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| Freedom |
UP |
| Justice |
UP |
| Pinnacle |
UP |
| Virtue |
UP |
| Liberty |
UP |
| Guardian |
UP |
| Infinity |
UP |
| Protector |
UP |
| Victory |
UP |
| Champion |
UP |
| Triumph |
UP |
| Training Room |
UNKNOWN |
Last Updated: 2008-07-24 03:55:01 EST
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Kissing With No Lips - I7 Necro/Dark MM Guide |
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Written by Geek Boy
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Geek Boy’s Necromancy/Dark Miasma Mastermind Guide
The
first thing I want to go over are some of my ideas on how to play a
Mastermind. If you don’t agree with these principles, then
it’s likely
that you won’t agree with a lot of the things that I have to
say in
this guide.
1) As a Necromancy/Dark Mastermind, you
are not here
to do damage. There are some other sets where you can make an argument
for taking attacks, but if you see orange numbers over
someone’s head,
then it’s because your pets are damaging them or
you’re not doing
something right. It may not seem that way at level 4, but if you stick
with it to level 40 you’ll see this is true. Don’t
invest in anything
that does damage other than your pets. Period.
2)
Pets r dum.
Really. You can’t simply fire and forget them or you (and
your team)
will die. A lot. Those pet controls that you’re given at
level one are
mostly sufficient to keep your pets going (though there are a lot of
good guides for fine-tuning them), but I would suggest creating a
button that sets your pets to aggressive at a specific location so that
you can force them into melee combat as well as Editing your Follow
Aggressive so that it is Follow Defensive so you can easily toggle
Bodyguard on and off. Zombies and Grave Knights are at their deadliest
at close range, so being able to place them in a specific location is a
must in boss and AV/Hero battles. This will also help keep you alive
since the game’s AI will be more concerned with the mob
coming at them
than the guy in the back providing debuffs. As an added bonus, they
increased their speed with Issue 7, meaning they move too quickly for
you to recall them before they cause problems sometimes. There are
times when there’s nothing you can do about that, but . . . .
3)
Pet AI is not an excuse for you being dumb. You can control them with
the tools that the developers have given you, so do it. This AT
requires micro-management. If you don’t like it, then you
need to move
on.
4) While you were formerly useless in PVP, there
is some
light at the end of the tunnel. With the addition of Bodyguard and some
shields from the Epic sets, you’re going to survive a lot
longer than
you could before. There are still a lot of ways to take you down
though, so don’t get cocky.
5) I
interchange the words “pet” and
“minion.” If you’re really anal about
that, then this will annoy you.
Don’t bother complaining to me about it, because
I’m not going to care.
Yes, I get that there’s a difference, but they are synonyms
in the
current vernacular of most of the player base (myself included).
6)
This is a guide for people that are going to take their pets. If you
want to run a petless MM, then that’s fine. You go right
ahead. It
should be an interesting challenge, but this guide isn’t
written with
you in mind.
Powers:
This is just
the standard list of
powers, what they do, and what I think of them. I’ll post my
build at
the end, but you don’t have to follow it. There are a lot of
variations
that work, but I have my own opinions on what works best. Older
versions had numbers that I swiped from ThePacster’s
excellent guide,
but since so many of the numbers have changed with Issue 7, I took the
numbers from the Prima Guide for now. Once things have been ironed out,
I’ll post an updated version that includes more accurate
numbers.
In
case you care, I haven’t hit 50 yet since I have a life and
play
somewhat casually. Also, I have waaaaayyyy too many alts. If you think
that I don’t know what I’m talking about because I
don’t have 37 level
50 characters, then there’s nothing I can do for you.
Necromancy:
Dark
Blast: Level 1 Accuracy: 100% Range: 80’ End
Cost: 6.5 Cast Time: 1 Recharge Time: 4 EFFECTS:
30.58 Negative Energy damage; 5.62 decrease in To Hit chance for 6
seconds.
Your
basic single target blast. Not necessarily a bad attack, but
it’s got a
low base damage and it’s not going to get much more powerful
even if
you slot it. While I think it’s a good idea for you to have a
single
attack at low levels, this isn’t the one that I would
suggest. As with
all Dark Blast powers, this debuffs accuracy.
Also,
if you take this at level 1 instead of your Zombie Horde, then
you’re an idiot.
Slotting: One accuracy.
Tops.
Zombie Horde: Level 1 [Levels 1 - 5]
-- 1 Zombie [Levels 6 - 17] -- 2 Zombies (-1 Level) [Levels
18+] -- 3 Zombies (-2 Level)
Accuracy: 100% Range:
60’ End Cost: 19.5 Cast Time: 3.1 Recharge
Time: 60
Status Resistance: Sleep, Fear, Disorient,
Slow Damage Resistance: [40%] Smashing, Cold, Negative Energy,
Toxic, Psionic
Initial Abilities: Zombie Brawl Enchant
Undead: Projectile Vomit [Ranged Cone], Zombie Vomit [Melee AoE] Dark
Empowerment: Siphon Life
Your
journey to being a God among mortals begins. Your first pet is a useful
companion from level 1 all the way up. At first you’ll love
him and
cherish him, but soon you’ll realize just how expendable
these guys are
and throw them around like the cannon fodder they were born (and
expired and re-animated) to be. Zombie Brawl does great damage right
away at level 1, but these guys really start to shine once you hit
level 6 and they start vomiting on everything. Remember how much it
hurt when that first Vazhilok took you down with their toxic damage?
WELL WHO HAS THE PEA SOUP NOW, PUNK!?
A word on the
final
upgrade: yes, it’s nice for your zombies to be able to heal
themselves.
It isn’t absolutely necessary, though. You’ll want
that first upgrade
on them before you go into battle (at least when you have a choice in
the matter), but the second one should only be added as needed. They
fire it off with a decent amount of intelligence, but for the most part
they go down in 2 or so hits in higher level missions anyway. The
little bit of healing they do for themselves isn’t going to
keep them
alive long term. That’s your job.
Slotting:
How you slot this
depends on what other powers you take. If you have the Leadership Pool,
you can probably get away with two Accuracies, but everyone else should
consider going with three Accuracies since these guys will eventually
be spawning at –2 to your level. Since you’ll be
fighting things that
are +2 and +3 to you, that puts your minions chances of hitting without
Supremacy (the automatic buff to Accuracy and Damage that minions
receive while they’re in range of you) and some decent
enhancements at
next to nothing. I personally recommend going with three Accuracies and
three Damages since their other aspects aren’t really worth
slotting.
The Accuracy Debuff and Heal are nice, but not substantial enough to
make a big enough difference to be worth the slots.
