10 Pet Advice


Arcados

 

Posted

I've been playing a Necro/Traps mastermind for a while and have been enjoying it a lot, the combination of having so many pets and the Soul Extraction/Detonator combo just feels really cool. I haven't found much info about this build however, is there some hidden weakness i haven't come across yet?

The reason why I ask is that I am coming up to the levels where I need to switch from SO to IO Enhancements, does anyone have any recommendations? In general I'd like to have the recharge on Detonator and Soul Extraction greater than +100% to make the wraith permanent but other than that I have no idea where to start.

My current setup is:

Health => 2 slots
Web Grenade => 1 slots
Zombie Horde => 6 slots
Gloom => 6 slots
Caltrops => 2 slots
Enchant Undead => 1 slots
Recall Friend => 1 slots
Acid Mortar => 6 slots
Grave Knight => 6 slots
Teleport => 2 slots
Force Field Generator => 2 slots
Soul Extraction => 6 slots
Poison Trap => 2 slots
Assault => 1 slots
Tactics => 2 slots
Lich => 6 slots
Seeker Drones => 6 slots
Aid Other => 2 slots
Dark Empowerment => 1 slots
Maneuvers => 2 slots
Detonator => 4 slots


 

Posted

I'll see what I can come up with for you after I get off of work tonight.


 

Posted

I have played Necromancy and Traps in the past but not together. It does look like a fun combo to play for an MM. If I made one, I would probably roll with a build like this:

Code:
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I would use Ninja Run as my travel power, make sure to get Marshal and Born in Battle accolades for the extra end and even consider taking the T4 Musculature Radial is endurance is still a problem.

If you team a lot, swap out Invisibility for Vengeance.


 

Posted

man that sounds fun, blowing up your pets then extracting their souls lol, i think im gonna roll one of those now lol


 

Posted

Quote:
Originally Posted by Azathoth View Post
My current setup is:
Health => 2 slots
waste. 1 is enough. if you need more procs - put them in to beacon.
Quote:
Originally Posted by Azathoth View Post
Web Grenade => 1 slots
Zombie Horde => 6 slots
agree
Quote:
Originally Posted by Azathoth View Post
Gloom => 6 slots
kick it out. no personal attacks is the rule that everyone should follow.
waste of power and slots.
Quote:
Originally Posted by Azathoth View Post
Caltrops => 2 slots
6 slot it. 2 rech, 2 slow, 2 damage, no kidding. later on some damage procs and watch the numbers floating. compare by numbers - its a frigging nuke.
Quote:
Originally Posted by Azathoth View Post
Enchant Undead => 1 slots
Recall Friend => 1 slots
Acid Mortar => 6 slots
Grave Knight => 6 slots
btw mortar is also nice place for damage procs.
Quote:
Originally Posted by Azathoth View Post
Teleport => 2 slots
you really need an extra slot for it?
Quote:
Originally Posted by Azathoth View Post
Force Field Generator => 2 slots
3 is better. may be even 4 for some set bonuses.
Quote:
Originally Posted by Azathoth View Post
Soul Extraction => 6 slots
Poison Trap => 2 slots
seriously undersloted. poison trap is a cornerstone of the skillset.
6 slots and nice orange set, nothing else.
Quote:
Originally Posted by Azathoth View Post
Assault => 1 slots
Tactics => 2 slots
Lich => 6 slots
Seeker Drones => 6 slots
Aid Other => 2 slots
the problem is, if you will be attacked by anything and deflecting it with shield this heal will fail. but the beacon while being somewhat slow will work.
Quote:
Originally Posted by Azathoth View Post
Dark Empowerment => 1 slots
Maneuvers => 2 slots
Detonator => 4 slots
i had the detonator for quite some time and respeced out of it.
1. dps is marginal.
2. most damage will be done on lich, but killing him will cancel all his controls, which are invaluable. you not only loose dps, you also loose those debuffs he make.
3. it cost a lot of endurance to resummon.
while its quite funny it doesn't pay it out using it.


 

Posted

It looks like you don't have mids.

Mids is a build planner that, if you spend much time on the forums, you will see a lot of.

