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A mummy build?

rhymere#3035 rhymere Posts: 486 Arc User
edited November 2012 in Builds and Roles
Looking to put together a mummy build. For inspiration "The Mummy"'s Imhotep, obviously. I like pets, and would like it to be a ranged spell casting mastermind that leeches the life from people while absolutely destroying them in a tidal wave of sand and darkness and undeath...and also spit locusts.

If you can help me put this together I promise you many blessings of Anubis, and a cookie.
Post edited by rhymere#3035 on

Comments

  • vorshothvorshoth Posts: 596 Arc User
    edited October 2012
    Well, First off, you'll want Lifedrain from the Darkness powerset for the life-sucking, Quick-sand because it's the only sand-based power there is (and it does a fair amount of damage, I'm told), various zombie powers (there's March of the Dead, there's Rebirth with the Grave Consequences advantage upgrade, and there's also Resurrection Serum with the reanimator advantage upgrade so you can have a bunch of zombies. Bear in mind that Grave Consequences only brings zombies when you use Rebirth which is a self-resurrect power, so you have to die to bring zombies via that way, and upgrading Resurrection Serum means it no longer works as a resurrect power on other people: it can only then work on NPCs to create up to 3 zombies (possibly more, but I've only seen a Serum-user have 3 zombies due to the recharge times involved and because there's only a short window of time after an NPC dies before you can use them to become a zombie minon).

    Locust Swarm is a good power for the Egypt theme, and Epidemic could work too I think.

    I'd suggest some Darkness powers that cause Fear on your foes, perhaps shadow form, with the Spirit Reverberation power to gain energy whenever you attack those who fear you (or are in Fear to anybody really).

    Here's what I've knocked up quickly, probably need to lose some powers here and there to get more passive buffs and things that are just there continuously without your input, but here's a starting point:
    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

    Super Stats:
    Level 6: Endurance (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Dexterity (Secondary)

    Talents:
    Level 1: The Void
    Level 6: Energetic
    Level 9: Enduring
    Level 12: Quick Recovery
    Level 15: Lasting Impression
    Level 18: Healthy Mind
    Level 21: Acrobat

    Powers:
    Level 1: Shadow Bolt (Despondency)
    Level 1: Shadow Shroud (Terrifying Visage)
    Level 6: Spirit Reverberation
    Level 8: Lifedrain (Rank 2, Vampiric Sympathy)
    Level 11: Shadow Form (Rank 2, Rank 3)
    Level 14: March of the Dead (Rank 2, Forced March)
    Level 17: Locust Swarm (Rank 2, Festering Bites)
    Level 20: Quicksand (Rank 2, Repulsing Waves)
    Level 23: Rebirth (Rank 2, Grave Consequences)
    Level 26: Resurrection Serum (Rank 2, Reanimator)
    Level 29: Pyromancer's Blades
    Level 32: Circle of Radiant Glory
    Level 35: Divine Renewal (Radiant Renewal)
    Level 38: Sigils of Radiant Sanctuary

    Travel Powers:
    Level 6: Scarab Flight
    Level 35: Scarab Tunneling

    Specializations:
    Endurance: Readiness (3/3)
    Endurance: Kickback (2/2)
    Endurance: Outburst (3/3)
    Endurance: Power Overwhelming (2/3)
    Commander: Evasive Action (2/2)
    Commander: Multitasker (3/3)
    Commander: Well Trained (2/2)
    Commander: Savage (3/3)
    Avenger: Can't Touch This (3/3)
    Avenger: Round 'em Up (3/3)
    Avenger: Surprise Attack (2/2)
    Avenger: Offensive Expertise (2/2)
    Mastery: Commander Mastery (1/1)
    [SIGNATURE REDACTED]
  • rhymere#3035 rhymere Posts: 486 Arc User
    edited October 2012
    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

    Super Stats:
    Level 6: Endurance (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Dexterity (Secondary)

    Talents:
    Level 1: The Void
    Level 6: Energetic
    Level 9: Enduring
    Level 12: Quick Recovery
    Level 15: Lasting Impression
    Level 18: Healthy Mind
    Level 21: Acrobat