Gloom:
Level 2 Accuracy: 100% Range: 80’ End
Cost: 10.7 Cast Time: 1.1 Recharge Time: 8 EFFECTS:
6.72 Negative Energy damage per .5 second for 3.6 seconds; 5.62
decrease in To Hit chance for 10 seconds.
A
single target blast that does damage over time. If you’re
going to take
a single attack for pulling and debuffing, this is the one to take.
Great Damage per Endurance spent, but you’re still not going
to be
one-shotting much of anything. Ever. I went through plenty of fights
where I never used this and found myself using it as a debuff more than
anything else. It doesn’t do enough damage to grab agro from
your pets
most of the time (and why would you want to?), but every little debuff
helps.
This was really useful at low levels, but the
closer you
get to 40, the less you’ll use it. I imagine going from 41-50
you’ll
use it even less. As a side note, I took Dark Blast at first and
respecced into Gloom later. I wish I’d had it from level 2 on
since it
really is so much better than Dark Blast. If you’re picking
one or the
other (which you should be), I would suggest going with this one.
You
can really get by just fine without any attacks at all since
you’ll
have so many more interesting things to be doing during combat in later
levels. If you really want to min/max this, then I would suggest taking
Gloom to get you through to the 20’s when you can respec and
get rid of
it entirely. I kept it right up until I hit the 40’s.
Slotting:
It might be tempting to put more than just that initial slot in here,
but don’t. A single Accuracy will do you just fine. Besides,
you need
those slots for your buffs and debuffs.
Enchant
Undead: Level 6 Range: 50’ End Cost: 16.3 Cast
Time: 2.07 Recharge Time: 6
If
you don’t take this at level 6 then you’re an
idiot. Really.
Permanently buffs your pets (at least until they die or are Dismissed)
in super-fantastic and necessary ways. The buffs are detailed in the
individual pet descriptions.
Slotting: A single
Endurance
Reduction is sufficient, but you can throw more in there if you want
to. I run out of endurance when spawning my pets, but that would be
alleviated by Stamina or a pet Kinetics Corruptor.
Life
Drain: Level 8 Accuracy: 100% Range: 60’ End
Cost: 19.5 Cast Time: 1.93 Recharge Time: 1 EFFECTS:
30.58 Negative Energy damage; 107-point self Heal; 5.62 decrease in To
Hit chance for 10 seconds.
A
ranged attack that heals you and debuffs the target. This power become
superfluous as a /Dark. If your secondary is something that
doesn’t
have a self heal in it, you might want to take this. Otherwise, I
wouldn’t advise wasting the power slot when there are so many
things
that are so much more useful.
I never even thought
of taking
this, but in my experience with Siphon Life on my Regen Scrapper, I can
see how this could be useful. It does damage, heals you, and debuffs an
enemy’s accuracy all at once, which is nice. It
doesn’t do any of these
things particularly well, though. Again, it’s fine if
you’re reading
this guide to build something other than a /Dark, but otherwise I would
avoid it.
Slotting: Accuracy and Heals only. The
damage will be poor and the debuff won’t be significant
enough to be worth the slots.
Grave Knight: Level 12
[Levels
12 - 23] -- 1 Grave Knight [Levels 24+] -- 2 Grave Knights (-1
level) Accuracy: 100% Range: 60’ End
Cost: 19.5 Cast Time: 1.07 Recharge Time: 90 Status
Resistance: Sleep, Fear, Disorient, Slow Damage Resistance:
[40%] Cold, Negative Energy, Toxic, Psionic
Initial
Abilities: Hack, Slash, Dark Blast Enchant Undead: Disembowel,
Gloom Dark Empowerment: Head Splitter, Siphon Life
These
are your warriors. Their awesomeness cannot be fully explained without
seeing them fully buffed and in action. Their sword attacks do get the
occasional Critical hit, which is enough to bring a tear to your eye.
Their ranged damage is nice, but you definitely want these guys on the
front lines when you’re fighting anything other than minions
and
lieutenants.
While one might complain about the
blandness of the zombie’s look, these guys look cooler with
each upgrade.
Slotting:
Again, this depends on what other powers you have. With the Leadership
Pool adding to your accuracy, you might be able to get by with having a
have a single one in there. The Accuracy DeBuff and Heal that you can
put in there are low enough that they aren’t really worth
enhancing. I
would suggest going with two Accuracies and three Damages unless you
have extra slots to spare.
Soul Extraction: Level 18
[Zombie]
Soul Extraction => Spirit [Grave Knight] Soul
Extraction => Tortured Soul [Lich] Soul Extraction
=> Wraith Accuracy: 100% Range: 60’ End
Cost: 13.0 Cast Time: 2.03 Recharge Time: 600 Status
Resistance: Sleep, Fear, Immobilize, Slow Damage Resistance:
[40%] Smashing, Lethal, Cold, Negative Energy, Toxic
Initial
Abilities: Fly, Phase Shift, Ghastly Blast, Life Drain, Necroplasmic
Grasp
The
ultimate “OH SHI-“ power. This resurrects one of
your dead pets as what
is essentially a ghost to help you out of a tough spot. This does spawn
different minions based on what it’s cast on, so if you have
a choice
of who to cast it on, choose a Grave Knight or Lich. The recharge on
this is ridiculous, so I save it for boss battles since
that’s where
you’re most likely to get overwhelmed anyway. These are on a
timer, but
it’s a fairly long one. You don’t have to worry
about it despawning in
the middle of the boss battle it was spawned in, but don’t
expect it to
hang around for the whole show if you pull it out on the first mob in a
mission.
The main thing these do is debuff and hold,
so don’t
rely on these guys for a lot of damage. Sure, they help in that
department, but their holds are invaluable at higher levels when
you’ll
have yourself, your Lich, and your Extracted Soul spamming holds on
those bosses and AV/Heroes.
Slotting: I finally gave
in and put
3 Recharges in this power and am glad I did. I haven’t really
found it
to be useful to slot the rest of their aspects since I still never
spawn these unless my pets are dying on me (and even then I try to wait
until I have a Grave Knight or Lich die). When my enhancements were
still all shiny and new, I was even able to have two Extracted Souls
out at once with some Speed Boosts and a little bit of Hasten action.
Sure, it was only for a moment and I didn’t even notice until
the fight
was over, but it is technically possible. Very useful and I regret not
noticing the awesomeness of this power sooner.
Lich:
Level 26
[Levels 26+] -- 1 Lich Accuracy:
100% Range: 60’ End Cost: 19.5 Cast
Time: 3.17 Recharge Time: 120 Status Resistance:
Immobilize Damage Resistance: [40%] Cold, Negative Energy,
Toxic? Initial Abilities: Dark Blast, Torrent [Ranged Cone
Knockback] Enchant Undead: Tenebrous Tentacles [Ranged Cone],
Life Drain Dark Empowerment: Fearsome Stare, Petrifying Gaze
HOLY
GOD, YES! These are the final pet from your primary, and they are uber.
