Revisiting my old MM


Adeon Hawkwood

 

Posted

My Necro/Poison MM was my first villain 50, and my second 50 ever. He's been shelved for as long as I can remember, much to my disappointment since I really like his name and concept and everything. I've decided I want to bust him out again, update his build for I19, blah blah blah. Except I've encountered a pretty significant roadblock - I don't know a whole lot about Masterminds... especially how to slot them.

So I guess what I'm here for is... I need help figuring out what exactly I should build for with an MM. Should recharge be a priority to get more out of /Poison's debuffs? I would ask about defense, but for some reason it doesn't seem wholly important if I'm not gonna be standing toe to toe with something myself. Correct me if I'm wrong, though.

Also, how would you guys recommend slotting the pets? I know there's procs for pet sets that offer like... resistance and defense, are those worth it?

Basically, I really want to bring this character back from the dead (fitting, 'cause he's Necromancy)... but I feel like I'm totally blind about how to do so. Masterminds just aren't as straightforward to me since they're so unlike other ATs. If someone could point me in the right direction, I'd feel way better about taking shots in the dark.



Wild Streak - Lv. 50(+3) Beast Mastery/Sonic Resonance Mastermind, Amnesty - Lv. 50 Staff Fighting/Dark Armor Stalker

 

Posted

I'll be watching this thread like a hawk.... because, oddly enough, I have the exact same situation as you... only mine isn't 50 yet. I just got done trying to create a build for him in Mids with the focus being survival. I have 22% defense on ranged and AoE with 41% smashing and lethal resists. I've got Hasten and I was considering the recharge Alpha.... but I'm not sure how effective that would be VS building for pure recharge.


 

Posted

Quote:
Originally Posted by Crashed View Post
So I guess what I'm here for is... I need help figuring out what exactly I should build for with an MM. Should recharge be a priority to get more out of /Poison's debuffs? I would ask about defense, but for some reason it doesn't seem wholly important if I'm not gonna be standing toe to toe with something myself. Correct me if I'm wrong, though.
In terms of set bonuses MMs tend to get the most benefit from either Recharge or Defense. The utility of Defense depends on what sort of MM you are. Tankerminds use Provoke and Bodyguard mode to spread the damage over their pets so personal defense is nice. On the other hand if you prefer to take the aggro on your pets it's less useful.

Quote:
Also, how would you guys recommend slotting the pets? I know there's procs for pet sets that offer like... resistance and defense, are those worth it?
You primarily want to slot for Damage (ED capped), Accuracy (ED capped for the Zombies and a least one or 2 SOs worth for the others) and a bit of Endurance reduction. After that you can try to squeeze in what you can for debuffs. HOs are a godsend for this. The Defense and Resistance procs are well worth taking.

I'll admit I've never played a Necromancer but my first pass would look like this:
Zombies: 3 X Nucleolus Exposure, 1 x Golgi Exposure, the defense and resistance procs

Grave Knights: 2 X Nucleolus Exposure, 1 x Golgi Exposure, Soulbound Alliegance: Dam/Acc, Soulbound Allegiance: Chance for Build Up, either the Achilles Heel proc or a second Golgi Exposure

Lich: 2 X Peroxisome Exposure, 1 x Nucleolus Exposure, 1 x Golgi Exposure, 2 x Lysome Exposure

The Zombies are pretty simple, mostly damage and accuracy with the defense and resistance aura globals in them since they make a convenient mule. The Golgi should help keep them alive and attacking longer.

The Grave Knights are similar except with the addition of two procs. The Chance for Build Up proc increases their damage and the Archilles Heel proc will provide a damage boost against single targets. The Soulbound Alligence: Acc/Dam is mostly there to pick up the set bonus, a third Nucleolus would also work.

The Lich is the most interesting he can potentially benefit from 6 different types of HO:
Acc/Dam
Acc/Mez
Dam/Mez
Heal/End
End/To Hit
Acc/To Hit

Given all this you can basically slot him for 12 SOs of enhancement in 6 slots (actually more when you recall that the Mez HOs are boosting 3 different mez types). The slotting I gave was a balanced version with 3 SOs each of Damage and Accuracy, 2 each of Mez and To Hit Debuff and 1 each of Healing and Endurance Reduction. You could easily swap things around to increase or decrease different aspects as long as you keep the total at 12.