Necro/Dark - Leveling Spec Check Please =)


Carnifax_NA

 

Posted

This is just a quick build I threw together to make sure I am essentially "doing it right" and not missing something major from either power selection or basic slotting approach.

This is meant to be an overall normal distribution of solo and teaming kind of thing. This only goes through 40, as by then, I will re-evaluate for PP and IO's, etc and we'll cross that bridge.

Any input is welcome, please let me know if I skipped/took/slotted/unslotted something boneheaded.

Thanks.

Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Levelling Nec/Dark: Level 40 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Leadership
Power Pool: Presence
Power Pool: Speed

Villain Profile:
Level 1: Zombie Horde -- Acc(A), Acc(3), Dmg(3), Dmg(5), Dmg(5), ToHitDeb(7)
Level 1: Twilight Grasp -- Acc(A), Acc(7), Heal(9), Heal(11), Heal(36), EndRdx(37)
Level 2: Tar Patch -- RechRdx(A), RechRdx(17), RechRdx(23)
Level 4: Darkest Night -- ToHitDeb(A), ToHitDeb(19), ToHitDeb(25)
Level 6: Enchant Undead -- EndRdx(A)
Level 8: Gloom -- Acc(A), Acc(9), Dmg(11), Dmg(19), ToHitDeb(21)
Level 10: Hover -- EndRdx(A)
Level 12: Grave Knight -- Acc(A), Acc(13), Dmg(13), Dmg(15), Dmg(15), DefDeb(17)
Level 14: Fly -- Flight(A)
Level 16: Shadow Fall -- EndRdx(A), EndRdx(25), EndRdx(34)
Level 18: Soul Extraction -- RechRdx(A)
Level 20: Howling Twilight -- RechRdx(A), RechRdx(40)
Level 22: Assault -- EndRdx(A), EndRdx(34), EndRdx(37)
Level 24: Tactics -- EndRdx(A), EndRdx(34), EndRdx(37)
Level 26: Lich -- Acc(A), Acc(27), Dmg(27), Dmg(29), Dmg(29), Fear(31)
Level 28: Petrifying Gaze -- Acc(A), Acc(31), Hold(31), Hold(33), RechRdx(33), RechRdx(33)
Level 30: Provoke -- Acc(A)
Level 32: Dark Empowerment -- EndRdx(A)
Level 35: Hasten -- RechRdx(A), RechRdx(36), RechRdx(36)
Level 38: Dark Servant -- Acc(A), Acc(39), Hold(39), Hold(39), RechRdx(40), RechRdx(40)
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Level 2: Stamina -- End(A), End(21), End(23)


 

Posted

Quick observations:

1. Gloom is skippable. At least move it much later in your build and take HT asap.
2. Soul extraction is a great power, given your zombies will die a lot in late game. Slot it for maximum recharge or use it as a set mule (ie expedient reinforcement with resist bonus)
3. Fearsome Stare! You can't really miss it.
4. Shadow Fall is overslotted for end redux. One is more than enough, but I strongly recommend to put at least a red fortune set in it, with a LotG recharge if you can afford it. Generally, slotting it for defence is better than for resistance.
5. Assault/Tactics are over slotted for end redux. One is enough for both, slot 3 to hit buff in tactics or set mule.
6. Petrifying Gaze is not mandatory, but if you have room is nice to have. Don't make it a priority though.
7. Slot Dark Servant for to hit debuff instead of hold. Fluffy has a built in to hit debuff in every attack. Or just use a recharge intensive pet set, like expedient reinforcement.

Happy necromancing!


 

Posted

Agree with Waylorn. Fearsome Stare is a must-take, at 20 if at all possible. Slot it with Acc, Recharge and ToHit debuff for stacking with your other -ToHit powers.

Agreed on Soul Extraction too, a Spirit is always better than a Zombie. I have it max-slotted out for recharge and then some Acc and Dam in there too (frankenslotting with cheap set IOs helps). My style of play is basically if Soul Extraction is ready then one zombie is running madly alone into the next spawn as Alpha absorber in order to die for a Spirit.


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
Agreed on Soul Extraction too, a Spirit is always better than a Zombie. I have it max-slotted out for recharge and then some Acc and Dam in there too (frankenslotting with cheap set IOs helps). My style of play is basically if Soul Extraction is ready then one zombie is running madly alone into the next spawn as Alpha absorber in order to die for a Spirit.
LOL I do almost exactly the same.
BUT!
I send in the lich :P
Spirit Lich >>> Spirit zombie


 

Posted

Quote:
Originally Posted by Waylorn View Post
LOL I do almost exactly the same.
BUT!
I send in the lich :P
Spirit Lich >>> Spirit zombie
I'm scared enough of the Lich already without risking riling him further (really I should do the same but I'm set in my Zombie abusing ways now)


 

Posted

Thanks for the responses.

Here is a version 2.0 based on your collective feedback!

Let me know if you still have any other thoughts!


Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Nec/Dark Take Two: Level 40 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Leadership
Power Pool: Presence
Power Pool: Speed

Villain Profile:
Level 1: Zombie Horde -- Acc(A), Acc(3), Dmg(3), Dmg(5), Dmg(5), ToHitDeb(7)
Level 1: Twilight Grasp -- Acc(A), Acc(7), Heal(9), Heal(9), Heal(19), EndRdx(34)
Level 2: Tar Patch -- RechRdx(A), RechRdx(31), RechRdx(33)
Level 4: Darkest Night -- ToHitDeb(A), ToHitDeb(11), ToHitDeb(31)
Level 6: Enchant Undead -- EndRdx(A)
Level 8: Hover -- EndRdx(A)
Level 10: Howling Twilight -- RechRdx(A), RechRdx(11), RechRdx(17), Dsrnt(19)
Level 12: Grave Knight -- Acc(A), Acc(13), Dmg(13), Dmg(15), Dmg(15), DefDeb(17)
Level 14: Fly -- Flight(A)
Level 16: Shadow Fall -- EndRdx(A)
Level 18: Soul Extraction -- Acc(A), Dmg(23), RechRdx(23), RechRdx(36), RechRdx(40)
Level 20: Fearsome Stare -- Acc(A), RechRdx(25), RechRdx(25), RechRdx(33), ToHitDeb(33)
Level 22: Assault -- EndRdx(A)
Level 24: Tactics -- EndRdx(A), ToHit(37), ToHit(37), ToHit(37)
Level 26: Lich -- Acc(A), Acc(27), Dmg(27), Dmg(29), Dmg(29), DefDeb(31)
Level 28: Petrifying Gaze -- Acc(A), Acc(34), RechRdx(34)
Level 30: Provoke -- Acc(A)
Level 32: Dark Empowerment -- EndRdx(A)
Level 35: Hasten -- RechRdx(A), RechRdx(36), RechRdx(36)
Level 38: Dark Servant -- Acc(A), Acc(39), ToHitDeb(39), ToHitDeb(39), RechRdx(40), RechRdx(40)
------------
Level 2: Stamina -- EndMod(A), EndMod(21), EndMod(21)


 

Posted

Quote:
Originally Posted by Waylorn View Post
4. Shadow Fall is overslotted for end redux. One is more than enough, but I strongly recommend to put at least a red fortune set in it, with a LotG recharge if you can afford it. Generally, slotting it for defence is better than for resistance.
Disagree:
Zombie are resistance oriented and Shadow Fall give a Major bonus to resistance than Defence. If you slot for Resist it give major benefit.

Def IO set wouldn't make a huge improvement, would be a waste unless your looking for IO bonus +rechg.

Everything else you say is Right


I want /Fire stalker. Because nothing says stealth like dumping a can of gasoline on yourself and lighting a match. -Morac

 

Posted

Quote:
Originally Posted by Inno View Post
Thanks for the responses.

Here is a version 2.0 based on your collective feedback!

Let me know if you still have any other thoughts!


Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Nec/Dark Take Two: Level 40 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Leadership
Power Pool: Presence
Power Pool: Speed

Villain Profile:
Level 1: Zombie Horde -- Acc(A), Acc(3), Dmg(3), Dmg(5), Dmg(5), ToHitDeb(7)
Level 1: Twilight Grasp -- Acc(A), Acc(7), Heal(9), Heal(9), Heal(19), EndRdx(34)
Level 2: Tar Patch -- RechRdx(A), RechRdx(31), RechRdx(33)
Level 4: Darkest Night -- ToHitDeb(A), ToHitDeb(11), ToHitDeb(31)
Level 6: Enchant Undead -- EndRdx(A)
Level 8: Hover -- EndRdx(A)
Level 10: Howling Twilight -- RechRdx(A), RechRdx(11), RechRdx(17), Dsrnt(19)
Level 12: Grave Knight -- Acc(A), Acc(13), Dmg(13), Dmg(15), Dmg(15), DefDeb(17)
Level 14: Fly -- Flight(A)
Level 16: Shadow Fall -- EndRdx(A)
Level 18: Soul Extraction -- Acc(A), Dmg(23), RechRdx(23), RechRdx(36), RechRdx(40)
Level 20: Fearsome Stare -- Acc(A), RechRdx(25), RechRdx(25), RechRdx(33), ToHitDeb(33)
Level 22: Assault -- EndRdx(A)
Level 24: Tactics -- EndRdx(A), ToHit(37), ToHit(37), ToHit(37)
Level 26: Lich -- Acc(A), Acc(27), Dmg(27), Dmg(29), Dmg(29), DefDeb(31)
Level 28: Petrifying Gaze -- Acc(A), Acc(34), RechRdx(34)
Level 30: Provoke -- Acc(A)
Level 32: Dark Empowerment -- EndRdx(A)
Level 35: Hasten -- RechRdx(A), RechRdx(36), RechRdx(36)
Level 38: Dark Servant -- Acc(A), Acc(39), ToHitDeb(39), ToHitDeb(39), RechRdx(40), RechRdx(40)
------------
Level 2: Stamina -- EndMod(A), EndMod(21), EndMod(21)
That's basically how I did it too.

The only thing I would suggest is trying to snag some ToHit debuff/Recharge IOs for Fluffy (the dark servant). Using them instead of SOs lets you achieve max recharge and max ToHit debuff which is nice for Masterminds as you make him perma (and he is basically exactly the same pet as the Defender version so he does lots and lots of -ToHit and has the wide area version of Twilight Grasp).


 

Posted

Quote:
Originally Posted by Yorukira View Post
Disagree:
Zombie are resistance oriented and Shadow Fall give a Major bonus to resistance than Defence. If you slot for Resist it give major benefit.

Def IO set wouldn't make a huge improvement, would be a waste unless your looking for IO bonus +rechg.

Everything else you say is Right
I wouldn't call an almost 6% def to ALL a waste. I have a 5-slotted red fortune in it with a LotG recharge, but aside from set bonus, I'd always choose a 6% def to all instead of a 24% res to just 3 type of rather uncommon damage.