Their damage is nice, but their main use is to debuff your mobs for you
at higher levels. They’re basically like having a no pets-MM
with you
at all times once you have Dark Empowerment.
At each
stage of
being a MM, you start feeling a bit weak right before you get your next
pet. Well, once you have your Lich you’ll never feel that way
again.
Once they’re fully equipped, they’ll have a hold, a
cone fear, a cone
knockback, a cone immobilize, a self heal, and some decent ranged
attacks to boot. What’s not to love?
Okay,
there is something
that’s “not to love.” I’ll
admit that Torrent can be a pain, but for
every time this guy knocks someone out of your Tar Patch,
he’s saved
your can ten times. This is an occasional annoyance, but it
isn’t as
big a problem as some people make it out to be.
Slotting:
This
is one where you can go wild. Depending on whether you have Leadership,
you can go with one or two Accuracies, you can slot for Hold,
Immobilize, Heal, To Hit Debuff, Fear, Damage and a partridge in a pear
tree. My only real advice is to 6 slot this ASAP and don’t
concentrate
solely on damage since it isn’t his primary function.
Dark
Empowerment: Level 32 Range: 30’ End Cost:
22.8 Cast Time: 2.07 Recharge Time: 10
Say
it with me now: “IF YOU DON’T TAKE THIS, YOU ARE AN
IDIOT.”
This
is your final buff for your pets. I usually won’t go into
battle
without my Lich and my two Grave Knights fully Empowered. The powers
they receive from Dark Empowerment are what defines this powerset.
Slotting:
Issue 7 saw the recharge on this taken down to less than what it was
before with three Recharges in it. I would suggest going with a single
Endurance Reduction unless you’re really worried about
upgrading during
combat (or if you decide to go without Stamina). If you are, then add
more Endurance Reductions since the timer is so short now.
Dark
Miasma:
Twilight Grasp: Level 1 Accuracy:
100% Range: 80’ End Cost: 7.8 Cast
Time: 2.37 Recharge Time: 8 EFFECTS:
212-point Heal to all allies within the area of effect; 3.75% decrease
in To Hit chance for 20 seconds; 7.5% decrease to damage for 20
seconds; 50% decrease in regeneration rate versus critters only; 90%
decrease in regeneration rate versus players only.
A
Point Blank
Area of Effect Heal that debuffs the crap out of your enemies (debuffs
their Accuracy as well as Regen rate). You don’t have a
choice in
taking it, but if you did you would be an idiot not to. In my opinion
this is one of the best heals in the game even if it does require a
to-hit check. Yes, it hurts when it misses and yes, it has a smaller
radius than the Defender version. It’s still great.
Slotting:
I
suggest having 2 accuracies in here even if you’re running
Tactics
because YOU’LL NEVER WANT THIS TO MISS. Get 3 Heals and a
Recharge if
you can spare it. The debuff is nice, but I wouldn’t bother
enhancing
it.
Tar Patch: Level 2 Accuracy: 100% Range:
90’ End Cost: 7.8 Cast Time: 3.1 Recharge
Time: 90 EFFECTS:
90% decrease in Run Speed while in the area of effect; Jumping is
disabled while in the area of effect; Flight is disabled while in the
area of effect; 22.5% decrease in damage resistance while in the area
of effect versus critters only; 22.5% irresistible decrease in damage
resistance while in the area of effect versus players only.
Take
this power. Love it. Kiss it. Comb it’s hair and read it bad
poetry. Whisper sweet nothings in it’s ear at night.
Really,
I can’t stress this enough: TAKE THIS POWER. It is incredible
without
ever having to slot it. Slows are always nice, but when you combine
that with the Resistance debuff to your enemy’s resistance?
Oh yeah,
baby. You know Daddy loves you. Who loves you? That’s right.
Daddy does.
Slotting:
The best part about this power is that you don’t ever need to
put an
extra slot in there if you don’t want to. No, you
won’t get to stack
them without putting some recharges in there, but it comes up often
enough to be placed on every other mob or so. Usually you’ll
kill
things so fast that you won’t need it, but when it comes time
to take
down that AV/Hero you’ll be blessing me for telling you to
take this.
Recharges as needed, but I don’t see the point in putting a
Slow in
there unless you have slots left over.
Darkest
Night: Level 4 Range: 70’ End Cost:
.3/second Cast Time: 3.17 Recharge Time: 10 EFFECTS:
22.5% decrease to damage to enemies within the radius of the target
while maintained; 11.25% decrease in To Hit chance to enemies within
the radius of the target while maintained.
This is a
great
debuff that reduces the Accuracy and Damage of everyone surrounding the
anchor you cast this on. The base debuff is very powerful, so when you
slot this up it becomes ridiculous. Whenever I’ve fought Dark
Defenders
in the Arena, this power was my bane.
Slotting: A
single
Endurance Reduction is probably plenty, you may want two of them in
there if you’re running without Stamina. Accuracy Debuffs
would also be
nice, of course.
Howling Twilight: Level 10 Accuracy:
Auto-Hit Range: 80’ End Cost: 26 Cast
Time: 3.17 Recharge Time: 180 EFFECTS:
50% decrease to Movement Speed for 30 seconds; 50% decrease to Attack
Speed for 30 seconds; 7.64 Negative Energy damage; 15-second Disorient
of 2 strength versus critters only; 10-second Disorient of 3 strength
versus players only (this will suppress for 15 seconds on affected
targets); 50% decrease in regeneration rate versus critters only; 90%
decrease in regeneration rate versus players only; 15-second Fear of
strength 3 versus critters only; resurrects allies within the area of
effect with full Health and Endurance.
This is the
Dark set’s
rez, and it is very nice. It resurrects and teammates (not pets,
though) within a small AoE around you as well as having a low level
Disorient that auto-hits in an AoE around the targeted enemy. The
Disorient only works on minions, but I use this power even when
I’m
soloing to even the odds every so often. Especially when you have a mob
with several Spec Ops or Flamethrowers.
Slotting:
It’s an
auto-hit, so your smart options are Recharge and Disorient. If I ever
find the slots I’ll go for three of each, but Recharge is
really what
you should enhance first.
Shadow Fall: Level 16 End
Cost: .3/second Cast Time: 2.03 Recharge Time: 15 EFFECTS:
35' stealth radius to critters (this will suppress for 10 seconds if
you interact with a clickable object or initiate an attack or are
attacked); 389' stealth radius to players (this will suppress for 10
seconds if you interact with a clickable object or initiate an attack
or are attacked); 3.75% increase to melee Defense while within the area
of effect; 3.75% increase to ranged Defense while within the area of
effect; 15% Energy resistance while in the area of effect; 15%
Negative Energy resistance while in the area of effect; 15% Psionic
resistance while in the area of effect; 129% Fear resistance while in
the area of effect; 5.19-point Fear protection while in the area of
effect.
