Necro/Dark and Defense


Aoleleb

 

Posted

So I've been looking at my necro/dark and playing with IO's, and a couple sets (but not many sets seem to jump out at me, besides the purples I can't afford), and it seems like I've got resistances really high, up in the 40-something % range, but defense is still really lackluster, even after having dropped defense IO's in the few powers that allow it.

So the question is, how would I boost defense on a necro/dark? It seems like even with Leadership, there's just not enough defense oriented powers to slot it and get it very high.

Alternatively, am I better off trying to max out -tohit on myself and my pets and relying on that?

The big problem is alpha strikes, particularly on teams, get me.


 

Posted

What sort of teaming are you doing - missions, incarnate trials, tf's or something else? Are you tanking, or in the alternative - tankerminding, for the team? Are you concerned about yourself or your minions' level of protection?

And can you post your build? You can install Titan Sentinel and that will extract your build in a Mids format from the live game while you play. You can get Titan (and Mids) from here.

In general, many necro/dark players build for the hit debuff, including lich and dark servant slotting. But there are a bunch of ways to layer protection for yourself, depending on your playstyle, needs, and budget.

Edit: I just went through this process over the last month or so when I resubscribed, so I'm happy to share what I learned (was told, shamelessly lifted from other sources, stole from the corruptor's forums, etc...)


Quote:
Originally Posted by Arcanaville View Post
...[I]t would be more proper to say this game is slooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooooooo ooooooooooooooooooooooooooooooooooooooooooooowly dying.

 

Posted

I don't do Incarnate trials TOO much, but I do a lot of missions/TFs. Little to no tankerminding. Ideally I just need to boost my ability to take an alpha strike. I'll post my build when I get a chance.


 

Posted

Then here's a cheap fix: sacrifice a zombie to take the alpha - send it in and let it die (again - poor chap). Follow up with fearsome stare and slap darkest night on the toughest baddie while your zombie is getting beat up. If your minions are in defensive/follow stance, they will attack like mad while you just debuffed the spawn. The lich will be doing roughly the same thing as you, likewise your dark servant (when it's out).

Alternative is to do darkest night pulls: lay tar patch down behind a corner, step out and give the biggest bad guy some darkest night action, and duck back around your corner past your tar patch. The whole group will run after you, debuffed by darkest night, right into your tar patch. Both are very safe ways to neuter an alpha. Set grave knights to aggressive after the spawn turn the corner, making sure they don't attack your darkest night anchor.

That's a start at least. I look forward to seeing your build.


Quote:
Originally Posted by Arcanaville View Post
...[I]t would be more proper to say this game is slooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooooooo ooooooooooooooooooooooooooooooooooooooooooooowly dying.

 

Posted

Here is a build with Smashing/Lethal Defense at 42.7%; Melee at 24.4%; Ranged at 29.4%; and AoE at 28.2%. These figures go up when Power Boost is on.

It can be tweaked in that the second EndRedux in the pet upgrade powers aren't necessary any more and they can be moved. Also, I'm not digging the double Hold powers... don't get much use from them.

The pets' Resistance is in the 20s-60s and their Defense is in the high teens.


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

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Dark Miasma
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Zombie Horde

