Good build?
What is a good MM build? I am going to make one I just don't know where to start or even anything about them really. What would be a good survivable build to use? I am looking to do incarnate trials with this toon as well so it needs to be good. Any ideas would be greatly appreciated.
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Demons have a bit of everything, ranged, melee, buff, heal - and the thermal secondary is also a kind of complimentry jack of all trades with heals, buffs, debuffs. You can find many good posts here on the forums and externally throughout the net on masterminds and in depth controls of them if you choose to make binds, macros, and popups to command them.
One important thing you should know especially for team playing however is controlling your pets to not aggro everything (team-mates tend to not like that). One useful bind/macro is for "bodyguard mode" /macro BG petcomall def fol
This commands your pets to defend you and follow. By doing so your inherant ability of supremacy allows your pets to share any damage inflicted upon you. They also dont aggro everything, only attacking those who attack first.
There are too many nuances and strategies to go into, just thought this would be a helpful starter. Have fun!
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The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
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In my experience the most important thing for a mastermind is knowing how to control the pets. Once you get that down you *almost* can't go wrong with a mastermind. Bots/Forcefield or Bots/Time are both very survivable combos.
My favorite MM for incarnate trials is my Demon/Poison, but that's just because I managed to get him softcapped to everything with IOs, that way I could kill off my pets and just focus on debuffing and still be survivable. The fact that he can be mobile when he needs to makes him more flexible than any of my other MMs.
My favorite is still my Necro/Dark
The synergy there is just so yummy. Of course, I could be partial to this as it was my 1st MM and I loved my concept.
I'm also really enjoying Bots/Storm. Hurricane and Hallways without teamates to upset is really enjoyable.
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In my experience the most important thing for a mastermind is knowing how to control the pets. Once you get that down you *almost* can't go wrong with a mastermind. Bots/Forcefield or Bots/Time are both very survivable combos.
My favorite MM for incarnate trials is my Demon/Poison, but that's just because I managed to get him softcapped to everything with IOs, that way I could kill off my pets and just focus on debuffing and still be survivable. The fact that he can be mobile when he needs to makes him more flexible than any of my other MMs. |
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
The best build is personal experience.
I would like to see your softcapped IO demon/poison. I have a working build with Necro poison and I am close but requires a purple inspiration to cap out. Honestly I have tried to rework the build for weeks with no luck.
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Edit: oops, I was mistaken about my build, it's only softcapped to smashing/lethal and is close to the rest.
I'm at work right now, but when I get home I'll send you the Mids data chunk for it. I should note that this build has NO attacks at all, generally because I let my demons do all my damage for me, and if I'm in a situation where I don't have my demons out then I'm on a team and I let my teammates do the damage while I focus on debuffs.
Edit: oops, I was mistaken about my build, it's only softcapped to smashing/lethal and is close to the rest. |
After getting to level 34 I am still not feeling this build to be honest. I think its gonna be one of those builds that really only works well at level 50 and fully IOed. I was gonna delete but I am just gonna stick it out and see how it rolls. Regardless once barrier is picked up its a done deal as they will be capped out for most fights.
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
I want /Fire stalker. Because nothing says stealth like dumping a can of gasoline on yourself and lighting a match. -Morac
My first mm was a thugs/pain. It was fun to have a large personal army that I just kept alive with heals. Also fun to have the dual pistols.
My second mm was Demons/Traps. Very fun and survivable with the FF generator. Liked stacking as many pets as I could with the turrets, the caltrops, the generator, the flash seekers, and the hellfire imps.
Then I made a bots/time. Just wanted to stack as much Defense as possible. Kind of slow at killing until I got assault bot, but very survivable.
Also had necro/therm at one time. Appreciated that it could put up shields and heal. Seemed like a good middle ground between pain and FF.
What I'm saying is all MM are pretty fun, and each plays different.
Guide to playing a strong mastermind:
Pretend the only primaries are Demon Summoning, Robotics, Thugs
Pretend the only secondaries are Dark Miasma, Thermal, Traps
Using this method it practically doesn't even matter what your build looks like, you'll still faceroll over just about anything.
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I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30)) Single Target Radius = 0. AoE Non-Cone Arc = 360.
I think Time should be on that list. I only have one Mastermind, a mid 40's Bots/Time, and he's pretty tough just on generic IO's. I haven't played him in about a month because I just don't really like babysitting pets, but Time is an awesome set. The heal is great, and the debuffs and buffs are very solid. I actually threw together a petless Demon Whip/Time/Knockout Blow build recently that softcapped every position, had perma Chrono Shift, and good resistance to boot.
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This. Time is great for holding bosses, debuffing def/res in AoEs and keeping your pets going. Farsight, temporal selection on the bot which is taking the most damage, chrono when you run low of power and use temporal juncture while standing in a spawn with reasonable defence = winning.
This. Time is great for holding bosses, debuffing def/res in AoEs and keeping your pets going. Farsight, temporal selection on the bot which is taking the most damage, chrono when you run low of power and use temporal juncture while standing in a spawn with reasonable defence = winning.
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Time also has -regen, which is good for stupid Mastermind tricks like soloing GM's.
/Time and /Dark Miasma are really good with whatever you pair with them, though I am biased towards /Time as the all around best. If you put the lockdown proc in Distortion Field it has a surprising amount of hard control, plus loads of soft control in the form of tohit debuffs and recharge debuffs. It also heals, debuffs regen, debuffs def/res, and best of all (in my opinion), Farsight gives ludicrous defense and is easy to perma. Especially if you take Mace for power boost, you can get the def bonus above 20%.
Guide to playing a strong mastermind:
Pretend the only primaries are Demon Summoning, Robotics, Thugs Pretend the only secondaries are Dark Miasma, Thermal, Traps Using this method it practically doesn't even matter what your build looks like, you'll still faceroll over just about anything. |
@ Dr Gemini
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What is a good MM build? I am going to make one I just don't know where to start or even anything about them really. What would be a good survivable build to use? I am looking to do incarnate trials with this toon as well so it needs to be good. Any ideas would be greatly appreciated.