This is a team Stealth and Resistance to
Energy,
Negative Energy and Psionic damage toggle that I love. No, you
aren’t
completely invisible, but it lets you get close enough to get yourself
set up for Fearsome Stare or any other powers that you want to aim with
precision. You’ll really notice the difference in how quickly
things
attack your pets when you have this off.
Slotting:
You’ll need
two Endurance Reductions in there and then it’s up to you.
You can slot
for Damage Resistance (smart) or Defense (not so smart). Of course, I
originally slotted for Defense since attacks that don’t hit
you do no
damage at all, but a percentage of 20% is better than a percentage of
2.8%. The Defense isn’t worth slotting. Fearsome
Stare: Level 20 Accuracy: 100% Range: 70’ End
Cost: 8.5 Cast Time: 2.03 Recharge Time: 40 Arc:
45 degrees EFFECTS:
17.88-second Fear of strength 3 versus critters only; 20% chance of
11.92-second Fear of strength 1 versus critters only; 17.88-second Fear
of strength 3 versus players only (this will suppress for 15 seconds on
affected targets); 11.25% decrease in To Hit chance to enemies for 20
seconds.
A cone Fear power that many people will
claim is no
longer necessary. That’s because they’re comparing
it to it’s previous,
broken state. This power is still incredible without you ever having to
put anything other than an Accuracy in it. Once you’ve cast
this,
anyone affected will not be able to attack you unless they’re
attacked
as they stand there and shiver like little sissies. When they do
attack, their accuracy is debuffed, so it’s less likely to
hit you
anyway.
Slotting: The recharge is pretty decent on
this, but
along with Accuracy you may want to put a few in there. The debate is
whether to slot it for Fear Duration, To Hit Debuff or Recharge since
having two applications stacked is better than having a single attack
that lasts a little longer, but if something is attacking you through
the Fear, you want them to miss. The duration is nice out of the box,
but you can never have too much of this very good thing. You
can’t go
wrong no matter how you slot this, really.
Petrifying
Gaze: Level 28 Accuracy: 100% Range: 70’ End
Cost: 7.8 Cast Time: 1.67 Recharge Time: 16 EFFECTS:
9.53-second Hold of 3 strength versus critters only; 7.15-second Hold
of 3 strength versus players only (this will suppress for 15 seconds on
affected targets).
A single target hold. No, it
isn’t as nice as
it used to be, but I still find this to be very useful. Great for
getting that Flamethrower locked down before he can turn your Undead
Army into shish kabobs.
Slotting: Accuracy, Hold
Duration and
Recharge. In an ideal world I would suggest two of each in that order.
No, this doesn’t hold things as long as it used to (it was
nerfed
before CoV came out), but taking out all the enemies in a mob who do
fire damage is incredibly important. Remember that this fits your real
purpose, which is controlling the mobs to keep your pets alive so they
can kill them.
Black Hole: Level 35 Accuracy:
100% Range: 50’ End Cost: 13.0 Cast
Time: 1.03 Recharge Time: 120 Radius: 20’ EFFECTS:
Intangible for 30 seconds versus critters only; Untouchable for 30
seconds versus critters only; target may only use self-affecting powers
for 30 seconds versus critters only; 30-second Immobilize of strength 3
versus critters only; Intangible for 10 seconds versus players only;
Untouchable for 10 seconds versus players only; target may only use
self-affecting powers for 10 seconds versus players only; 10-second
Immobilize of strength 3 versus players only.
For
the record, I
have never played with anyone who uses this power or even has it in
their build. I’ve been playing since October of 2004. You do
the math.
This
makes a group of enemies Intangible. This means that while they
can’t
attack you, you can’t attack them either. I can see how this
could be
useful, and I had no desire to take it since in most situations this
power has the ability to make your team very, very mad at you. That was
before I read the descriptions of Lord Recluse’s Strike
Force, though.
Now I’m reconsidering and may pick this up at 49 for maximum
PVP
annoyance (guess you can’t kill me after all, huh?) and for
keeping an
AV out of the fight since I don’t believe that there is
anything with
Resistance to this effect. It’s still a low priority, though.
Slotting:
Accuracy and Recharge, maybe. Slotting it for Duration seems like a bad
idea since you would only be using it to catch a breather or run away.
Dark
Servant: Level 38 Accuracy: 100% Range: 60’ End
Cost: 26.0 Cast Time: 3.17 Recharge Time: 240 Initial
Abilities -- Petrifying Gaze, Tenebrous Tentacles, Darkest Night
[Single Target]
Wow.
I have honestly been surprised more than once at this guy’s
effectiveness. Take him at 38, put three recharges in at 39 and enjoy
near-constant Dark Servant love (I swear that isn’t as racist
as it
sounds). He can hold, he can Debuff, he can do decent damage (though
you’re not going to have enough slots to add to that portion
of him and
it isn’t his primary function anyway).
This
guy has enough HP
that I tend to spawn him into the middle of a mob to get their
attention as I throw off Fearsome Stare and Petrifying Gaze before
sending in my little army. With the addition of the new Bodyguard
feature, this is an even better strategy than before. If the spawn is
gigantic, he might die before he either heals himself or I can get
close enough to do it for him, but more often than not (and this
includes AV fights) he’s still standing at the end of a fight
he
started while I’m respawning my zombies and a Grave Knight or
two. My
DS even managed to hold off Infernal (spawned as an Elite Boss) longer
than I could stay alive. This includes my DS killing several of his
Behemoth buddies as I desperately tried to heal myself and respawn my
completely wiped out army.
Slotting: You may or may
not want an
Accuracy in here since I’ve been told by people who
didn’t enhance for
Accuracy that these guys almost never miss no matter how you slot them
(this has been my experience as well). From there, you’re an
idiot if
you don’t throw in three Recharges so that you can make him
near-perma.
Conventional wisdom is that you should slot the remaining spaces with
Heals and I tend to agree with that. Hold or ToHit Debuff Enhancements
would also work, but don’t seem as efficient as having a
second
Twilight Grasp healing ½ to ¾ of your health
every time it goes off.
Power Pools:
Concealment: You
already have Shadow Fall and it doesn’t stack with Stealth,
so I don’t see the need.
Fitness: This
one is a real quandary. Without the Leadership Pool, you
don’t really
need Stamina until the later levels when your pets are dying often
enough to need to bring them back more than once in a prolonged fight
(and even then this rarely happens while solo). If you do have the
Leadership Pool, then you’re always going to be slotting for
Endurance
Reduction and using Inspirations. I decided that it was easier to use
more slots than to free up three powers so I could use fewer Blues.
