Petless mastermind ( Tier 3 pet ) final build soloing 4/8 setting
ok
Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
I mentioned this a while back and slowly worked on him over the year. I then went and created a SO only build with a pinch of IOs, the proc from lockdown in poison trap for example.
I then used this much weaker build to get incarnate teams. I knew playing my petless / semi petless build would eventually cause me issues and really trying to explain to someone on a iTrial was just not going to work out. Knowing the perception alone of people seeing me with 6 pets was good enough. I was able to pick up everything beyond my initial Alpha. My Alpha unlocked was done by converting bunch of threads via the vendor in OB and money and slotted out to Tier 3. I then eventually picked up a VR and slotted it to make it T4 Alpha. In my mind I tossed around the idea of just sucking it up and doing it with my IO build but I punked out and didn't want to deal with the fight. Even now almost at 50 +3 and knowing my build is better then a bunch of other players on a team I still run around with the SO build.
Ion is T3, Reactive is T3, I picked up the T3 drone pet which I really don't use, I figured if I was going to pick up a pet I would go with drones to match traps and it was a small pet at least and finally Destiny - the heal ( forget the name ) is T2. I tossed around the idea of getting Barrier and might to see the difference but as of now my incarnates are unlocked and I have the level bump for regular game play.
As far as game play goes. Prior to the the incarnate heal the pet died really fast. He pretty much was nothing more then a show piece. What I also learned was to keep him out of body guard mode, which probably was another reason why he was dying so fast.
What I did today was do a bunch of different AE missions on 4/8 and then decided to do random radio missions on 4/8 just to see how I would do.
Oppressive Gloom is very helpful, I've always said it was good. Poison traps ( with lockdown proc ) followed up by Trip mine is a great combo for softening up a bunch of mobs.
I have a choice of either super speeding in with stealth IO and having OG take effect followed up by Trip mine or some combo. Or I can have my seeker drones take the aggro as I zip in.
With the incarnate heal now the pet last much longer and I can take out runners and smaller groups a bit faster.
I also fought a bunch of mobs with just attacks and without using trip mine. It was viable and endurance was not an issue. There are just so many things to do beyond Trip mine that it's not an issue. Though Trip mine does of course help clear out a bunch of mobs a bit faster.
The build feels very comfortable and at no time did I worry I was going to die. Not worrying about pets was a bit fun as well and seeing the whip attacks go off is pretty cool. Especially with the cool colors it has.
The purpose of this build - I was bored and wanted to see if it was possible. I tested this out a bit on robot traps by just doing missions with no pets, but wanted to incorporate whips attacks. They seemed cool to me.
I then toyed with just going tier 1 pets in the beginning because of how useless the tier 3 was or just the tier 2 pets. But in the end a giant demon with a ice sword looks great.
The only incarnate that I have to say I MUST HAVE is Alpha Cardiac incarnate. Some sort of judgement is nice for faster killing. Destiny barrier is good for the pet and getting you resistance caps, but otherwise your defense capped. I think the Destiny heal is good for everyone. It's that "Oh shoot button". But beyond Cardiac they are just quality of life improvements.
What does this mean for you ? Absolutely nothing... Just kidding.
I would guess its a good guide number wise and concept wise if someone wants to make their own petless mastermind at least to see what numbers they need game wise to make it a doable build.
