Beast MM build critique


Alef_infinity

 

Posted

Well, here's my attempt to create a jill-of-all-trades version of the Beast MM. BM/Dark seems to have a natural synergy and I want to be able to fly (simply because my sense of direction, even in game, is that bad, lol.) Although the set seems to have some problems I still want to play it. What would y'all recommend in terms of bettering this build? Thanks for your input!

Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

All Hallow's: Level 50 Magic Mastermind
Primary Power Set: Beast Mastery
Secondary Power Set: Dark Miasma
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Summon Wolves -- 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: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(11)
Level 2: Tar Patch -- RechRdx-I(A)
Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(11), DarkWD-Rchg/EndRdx(13), DarkWD-ToHitDeb/EndRdx(13)
Level 6: Train Beasts -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 10: Howling Twilight -- Amaze-Stun(A), Amaze-Stun/Rchg(17), Amaze-Acc/Stun/Rchg(17), Amaze-Acc/Rchg(19), Amaze-EndRdx/Stun(19)
Level 12: Summon Lions -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(21), SvgnRt-Acc/EndRdx(21), SvgnRt-Acc/Dmg/EndRdx(23), SvgnRt-Acc(23), SvgnRt-PetResDam(25)
Level 14: Fly -- Zephyr-ResKB(A), Zephyr-Travel(43)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), S'fstPrt-ResDam/Def+(27), S'fstPrt-ResDam/EndRdx(27)
Level 18: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(31)
Level 20: Fearsome Stare -- SipInsght-%ToHit(A)
Level 22: Stealth -- LkGmblr-Rchg+(A), Ksmt-ToHit+(31), GftotA-Def/EndRdx(31), GftotA-Def(33)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 26: Summon Dire Wolf -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(37)
Level 28: Invisibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(37)
Level 30: Hover -- LkGmblr-Rchg+(A)
Level 32: Tame Beasts -- EndRdx-I(A)
Level 35: Call Ravens -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(48), ShldBrk-Acc/Rchg(50), ShldBrk-Acc/EndRdx/Rchg(50)
Level 38: Vengeance -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(46), Numna-Heal/Rchg(46)
Level 41: Dark Servant -- BasGaze-Slow%(A), BasGaze-Acc/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), DefEgo-RecDeb%(43)
Level 44: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(45), ImpArm-EndRdx/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(46)
Level 47: Soul Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48)
Level 49: Call Hawk -- Apoc-Dmg(A), Apoc-Dmg/Rchg(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(39), Mrcl-Heal(39)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(39), Efficacy-EndMod/EndRdx(40)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 1: Sprint -- Clrty-Stlth(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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Posted

What exactly are you looking to do with the build ?

Some issues I see
I believe or am getting the impression that either you think Vengeance will be used all the time or that you can stack all those stealth / Invis powers for defenses which will not happen or cannot happen due to game mechanics.

I also notice your going for recharge on many powers. I don't know why you would feel you need so much. At level 50 your pet recharge pretty darn fast as will your other powers without the need of all of that.

Game play example.

You turn on Invisibility and you cannot do anything and Shadow Fall power that might have benefited your pets and others is now useless because Invisibility cancels out Shadow Fall. Even turning it on does not put you at defense cap so I don't see the point. You could pick up the old combo of Super Speed with Shadow Fall on and gain pretty much the same hidden benefits if you just wanted to zip around not being seen. You could also turn on Hover if you didn't like the fast speed issue in caves for example.

I would get rid of Stealth and Invisibility as they are useless to you. I would personally also get rid of Vengeance unless you had room to slot it later. I would pick up Oppressive Gloom instead of Soul Tentacles. I think with a new build you could probably have all 3 powers from dark. The shield, OP and tentacles.

I would get rid of fly as well and just slot those IOs in hover if you needed to.

What I would look to do is get range cap to 45% and then get AOE and Melee to at least around 30%, but nothing more. I might consider Provoke as well. Now this way you will be at range defense cap which will allow you to start off an attack at range thus giving you a better chance of not getting hit. Then I would target the boss of course and drop darkest night on him. This will aggro everyone. You then move into melee range where Darkest night hit debuff will cap you out to melee and aoe. So in a sense your defense capped. The pain / issue / problem is when darkest night drops. Once you do Incarnates and pick up barrier this problem though will be solved.

The good thing is your will have Oppressive Gloom running that will pretty much neuter all the minions.


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

Thoughtful points. One friend of mine who has already got her Beast MM to 50 says I should take Call Swarm to increase pack mentality. What do you think? I can easily drop Stealth and Invis. Just using them as mules anyway and can then take up Super Speed and Oppressive Gloom. Fly is my travel choice simply because I'm directionally challenged and cant find my way out of the garage, much less in game, lol. This same friend also swears by Scorpion Shield as an epic power. Now I'm really confused!


