBuf(37) TH_DeBuf(40)
06) --> Train Ninjas==> EndRdx(6)
08) --> Teleport Foe==> Acc(8) Acc(21)
10) --> Howling Twilight==> Rechg(10) Rechg(36) Rechg(36)
12) --> Call Jounin==> Acc(12) Acc(13) Dmg(13) Dmg(15) Dmg(15) TH_DeBuf(17)
14) --> Teleport==> EndRdx(14) EndRdx(17)
16) --> Shadow Fall==> EndRdx(16) EndRdx(19) DmgRes(43) DmgRes(43) DmgRes(46)
18) --> Smoke Flash==> Acc(18) Acc(19) Rechg(36) Rechg(37) Rechg(43)
20) --> Fearsome Stare==> Acc(20) Acc(21) Rechg(25) Rechg(25) TH_DeBuf(34) TH_DeBuf(34)
22) --> Swift==> Run(22)
24) --> Hurdle==> Jump(24)
26) --> Oni==> Acc(26) Acc(27) Dmg(27) Dmg(29) Dmg(29) Hold(31)
28) --> Petrifying Gaze==> Acc(28) Acc(31) Hold(31) Hold(33) Rechg(33) Rechg(34)
30) --> Stamina==> EndMod(30) EndMod(46) EndMod(46)
32) --> Kuji In Zen==> Rechg(32) EndRdx(33)
35) --> Hasten==> Rechg(35) Rechg(50)
38) --> Dark Servant==> Rechg(38) Rechg(39) Rechg(39) TH_DeBuf(39) TH_DeBuf(40) Heal(40)
41) --> School of Sharks==> Acc(41) Acc(42) Immob(42) Immob(42)
44) --> Shark Skin==> EndRdx(44) DmgRes(45) DmgRes(45) DmgRes(45)
47) --> Spirit Shark Jaws==> Acc(47) Acc(48) Hold(48) Hold(48) Rechg(50) Rechg(50)
49) --> Recall Friend==> Rechg(49)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Supremacy==> Empty(1)
02) --> Rest==> Empty(2)

Smoke Flash is pretty much necessary from what Ninja people say. Not that many slots in there anyway.

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Robotics Example
Level: 50
Archetype: Mastermind
Primary: Robotics
Secondary: Dark Miasma
---------------------------------------------
01) --> Battle Drones==> Acc(1) Acc(3) Acc(3) Dmg(5) Dmg(5) Dmg(7)
01) --> Twilight Grasp==> Acc(1) Acc(7) Heal(9) Heal(9) Heal(11) Rechg(11)
02) --> Tar Patch==> Rechg(2) Rechg(23) Rechg(23)
04) --> Darkest Night==> EndRdx(4) TH_DeBuf(37) TH_DeBuf(37) TH_DeBuf(40)
06) --> Equip Robot==> EndRdx(6)
08) --> Teleport Foe==> Acc(8) Acc(21) Rechg(43)
10) --> Howling Twilight==> Rechg(10) Rechg(36) Rechg(36)
12) --> Protector Bots==> Acc(12) Acc(13) Dmg(13) Dmg(15) DefBuf(15) DefBuf(17)
14) --> Teleport==> EndRdx(14) EndRdx(17)
16) --> Shadow Fall==> EndRdx(16) EndRdx(19) DmgRes(43) DmgRes(43) DmgRes(46)
18) --> Repair==> Rechg(18) Rechg(19) Rechg(31)
20) --> Fearsome Stare==> Acc(20) Acc(21) Rechg(25) Rechg(25) TH_DeBuf(34) TH_DeBuf(34)
22) --> Swift==> Run(22)
24) --> Hurdle==> Jump(24)
26) --> Assault Bot==> Acc(26) Acc(27) Dmg(27) Dmg(29) Dmg(29) DisDur(37)
28) --> Petrifying Gaze==> Acc(28) Acc(31) Hold(31) Hold(33) Rechg(33) Rechg(34)
30) --> Stamina==> EndMod(30) EndMod(46) EndMod(46)
32) --> Upgrade Robot==> EndRdx(32) Rechg(33)
35) --> Hasten==> Rechg(35) Rechg(36) Rechg(50)
38) --> Dark Servant==> Rechg(38) Rechg(39) Rechg(39) TH_DeBuf(39) TH_DeBuf(40) Heal(40)
41) --> School of Sharks==> Acc(41) Acc(42) Immob(42) Immob(42)
44) --> Shark Skin==> EndRdx(44) DmgRes(45) DmgRes(45) DmgRes(45)
47) --> Spirit Shark Jaws==> Acc(47) Acc(48) Hold(48) Hold(48) Rechg(50) Rechg(50)
49) --> Recall Friend==> Rechg(49)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Supremacy==> Empty(1)
02) --> Rest==> Rechg(2)

