Is there any way to make minions (zombie) more survivable?


Azucar_NA

 

Posted

I just hit 30 with my Zombie/Poison MM, and I have noticed that a lot of mobs are able to one shot my 3 zombie minions. I faced a lot of freaks this eve, and I noticed the Stunners chain lightning decimated nearly all my pets in one hit.

I am currently set at +1/0 No AV's, and I do have Maneuvers, with 3 Def Enh IO's slotted. I know anything I slot that buffs my damage/defense/resistance has no effect on my pets... so is there any way to make my pets live longer?


 

Posted

Sadly..not really. That combo really was tough for me. I leveled one ages ago, and granted, with the aoe poison changes, it will help..but not much.
The zombies basically rely on Life Drain to stay alive (since the poison heal is not great at keeping a lot of them alive) which has the major problem of being able to Miss..and the AI is pants on head. the never seem to use the heal when they NEED it, often only using LD on full hp.
Get the +res and def pet uniques as soon as you can..but zombies are very squishy, especially paired with Poison.


 

Posted

The only thing I could think of also was get range capped and use provoke and add in the pet unique IOs. My only issues is with Maneuvers and the Unique IOs your talking 14% Defense and 20% resistance. I do not know if your pets come with some inherit numbers like Demons do, I don't think so though.

I did a quick run at it just trying to get range cap. This is what I came up with. You will need Cardiac Incarnate and even with that I think you will have issues. I think you might have to lower your range defenses to the mid 30s and rely on purple inspirations to get you Range cap.

My thoughts are drop poison trap in front of you, Eat a purple, Provoke mobs, Use the life drain to heal yourself of incoming damage. Then when mobs come in hover out of melee range spraying your cones and healing the pets as needed. Oppressive Gloom does have a range, though short and it will help with the soft crowd control. Though of course that is a toss up. You might want to go Smash Lethal with Scorpion Shield and pick up the AOE mace hold as well. Swap out Hover for Combat Jump, less endurance and a bit more mobility running around.

OKAY SCRAP ALL THAT STUFF

I decided to show you how my mind works when I am posting and thinking about this stuff. You start thinking about one idea. You make the build and then you see how crappy it ends up being. Then another idea pops into your head and you go another direction. This is what all this build making is about. Not just sticking with one idea, but instead moving around ideas and compromising to make a build.

You cannot, cannot, cannot make a build based on theme or concept in this game unless you just happen to want to be a Archer that shoots trick arrows or a knight with a sword and shield. Other then that type of stuff your gonna have to mix and match powers even if they do look odd. And I will admit that having a undead mastermind firing off a web hold from a mace is bit off kilt. What I am hoping is one day they will make alternate looks for all these powers that will allow for players to keep within their themes or concepts. But for now to make a kick *** toon this is what we are stuck with.

Nonetheless once I mentioned Scorpion Shield I came across with another idea. I think its decent. I think it needs a bit more tweaking, but this is my idea for you.

What this build offers you is, almost all your defenses are in the 30s which is not bad. This means that one or two purple inspiration will cap you out completely across the board.

The one issue again was endurance. I started respecing many of the powers that I could with set bonuses that would offer you some endurance. The next thing I noticed was if you just toggled off Tough it gave you some better numbers endurance wise. You loose some resistance but its up to you what you think is important.

As for now what I would do is redo my build and look to see what powers you could get at your level or up coming levels that would help you get your defense numbers. At level 30 you don't need defense cap. The game is just set up that way. You could have defenses in the 20s and still feel like your capped at those levels.

I would then consider slotting some lower end IOs to get those numbers.

With more tweaking I will probably try something like this out myself. I was also thinking Teleport or maybe spring attack to start the fight.

Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Poison
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Presence
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Zombie Horde -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Alkaloid -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(23), H'zdH-Heal/Rchg(23), H'zdH-Heal/EndRdx/Rchg(34)
Level 2: Envenom -- Achilles-DefDeb(A), Achilles-DefDeb/Rchg(37), Achilles-ResDeb%(39)
Level 4: Weaken -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(40), DarkWD-ToHitdeb/Rchg/EndRdx(40), DarkWD-Rchg/EndRdx(43)
Level 6: Enchant Undead -- Empty(A)
Level 8: Life Drain -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(11), Nictus-Acc/EndRdx/Heal/HP/Regen(11), Nictus-Acc/EndRdx/Rchg(17), Nictus-Acc/Heal(21)
Level 10: Neurotoxic Breath -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(43), TmpRdns-Acc/EndRdx(43), TmpRdns-Rng/Slow(46), TmpRdns-EndRdx/Rchg/Slow(46)
Level 12: Grave Knight -- BldM'dt-Dmg(A), BldM'dt-Acc/Dmg(13), BldM'dt-Acc/EndRdx(13), BldM'dt-Dmg/EndRdx(15), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(17)
Level 14: Kick -- Empty(A)
Level 16: Elixir of Life -- Empty(A)
Level 18: Soul Extraction -- SvgnRt-PetResDam(A), EdctM'r-PetDef(19), ExRmnt-+Res(Pets)(19), C'Arms-+Def(Pets)(21)
Level 20: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Lich -- BldM'dt-Acc(A), BldM'dt-Acc/Dmg(27), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(29), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Dmg(31)
Level 28: Paralytic Poison -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(40), BasGaze-Acc/Rchg(46)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 32: Dark Empowerment -- Empty(A)
Level 35: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(36), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(37), Lock-%Hold(37)
Level 38: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Immob(45)
Level 44: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(45), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), Zephyr-Travel/EndRdx(48)
Level 47: Noxious Gas -- RechRdx-I(A)
Level 49: Provoke -- Zinger-Taunt(A), Zinger-Taunt/Rchg(50), Zinger-Taunt/Rchg/Rng(50), Zinger-Acc/Rchg(50)
Level 50: Cardiac Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(7)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9), P'Shift-EndMod/Rchg(9)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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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

Quote:
Originally Posted by With_Forks View Post
I just hit 30 with my Zombie/Poison MM, and I have noticed that a lot of mobs are able to one shot my 3 zombie minions. I faced a lot of freaks this eve, and I noticed the Stunners chain lightning decimated nearly all my pets in one hit.

I am currently set at +1/0 No AV's, and I do have Maneuvers, with 3 Def Enh IO's slotted. I know anything I slot that buffs my damage/defense/resistance has no effect on my pets... so is there any way to make my pets live longer?
I have not tried /Poison before so am not sure what it's strengths/weaknesses are but tier 1 zombies are weak vs lethal, fire and energy damage. The Freakshow's damage types are smashing, lethal and energy so your pets will take a beating often against them.

Get your +def/dam resist pet auras (Edict of the Master, Sovereign Right, Expedient Reinforcements and Call to Arms). I usually have all 4 when my MM's reach level 27.

Slot an Achilles' Heel proc into Grave Knight. Most of the GK's attacks has a -def property so the proc will be rolling often. Can also slot a Cloud Senses proc into Lich as all attacks except 1 has a -tohit debuff.

Use Soul Extraction and summon your Wraith (Tier 3 Lich) at the start of your mission. They last for 5 minutes and you can often finish the mish before it disappears when running at +1/0.


 

Posted

Poison is a rough set and no mistake. My Merc/Poison is lvl 36 and was stumbling until I discovered the joys of Provoke and Poison Trap. However 5 or your 6 Zombie pets perform best in melee as opposed to my Mercs.

The roughest part about the combination is that Poison offers better debuffs and controls. Unlike Thermal and Sonic it has no direct pet buffs, only a ST heal, no AoE shields or any of the simple stuff. What it does have (Envenom, Weaken, Nero Breath etc) all require to-hit rolls.

However, part of your solution might lie with your other pets...namely the Dark Knights. When I run Thugs or Mercs and sometimes even Robots I like to use the T3 as a tank. The brute is particularly good for this. However if you set up a button (Goto Aggressive) for the Knights (who excel in melee) then you might be able to send them in to take the enemy's alpha strike and THEN the Minions can rush in. I would try send them at a boss or Lt and when they engage the enemy you can use Weaken and so forth.

Good luck.


"Comics, you're not a Mastermind...you're an Overlord!"

 

Posted

Executive Summary: Open with Weaken & Poison Trap, use many Defense buffs & ToHit debuffs.