 

Posted

Mu is infinitely better than Soul, unless it's a 'conceptual' thing. Your slotting of Dark Servant makes most of it's powers have 0 Accuracy. Always and only slot it for ToHit. Fly hinders a final LotG into this build, which is why I always tell people to just buy Jet Packs and not waste a power slot, but to each his own. Scorpion Shield is only worthwhile if you devote heavily into getting the Smashing/Lethal cap. If you want that, it's not hard to try to alter the build into but such builds lose a lot of global recharge.

I prefer Resistance on MM's anyway. High 60's to the most common damage types in the game, yum.

Villain Plan by Mids' Villain Designer 1.954

http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Beast Mastery
Secondary Power Set: Dark Miasma
Power Pool: Leadership
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Summon Wolves -- SvgnRt-PetResDam(A), BldM'dt-Acc/EndRdx(3), BldM'dt-Dmg(3), BldM'dt-Dmg/EndRdx(5), BldM'dt-Acc/Dmg(5), BldM'dt-Acc/Dmg/EndRdx(7)
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(11)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(11)
Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(15)
Level 6: Train Beasts -- Empty(A)
Level 8: Call Hawk -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(15), KinCrsh-Rchg/KB(17), KinCrsh-Rechg/EndRdx(17), KinCrsh-Dmg/EndRdx/KB(19), KinCrsh-Acc/Dmg/KB(48)
Level 10: Howling Twilight -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(19), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(50)
Level 12: Summon Lions -- EdctM'r-PetDef(A), EdctM'r-Acc/Dmg/EndRdx(21), EdctM'r-Dmg/EndRdx(21), LkGmblr-Rchg+(23), SCotMastermind-Acc/Dmg(23), SCotMastermind-Dmg/EndRdx(25)
Level 14: Call Ravens -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(29)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31), TtmC'tng-ResDam(31), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(33)
Level 18: Fortify Pack -- LkGmblr-Rchg+(A)
Level 20: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(33), Abys-Acc/EndRdx(33), Abys-Fear/Rng(34), Abys-Acc/Fear/Rchg(34)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36)
Level 24: Fly -- Zephyr-ResKB(A)
Level 26: Summon Dire Wolf -- S'bndAl-Build%(A), S'bndAl-Acc/Dmg/Rchg(36), SCotMastermind-Acc/Dmg/Rchg(36), SCotMastermind-Dmg/EndRdx/Rchg(37), SCotMastermind-Acc/Dmg/EndRdx/Rchg(37), SCotMastermind-Rchg/PetAoEDef(37)
Level 28: Assault -- EndRdx-I(A)
Level 30: Boxing -- Empty(A)
Level 32: Tame Beasts -- Empty(A)
Level 35: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/EndRdx/Rchg(40)
Level 38: Dark Servant -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(42), Cloud-ToHitDeb/EndRdx/Rchg(42), Cloud-Acc/EndRdx/Rchg(43)
Level 41: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-ResDam(45), S'fstPrt-ResDam/Def+(45)
Level 44: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(39), P'Shift-EndMod(39), P'Shift-EndMod/Rchg(40)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run


 

Posted

Ok, reslotted Dark Servant as per your suggestion. Great idea, and also reworked the epics. How's this:

Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

All Hallow's: Level 50 Magic Mastermind
Primary Power Set: Beast Mastery
Secondary Power Set: Dark Miasma
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Summon Wolves -- 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: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(11)
Level 2: Tar Patch -- RechRdx-I(A)
Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(11), DarkWD-Rchg/EndRdx(13), DarkWD-ToHitDeb/EndRdx(13)
Level 6: Train Beasts -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 10: Howling Twilight -- Amaze-Stun(A), Amaze-Stun/Rchg(17), Amaze-Acc/Stun/Rchg(17), Amaze-Acc/Rchg(19), Amaze-EndRdx/Stun(19)
Level 12: Summon Lions -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(21), SvgnRt-Acc/EndRdx(21), SvgnRt-Acc/Dmg/EndRdx(23), SvgnRt-Acc(23), SvgnRt-PetResDam(25)
Level 14: Fly -- Zephyr-ResKB(A), Zephyr-Travel(43)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), S'fstPrt-ResDam/Def+(27), S'fstPrt-ResDam/EndRdx(27)
Level 18: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(31)
Level 20: Fearsome Stare -- SipInsght-%ToHit(A)
Level 22: Call Swarm -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(31), P'ngTtl-Acc/EndRdx(31), P'ngTtl-EndRdx/Rchg/Slow(33), P'ngTtl-Rng/Slow(37)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 26: Summon Dire Wolf -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(37)
Level 28: Super Speed -- Empty(A)
Level 30: Hover -- LkGmblr-Rchg+(A)
Level 32: Tame Beasts -- EndRdx-I(A)
Level 35: Call Ravens -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(48), ShldBrk-Acc/Rchg(50), ShldBrk-Acc/EndRdx/Rchg(50)
Level 38: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46)
Level 41: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(42), Cloud-Acc/Rchg(42), Cloud-ToHitDeb/EndRdx/Rchg(42), Cloud-Acc/EndRdx/Rchg(43)
Level 44: Call Hawk -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
Level 47: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(48), TtmC'tng-ResDam/Rchg(48)
Level 49: Electrifying Fences -- GravAnch-Hold%(A), GravAnch-Immob(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal/EndRdx(A), RgnTis-Regen+(39), Numna-Regen/Rcvry+(39)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(39), P'Shift-EndMod/Acc(40)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 1: Sprint -- Clrty-Stlth(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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Posted