This all comes down to how you want to play the game, though. I will
admit that I would love to pick this up now that I’m in the
40’s and am
feeling the burn more than before. I might finally be giving up and
grabbing Stamina since teaming post-40 is a respawnalooza.
Flight: Yes,
Team Flight works. I don’t have it since I don’t
personally like
Flight, but I’ve seen it used. It is situational at best,
though.
Leadership: My
GAWD is this useful. Yes, running those toggles is expensive, but the
extra Damage and Accuracy is great. Before you ask, Vengeance does not
work on your pets. In the end, I decided to respec out of Leadership
(as useful as it is) so that I could grab more of my debuffs and not be
sucking endurance all of the time. In some ways I’m more
effective
without it since I can debuff and heal for an entire prolonged fight,
but I do miss the extra accuracy and damage (as well as the +perception
– especially in PVP or when I’m fighting those
stupid Spec Ops guys and
whoever it is who throws out those –Perception grenades).
Leaping: Super
Jump is the ultimate utility travel power and it would be nice to have
Acrobatics, but there’s nothing here that’s going
to help your minions.
Medicine: You already
have a Heal and a Rez. I don’t see the need.
Presence: You
don’t want a Taunt and you’ll already be spamming
Fear.
Speed: Hasten
seems unnecessary now that it isn’t permanent (especially now
that the
Recharge has been reduced on the Minion Upgrades) and Superspeed is a
big hindrance in CoV’s vertically inclined maps. I may pick
this up as
a secondary travel power for total invisibility in missions
(Superspeed’s Stealth is PVE-only) as well as being able to
move
quickly while on the ground but I wouldn’t suggest using it
as your
primary way to get around.
Teleport: This
one was my choice.
Teleport Foe is the best pulling power ever and is a good way to amuse
yourself. I never stop being entertained by watching my minions kill a
lone enemy so fast that they can’t even draw their weapon.
Recall
Friend is extremely useful for teammates and minions alike. Teleport
Team isn’t as useful as it sounds, though it does come in
handy getting
through some of the Orenbaga maps when your pets are determined to fall
down into some crevasse as well as for annoying teammates since you
can’t decline it. I’ve done some interesting things
with it, but it
isn’t as useful as you might imagine since your minions
don’t always
float long enough for you to throw out the second TP.
Patron
Pools:
Since
nobody has real experience with all of the pools, I’ll just
give my
ideas of what will be good and bad about each one (including Ghost
Widow even though I gave my reasons for picking the powers from her
pool in the “My Build and Reasons Why” section).
From what I can tell,
they seem pretty balances so you should be able to just pick whatever
sounds good to you. I’ll just give the description provided
in the
Patch notes and the numbers from Prima’s guide along with my
thoughts
on the individual powers.
Ghost Widow:
This
is the set
that I’m going with for thematic reasons. Everyone else will
probably
get Spirit Sharks because shooting sharks at people is cool.
Basically,
you get a standard shield and some more control options, which are
always nice.
Night Fall: Level 41 Accuracy:
100% Range: 60’ End Cost: 16.38 Cast
Time: 2 Recharge Time: 20 EFFECTS: 3.36 Negative
Energy damage every .3 second for 3 seconds; 5% To Hit decrease for 10
seconds.
Unleashes
a cone-shaped burst of particles from the Netherworld. All targets
within the modest range of this power take Negative Energy damage and
have a reduced Accuracy.
I won’t be
picking this one up. I already had an opportunity to take attacks
before and I skipped them for the same reasons.
Dark
Embrace: Level 41 End Cost: .1625/second Cast Time:
.67 Recharge Time: 4 EFFECTS: 20.62 Smashing
resistance; 20.62 Lethal resistance; 11.25 Toxic resistance; 11.25
Negative Energy resistance.
You
tap into the energy of the Netherworld to protect yourself from damage.
This Dark Embrace shrouds you and grants resistance to Lethal,
Smashing, Negative Energy, and Toxic damage.
A
standard
shield. The nice thing about this is that with Shadow Fall, your
Negative Energy Resistance should be higher than most Brutes.
Thankfully, they also kept the Endurance cost down on these Epic
shields.
Soul Tentacles: Level 44 Accuracy:
100% Range: 40’ End Cost: 12.74 Cast
Time: 1.67 Recharge Time: 20 Radius: 40 degrees EFFECTS:
4.12 Negative Energy damage; 3.05 Negative Energy damage every 1 second
for 8 seconds; 100% chance for a 15-second Immobilize of strength 3.57
versus critters only; 100% chance for a 10-second Immobilize of
strength 3.57 versus players only.
You can create a
cone-shaped
rift to the Netherworld that allows the souls of the damned to slip
into our reality. These Soul Tentacles will snare all foes within
range, Immobilizing them while their drain their life. You must have
one other Soul Mastery power before selecting this power.
A
nice control option to pair up with Tar Patch that has a very cool
animation.
Soul Storm: Level 47 Accuracy:
100% Range: 40’ End Cost: 12.74 Cast
Time: 1.67 Recharge Time: 20 EFFECTS:
3.36 Negative Energy damage every 1 second for 11 seconds; 100% chance
for a 10-second Hold of strength 3.57 versus critters only; 100% chance
for an 8-second Hold of strength 3.57 versus players only.
Like
Ghost Widow, you will be able to summon the souls of your victims to do
your bidding. Soul Storm enraptures a single target, Holding them while
their life-force is drained from their body. You must have two other
Soul Mastery powers before selecting this power.
Another
Hold to stack, which is even better.
Black Scorpion:
A
lot of the people I play with like this one for all the
–Fly’s and I
can’t say that I disagree with them. I think I went through
all the
weapon-drawing that I cared to going to 50 on my Broadsword Scrapper,
though.
Web Envelope: Level 41 Accuracy:
100% Range: 80’ End Cost: 12.74 Cast
Time: 2 Recharge Time: 20 EFFECTS:
100% chance for a 15-second Immobilize of strength 3.57 for critters
only; 100% chance for a 10-second Immobilize of strength 3.57 for
players only; 20% Run, Fly, and Jump Speed decrease for 15 seconds; 20%
Recharge decrease for 15 seconds.
The Nullifier Mace
can lob a
modified Web Grenade. Upon impact, the Web Grenade expels a strong,
tenuous, and very sticky substance that can Immobilize most targets in
a wide area. This non-lethal device deals no damage and does not
prevent targets from attacking, although their attack rate is Slowed.
The Web can bring down flying entities and halts jumping.
-Fly,
Immobilize and Slow all in one handy little attack.
Scorpion
Shield: Level 41 End Cost: 0.1625/second Cast Time: 2 Recharge
Time: 4 EFFECTS:
11.25 Defense versus Smashing attacks; 11.25 Defense versus Lethal
attacks; 7.25 Defense versus Energy attacks; 13.12 Toxic resistance.