  • (A) Sovereign Right - Accuracy/Damage
  • (3) Sovereign Right - Damage/Endurance
  • (3) Sovereign Right - Accuracy/Endurance
  • (5) Sovereign Right - Accuracy/Damage/Endurance
  • (5) Sovereign Right - Accuracy
  • (7) Sovereign Right - Resistance Bonus
Level 1: Twilight Grasp
  • (A) Touch of the Nictus - Accuracy/Endurance/Recharge
  • (7) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
  • (9) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
Level 2: Tar Patch
  • (A) Pacing of the Turtle - Accuracy/Slow
  • (9) Pacing of the Turtle - Damage/Slow
  • (11) Pacing of the Turtle - Accuracy/Endurance
  • (11) Pacing of the Turtle - Range/Slow
  • (13) Pacing of the Turtle - Endurance/Recharge/Slow
  • (13) Pacing of the Turtle - Chance of -Recharge
Level 4: Darkest Night
  • (A) Siphon Insight - ToHit Debuff
  • (19) Siphon Insight - Accuracy/ToHit Debuff
  • (19) Siphon Insight - Accuracy/Recharge
  • (21) Siphon Insight - ToHit Debuff/Endurance/Recharge
  • (21) Siphon Insight - Accuracy/Endurance/Recharge
  • (23) Siphon Insight - Chance for +ToHit
Level 6: Hasten
  • (A) Recharge Reduction
  • (23) Recharge Reduction
  • (25) Recharge Reduction
Level 8: Enchant Undead
  • (A) Endurance Reduction IO
  • (25) Endurance Reduction IO
Level 10: Howling Twilight
  • (A) Recharge Reduction IO
  • (27) Recharge Reduction IO
Level 12: Grave Knight
  • (A) Blood Mandate - Accuracy
  • (27) Blood Mandate - Accuracy/Damage
  • (29) Blood Mandate - Damage/Endurance
  • (29) Blood Mandate - Accuracy/Endurance
  • (31) Blood Mandate - Accuracy/Damage/Endurance
  • (31) Blood Mandate - Damage
Level 14: Recall Friend
  • (A) Recharge Reduction IO
Level 16: Shadow Fall
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense/Endurance
  • (33) Luck of the Gambler - Defense
  • (33) Steadfast Protection - Resistance/Endurance
  • (33) Steadfast Protection - Resistance/+Def 3%
  • (34) Steadfast Protection - Knockback Protection
Level 18: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (34) Luck of the Gambler - Defense/Endurance
  • (34) Luck of the Gambler - Defense/Endurance/Recharge
  • (36) Karma - Knockback Protection
Level 20: Teleport Foe
  • (A) Range IO
Level 22: Team Teleport
  • (A) Range IO
  • (36) Range IO
Level 24: Soul Extraction
  • (A) Call to Arms - Defense Bonus Aura for Pets
  • (36) Edict of the Master - Defense Bonus
  • (37) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 26: Lich
  • (A) Blood Mandate - Accuracy/Damage
  • (37) Blood Mandate - Damage/Endurance
  • (37) Blood Mandate - Accuracy/Endurance
  • (39) Blood Mandate - Accuracy/Damage/Endurance
  • (39) Blood Mandate - Accuracy
  • (39) Blood Mandate - Damage
Level 28: Super Speed
  • (A) Celerity - +Stealth
Level 30: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (42) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 32: Dark Empowerment
  • (A) Endurance Reduction IO
  • (42) Endurance Reduction IO
Level 35: Fearsome Stare
  • (A) Cloud Senses - Accuracy/Recharge
  • (43) Cloud Senses - ToHit Debuff
  • (43) Cloud Senses - Accuracy/Endurance/Recharge
  • (43) Cloud Senses - Accuracy/ToHitDebuff
  • (45) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (45) Cloud Senses - Chance for Negative Energy Damage
Level 38: Dark Servant
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (45) Enfeebled Operation - Endurance/Immobilize
  • (46) Enfeebled Operation - Accuracy/Endurance
  • (46) Enfeebled Operation - Immobilize/Range
  • (46) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (48) Enfeebled Operation - Accuracy/Immobilize
Level 41: Petrifying Gaze
  • (A) Lockdown - Accuracy/Recharge
  • (50) Lockdown - Endurance/Recharge/Hold
Level 44: Scorpion Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (48) Luck of the Gambler - Defense/Endurance
  • (48) Luck of the Gambler - Defense/Endurance/Recharge
Level 47: Power Boost
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 49: Web Cocoon
  • (A) Lockdown - Recharge/Hold
  • (50) Lockdown - Endurance/Recharge/Hold
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Run Speed IO
Level 1: Supremacy
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (15) Miracle - +Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (15) Performance Shifter - EndMod/Recharge
  • (17) Performance Shifter - EndMod/Accuracy
  • (17) Performance Shifter - Chance for +End
------------
Set Bonus Totals:
  • 8.5% DamageBuff(Smashing)
  • 8.5% DamageBuff(Lethal)
  • 8.5% DamageBuff(Fire)
  • 8.5% DamageBuff(Cold)
  • 8.5% DamageBuff(Energy)
  • 8.5% DamageBuff(Negative)
  • 8.5% DamageBuff(Toxic)
  • 8.5% DamageBuff(Psionic)
  • 10% Defense
  • 13.6% Defense(Smashing)
  • 13.6% Defense(Lethal)
  • 13.6% Defense(Fire)
  • 13.6% Defense(Cold)
  • 11.4% Defense(Energy)
  • 11.4% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.9% Defense(Melee)
  • 19.9% Defense(Ranged)
  • 18.6% Defense(AoE)
  • 2.25% Max End
  • 27% Enhancement(Accuracy)
  • 2.5% Enhancement(JumpHeight)
  • 2.5% Enhancement(JumpSpeed)
  • 3% Enhancement(Immobilize)
  • 2.5% Enhancement(RunSpeed)
  • 2.5% Enhancement(FlySpeed)
  • 32.5% Enhancement(RechargeTime)
  • 19% FlySpeed
  • 84.3 HP (10.5%) HitPoints
  • 19% JumpHeight
  • 19% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 5.25%
  • MezResist(Held) 8%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 8%
  • MezResist(Stun) 8.55%
  • MezResist(Terrorized) 2.5%
  • 9.5% (0.16 End/sec) Recovery
  • 30% (1 HP/sec) Regeneration
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 20% Resistance(Fire)
  • 20% Resistance(Cold)
  • 20% Resistance(Energy)
  • 21.9% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
  • 19% RunSpeed
  • 2% XPDebtProtection