[QUOTE=Reppu;4167654]Mu is infinitely better than Soul, unless it's a 'conceptual' thing. Your slotting of Dark Servant makes most of it's powers have 0 Accuracy. Always and only slot it for ToHit. Fly hinders a final LotG into this build, which is why I always tell people to just buy Jet Packs and not waste a power slot, but to each his own. Scorpion Shield is only worthwhile if you devote heavily into getting the Smashing/Lethal cap. If you want that, it's not hard to try to alter the build into but such builds lose a lot of global recharge.

I prefer Resistance on MM's anyway. High 60's to the most common damage types in the game, yum.

I put together your build for those who wanted to link and see. Nice! Also has the advantage of not being frightfully expensive.

Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

BM variant: Level 50 Magic Mastermind
Primary Power Set: Beast Mastery
Secondary Power Set: Dark Miasma
Power Pool: Leadership
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Summon Wolves -- SvgnRt-PetResDam(A), BldM'dt-Acc/EndRdx(3), BldM'dt-Dmg(3), BldM'dt-Dmg/EndRdx(5), BldM'dt-Acc/Dmg(5), BldM'dt-Acc/Dmg/EndRdx(7)
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Rchg(9), Nictus-Acc/EndRdx/Heal/HP/Regen(11)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(11)
Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(15)
Level 6: Train Beasts -- RechRdx-I(A)
Level 8: Call Hawk -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/Dmg/KB(15), KinCrsh-Acc/KB(17), KinCrsh-Rchg/KB(17), KinCrsh-Rechg/EndRdx(19), KinCrsh-Dmg/EndRdx/KB(48)
Level 10: Howling Twilight -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(19), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(50)
Level 12: Summon Lions -- EdctM'r-PetDef(A), EdctM'r-Acc/Dmg(21), EdctM'r-Dmg/EndRdx(21), EdctM'r-Acc/EndRdx(23), EdctM'r-Acc/Dmg/EndRdx(23), EdctM'r-Dmg(25)
Level 14: Call Ravens -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(29)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31), TtmC'tng-ResDam(31), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(33)
Level 18: Fortify Pack -- LkGmblr-Rchg+(A)
Level 20: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(33), Abys-Acc/EndRdx(33), Abys-Fear/Rng(34), Abys-Acc/Fear/Rchg(34)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36)
Level 24: Fly -- Zephyr-ResKB(A)
Level 26: Summon Dire Wolf -- S'bndAl-Build%(A), S'bndAl-Acc/Dmg/Rchg(36), S'bndAl-Dmg/Rchg(36), S'bndAl-Dmg(37), S'bndAl-Acc/Rchg(37), S'bndAl-Dmg/EndRdx(37)
Level 28: Assault -- EndRdx-I(A)
Level 30: Boxing -- Empty(A)
Level 32: Tame Beasts -- EndRdx-I(A)
Level 35: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/EndRdx/Rchg(40)
Level 38: Dark Servant -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(42), Cloud-ToHitDeb/EndRdx/Rchg(42), Cloud-Acc/EndRdx/Rchg(43)
Level 41: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-ResDam(45), S'fstPrt-ResDam/Def+(45)
Level 44: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(39), P'Shift-EndMod(39), P'Shift-EndMod/Rchg(40)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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Posted

The Mastermind ATE set is very, very cheap. It is worth slotting, especially in the Dire Wolf. 10% Global Recharge is nothing to sneeze at, either.


 

Posted

The end drain on that build is scary!

