What Power Pools for a Necro/Thermal?
I took hasten for forge and pet resummons. I also took teleport for lost zombies in elevators and self travel speed. I hate that elevator bug.
At level 29, I am switching a lot from defensive to goto/aggressive so that they knock out foes faster instead of the slow grind of all at once. I didn't take the necro primaries other than 3 pet summons and the soul extraction, which I find to be handy. I am taking all the thermal secondaries. When I get a decent IO build or a self shield from the patrons, I will try to tankermind a little more often.
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.
On my necro/pain MM I found provoke to be VERY usefull in keeping aggro off my pets and on myself when in bodyguard mode. Pain, as it is primarily a reactive set, has less ability than many other sets to allow the pets to absorb an alpha strike so making sure I took the initial alpha and kept aggro for most, if not all, of a fight was very usefull.
With it's shields, thermal is not going to be quite as reactive as pain but if you find your pets taking more damage than you like early in a fight provoke can go a long ways to relieving that and cutting down on the amount of healing you have to do.
Globals: @Midnight Mystique/@Magik13
ive played my necro/therm MM to lvl 32, the only thing i can say is...buffing all your pets every 4min sucks hard ( not to mention "forge") ...and after a while it becomes really annoying...
i really like the idea of burning zombies + gravenights with forge, but all these shields become really frustrating after a while
BANG BANG!!!
I've got a ninja\thermal MM so it plays somewhat similar to zombies. All I can say is that provoke is critical to pet survivability (for me anyways). pick what you what, but I'd HIGHLY recommend provoke for any melee MM set.
Another thing that is more optional in my opinion, but something I love is team teleport. Melee pets have a tendency to sit back and cast their ranged attacks (I'm looking at you grave knights). I used to deal with this by micro-managing my grave knights, however team teleport makes this not necessary. It's not a power to use without thought on a team though, but solo it makes getting the pets that need to be in melee...in melee easy.
The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?
Finally found myself with a mastermind combo that sounded fun and I've actually managed to play it up to 14 (my highest mm ever). Having a blast now with flaming zombies.
I was wondering, though, which power pools and travel power you might recommend for me. I'm playing mostly solo now, though I might team more when leveling slows down later on.
Thoughts:
-I don't need Medicine due to Thermal's heals
-Group Fly/Teleport never sounded worth the hassle to me
-Leadership necessitates Stamina, but that's okay. Manuevers or Assault? And tactics, of course
-Fighting sounds totally useless for a MM
-I've never tried the concealment or presence pools, never had room for them on other toons. Are they worth using for a MM?
What do you think?