Beast MM build critique


Alef_infinity

 

Posted

Having the power makes Pack Mentality give stacks of +Critical. You want it, definitely. As for slots, 1 LotG is good enough, 1 or 2 Recharges is good as well but anything beyond that is YMMV.


 

Posted

Quote:
Originally Posted by Reppu View Post
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 only stun I'm aware of is in Howling Twilight, which's only magnitude 2 and thus worth stacking with OG. It's possible you might be thinking of Soul Transfer, the self-rez from Dark Armor and some of the Dark Masteries, which has a magnitude 30 stun.

Mu Mastery does have a more widely useful armor.

EDIT: though I'll note that Howling Twilight's on a longer timer than, say, Thunderclap. 3 minutes isn't exactly an every spawn power even with a high recharge build.


 

Posted

Quote:
Originally Posted by Alef_infinity View Post
The only stun I'm aware of is in Howling Twilight, which's only magnitude 2 and thus worth stacking with OG. It's possible you might be thinking of Soul Transfer, the self-rez from Dark Armor and some of the Dark Masteries, which has a magnitude 30 stun.

Mu Mastery does have a more widely useful armor.

EDIT: though I'll note that Howling Twilight's on a longer timer than, say, Thunderclap. 3 minutes isn't exactly an every spawn power even with a high recharge build.
Huh, is it Mag 2? Odd. You're right, I was thinking Soul Transfer. Thanks for that.

But, yeah. It's uh, not worth getting OG just for a mag 4 stun that's up maybe once every other spawn.


 

Posted

If it isn't worth it to be able to stun every minions every spawn, and everything below Elite Boss every other spawn... then at what level would you consider a stun power worth it?


 

Posted

Quote:
Originally Posted by Mad Grim View Post
If it isn't worth it to be able to stun every minions every spawn, and everything below Elite Boss every other spawn... then at what level would you consider a stun power worth it?
I consider the superior power of Electrifying Fences and Charged Armor over a weak stun? That's just me. Also, it's a tiny radius so you'd have to herd everything together to stun EVERY minion. In reality you may stun a few.


 

Posted

Ok, look at it this way- Does Charged Armor resist so much more damage than the Soul equivocation that a good 50% of the minions in a mob stunned doesn't offset it? As well, EF is not necessarily better than the Soul equivilant, it is just easier to use and doesn't look as cool.

Anyhow, that aside, I always prefer Mace due to liking Defense.

Oh and you can easily stun all of them by moving about a bit.


 

Posted

Quote:
Originally Posted by Mad Grim View Post
Ok, look at it this way- Does Charged Armor resist so much more damage than the Soul equivocation that a good 50% of the minions in a mob stunned doesn't offset it? As well, EF is not necessarily better than the Soul equivilant, it is just easier to use and doesn't look as cool.

Anyhow, that aside, I always prefer Mace due to liking Defense.

Oh and you can easily stun all of them by moving about a bit.
It's a 2 second pulse, mind you. So it's not as 'easy' as you think.

And yes, Charged Armor is that good. Because Minions should handily die very, very quickly.

Also, I can pretty much point out how useless OG is in Dark with the following;

You have Fearsome Stare.

You open with Fearsome Stare and the Minions are feared until dead.

Also, Tentacles is vastly inferior to Fences. Much less damage, bad cone metrics, etc etc. They don't even compare, at all.

Mu > Soul in every feasible way for Beasts/Dark.


 

Posted

Soul Mastery is indeed more inefficient.

This game isn't so hard that you can't choose inefficient choices just for fun. Especially since your primary and secondary will likely make a far larger impact than the ancillary.


 

Posted

Hello all, I have a BM/DARK/Mace, any ideas on how to change out the build above to fit in the Mace mastery and or what are your oppinions of Mace with the BM/Dark. Any help would be appreciated, i have tried to use mids before and it still stumps me so any help would be greatly appreciated.

Thanks


 

Posted

Quote:
Originally Posted by michael View Post
Hello all, I have a BM/DARK/Mace, any ideas on how to change out the build above to fit in the Mace mastery and or what are your oppinions of Mace with the BM/Dark. Any help would be appreciated, i have tried to use mids before and it still stumps me so any help would be greatly appreciated.

Thanks
Full credit to EnigmaBlack, he presented a pretty decent BM/Dark/Mace build. ~40% DEF to S/L/E/Ranged and 140%+ Global Recharge.

Quote:
Originally Posted by EnigmaBlack View Post
Normally I wouldn't post a build that I have yet to play, but this is what I have planned for my BM/DM MM. I have a lot of experience with DM so I'm playing off of that.

I tried to use as many cheap IOs as I could because the Cloud Senses are already expensive, the LoTG I have laying around already.

Remember this is a build just in theory, I have no idea how it will actually play.

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

Click this DataLink to open the build!