------------
Set Bonuses:
Sovereign Right
(Zombie Horde)
  • MezResist(Sleep) 2.75%
  • MezResist(Confused) 2.75%
  • MezResist(Stun) 2.75%
  • MezResist(Held) 2.75%
  • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
  • 10% Resistance(All)
Touch of the Nictus
(Twilight Grasp)
  • 15.1 HP (1.88%) HitPoints
  • 9% Enhancement(Accuracy)
Pacing of the Turtle
(Tar Patch)
  • MezResist(Sleep) 2.75%
  • 2.5% Enhancement(Slow)
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Siphon Insight
(Darkest Night)
  • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
  • 2% XPDebtProtection
  • 9% Enhancement(Accuracy)
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
Blood Mandate
(Grave Knight)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Luck of the Gambler
(Shadow Fall)
  • 10% (0.33 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Steadfast Protection
(Shadow Fall)
  • 1.5% (0.03 End/sec) Recovery
  • 12 HP (1.5%) HitPoints
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
  • Knockback (Mag -4), Knockup (Mag -4)
Luck of the Gambler
(Maneuvers)
  • 10% (0.33 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Karma
(Maneuvers)
  • Knockback (Mag -4), Knockup (Mag -4)
Call to Arms
(Soul Extraction)
  • 5% Defense
Edict of the Master
(Soul Extraction)
  • 5% Defense
Expedient Reinforcement
(Soul Extraction)
  • 10% Resistance(All)
Blood Mandate
(Lich)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Gaussian's Synchronized Fire-Control
(Tactics)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 15.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Cloud Senses
(Fearsome Stare)
  • Status Resistance 2.5%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Enfeebled Operation
(Dark Servant)
  • 3% Enhancement(Immobilize)
  • 1.88% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.75% Enhancement(RechargeTime)
  • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Lockdown
(Petrifying Gaze)
  • 3% DamageBuff(All)
Luck of the Gambler
(Scorpion Shield)
  • 10% (0.33 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Lockdown
(Web Cocoon)
  • 3% DamageBuff(All)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 15.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery




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Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

Posted

Seems like heavy use of set bonuses there. Is it possible to see those kinds of numbers without sets, though? Or with very light use of sets?


 

Posted

No, in order to build up high levels of defense, IO sets are pretty much required. There are three powers you can take, that will give you defense; Maneuvers (Leadership pool), Weave (Fighting pool), and Scorpion Shield (Mace Mastery pool). IO sets get you the rest of the way.


 

Posted

You really don't need high levels of defense as a necro/dark. It's just a nice bonus.

The key is to maximally slot your darkest night, fearsome stare, lich and Dark Servant for -tohit. Throw a single -tohit into your grave knights and zombies as well.

Necro/dark slotted for -tohit can sustain somewhere around -110-130% -tohit on a single target and enough on whole groups of enemies to give you nearly pseudo-soft capped defenses.

Keep in mind that -tohit essentially stacks with +defense. Shadow Fall can give your around 5% defense last I remember. Add in combat jumping and weave and you can be sitting at around 13% defense. Then you can grab either soul or mace patron powers. Soul has the best synergy overall with necro/dark, but if you want to tankermind then mace is a very good option as well. With just so's and mace patron scorpion shield, weave, shadow fall and combat jumping you're looking at around 30% defense to s/l the most common types in the game. Throw in manuevers and some set bonuses and you can easily hit 40% s/l defense. This is not even counting your MASSIVE -tohit debuffs. Against anything other than av's the defense is overkill and soul patron's Oppressive Gloom stun aura would be better for groups of enemies. It could be said to be better for tankerminding av's as well since with tough and shadow fall+dark embrace and your strong aoe heal you can be pretty durable.