Mids can be downloaded from here http://www.cohtitan.com/

Play around in there a bit, come up with something you like and if you have questions, post the build (short form with data chunk) and any of your questions. That's the best advice I can give right now.


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.

 

Posted

I think no-attacks kinda got kicked out the door with the advent of incarnate and free-fitness.

They CAN be useful on a mastermind to get enemy attention, and are occasionally useful for set bonuses but... ...It's highly dependent on the Primary/Secondary. In your case: You've got way too much other stuff to get.

1: Keep in mind that this build is expensive.
2: Keep in mind that just about everything your pet attacks do debuffs the enemy to hit value, So you may have TOO MUCH defense with this build, even if it's not soft capped. (44% S/L without using power boost.)
3: This is based off of my experience with Zombies/Dark, and a few friends royally tearing into poison trap. (It sucks as a hold, but rules as a -regen.)
4: I tried to build for as much recharge as I could, and I think I may have overbuilt on recovery, but it's better to be overbuilt there.
5: You could easily swap out TP other for Vengeance, or group fly. Which... ...Really can be handy for zombies given their lovely Melee requirement. More then once I've found my pets just staring at something that happened to be flying just out of reach. I think you've got web-grenade to deal with that though.

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Zombie Horde

  • (A) Blood Mandate - Accuracy/Damage
  • (34) Blood Mandate - Accuracy/Damage/Endurance
  • (34) Sovereign Right - Accuracy/Damage
  • (34) Sovereign Right - Accuracy/Damage/Endurance
  • (37) Edict of the Master - Defense Bonus
  • (37) Sovereign Right - Resistance Bonus
Level 1: Web Grenade
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (37) Enfeebled Operation - Accuracy/Endurance
  • (40) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (40) Enfeebled Operation - Endurance/Immobilize
Level 2: Caltrops
  • (A) Recharge Reduction IO
  • (33) Positron's Blast - Damage/Recharge
  • (45) Positron's Blast - Damage/Endurance
  • (45) Ragnarok - Chance for Knockdown
Level 4: Triage Beacon
  • (A) Doctored Wounds - Heal/Endurance
  • (5) Doctored Wounds - Endurance/Recharge
  • (7) Doctored Wounds - Heal/Recharge
  • (7) Doctored Wounds - Heal/Endurance/Recharge
  • (9) Doctored Wounds - Recharge
  • (48) Panacea - +Hit Points/Endurance
Level 6: Enchant Undead
  • (A) Endurance Reduction IO
Level 8: Hover
  • (A) Soaring - Endurance
  • (9) Soaring - Endurance/FlySpeed
Level 10: Acid Mortar
  • (A) Achilles' Heel - Chance for Res Debuff
  • (11) Touch of Lady Grey - Chance for Negative Damage
  • (11) Recharge Reduction IO
  • (23) Positron's Blast - Accuracy/Damage
  • (25) Positron's Blast - Damage/Recharge
Level 12: Grave Knight
  • (A) Blood Mandate - Accuracy/Damage
  • (13) Blood Mandate - Accuracy/Damage/Endurance
  • (13) Sovereign Right - Accuracy/Damage
  • (15) Sovereign Right - Accuracy/Damage/Endurance
  • (15) Touch of Lady Grey - Chance for Negative Damage
  • (48) Achilles' Heel - Chance for Res Debuff
Level 14: Fly
  • (A) Flight Speed IO
Level 16: Force Field Generator
  • (A) Luck of the Gambler - Recharge Speed
  • (17) Luck of the Gambler - Defense
  • (17) Luck of the Gambler - Defense/Recharge
  • (50) Luck of the Gambler - Defense/Endurance
Level 18: Soul Extraction
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (19) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (19) Expedient Reinforcement - Endurance/Damage/Recharge
  • (21) HamiO:Nucleolus Exposure
  • (21) Call to Arms - Defense Bonus Aura for Pets
  • (23) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 20: Recall Friend
  • (A) Empty
Level 22: Maneuvers
  • (A) Luck of the Gambler - Defense/Endurance
  • (45) Luck of the Gambler - Defense/Endurance/Recharge
  • (46) Luck of the Gambler - Defense
  • (46) Luck of the Gambler - Recharge Speed
  • (46) Endurance Reduction IO
Level 24: Assault
  • (A) Endurance Reduction IO
  • (25) Endurance Reduction IO
Level 26: Lich
  • (A) Blood Mandate - Damage
  • (27) Blood Mandate - Accuracy/Damage/Endurance
  • (27) HamiO:Endoplasm Exposure
  • (33) To Hit Debuff IO
  • (33) Blood Mandate - Accuracy/Damage
  • (50) Cloud Senses - Chance for Negative Energy Damage
Level 28: Seeker Drones
  • (A) Stupefy - Accuracy/Recharge
  • (29) Stupefy - Endurance/Stun
  • (29) Stupefy - Accuracy/Endurance
  • (31) Stupefy - Stun/Range
  • (43) Stupefy - Accuracy/Stun/Recharge
Level 30: Tactics
  • (A) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (31) Adjusted Targeting - Endurance/Recharge
  • (31) Adjusted Targeting - To Hit Buff/Endurance
  • (43) Adjusted Targeting - To Hit Buff
Level 32: Dark Empowerment
  • (A) Endurance Reduction IO
Level 35: Trip Mine
  • (A) Obliteration - Damage
  • (36) Obliteration - Accuracy/Recharge
  • (36) Obliteration - Damage/Recharge
  • (36) Obliteration - Accuracy/Damage/Recharge
  • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 38: Detonator
  • (A) Positron's Blast - Accuracy/Damage
  • (39) Positron's Blast - Damage/Endurance
  • (39) Positron's Blast - Damage/Recharge
  • (39) Positron's Blast - Damage/Range
  • (40) Positron's Blast - Accuracy/Damage/Endurance
Level 41: Scorpion Shield
  • (A) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense/Endurance/Recharge
  • (42) Endurance Reduction IO
Level 44: Power Boost
  • (A) Recharge Reduction IO
Level 47: Poison Trap
  • (A) Recharge Reduction IO
  • (48) Endurance Reduction IO
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 50: Musculature Radial Paragon
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 1: Supremacy
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Miracle - +Recovery
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (3) Performance Shifter - EndMod/Recharge
  • (3) Performance Shifter - EndMod/Accuracy
  • (5) Performance Shifter - Chance for +End