I am considering maybe a Ninja Traps as my next build and maybe creating a 2nd similar build for my robot traps.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Traps
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Corruption
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (15) Thunderstrike - Accuracy/Damage/Endurance
Level 1: Web Grenade- (A) Enfeebled Operation - Accuracy/Recharge
- (37) Enfeebled Operation - Accuracy/Immobilize
- (45) Enfeebled Operation - Endurance/Immobilize
- (45) Enfeebled Operation - Accuracy/Endurance
- (45) Enfeebled Operation - Immobilize/Range
Level 2: Lash- (A) Mako's Bite - Accuracy/Damage
- (5) Mako's Bite - Damage/Endurance
- (15) Mako's Bite - Damage/Recharge
- (21) Mako's Bite - Accuracy/Endurance/Recharge
- (25) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (40) Mako's Bite - Chance of Damage(Lethal)
Level 4: Caltrops- (A) Tempered Readiness - Accuracy/Slow
Level 6: Triage Beacon- (A) Numina's Convalescence - Heal
- (7) Numina's Convalescence - Heal/Recharge
- (7) Numina's Convalescence - Heal/Endurance/Recharge
- (21) Miracle - Heal/Recharge
- (50) Miracle - Heal/Endurance/Recharge
Level 8: Crack Whip- (A) Positron's Blast - Accuracy/Damage
- (9) Positron's Blast - Damage/Endurance
- (9) Positron's Blast - Damage/Recharge
- (46) Positron's Blast - Damage/Range
- (46) Positron's Blast - Accuracy/Damage/Endurance
Level 10: Acid Mortar- (A) Shield Breaker - Defense Debuff
- (25) Shield Breaker - Accuracy/Defense Debuff
- (31) Shield Breaker - Accuracy/Recharge
- (31) Shield Breaker - Defense Debuff/Endurance/Recharge
- (33) Shield Breaker - Accuracy/Endurance/Recharge
- (33) Shield Breaker - Chance for Lethal Damage
Level 12: Kick- (A) Empty
Level 14: Tough- (A) Steadfast Protection - Resistance/+Def 3%
- (48) Steadfast Protection - Knockback Protection
Level 16: Force Field Generator- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Defense/Endurance
Level 18: Maneuvers- (A) Luck of the Gambler - Recharge Speed
- (19) Luck of the Gambler - Defense
- (19) Luck of the Gambler - Defense/Endurance
Level 20: Poison Trap- (A) Lockdown - Chance for +2 Mag Hold
- (42) Basilisk's Gaze - Accuracy/Hold
- (42) Basilisk's Gaze - Accuracy/Recharge
- (42) Basilisk's Gaze - Recharge/Hold
- (43) Basilisk's Gaze - Endurance/Recharge/Hold
Level 22: Weave- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (23) Luck of the Gambler - Defense/Endurance
Level 24: Tactics- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (36) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 26: Summon Demon Prince- (A) Blood Mandate - Accuracy/Damage
- (27) Blood Mandate - Damage/Endurance
- (27) Blood Mandate - Accuracy/Endurance
- (29) Blood Mandate - Accuracy/Damage/Endurance
- (29) Blood Mandate - Accuracy
- (31) Blood Mandate - Damage
Level 28: Seeker Drones- (A) Razzle Dazzle - Accuracy/Recharge
- (39) Razzle Dazzle - Endurance/Stun
- (39) Razzle Dazzle - Accuracy/Endurance
- (39) Razzle Dazzle - Accuracy/Stun/Recharge
- (40) Razzle Dazzle - Stun/Range
- (40) Razzle Dazzle - Chance of Immobilize
Level 30: Hasten- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 32: Abyssal Empowerment- (A) Endurance Reduction IO
Level 35: Trip Mine- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (46) Obliteration - Chance for Smashing Damage
Level 38: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
- (43) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Defense/Endurance
Level 41: Super Speed- (A) Celerity - +Stealth
Level 44: Dark Embrace- (A) Aegis - Psionic/Status Resistance
Level 47: Oppressive Gloom- (A) Razzle Dazzle - Endurance/Stun
- (48) Razzle Dazzle - Chance of Immobilize
Level 49: Soul Tentacles- (A) Gravitational Anchor - Chance for Hold
- (50) Gravitational Anchor - Immobilize/Recharge
Level 50: Cardiac Core ParagonLevel 50: Ion Partial Radial Judgement
Level 50: Reactive Total Core Conversion
Level 50: Robotic Drones Partial Radial Improved Ally
------------
Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 1: SupremacyLevel 2: Rest
- (A) Empty
Level 2: Swift- (A) Empty
Level 2: Health- (A) Numina's Convalescence - +Regeneration/+Recovery
- (13) Numina's Convalescence - Heal
Level 2: Hurdle- (A) Empty
Level 2: Stamina- (A) Efficacy Adaptor - EndMod
- (11) Efficacy Adaptor - EndMod/Endurance
- (11) Efficacy Adaptor - EndMod/Recharge
- (13) Efficacy Adaptor - EndMod/Accuracy
- (48) Performance Shifter - Chance for +End
Level 4: Ninja Run1. 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