PETA Parker: Level 50 Magic Mastermind
Primary Power Set: Beast Mastery
Secondary Power Set: Dark Miasma
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Summon Wolves
  • (A) Blood Mandate - Accuracy/Damage
  • (9) Blood Mandate - Damage/Endurance
  • (11) Blood Mandate - Accuracy/Endurance
  • (11) Blood Mandate - Accuracy/Damage/Endurance
  • (13) Blood Mandate - Accuracy
  • (13) Blood Mandate - Damage
Level 1: Twilight Grasp
  • (A) Doctored Wounds - Heal/Endurance
  • (3) Doctored Wounds - Heal
  • (3) Doctored Wounds - Heal/Recharge
  • (5) Doctored Wounds - Recharge
  • (5) Doctored Wounds - Heal/Endurance/Recharge
Level 2: Call Hawk
  • (A) Entropic Chaos - Accuracy/Damage
  • (39) Entropic Chaos - Damage/Endurance
  • (40) Entropic Chaos - Damage/Recharge
  • (40) Entropic Chaos - Damage/Endurance/Recharge
  • (40) Entropic Chaos - Chance of Heal Self
Level 4: Darkest Night
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (7) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (7) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (9) Dark Watcher's Despair - Recharge/Endurance
Level 6: Train Beasts
  • (A) Endurance Reduction IO
Level 8: Tar Patch
  • (A) Recharge Reduction IO
  • (43) Slow IO
Level 10: Hasten
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 12: Summon Lions
  • (A) Blood Mandate - Accuracy/Damage
  • (15) Blood Mandate - Damage/Endurance
  • (15) Blood Mandate - Accuracy/Endurance
  • (33) Blood Mandate - Accuracy/Damage/Endurance
  • (33) Blood Mandate - Damage
  • (34) Blood Mandate - Accuracy
Level 14: Call Ravens
  • (A) Positron's Blast - Accuracy/Damage
  • (42) Positron's Blast - Damage/Endurance
  • (42) Positron's Blast - Damage/Recharge
  • (42) Positron's Blast - Damage/Range
  • (43) Positron's Blast - Chance of Damage(Energy)
Level 16: Shadow Fall
  • (A) Red Fortune - Defense/Endurance
  • (17) Red Fortune - Defense/Recharge
  • (17) Red Fortune - Endurance/Recharge
  • (19) Red Fortune - Defense/Endurance/Recharge
  • (19) Red Fortune - Defense
  • (21) Red Fortune - Endurance
Level 18: Fortify Pack
  • (A) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Recharge Speed
  • (45) Luck of the Gambler - Defense/Endurance
Level 20: Fearsome Stare
  • (A) Cloud Senses - ToHit Debuff
  • (21) Cloud Senses - Accuracy/ToHitDebuff
  • (23) Cloud Senses - Accuracy/Recharge
  • (23) Cloud Senses - ToHit Debuff/Endurance/Recharge
Level 22: Maneuvers
  • (A) Red Fortune - Defense/Endurance
  • (25) Red Fortune - Defense/Recharge
  • (25) Red Fortune - Endurance/Recharge
  • (27) Red Fortune - Defense/Endurance/Recharge
  • (27) Red Fortune - Defense
  • (29) Red Fortune - Endurance
Level 24: Boxing
  • (A) Empty
Level 26: Summon Dire Wolf
  • (A) Blood Mandate - Accuracy/Damage
  • (34) Blood Mandate - Damage/Endurance
  • (34) Blood Mandate - Accuracy/Endurance
  • (37) Blood Mandate - Accuracy/Damage/Endurance
  • (39) Blood Mandate - Accuracy
  • (39) Blood Mandate - Damage
Level 28: Petrifying Gaze
  • (A) Lockdown - Accuracy/Hold
  • (29) Lockdown - Accuracy/Recharge
  • (31) Lockdown - Recharge/Hold
  • (31) Lockdown - Endurance/Recharge/Hold
  • (31) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (33) Lockdown - Chance for +2 Mag Hold
Level 30: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 32: Tame Beasts
  • (A) Endurance Reduction IO
Level 35: Weave
  • (A) Red Fortune - Defense/Endurance
  • (36) Red Fortune - Defense/Recharge
  • (36) Red Fortune - Endurance/Recharge
  • (36) Red Fortune - Defense/Endurance/Recharge
  • (37) Red Fortune - Defense
  • (37) Red Fortune - Endurance
Level 38: Dark Servant
  • (A) Cloud Senses - Chance for Negative Energy Damage
  • (46) Cloud Senses - ToHit Debuff
  • (46) Cloud Senses - Accuracy/ToHitDebuff
  • (46) Cloud Senses - Accuracy/Recharge
Level 41: Scorpion Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (45) Luck of the Gambler - Defense/Endurance
  • (45) Luck of the Gambler - Defense
Level 44: Howling Twilight
  • (A) Razzle Dazzle - Chance of Immobilize
Level 47: Power Boost
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 49: Grant Invisibility
  • (A) Luck of the Gambler - Recharge Speed
  • (50) Defense Buff IO
  • (50) Defense Buff IO
------------
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Endurance Modification IO
  • (50) Performance Shifter - Chance for +End
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 1: Supremacy
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 9% DamageBuff(Smashing)
  • 9% DamageBuff(Lethal)
  • 9% DamageBuff(Fire)
  • 9% DamageBuff(Cold)
  • 9% DamageBuff(Energy)
  • 9% DamageBuff(Negative)
  • 9% DamageBuff(Toxic)
  • 9% DamageBuff(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 15.5% Defense(Fire)
  • 15.5% Defense(Cold)
  • 14.25% Defense(Energy)
  • 14.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 25.5% Defense(Ranged)
  • 19.56% Defense(AoE)
  • 6.75% Max End
  • 72.5% Enhancement(RechargeTime)
  • 2.5% Enhancement(Held)
  • 4% Enhancement(Heal)
  • 9% Enhancement(Accuracy)
  • 30.12 HP (3.75%) HitPoints
  • MezResist(Confused) 7.75%
  • MezResist(Held) 7.2%
  • MezResist(Immobilize) 11.6%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 9.95%
  • MezResist(Terrorized) 7.2%
  • 9.5% (0.16 End/sec) Recovery
  • 30% (1 HP/sec) Regeneration
  • 6.62% Resistance(Fire)
  • 6.62% Resistance(Cold)



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