 

Posted

Given that every pet in the set has a self-heal after level 32, I think the addition of defence is probably going to improve the survivability a good deal. I went /poison, go figure. Necro/Traps is likely one of those combos that doesn't get a lot of play/publicity due the apparent differences in concept (ie. magic vs tech), but I think an army of cyborg zombies backed by a madman is pretty damned awesome.

As far as weaknesses, I think they cover each other fairly well with weak pets (with heals) being covered by the FFG (but lacking a heal otherwise).

Also, flamethrowers.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

Disregard my views if you wish, but these are personal thoughts about necromancy and its pets... with pinch of salt.

I dont understand example builds frankensteining sets and add weird procs here and there.
Lets start with basic setting of necromancy pets.
Zombies, you probably could fully slot them with Blood mandate, full set. The set also offers in later levels some nice defensive bonuses to you, which you... need.
Death Knights, slot them maybe with Blood Mandate until you can actually squeeze money/luck to add Soulbound Allegiance there. Full set... period.
Lich, I use him as a baglady to carry Edict of Master : Defence bonus and Soveireign resistance bonus. Rest of the slots I do frankenstein, acc/dam/whatnot x 2, one from sovereign set and another from mandate, hit another acc/dam from mandate and you got minor bonuses. Last slots slot as you wish, maybe even with franky intrests Cloud Senses: Chance for negative energy damage.
The Soul Extraction I do like it, but with my build of necromancy and dark miasma I dont need its extra holds and control powers, so I just slot it with two slots and fit there Call to Arms : Defence and Expedient Reinforcement: Resist Aura.

I know your examples use different secondary, but in some aspect mastermind can be little short on setbonuses that actually increase your defencebonuses from set. So I personally try to avoid frankensteining, min/max acc/damage from multiple sets on one pet, so i dont lose the set bonsues form good sets. Its not forced on either Death Knights or Zombies. And Lich is mostly a mezzing machine.