Necro/dark goes beyond even Stupidly Op with incarnate powers.


 

Posted

Quote:
Originally Posted by Delerious View Post
You really don't need high levels of defense as a necro/dark. It's just a nice bonus.

The key is to maximally slot your darkest night, fearsome stare, lich and Dark Servant for -tohit. ... Necro/dark goes beyond even Stupidly Op with incarnate powers.
I strongly agree with everything Delerious says about the combo. The pet slotting has many options, and there are certainly many ways to build a necro/dark. I ran a necro/dark/soul build for quite awhile, and it was/is a devastating combination. Since Incarnate abilities and inherent fitness, you can do even crazier things with IOs and odd power selections.

My current build is below. Goal was to get s/l def within 1 small inspiration of the cap as a basic floor, and not counting the tohit debuffs at all. My secondary goal was to make dark servant perma without hasten (which I took anyway because I had an extra slot and to get twilight grasp nearly spammable. Third goal was to make endurance very manageable to accommodate a bunch of resummoning on incarnate trials.

The thing is, necro/dark will kick serious butt on an SO level diet with some pet procs if it's built around tohit debuffs for those abilities identified by Delerious. Everything past that basic floor is just gravy.

http://www.cohplanner.com/mids/downl...DAFA3F567CFB67


Quote:
Originally Posted by Arcanaville View Post
...[I]t would be more proper to say this game is slooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooooooo ooooooooooooooooooooooooooooooooooooooooooooowly dying.

 

Posted

well for slotting i love zombieman's build you will need that extra def and res. one thing id do diff is choose the field mastery and get temp invulnerability %30 res to the most common damage in the game is very nice. I like and respect mms that are tank/mm so you won't die often. I would subjest doing this or about four other choices. I would go with any of these powersets for res and def field, soul, mace, or mu. Mu gives a good type of armor that has common damage attacks such as: S/L/E. and mu also has 2 AoEs which is awesome for mms. Soul is a scary set it will give you res to S/L/NE/TOX damage and will give you some good cones. For a good little def and tox res go to mace mastery. For field you want good res and here it is temp invulnerability will cap your S/L res. And you get force of nature.


 

Posted

I wound up slotting a lot more -tohit than I had previously. Made a big difference. I dropped two on my lich (replacing a fear set), and he can hold his own against the weaker AVs now.

I'll have to keep my eye out for more sets now, though.


 

Posted

I tried slotting my Necro/Dark for defenses once. It didn't work and was sacrificing too much singular power strength for gimmicky set bonuses. So I focused instead on recharge, to throw around my favorite power more often (Fearsome Stare), and -tohit. It works just as well and is a much more fun, active play style.

Granted, ambushes kind of screw me over if I can't debuff them properly, since my build relies on dropping Fearsome Stare before the alpha, but you I through normal groups and AVs/GMs like nothing.


"Life is hard; it's harder if you're stupid." - John Wayne

 

Posted

I think I have 4 stored respecs anyway, but yes, I'll probably wait for I21 for significant changes.


 

Posted

Go range cap, pick up provoke and Oppressive Gloom with the resistance shield. Get your AOE and Melee mid way into the 20s and Darkest Night and other powers will assist you.

You should be using the numpad key commands or at a minimum have a key set up with all pets stay to force your pets to stay back for a bit.

You start a fight from range and pets behind you.
Provoke mobs onto you
Hit the one of them with darkest night

Now your at range cap so that should help with the incoming hits.
Bodyguard mode will help you soak up the hits that get in.
Twilight Grasp will help you heal the rest.

Once the mobs come close enough stop spamming all pets stay and let them loose.
Your Oppressive Gloom will kick in and you will see a sudden a decrease in incoming attacks.
Your Darkest night will cap out your melee and aoe defenses.

The reason I say go range cap is it will always be on. I don't know and I do believe there is a delay between casting darkest night and it actually taking effect. So I think its that moment that your taking the most hits and damage and most likely to faceplant.

Plus if you wanted to take hover per say, you could always just fly up above out of range to give yourself some breathing room.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

plus i know these thing i have had 50 mms since like 2007 and another in 2011 toke a break but i know LOTS has changed since i was gone i love the game now . Also here is a tactic use the highest dam on the bigest hitter/s (grave knight). Cuz le the zombies die and extract them like i do or simply buff them so hard they're undestructable.


