Necromancy/thermal builds?


brophog02

 

Posted

I'm working on an idea for a necromancy/thermal MM, and while I have some general ideas about what to take and how to slot things, I could use some more detail. Could someone please post a build, including some IO suggestions? (I'm almost the only player I know of who makes use of set IO's before level 50, so suggestions for cheap sets as well as "final" ones are welcome.)

Also, as a further request, if you choose to post a build, could you please it in the post instead of simply including the Mids data chunk? Thanks.


"Bombarding the CoH/V fora with verbosity since January, 2006"

Djinniman, level 50 inv/fire tanker, on Victory
-and 40 others on various servers

A CoH Comic: Kid Eros in "One Light"

 

Posted

Seriously, no one has one? I tried searching on this topic before posting the OP, by the way, and nothing came up.


"Bombarding the CoH/V fora with verbosity since January, 2006"

Djinniman, level 50 inv/fire tanker, on Victory
-and 40 others on various servers

A CoH Comic: Kid Eros in "One Light"

 

Posted

I have a Necro/thermal: Indiana Fried Zombie, he is level 25ish.

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 48 Natural Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Thermal Radiation
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Zombie Horde -- Empty(A)
Level 1: Warmth -- Empty(A)
Level 2: Fire Shield -- Empty(A)
Level 4: Cauterize -- Empty(A)
Level 6: Enchant Undead -- Empty(A)
Level 8: Hurdle -- Empty(A)
Level 10: Plasma Shield -- Empty(A)
Level 12: Grave Knight -- Empty(A)
Level 14: Teleport -- Empty(A)
Level 16: Health -- Empty(A)
Level 18: Soul Extraction -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Hasten -- Empty(A)
Level 24: Thaw -- Empty(A)
Level 26: Lich -- Empty(A)
Level 28: Forge -- Empty(A)
Level 30: Recall Friend -- Empty(A)
Level 32: Dark Empowerment -- Empty(A)
Level 35: Heat Exhaustion -- Empty(A)
Level 38: Melt Armor -- Empty(A)
Level 41: School of Sharks -- Empty(A)
Level 44: Shark Skin -- Empty(A)
Level 47: Spirit Shark Jaws -- Empty(A)
Level 49: Knockout Blow -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy

I am feeling my way through the slotting, heavy in the zombie attacks of course. From the forums I gather that the lich should have more debuff/ctrl type enhancers thrown in. Soul Extraction is fairly uber. I like having 7 pets. My travel setup may seem odd since I have the vet esception on tier 2-level 14 powers. Cauterize needs some endurance reduction in it. I can't wait to get the big debuffs at level 35 and level 38, must have powers of the set.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Here is my build. It is soft-capped for Ranged Defense and AoE defense, and I've got provoke in there so I can keep enemy attention on me while I hover and while my pets decimate the enemy. It is additionally wacky in that I have the City Traveler badge (veteran badge) so I can take Super Speed even though I have no Hasten, and I can take Fly before Hover.

However, you could adjust this build to make it legal for you, by adjusting when you take the travel powers. You'd just have to take Hasten instead of Provoke.

Lewis

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Bone Hill: Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Thermal Radiation
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Presence

Villain Profile:
Level 1: Zombie Horde -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(37)
Level 1: Warmth -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(9), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(19)
Level 2: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(11), Aegis-ResDam(11)
Level 4: Cauterize -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(19), Numna-Heal(40), Numna-Regen/Rcvry+(50)
Level 6: Enchant Undead -- EndRdx-I(A)
Level 8: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
Level 10: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(17), Aegis-ResDam(17)
Level 12: Grave Knight -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(15), BldM'dt-Dmg(37)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(34)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
Level 22: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 24: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 26: Lich -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(31)
Level 28: Forge -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(46), GSFC-Build%(48)
Level 30: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(34), Flight-I(37)
Level 32: Dark Empowerment -- EndRdx-I(A)
Level 35: Heat Exhaustion -- Acc-I(A), Acc-I(36), RechRdx-I(36), RechRdx-I(36)
Level 38: Melt Armor -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(39), ShldBrk-DefDeb/EndRdx/Rchg(39), ShldBrk-Acc/EndRdx/Rchg(39), UndDef-DefDeb/Rchg(40), LdyGrey-DefDeb/Rchg(40)
Level 41: Provoke -- Acc-I(A), RechRdx-I(42)
Level 44: Soul Extraction -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(45), BldM'dt-Acc/EndRdx(45), BldM'dt-Acc/Dmg/EndRdx(45), BldM'dt-Acc(46), BldM'dt-Dmg(46)
Level 47: Thaw -- S'fstPrt-ResDam/Def+(A)
Level 49: Group Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy



Code:
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"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

One thing to note, you can get away with some default binds on certain mastermind pets like robots, but you definitely need to have a bind to push the grave knights into melee. It also maximizes your heal aura's efficiency if the pets are all together.

edit: you can also shield your soul extraction


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Thanks. Those are good to get me started.


"Bombarding the CoH/V fora with verbosity since January, 2006"

Djinniman, level 50 inv/fire tanker, on Victory
-and 40 others on various servers

A CoH Comic: Kid Eros in "One Light"

 

Posted

Quote:
Originally Posted by Psylenz View Post
One thing to note, you can get away with some default binds on certain mastermind pets like robots, but you definitely need to have a bind to push the grave knights into melee. It also maximizes your heal aura's efficiency if the pets are all together.
Or you can pick up team teleport...which for my zombie and ninja MM's has saved me A LOT of hair pulling to try to get them into melee.

/StandOnSoapbox
It's so dumb how the AI keeps them at range when they're primarily a melee set


The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?

 

Posted

Quote:
Originally Posted by _Krom_ View Post
Or you can pick up team teleport...which for my zombie and ninja MM's has saved me A LOT of hair pulling to try to get them into melee.

/StandOnSoapbox
It's so dumb how the AI keeps them at range when they're primarily a melee set
But if they reduced the damage to properly* fix the guys people would ***** endlessly.


* Note : When I say Fix properly, I mean remove freaking Dark Blast and Gloom and give them light versions of dark Regen and the PBAOE damage aura from Dark armor, and add -fly to the zombie spit..or ignore the whole flying enemies thing to begin with, that is what the Mind part of the Master Mind is ment to deal with.


 

Posted

Quote:
Originally Posted by ryu_planeswalker View Post
But if they reduced the damage to properly* fix the guys people would ***** endlessly.


* Note : When I say Fix properly, I mean remove freaking Dark Blast and Gloom and give them light versions of dark Regen and the PBAOE damage aura from Dark armor, and add -fly to the zombie spit..or ignore the whole flying enemies thing to begin with, that is what the Mind part of the Master Mind is ment to deal with.
I wouldn't complain if they just removed the attacks and didn't replace them. I'm quite happy with my grave knight melee attacks as they are. Would I be happy if they had more, sure, but I don't think it's required. Remove dark blast and gloom and change the AI so that they always run into melee...problem fixed.


The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?

 

Posted

If you play Ninjas like Bots, you pull hair out to look like one.