Black
Scorpion's technologies are impressive indeed. This energy shield
grants you Defense to Lethal, Smashing and Energy attacks, as well as
improves your Damage Resistance to Toxic damage.
Defense
is nice since if you don’t get hit you take no damage at all.
Mace
Beam Volley: Level 44 Accuracy: 100% Range:
50’ End Cost: 18.98 Cast Time: 2 Recharge
Time: 32 EFFECTS: 15.29 Smashing damage; 15.29 Energy damage;
30% chance for a Knockback.
Fires
a volley of multiple kinetic energy blasts from your Nullifier Mace.
These blasts spread out in a wide cone and are powerful enough to knock
down some foes. You must have one other Mace Mastery power before
selecting this power.
A blasting attack that you
don’t need.
Web Cocoon: Level 47 Accuracy:
100% Range: 60’ End Cost: 10.66 Cast
Time: 2 Recharge Time: 32 EFFECTS:
100% chance for a 10-second Hold of strength 3.57 versus critters only;
100% chance for an 8-second Hold of strength 3.57 versus players only;
50% Run, Fly, and Jump Speed decrease for 15 seconds; 50% Recharge
decrease for 15 seconds; disable Fly.
The Bane Mace
can fire a
more powerful version of the common web grenade. The sinewy fibers of
this grenade are strong enough to completely Hold one target. Targets
able to resist the Hold are still likely to have their attack and
movement speed dramatically Slowed. Web Cocoon can also bring down
flying targets and prevent foes from jumping. You must have one other
Mace Mastery power before selecting this power.
Hold,
-Fly,
-Jump, Slow and –Recharge all in one attack. Very, very nice.
Almost
enough to make me regret my decision to take Ghost Widow (too late
now!).
Captain Mako:
You
shoot sharks at people. What’s not to love?
School
of Sharks: Level 41 Accuracy: 100% Range:
50’ End Cost: 12.74 Cast Time: 2.37 Recharge
Time: 20 EFFECTS:
4.12 Negative Energy damage; 3.05 Negative Energy damage every 1 second
for 8 seconds; 100% chance for a 15-second Immobilize of strength 3.57
for critters only; 100% chance for a 10-second Immobilize of strength
3.57 for players only.
You can call forth a school
of vicious
Shark Spirits that will swim out in a cone formation and will encircle
your foes, draining their spirit energy. The encircling Shark Spirits
will immobilize most foes while they deal Negative Energy damage over
time. Both you and the target must be near the ground for this power to
activate.
An immobilize is always nice to go along
with things like Tar Patch.
Bile Spray: Level 41 Accuracy:
100% Range: 60’ End Cost: 18.98 Cast
Time: 2.67 Recharge Time: 32 EFFECTS: 21.41 Toxic
damage; 30.58 Toxic damage every 1 second for 5 seconds.
Sharks
will eat anything, so their stomach acid must be powerful indeed. You
can regurgitate this acid and spew a corrosive spray of bile at a foe.
Affected foes in the cone will take Toxic damage over time. You must
have one other Leviathan Mastery power before selecting this power.
As
much as I’m against taking attacks on a Necro/Dark, the
description on
this power almost makes it too awesome to pass up. In the end, you
don’t need attacks though.
Shark Skin:
Level 44 End Cost: .1625/second Cast Time: 0.67 Recharge
Time: 4 EFFECTS: 20.62 Smashing resistance; 20.62 Lethal
resistance; 20.62 Cold resistance.
The
power of the Leviathan Mako has shown you seems to have no end. Shark
Skin improves your Damage Resistance to Lethal, Smashing and Cold
damage.
A standard shield. Too bad you have to wait
until level 44 to take it.
Spirit Shark Jaws: Level
47 Accuracy: 100% Range: 80’ End
Cost: 10.66 Cast Time: 1.87 Recharge Time: 32 EFFECTS:
4.12 Lethal damage; 3.05 Lethal damage every 1 second for 8 seconds;
100% chance for a 10-second Hold of strength 3.57 versus critters only;
100% chance for an 8-second Hold of strength 3.57 versus players only;
disable Fly.
You can summon a massive Spirit Shark
that will
attack your foe from below. The Shark will grip your foe with its
massive jaws and attempt to Hold the target while he mauls it, dealing
Lethal damage over time. Flying targets will likely be pulled to the
ground. You must have one other Leviathan Master power before selecting
this power.
A Hold with –Fly and what
sounds like an incredible animation. Sounds good to me.
Scirocco:
Any
attack that does –End sounds nice, but there’s
nothing here that
guarantees that you’ll get Endurance back from the attacks.
If this set
had something akin to Power Surge or Conserve Power, I would have been
all over it. As it is, this still sounds nice and the lightning
animations in this game look really cool.
Static
Discharge: Level 41 Accuracy: 100% Range:
40’ End Cost: 18.98 Cast Time: 2.07 Recharge
Time: 32 EFFECTS:
29.36 Energy damage; drains 7% of total Endurance versus critters only;
drains 1.25 Endurance versus players only; 100% chance to decrease 100%
Endurance recovery for 4 seconds; 10% chance to restore 4.29 Endurance
to self.
Hurls multiple bolts of Mu electricity in
an arc that deals damage and drains Endurance from all affected foes in
the area.
Another attack you don’t need.
Charged
Armor: Level 41 End Cost: 0.1625 Cast Time: 0.67 Recharge
Time: 4 EFFECTS: 20.62 Smashing resistance; 20.62 Lethal
resistance; 20.62 Energy resistance.
When
you toggle on this power, you are surrounded by a charged field that
makes you highly resistant to Smashing, Lethal, and Energy damage.
Another
shield that would compliment Shadow Fall quite nicely since they both
add Resistance to Energy Damage.
Electrifying
Fences: Level 44 Accuracy: 100% Range: 40’ End
Cost: 12.74 Cast Time: 1.17 Recharge Time: 20 EFFECTS:
3.05 Energy damage every 1 second for 8 seconds; 100% chance for a
15-second Immobilize of strength 3.57 for critters only; 100% chance
for a 10-second Immobilize of strength 3.57 for critters only; drains
4% of total Endurance versus critters only; drains 1 Endurance versus
players only; 20% chance to decrease 100% Endurance recovery for 2
seconds.
Electrifying Fences attempts to Immobilize
a group of
foes in an area. This power deals some Energy damage over time as it
slowly drains some Endurance. You must have one other Mu Mastery power
before selecting this power.
An Immobilize with some
–End sounds nice to me.