 

Posted

or this:


Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Dark Miasma
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Zombie Horde -- SvgnRt-Acc/Dmg:50(A), SvgnRt-Dmg/EndRdx:50(3), SvgnRt-Acc/EndRdx:50(3), SvgnRt-Acc/Dmg/EndRdx:50(5), SvgnRt-Acc:50(5), SvgnRt-PetResDam:50(7)
Level 1: Twilight Grasp -- Nictus-Acc/EndRdx/Rchg:50(A), Nictus-Acc/EndRdx/Heal/HP/Regen:50(7), Nictus-Heal/HP/Regen/Rchg:50(9)
Level 2: Tar Patch -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Dmg/Slow:50(9), P'ngTtl-Acc/EndRdx:50(11), P'ngTtl-Rng/Slow:50(11), P'ngTtl-EndRdx/Rchg/Slow:50(13), P'ngTtl--Rchg%:50(13)
Level 4: Darkest Night -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(19), SipInsght-Acc/Rchg:50(19), SipInsght-ToHitDeb/EndRdx/Rchg:50(21), SipInsght-Acc/EndRdx/Rchg:50(21), SipInsght-%ToHit:50(23)
Level 6: Hasten -- RechRdx(A), RechRdx(23), RechRdx(25)
Level 8: Enchant Undead -- EndRdx-I:50(A), EndRdx-I:30(25)
Level 10: Howling Twilight -- RechRdx-I:50(A), RechRdx-I:50(27)
Level 12: Grave Knight -- BldM'dt-Acc:50(A), BldM'dt-Acc/Dmg:50(27), BldM'dt-Dmg/EndRdx:50(29), BldM'dt-Acc/EndRdx:50(29), BldM'dt-Acc/Dmg/EndRdx:50(31), BldM'dt-Dmg:50(31)
Level 14: Recall Friend -- RechRdx-I:50(A)
Level 16: Shadow Fall -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def:50(33), S'fstPrt-ResDam/EndRdx:30(33), S'fstPrt-ResDam/Def+:30(33), S'fstPrt-ResKB:30(34)
Level 18: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(34), LkGmblr-Def/EndRdx/Rchg:50(34), Krma-ResKB:30(36)
Level 20: Teleport Foe -- Range-I:50(A)
Level 22: Team Teleport -- Range-I:50(A), Range-I:50(36)
Level 24: Soul Extraction -- C'Arms-+Def(Pets):30(A), EdctM'r-PetDef:40(36), ExRmnt-+Res(Pets):30(37)
Level 26: Lich -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(37), BldM'dt-Acc/EndRdx:50(37), BldM'dt-Acc/Dmg/EndRdx:50(39), BldM'dt-Acc:50(39), BldM'dt-Dmg:50(39)
Level 28: Super Speed -- Clrty-Stlth:50(A)
Level 30: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(40), GSFC-ToHit/Rchg/EndRdx:50(40), GSFC-Rchg/EndRdx:50(40), GSFC-ToHit/EndRdx:50(42), GSFC-Build%:50(42)
Level 32: Dark Empowerment -- EndRdx-I:50(A), EndRdx-I:30(42)
Level 35: Fearsome Stare -- Cloud-Acc/Rchg:30(A), Cloud-ToHitDeb:30(43), Cloud-Acc/EndRdx/Rchg:30(43), Cloud-Acc/ToHitDeb:30(43), Cloud-ToHitDeb/EndRdx/Rchg:30(45), Cloud-%Dam:30(45)
Level 38: Dark Servant -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(45), Enf'dOp-Acc/EndRdx:50(46), Enf'dOp-Immob/Rng:50(46), Enf'dOp-Acc/Immob/Rchg:50(46), Enf'dOp-Acc/Immob:50(48)
Level 41: Petrifying Gaze -- Lock-Acc/Rchg:50(A), Lock-EndRdx/Rchg/Hold:50(50)
Level 44: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam:40(48)
Level 47: Soul Tentacles -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 49: Soul Storm -- Lock-Rchg/Hold:50(A), Lock-EndRdx/Rchg/Hold:50(50)
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(15)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(15), P'Shift-EndMod/Acc:50(17), P'Shift-End%:50(17)


 

Posted

this is the mm build with the most res DO NOT LOOK IT OVER!!! Dark Embrace gives you 41.4 res to lots of things now your res and def totals are at a all time high:

Resistance Numbers:
Smashing: 41.4 %
Lehal: 41.4 %
Energy: 60.3 %
Negative Energy: 62.2 %
Fire: 41.4%
Cold: 41.4%
Toxic: 41.4%
Psionic: 60.3%