Tanker mind
Looking at Provoke, If I add the cast time to the recharge and times it by 4 and find the duration falls below it I don't consider it enough and would want the other taunt as well however FO and FO. Let us know if it is villain side. Tank everything ya can
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Interestingly enough Mega if you've teamed with my Thrugs MM I play it pretty much as a tank - with BG mode runnin g you can take a serious beating. Now mine is Thugs/Poisen so the debuffs help against boss & worse damage but I think MM's make great tanks for teams up to 4 people.
Any over that I do think a self healing secondry is needed - although the use of def & resistance will be interesting on the above as the pets have self heals too.
I think it works very well - also taking the fear powers in the prescence pool can help alot for the damage mitigation - I know it has saved my MM a few times while my heal is not charged and I need a few seconds grace before the pets step in
I like the look of it let me know how it pans out
Build is good, you've certainly achieved your goals in three regards
1. The good defense % you get
2. The good resistance
3. Good regen
Here is two things that would worry me when rolling a toon like that.
1. Fire attacks
2. No actual traver power
Other than that I think you should be able to tank without to much trouble Have fun
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I like the look of it let me know how it pans out
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Will do mate, prob wont start this till we get our hands on additional character slots since ill be wanting to do this on defiant
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Here is two things that would worry me when rolling a toon like that.
1. Fire attacks
2. No actual travel power
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By fire attacks I'm guessing you mean really just burn patches which are easily handled with if you have your pets binded to the numpad other than that fire attacks shouldn't be a problem.
Yeah sadly going for the ultimate defense meant skipping the ever so needed travel powers but seeing as how i lag so much when i travel through villains, i think it will be safe to say that even though ill be slow as hell i wont lag and i've always got the good v evil jumpack which helps
My main thoughts on this build are that this isn't made for soloing its a team build mastermind so with the right team set up and someone having tp friend hopefully and maybe an extra form of heals coming in from a thermal this guy should be able to go the distance. Now i just need a concept.
It seems like ages since i last tried tanking with a mastermind back when bodyguard was first introduced i thought hmm wonder how well a robots dark could do if i gave him a taunt and left him in bodyguard mode, turns out pretty well however he just wasn't able to fit in as much defense as i would of liked so if i ran in to trouble and wasn't able to get in that crucial to hit-heal i would pretty much be screwed.
Anyway back to the point with the dev's recent masterminds are meant to be tanks point i figured hmm wonder what i could do if i made a mastermind made almost completely focused on tanking with the only damage/debuffs coming from the pets. So here i present to you all the two sets i reckon best for tanking the Necromancery/ Forcefields/ Scorpion Mastery tank.
Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Tanker mind: Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Force Field
Power Pool: Fitness
Power Pool: Presence
