A Moment of your time please!
Thugs
Demons
Bots
Traps
Dark
Time
Mix and Match, note specifically for av's, bots is a bit stronger of a pairing for time as it provides -regen
And read my Mastermind Guide.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Robo's are great especially with their -regen, seekers and the burn patch that Assault gives.
What's appealing to me is Thugs as it has a Brute which could help with Tankerminding..
Or it could be the complete opposite and disrupt the method as I'm guessing he comes with his own taunt.
I'd like to exploit the supremacy a lot while taking on AV's ofcourse giving a mastermind a lot of toys to play with is going to be the win factor (As my first MM back in i7 was a Robo/FF)
And as much as it was fun blitzing through missions it felt very much like i had early access to [Walk] .
Right now I'm thinking of Thugs and Necro to pair with Traps.
But of course would I just be making this harder for myself for AV killing, by not picking Robo's or would I be able to get away with it. Considering the only defense aura I'll have is the Shield Generator (ignoring pool powers and patron shields)
Thugs have a wide range of grants from Smash and Lethal to Fire dmg with Overwhelming force (via Gang War) + a Tank
Where as Necro has Smash, Lethal, Toxic with -ToHit + Controls
Hmm im gonna have to build both on mids and see what numbers I can get out of both!
Edit:
Just noticed that all pets necro get a heal on 2nd tier upgrade... this is a pretty good bonus' factor considering I don't have any direct heals with /Traps
Union:
"Farah O." Stalker: Street/Energy
"Aoi" Scrapper : Kat/SR
"Supa Troll" Tanker: WP/SS
"Milkman Bill" Brute: Staff/Fire
Necro pets are relatively fragile, but /Traps is a good pairing for them to help in that department. You also get the fun of using Detonator + Soul Extraction. Necro/Traps will also be able to slot all the pet aura IOs I believe because of Soul Extraction. -Regen in the primary you pick is really irrelevant if you go /Traps because it provides an enormous regen debuff all on its own. I think I'm talking myself into a Necro/Traps. I'm feeling my altitis kicking up again
@Rorn ---- Blue Baron ---- Guardian
Necro pets are relatively fragile, but /Traps is a good pairing for them to help in that department. You also get the fun of using Detonator + Soul Extraction. Necro/Traps will also be able to slot all the pet aura IOs I believe because of Soul Extraction. -Regen in the primary you pick is really irrelevant if you go /Traps because it provides an enormous regen debuff all on its own. I think I'm talking myself into a Necro/Traps. I'm feeling my altitis kicking up again
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My other option, being Thugs/ , seems to be around the forums as of present and past - Toe stabbing seems fun especially with the Bruiser on main tank. I'm assuming all the aggro will go to me if I go on a Necro/ which heeds way to be being interrupted while i plant mines.
Choices Choices; its good to have.... sometimes..!
Union:
"Farah O." Stalker: Street/Energy
"Aoi" Scrapper : Kat/SR
"Supa Troll" Tanker: WP/SS
"Milkman Bill" Brute: Staff/Fire
the bruiser in thugs set does not have taunt ability that i recall, but hes also just as fragile as the other pets so i would not rely on his ability to absorb dmg either
i have a demon/trap which works excellent
bot/trap is a classic one which doesnt even need IOs to be strong
really almost anything with /trap is good enough to kill AVs due to poison trap, just some sets of pets can output more dmg
I don't notice the bruiser holding aggro on thugs time so if he does have a taunt it definitely doesn't make him a tank.
And having a necro/dark in the past I'll briefly state that no, you don't get all the aggro. And in my experience the heal is not noticeable. I'd be specifically worried that an av would wipe all your pets in an aoe or two but I'm biased, I was really unimpressed with necro.
Thank you all for your input into theory crafting this build using some good resources and advice I've come together with a pretty build with stats im overly too overwhelmed to start sinking my teeth into.