I suppose you very well COULD do without Repair from what people have told me. This is the one set where you MIGHT be able to fit it in. I still wouldn’t, though.

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Thugs Example
Level: 50
Archetype: Mastermind
Primary: Thugs
Secondary: Dark Miasma
---------------------------------------------
01) --> Call Thugs==> Acc(1) Acc(3) Acc(3) Dmg(5) Dmg(5) Dmg(7)
01) --> Twilight Grasp==> Acc(1) Acc(7) Heal(9) Heal(9) Heal(11) Rechg(11)
02) --> Tar Patch==> Rechg(2) Rechg(25) Rechg(25)
04) --> Darkest Night==> EndRdx(4) TH_DeBuf(36) TH_DeBuf(36) TH_DeBuf(37)
06) --> Equip Thugs==> EndRdx(6)
08) --> Teleport Foe==> Acc(8) Acc(21) Rechg(50)
10) --> Howling Twilight==> Rechg(10) Rechg(43) Rechg(46)
12) --> Call Enforcer==> Acc(12) Acc(13) Dmg(13) Dmg(15) DefBuf(15) DefBuf(17)
14) --> Teleport==> EndRdx(14) EndRdx(17)
16) --> Shadow Fall==> EndRdx(16) EndRdx(34) DmgRes(34) DmgRes(34) DmgRes(36)
18) --> Gang War==> Rechg(18) Rechg(19) Rechg(19) Acc(43)
20) --> Fearsome Stare==> Acc(20) Acc(21) Rechg(23) Rechg(23) TH_DeBuf(37) TH_DeBuf(37)
22) --> Hurdle==> Jump(22)
24) --> Swift==> Run(24)
26) --> Call Bruiser==> Acc(26) Acc(27) Dmg(27) Dmg(29) Dmg(29)
28) --> Petrifying Gaze==> Acc(28) Acc(31) Hold(31) Hold(31) Rechg(33) Rechg(33)
30) --> Stamina==> EndMod(30) EndMod(40) EndMod(43)
32) --> Upgrade Equipment==> EndRdx(32) Rechg(33)
35) --> Hasten==> Rechg(35) Rechg(46) Rechg(46)
38) --> Dark Servant==> Rechg(38) Rechg(39) Rechg(39) TH_DeBuf(39) TH_DeBuf(40) Heal(40)
41) --> Charged Armor==> EndRdx(41) DmgRes(42) DmgRes(42) DmgRes(42)
44) --> Electrifying Fences==> Acc(44) Acc(45) Immob(45) Immob(45)
47) --> Electric Shackles==> Acc(47) Acc(48) Hold(48) Hold(48) Rechg(50) Rechg(50)
49) --> Recall Friend==> Rechg(49)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Supremacy==> Empty(1)
02) --> Rest==> Rechg(2)

You’ll need all the help you can get to keep those Thugs alive. They are sooo squishy. Giving up an ounce of control for that little damage boost is going to be really detrimental to your health.