I assume you are going for Vigor or Cardiac?


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Welcome to Masterminds, really. Thankfully it's one of the few AT's that doesn't need to rapid-fire spam powers so high End Per Second costs aren't a big deal. That and a tray of blues is wonderful. Unless inspirations are too good for you or something.

Shrug.


 

Posted

Quote:
Originally Posted by JayboH View Post
...did you mean unless I am too good for inspirations?
No. Anyone who refuses to use inspirations due to some conceited egotism is, uh... yeah. Ending that there.


 

Posted

Quote:
Originally Posted by Reppu View Post
No. Anyone who refuses to use inspirations due to some conceited egotism is, uh... yeah. Ending that there.
Uh, I am pretttttty sure you are reading what you wrote incorrectly.

If I was conceited, I would be too good to use inspirations, not that the inspirations are too good for me, which is what you wrote.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Quote:
Originally Posted by Reppu View Post
Mu is infinitely better than Soul
I disagree, though there is a 10% difference in the resistance shield numbers for smash and lethal which both Mu and Soul shields share.

I think end game wise if 10% is such an issue then your doing something wrong.


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 plainguy View Post
I disagree, though there is a 10% difference in the resistance shield numbers for smash and lethal which both Mu and Soul shields share.

I think end game wise if 10% is such an issue then your doing something wrong.
Energy is far more common than Negative, sans for mid-level Circle of Thorns. That's the only major enemy group that uses Negative to a worthwhile extent, something that you've already out-leveled by the time you get Soul Mastery.

Think next time.

JayboH: "Unless inspirations are too good for you or something." Suggests that you're inferior to Inspirations. You shouldn't be. You should have a joyous bond together. It's IMPOSSIBLE to be too good for inspirations, so why would it type it otherwise?

Only a conceited person would assume they are too good for inspirations. And that's impossible because inspirations are superior to everyone!

I know what I wrote ;P


 

Posted



See? He can't even look upon their awesome. He is too ashamed of his own failures in life.


 

Posted

Quote:
Originally Posted by JayboH View Post
I think he just wants the superior break-free.
Nope, he's not good enough for it.


 

Posted

Quote:
Originally Posted by plainguy View Post
I think end game wise if 10% is such an issue then your doing something wrong.
I have MANY lvl 50 toons with no energy resistance that can solo 4/8 and are incarnated. So whats the point ??

You have not toxic resistance and there is no toxic defense. So against toxic attacks Soul is better off.

But what does it matter if OG is stunning everything but a boss. How much damage does a stunned mob do ? Zero.. Which is what is big about Soul not the shield. Though the shield helps either way.

So what do other masterminds that don't have Mu ? Are they doomed ? No.. If you have the bases covered end game wise missing one thing or another is not going to be an issue when it comes to resistances. This game really isn't that hard or complex..

You should think.


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 JayboH View Post
Maybe just the forum wants that break-free.
From the overused meme? Yes. From me? Sorry, I'm magnitude over nine-thousand.


 

Posted

Quote:
Originally Posted by Reppu View Post
From the overused meme? Yes. From me? Sorry, I'm magnitude over nine-thousand.
Yeah, that meme isn't overused at all.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Quote:
Originally Posted by plainguy View Post
I have MANY lvl 50 toons with no energy resistance that can solo 4/8 and are incarnated. So whats the point ??

You have not toxic resistance and there is no toxic defense. So against toxic attacks Soul is better off.

But what does it matter if OG is stunning everything but a boss. How much damage does a stunned mob do ? Zero.. Which is what is big about Soul not the shield. Though the shield helps either way.

So what do other masterminds that don't have Mu ? Are they doomed ? No.. If you have the bases covered end game wise missing one thing or another is not going to be an issue when it comes to resistances. This game really isn't that hard or complex..

You should think.
OG's stun is only worthwhile if you have another stun, since OG is, mechanically, not allowed to stack.

Considering the one stun in Dark Miasma is already beyond the magnitude to stun almost everything in the game...?

The Lionesses do get an AoE Mag 3 Stun, so that plus gloom would equal a (brief) Mag 5 Stun total... but you'd have to rely on them not wasting that (which they often do).

I know you love Oppressive Gloom, but it needs set synergy. And the only synergy (Lionesses) relies on the Pet AI not Derping.

So yes, Oppressive Gloom is great! ... With Synergy that you can control and is not reliant on luck.

Mu Mastery still superior for easy to use and good damage AoE Immo and a superior shield. Toxic is underused, Energy is not.


 

Posted

What about Fortify Beasts power? Is there any consensus now as to keeping it or dumping it?