Electric Shackles:
Level 47 Accuracy: 100% Range: 60’ End
Cost: 8.58 Cast Time: 2.17 Recharge Time: 32 EFFECTS:
4.58 Energy damage; 100% chance for an 8-second Hold of strength 3.57
versus critters only; 100% chance for a 6-second Hold of strength 3.57
versus players only; drains 15% of total Endurance versus critters
only; drains 7 Endurance versus players only; 100% chance to decrease
100% Endurance recovery for 8 seconds; 30% chance to restore 4.29
Endurance to self.
Electric Shackles binds a foe's
limbs,
leaving the target Held and helpless. The target is drained of some
Endurance and some of that Endurance may be transferred back to you.
You must have two other Mu Mastery powers before selecting this power.
A
Hold with –End and a chance to return some of that back to
you.
Stacking holds is a useful tactic anyway, so having a chance to get
some Endurance back as well is very nice.
A lot of
people aren’t
real excited about the Patron powers, and I can see why. Yes,
I’ll be
taking the shield, but I’m not sure that I’ll take
anything else. I may
end up taking Stamina for some extra super never-run-out-of-endurance
action after picking up Dark Embrace, or if the powers are better than
they sound I may pick up everything but the attack available at 41.
I’ll be spending some time on the Test Server figuring that
out and I
may change my mind a few times, but no matter which route you decide to
take I’m sure you won’t be gimped.
My
Build and Reasons Why:
--------------------------------------------- Exported
from Ver: 1.7.6.0 of the CoH_CoV Character Builder -
(http://sherksilver.coldfront.net/index.php) --------------------------------------------- Name:
Balor Level: 50 Archetype: Mastermind Primary:
Necromancy Secondary: Dark Miasma --------------------------------------------- 01)
--> Zombie Horde==> Acc(1) Acc(3) Acc(3) Dmg(5) Dmg(5)
Dmg(7) 01) --> Twilight Grasp==> Acc(1) Acc(7)
Heal(9) Heal(9) Heal(11) Rechg(11) 02) --> Tar
Patch==> Rechg(2) Rechg(17) Rechg(19) 04) -->
Darkest Night==> EndRdx(4) TH_DeBuf(23) TH_DeBuf(23)
TH_DeBuf(25) EndRdx(43) 06) --> Enchant
Undead==> EndRdx(6) 08) --> Teleport
Foe==> Acc(8) Acc(19) Rechg(21) 10) --> Howling
Twilight==> Rechg(10) Rechg(45) Rechg(45) 12)
--> Grave Knight==> Acc(12) Acc(13) Dmg(13) Dmg(15)
Dmg(15) 14) --> Teleport==> EndRdx(14) EndRdx(17) 16)
--> Shadow Fall==> EndRdx(16) EndRdx(25) DmgRes(36)
DmgRes(37) DmgRes(37) EndRdx(37) 18) --> Soul
Extraction==> Rechg(18) Rechg(40) Rechg(43) Acc(43) 20)
--> Fearsome Stare==> Acc(20) Acc(21) Fear(31) Fear(33)
Rechg(33) Rechg(33) 22) --> Hasten==> Rechg(22) 24)
--> Super Speed==> Run(24) 26) -->
Lich==> Acc(26) Acc(27) Fear(27) Fear(29) Hold(29) Hold(31) 28)
--> Petrifying Gaze==> Acc(28) Acc(31) Hold(34) Hold(34)
Rechg(36) Rechg(36) 30) --> Recall Friend==>
Rechg(30) 32) --> Dark Empowerment==> EndRdx(32)
EndRdx(34) 35) --> Team Teleport==> EndRdx(35) 38)
--> Dark Servant==> Rechg(38) Rechg(39) Rechg(39)
Heal(39) Heal(40) Hold(40) 41) --> Dark
Embrace==> EndRdx(41) DmgRes(42) DmgRes(42) DmgRes(42) 44)
--> Soul Tentacles==> Acc(44) Acc(45) Immob(46) Immob(46)
Immob(46) 47) --> Soul Storm==> Acc(47) Acc(48)
Hold(48) Hold(48) Rechg(50) Rechg(50) 49) --> Black
Hole==> Acc(49) Acc(50) --------------------------------------------- 01)
--> Sprint==> Run(1) 01) -->
Brawl==> Acc(1) 01) --> Supremacy==>
Empty(1) 02) --> Rest==> Rechg(2) ---------------------------------------------
Level
1: No duh. If you don’t take Zombie Horde at level 1, you
shouldn’t be
playing a MM. No choice with Twilight Grasp, but it’s what
you would
take if given the choice anyway.
Level 2: I used to
have an
attack here, but once I got into the 30’s, I found that I was
only
using it by accident. If I need to pull, I’ll use TP Foe.
Level
4: Another necessary power that is good to have some slots in ASAP.
Level
6: Enchant Undead. If you ever look at any of my builds, I almost
always take a travel or stamina pre-requisite at level 6. This is an
exception to that rule. Take this at 6 because you NEED THIS POWER.
Level
8: I’m following my “grab a travel pre-req
ASAP” rule here. I chose
Teleport for a few reasons, but I took Teleport Foe specifically to be
able to grab my opponents and place them neatly into my circle of
death. It is a beautiful thing. Even if you don’t take
Teleport as your
travel power, you should consider taking this power.
Level
10: AoE rez and auto-hit disorient. Very useful whether you deem a team
worthy of having you along or not.
Level
12: Grave Knight. If you don’t take this at level 12
there’s a good
chance that you’re currently dribbling onto your nappie.
Level
14: Travel power. Duh. I took teleport because I wanted something that
would provide some support for my pets (Teleport Foe and possibly
Teleport Team somewhere in the 40’s) that would give me
vertical
movement. Plus, I like it. Sue me.
Level 16: Shadow
Fall gives a
defense bonus, stealth, and resistance to certain damage types to
everyone near you. You have 6 to 8 pets. Do the math. I went with three
Endurance Reductions so that I could make up for not having Stamina,
but it is still an endurance heavy toggle.
Level 18:
Soul
Extraction is a great panic power and I’ve finally acquiesced
to those
who insist that you slot it for recharges. Now I can have one out
whenever the other one dismisses itself (and have even managed two when
I was Speed Boosted).
Level 20: It feels so weird to
be
suggesting something other than Stamina at level 20. At any rate, my
only regret is that I couldn’t get this power sooner.
Fearsome Stare is
your number one crowd control ability (well, other than your
“Send in
your pets and make everything die” ability). No, it
isn’t as broken as
it used to be and yes, the Defender version is better. It’s
still seven
shades of awesome.
Level 22: I’m really
only taking Hasten as a
prerequisite to Superspeed so that I can stack the stealth from
Shadowfall and Superspeed to zerg missions that I don’t feel
like
treating as a Defeat All. It’s helpful during pet summoning
and in
holding Elite Bosses and Heroes/AV’s but the Endurance crash
at the end
is painful without Stamina.