So I’ve covered all the /Dark combinations. I chose different Patron Pools for everyone to add some variety,

Even in a build where you can fit the powers in, I believe that your endurance is better spent on controlling the mobs you’re fighting and healing your pets/teammates than adding those minor buffs. “But wait! I can take Maneuvers!” you say? Think this will help keep your teammates and pets alive? Fully slotted, you’re getting a 2.9% Defense boost for a minimum of 0.207 Endurance per second. Dispersion Bubble gives 9.4% for 0.344 Endurance per second. That’s 324% Defense over Maneuvers for 166% of the Endurance cost. WAAAYYY more bang for the buck and that is STILL considered to be an underpowered shield by a lot of people. Shadow Fall gives you 2.8% Defense and we consider that Defense boost to be pathetic! Maneuvers is a joke unless you’re maybe already a /Force Field, though it requires so many slots that it just doesn’t seem worth it to me.

I’m not saying that Leadership isn’t useful. I use it very happily on my AR/Rad Corruptor, who is currently level 44 and VERY useful on teams. Then again, he gets a bigger boost for those powers than a Mastermind does. Why? Several reasons, actually:

1) Corruptors get a bigger boost from Leadership toggles than a Mastermind does. According to Hero Planner, Corruptors get a 15% damage boost while Masterminds get an 11.25% boost. Tactics is the only thing you’re concerned about? Well, according to the same program Corruptors get a 15.6% boost while Masterminds only get an 11.7% boost. You can look up Maneuvers numbers for yourself since it’s too loltastic for me to care about at this point.

2) A Corruptor (or any other AT for that matter) is guaranteed that every attack they make is going to be boosted by those toggles while they are active. A Mastermind is not. There are situations where a pet will be out of range for a boost or behind a wall where it can’t receive it that you’re spending that Endurance on nothing. You aren’t personally attacking, so you can’t guarantee that the damage that is being dealt by your pets will actually benefit from these toggles 100% of the time.

Yes, you can make the argument that you’re helping your team kill things faster, but that Endurance you’re burning on a boost of potentially 0% is better spent debuffing, holding, healing, etc.

You just have better options when you’re running /Dark than these very minor and over-hyped boosts. Yes, they have their merits in PvP (or at least Tactics does), but it just doesn’t fit your role. Most of the PvP fights I’ve been in have been reactive fights anyway. Some Scrapper or Stalker thinks I’m an easy kill, they swoop in and attack, I shrug off their damage thanks to Bodyguard, then I proceed to the whooping of the [censored]. Would Tactics or Assault make as big a difference in those fights as Hasten or those extra ToHit Debuffs in Darkest Night? Not a chance.

I’m done ranting. Let this thread stand as a testament to this argument so I don’t have to go into it in Goonsquad every time someone asks for Mastermind build advice. Also, feel free to write something up about the other secondaries since I don’t have that much experience with them.


 

Posted

Thank you for the exposition, but what I had asked was where "a good place to try to solo missions" was, not if I should do missions or not.

As I mentioned, my problem is that whatever missions I've been doing are either way too hard or too weak. That's why I was asking where (as in what zone) would be a good place to do and get missions.


 

Posted

At 27 I think I was in Nerva. Crank up your difficulty if you're not finding a challenge in your missions.


 

Posted

Again, it's not that it's too easy, it's that I can't find a happy medium.

But I'll go to Nerva. Thanks for the tip.


 

Posted

Ebon, what difficulty do you normally run your missions on?


 

Posted

I actually have been doing pretty well in Nerva by myself with Newspaper Missions. I haven't checked my difficulty setting in a while, but I believe it's somewhere 2 or 3 below the toughest.

Just got PG the other day, too, so that'll really help with soloing. Still trying to work Fear into my build, though, so it's into the test server I go!


 

Posted

With Issue 8 upon us, I'll be working on my update for this guide. No big changes for Masterminds with this issue, but the guide itself just needs a facelift to fit in all of the LOL LEEDERSHIPP LOL nonsense.


 

Posted

New version here. This one is done for.