Longer description:
Weaken with 5 Siphon Insights is a 17% ToHit debuff and gives 3.75% S/L Defense. Dark Blast with 5 Siphon Insights is a 17% ToHit debuff when double stacked and gives 3.75% S/L Defense. Slot Boxing and Kick with Kinetic Combat for 7.5% S/L Defense. Tough with Steadfast: Res/Def, well slotted Weave, CJ, and set bonuses gives total 27% S/L Defense. Without even using Dark Blast, that's effectively 44% Defense after using Weaken against even con mobs. That's near soft capped even without Scorpion Shield, so you can take Soul Mastery with Dark Embrace (more Resistance to stack with Tough). At higher levels stay at range and use Night Fall (5.6% ToHit debuff) and Soul Tentacles (Immob) (both cones) to attrack all the AoEs while your henchmen attack in melee. Take Provoke so the mobs don't attack your henchmen, and Life Drain to keep yourself alive. The Kinetic Combats are a bit expensive, but you can take the cheaper proc and avoid the expensive D/E/R since you probably won't actually ever attack with them.

For non-S/L mobs, use Dark Blast plus your backup debuffer (Lich). Stay ahead of your Lich, but keep him on Aggressive so he follows up quickly with Torrent and/or Tenebrous Tentacles, which both have a base 9.4% ToHit debuff.

Maybe slot the two Pet Defense IOs in Soul Extraction to give your henchmen 10% Defense. Those stacked with Weaken, Torrent, and Tenebrous Tentacles is about equivalent to 45% Defense too.

Did I mention Weaken?


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

The zombies do get life drain at level 32. They also get a lot more deadly. Steadfast protection Res/Def, the Recharge intensive pets bonuses in your extraction power, the edict of the master bonus, the sovereign right bonus, maneuvers, are the way to go to improve their sturdiness. Using neurotoxic breath (or provoke) to grab aggro tankermind style will help, too.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

would you be willing to reroll? Secondaries like fire provide nice resists and healing (mine sit at:
Zombies

Smashing - 26.145 + 22.46 + 20 = 68.605
Lethal - 22.46 + 20 = 42.46
Energy - 22.46 + 20 = 42.46
Negative - 26.145 + 22.46 + 20 = 68.605
Fire - 44.92 + 20 = 64.92
Cold - 26.145 + 20 = 46.145
Toxic - 26.145 + 20 = 46.145
Psionic - 26.145 + 20 = 46.145



GKs

Smashing - 22.46 + 20 = 42.46
Lethal - 22.46 + 20 = 42.46
Energy - 22.46 + 20 = 42.46
Negative - 26.145 + 22.46 + 20 = 68.605
Fire - 44.92 + 20 = 64.92
Cold - 26.145 + 20 = 46.145
Toxic - 26.145 + 20 = 46.145
Psionic - 26.145 + 20 = 46.145

Dam. Type Natural Shield Aura Total


 

Posted

I would suggest trying getting grant invisibility from the stealth pool. I took it on my necro/dark and it made a noticable difference in thier survivablity at low levels. Now that I have all 6 henchmen I almost never bother, but if might help with your problems.


Global is @honcho
On Champion
Living Coal LV 50 Fire/Fire Tank
Nature Boy LV 41 Earth/Kin Cont
Great Wacko LV 34 Robot/FF MM
plus many alts

 

Posted

Do NOT take the advice of rerolling unless you really just are not finding the character enjoyable.

DO make sure you slot all 4 pet uniques. They add up to +10% defense to all and +20% resist to all. These are important to slot on any mastermind (though not all combinations can use the recharge intensive ones).

Target the most troublesome enemy with weaken right off the bat.

Use paralytic poison on troublesom lieuts/minions.

At 32 your zombies and grave knights get siphon life. They don't always use it in the most tactical of ways, but it's still a boost.

At 38 noxious gas is a huge boost to survival for tough encounters, though it won't be up 100% of the time unless you go all out crazy with recharge bonuses (and even then I don't think you can truly get to 100%, but pretty close).

I recomend taking the alpha in many cases as /poison, but personally don't recommend the full on tankermind route (confront and holding as much aggro as you can). /poison has no innate self-healing, status protection, or defenses.