Level 24: Only there for
the Stealth
and to have a way to traverse the ground quickly since Teleport can be
tricky at times in a place like Grandville.
Level
26: Lich. Duh.
Watch your effectiveness quadruple. Okay, that might be an
exaggeration, but getting this guy is a big deal. I slotted some of his
aspects instead of his damage, but that’s because it
isn’t his primary
use. Yes, his damage is nice, but those holds and debuffs will make
your heart sing.
Level 28: This hold isn’t
nearly as great as it
used to be, but it keeps those Flamethrowers (fire damage HURTS) out of
the mix. Also useful for all the Hold stacking on tougher enemies when
you, your Lich, your Dark Servant and an Extracted Soul are stacking
holds.
Level 30: Great utility power for teams and
for pets who are stuck. No need to slot it, though.
Level
32: Another “NO DUH” power. You’ll weep
with joy at how much this helps.
Level
35: Have fun annoying your teammates with this power that sounds more
useful than it is. The only time I’ve really found it
“useful” was when
I pulled myself and another Mastermind past some caltrops so that we
wouldn’t have our pets go all retarded. And even then one of
the Brutes
on our team complained about it.
Level 38: Fluffy!
Another power
you’re an idiot for not taking. The recharge is pretty long
compared to
the Defender version, so don’t expect it to be permanent
without some
significant slotting. I went with two Heals and a Hold since those are
the two things I like best about him.
41: Dark
Embrace fills the
Damage Resistance holes that are in Shadowfall. The only Damage types I
have no Resistance to are Fire and Cold. Not bad for a squishy. The
other bonus is that is uses very little Endurance, so a single
Endurance Reduction makes it very manageable.
44:
Soul Tentacles
didn’t excite me when I first picked it up, so I waited an
extra level
before I slotted it. Holy crap does it last a long time now, though. I
wish it had a –Fly, but when combined with Tar Patch and the
Immobilizes from my Lich and Dark Servant, I rarely have an EB/AV/Hero
who doesn’t stay where I want them to. Really neat animation,
too.
47: I don’t have this one yet, but
I’m just looking forward to having another hold.
49:
I was going to take this in anticipation of the Recluse Strike Force,
but after hearing reports of it’s ineffectiveness against
those Heroes,
I probably won’t now. Since I haven’t done the 44+
respec, I may pick
it up and then see how well it works for myself, though.
I
feel like I’ve gone into more detail than I needed to here,
but I can
answer anyone’s questions if you want to post them in this
thread. I’m
not necessarily an expert and I’m neither a number cruncher
nor a
min-maxer (though I have my moments), so I know there are things I
could have done to be more “efficient.” In fact, I
may well do them in
the future. As it stands right now, I can solo almost everything that I
come across. No, I haven’t soloed any AV’s or
Heroes, but I came pretty
close a few times pre I7 (besides, you’re not SUPPOSED to be
able to do
that).
Here’s a build I’m
considering moving to once I hit 49 or
50 since I’m finally starting to feel like I could actually
use Stamina
now. I know that I’m the guy always posting how you
don’t need it even
with /Dark, but I’m starting to feel the burn in high level
missions
where I’m spamming heals, holds, debuffs, Howling Twilight
and
respawning pets constantly whenever I’m on an AV team. I
never ever
need it solo, but it sucks to have to rest every couple of groups on a
large team while everyone else plunges in.
--------------------------------------------- Exported
from Ver: 1.7.6.0 of the CoH_CoV Character Builder -
(http://sherksilver.coldfront.net/index.php) --------------------------------------------- Name:
Level: 50 Archetype: Mastermind Primary:
Necromancy Secondary: Dark Miasma --------------------------------------------- 01)
--> Zombie Horde==> Acc(1) Acc(3) Acc(3) Dmg(5) Dmg(5)
Dmg(7) 01) --> Twilight Grasp==> Acc(1) Acc(7)
Heal(9) Heal(9) Heal(11) Rechg(11) 02) --> Tar
Patch==> Rechg(2) Rechg(36) Rechg(37) 04) -->
Darkest Night==> EndRdx(4) TH_DeBuf(37) TH_DeBuf(37)
TH_DeBuf(40) EndRdx(50) 06) --> Enchant
Undead==> EndRdx(6) 08) --> Teleport
Foe==> Acc(8) Acc(17) Rechg(19) 10) --> Howling
Twilight==> Rechg(10) Rechg(43) Rechg(43) 12)
--> Grave Knight==> Acc(12) Acc(13) Dmg(13) Dmg(15)
Dmg(15) 14) --> Teleport==> EndRdx(14) EndRdx(17) 16)
--> Shadow Fall==> EndRdx(16) DmgRes(19) DmgRes(25)
DmgRes(36) EndRdx(36) 18) --> Soul Extraction==>
Rechg(18) Rechg(43) Rechg(46) Acc(46) 20) --> Fearsome
Stare==> Acc(20) Acc(21) Fear(21) Fear(23) Rechg(23) Rechg(25) 22)
--> Hurdle==> Jump(22) 24) -->
Swift==> Run(24) 26) --> Lich==> Acc(26)
Acc(27) Hold(27) Hold(29) Fear(29) Fear(31) 28) -->
Petrifying Gaze==> Acc(28) Acc(33) Hold(33) Hold(33) Rechg(34)
Rechg(34) 30) --> Stamina==> EndMod(30)
EndMod(31) EndMod(31) 32) --> Dark
Empowerment==> EndRdx(32) EndRdx(34) 35) -->
Recall Friend==> Rechg(35) 38) --> Dark
Servant==> Rechg(38) Rechg(39) Rechg(39) Heal(39) Heal(40)
Hold(40) 41) --> Dark Embrace==> EndRdx(41)
DmgRes(42) DmgRes(42) DmgRes(42) 44) --> Soul
Tentacles==> Acc(44) Acc(45) Immob(45) Immob(45) Immob(46) 47)
--> Soul Storm==> Acc(47) Acc(48) Hold(48) Hold(48)
Rechg(50) Rechg(50) 49) --> Team Teleport==>
EndRdx(49) --------------------------------------------- 01)
--> Sprint==> Run(1) 01) -->
Brawl==> Acc(1) 01) --> Supremacy==>
Empty(1) 02) --> Rest==> Rechg(2)
This
guide isn’t the be all end all, so if you find that some of
this
doesn’t work for you, that doesn’t mean
you’re doing something wrong.
Well,
unless you’re taking attacks. Really. I’m right
about this one. They
suck and will continue to suck even if 37 slotted. Damaging things
isn’t your job. Ever. I’m not saying
that’s the case for other
Mastermind sets, but I believe it’s true for this combo.
So
have fun out there.
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