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Ms. Carnival: Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
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: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/Immob(50)
Level 2: Caltrops -- Posi-Dam%(A)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
Level 6: Enchant Undead -- EndRdx-I(A)
Level 8: Life Drain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal(15), Dct'dW-Heal/EndRdx/Rchg(17)
Level 10: Acid Mortar -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg(17), RechRdx-I(19), LdyGrey-%Dam(19), Posi-Dam%(21), ShldBrk-%Dam(21)
Level 12: Grave Knight -- SCotMastermind-Acc/Dmg(A), SCotMastermind-Acc/Dmg/Rchg(23), SCotMastermind-Acc/Dmg/EndRdx/Rchg(23), SCotMastermind-Rchg/PetAoEDef(25), S'bndAl-Build%(25), ExStrk-Dam%(27)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(29), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31)
Level 18: Soul Extraction -- ExRmnt-+Res(Pets)(A), C'Arms-+Def(Pets)(33), EdctM'r-PetDef(33), SvgnRt-PetResDam(33)
Level 20: Poison Trap -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(34), BasGaze-Rchg/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(36)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 24: Triage Beacon -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(39), Panac-Heal/+End(39)
Level 26: Lich -- HO:Nucle(A), HO:Nucle(39), Cloud-Acc/ToHitDeb(40), Cloud-Acc/Rchg(40), Cloud-ToHitDeb/EndRdx/Rchg(40), Cloud-Acc/EndRdx/Rchg(42)
Level 28: Seeker Drones -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(42), Cloud-ToHitDeb/EndRdx/Rchg(42), Cloud-Acc/EndRdx/Rchg(43)
Level 30: Tactics -- ToHit-I(A)
Level 32: Dark Empowerment -- EndRdx-I(A)
Level 35: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(43), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45)
Level 38: Trip Mine -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(46), Armgdn-Acc/Dmg/Rchg(46), Armgdn-Acc/Rchg(46), Armgdn-Dmg/EndRdx(48)
Level 41: Boxing -- RechRdx-I(A)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(48), GA-3defTpProc(48)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- Mrcl-Rcvry+(A)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27)
Level 50: Agility Core Paragon
Level 50: Vorpal Core Final Judgement
Level 50: Reactive Core Flawless Interface
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Set Bonus Totals:
- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 10% Defense
- 10.06% Defense(Smashing)
- 10.06% Defense(Lethal)
- 9.75% Defense(Fire)
- 9.75% Defense(Cold)
- 10.38% Defense(Energy)
- 10.38% Defense(Negative)
- 6% Defense(Psionic)
- 10.38% Defense(Melee)
- 11% Defense(Ranged)
- 25.69% Defense(AoE)
- 4.5% Max End
- 15% Enhancement(Accuracy)
- 3% Enhancement(Immobilized)
- 8% Enhancement(Heal)
- 101.3% Enhancement(RechargeTime)
- 5% SpeedFlying
- 42.17 HP (5.25%) HitPoints
- 5% JumpHeight
- 5% SpeedJumping
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5%
- MezResist(Held) 5%
- MezResist(Immobilized) 9.4%
- MezResist(Sleep) 5%
- MezResist(Stunned) 6.65%
- MezResist(Terrorized) 9.4%
- 9% (0.15 End/sec) Recovery
- 20% (0.67 HP/sec) Regeneration
- 20% Resistance(Smashing)
- 20% Resistance(Lethal)
- 27.56% Resistance(Fire)
- 27.56% Resistance(Cold)
- 20% Resistance(Energy)
- 21.88% Resistance(Negative)
- 20% Resistance(Toxic)
- 20% Resistance(Psionic)
- 5% SpeedRunning
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Union:
"Farah O." Stalker: Street/Energy
"Aoi" Scrapper : Kat/SR
"Supa Troll" Tanker: WP/SS
"Milkman Bill" Brute: Staff/Fire
brusier is amazing but no he does not have a taunt aura. He does footstomp and uppercut ppl for 500 though
It's been quite a couple of years since I've looked at Mastermind set.
And I was thinking of building my second one for i23.
I would like to build a Tankermind preferably with /Traps.
I would love to be able to go along the game fighting AV's / Heroes.
Would any of you have any primaries to suggest over the other?
I understand that Thug/Dark and Robo/Dark seem to be the most obvious of choices to go ahead but I just can't stand Shadow Fall >.<!
Umm so yeah!
Thanks for reading :3
Union:
"Farah O." Stalker: Street/Energy
"Aoi" Scrapper : Kat/SR
"Supa Troll" Tanker: WP/SS
"Milkman Bill" Brute: Staff/Fire