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Zombie Horde -- HO:Nucle(A), HO:Nucle(3), HO:Nucle(3), HO:Golgi(5), DefEgo-RecDeb%:20(5), EdctM'r-PetDef:40(36)
Level 1: Force Bolt -- Acc-I:50(A), Acc-I:50(43), FrcFbk-Rechg%:50(43)
Level 2: Deflection Shield -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(7), S'dpty-Def/EndRdx/Rchg:40(9)
Level 4: Insulation Shield -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(7), S'dpty-Def/EndRdx/Rchg:40(9)
Level 6: Enchant Undead -- RechRdx-I:50(A)
Level 8: Swift -- Run-I:50(A)
Level 10: Detention Field -- Acc-I:50(A), Acc-I:50(11), RechRdx-I:50(11), RechRdx-I:50(33)
Level 12: Grave Knight -- S'bndAl-Dmg/EndRdx:50(A), S'bndAl-Dmg/Rchg:50(13), S'bndAl-Acc/Dmg/Rchg:50(13), S'bndAl-Acc/Rchg:50(31), S'bndAl-Build%:50(33), HO:Nucle(36)
Level 14: Health -- Heal-I:50(A), Numna-Regen/Rcvry+:53(15), Mrcl-Rcvry+:40(15), RgnTis-Regen+:30(46)
Level 16: Provoke -- Zinger-Acc/Rchg:50(A), Zinger-Taunt:50(17), Zinger-Taunt/Rchg/Rng:50(17), Zinger-Taunt/Rchg:50(34), Zinger-Taunt/Rng:50(34), Acc-I:50(42)
Level 18: Life Drain -- Acc-I:50(A), Acc-I:50(19), Numna-Heal:53(19), Numna-Heal/EndRdx/Rchg:53(33), Numna-Heal/EndRdx:53(34), Numna-Heal/Rchg:53(36)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Dispersion Bubble -- Krma-ResKB:30(A), LkGmblr-Def:53(23), LkGmblr-Def/EndRdx/Rchg:53(23), Ksmt-ToHit+:30(37), LkGmblr-Def/EndRdx:30(39), LkGmblr-Rchg+:53(48)
Level 24: Maneuvers -- Krma-ResKB:30(A), LkGmblr-Def:53(25), LkGmblr-Def/EndRdx/Rchg:53(25), LkGmblr-Def/EndRdx:53(37), LkGmblr-Rchg+:53(48)
Level 26: Lich -- Acc-I:50(A), Acc-I:50(27), HO:Perox(27), HO:Perox(29), HO:Perox(29), SvgnRt-PetResDam:53(37)
Level 28: Boxing -- Stpfy-KB%:53(A)
Level 30: Tough -- HO:Ribo(A), HO:Ribo(31), HO:Ribo(31)
Level 32: Dark Empowerment -- EndRdx-I:50(A), RechRdx-I:50(40)
Level 35: Personal Force Field -- DefBuff-I:50(A), DefBuff-I:50(40), DefBuff-I:50(40), LkGmblr-Rchg+:53(43)
Level 38: Force Bubble -- EndRdx-I:50(A), EndRdx-I:50(39), EndRdx-I:50(39)
Level 41: Scorpion Shield -- LkGmblr-Def:53(A), LkGmblr-Def/EndRdx/Rchg:53(42), LkGmblr-Def/EndRdx:53(42), LkGmblr-Rchg+:53(48)
Level 44: Web Envelope -- GravAnch-Acc/Immob/Rchg:50(A), GravAnch-Acc/Rchg:50(45), GravAnch-Immob/EndRdx:50(45), GravAnch-Immob:50(45), GravAnch-Hold%:50(46), HO:Endo(46)
Level 47: Hurdle -- Jump-I:50(A)
Level 49: Weave -- LkGmblr-Def/EndRdx:53(A), LkGmblr-Def/EndRdx/Rchg:53(50), LkGmblr-Def:53(50), LkGmblr-Rchg+:53(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
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[u]Set Bonus Totals:[u]<ul type="square">[*]+6.5% DamageBuff[*]+51% Enhancement(Accuracy)[*]+6% Enhancement(Heal)[*]+52.5% Enhancement(RechargeTime)[*]+87.3 (10.9%) HitPoints[*]+Knockback (Mag -8)[*]+MezResist(Held) (Mag 4.4%)[*]+MezResist(Terrorized) (Mag 2.75%)[*]+4% Recovery[*]+86% Regeneration[*]+2.52% Resistance(Fire)[*]+2.52% Resistance(Cold)[*]+PBAoE (20ft) Pet +Def(All) 5%[*]+PBAoE (20ft) Pet +Res(All but Psionic) 10%[/list]
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Now some people are thinking why necro/ff well simply put the pets have a self heal meaning i don't have to baby them as much, while forcefields means lots of defense with just an initial buff up on the pets at the start all i have to worry about through out a fight is just spamming my self heal and the taunt and maybe throwing in the odd cage every now and then.
The idea of this build is to try and get as much regen and + total health as possible without compromising the actual defense output of the force field set as well as getting a good bit of + recharge into it so that the taunt and heal both get a good chance of being spamable.