    Powers:
    Level 1: Shadow Bolt (Despondency)
    Level 1: Shadow Shroud (Terrifying Visage)
    Level 6: Spirit Reverberation
    Level 8: Lifedrain (Rank 2, Vampiric Sympathy)
    Level 11: Shadow Form (Rank 2, Rank 3)
    Level 14: March of the Dead (Rank 2, Forced March)
    Level 17: Locust Swarm (Rank 2, Festering Bites)
    Level 20: Quicksand (Rank 2, Rank 3)
    Level 23: Rebirth (Rank 2, Grave Consequences)
    Level 26: Pyromancer's Blades
    Level 29: Ressurection Serum (Rank 2)
    Level 32: Circle of Radiant Glory
    Level 35: Ebon Ruin (Rank 2, Rank 3, Paranormal Paranoia)
    Level 38: Sigils of Radiant Sanctuary

    Travel Powers:
    Level 6: Scarab Flight
    Level 35: Scarab Tunneling

    Specializations:
    Endurance: Readiness (3/3)
    Endurance: Kickback (2/2)
    Endurance: Outburst (3/3)
    Endurance: Power Overwhelming (2/3)
    Commander: Evasive Action (2/2)
    Commander: Multitasker (3/3)
    Commander: Well Trained (2/2)
    Commander: Savage (3/3)
    Avenger: Can't Touch This (3/3)
    Avenger: Round 'em Up (3/3)
    Avenger: Surprise Attack (2/2)
    Avenger: Offensive Expertise (2/2)
    Mastery: Commander Mastery (1/1)

    I did some further tweaking, taking out Divine Renewal and adding Ebon Ruin for more firepower.
  • rhymere#3035 rhymere Posts: 486 Arc User
    edited October 2012
    I love the build so far, do you know what would add more survivability?
  • r0y0r0y0 Posts: 50 Arc User
    edited October 2012
    alli210 wrote: »
    I love the build so far, do you know what would add more survivability?
    Swap Shadow Form for Regeneration... that'll give you a TON of survivability! Of course that's going from offensive to defensive...

    Here is something I worked up (a little more tanky):
    PowerHouse (Link to this build)

    Name: r0y's Mummy build

    Archetype: Freeform

    Super Stats:
    Level 6: Intelligence (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Recovery (Secondary)

    Talents:
    Level 1: The Disciple
    Level 6: Field Ops Training
    Level 9: Survival Training
    Level 12: Covert Ops Training
    Level 15: Command Training
    Level 18: Paramilitary Training
    Level 21: Jack of All Trades

    Powers:
    Level 1: Infernal Bolts
    Level 1: Devour Essence (Rank 2, Rank 3)
    Level 6: Regeneration (Rank 2, Rank 3)
    Level 8: Void Shift (Emerging Nightmares)
    Level 11: Supernatural Power
    Level 14: Concentration
    Level 17: Locust Swarm (Rank 2, Festering Bites)
    Level 20: Quicksand (Rank 2, Repulsing Waves)
    Level 23: March of the Dead (Rank 2, Forced March)
    Level 26: Resurrection Serum (Rank 2, Reanimator)
    Level 29: Pyromancer's Blades
    Level 32: Rebirth (Rank 2, Grave Consequences)
    Level 35: Ebon Void (Voracious Darkness)
    Level 38: Epidemic (Rank 2, Rank 3)

    Travel Powers:
    Level 6: Scarab Flight (Rank 2)
    Level 35: Scarab Tunneling

    Specializations:
    Intelligence: Enlightened (3/3)
    Intelligence: Tactician (2/2)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Tinkering (2/2)
    Commander: Evasive Action (2/2)
    Commander: Multitasker (3/3)
    Commander: Well Trained (2/2)
    Commander: Savage (3/3)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Find the Mark (2/3)
    Guardian: The Best Defense (3/3)
    Mastery: Intelligence Mastery (1/1)
    I might look to get Epidemic in early, as you'll likely be using that the most (if you take it); I just threw it in at the end so it'd be optional.

    Mummies are not just sand, but often pestilent - or so I'm thinking, so the infernal / poison stuff works well, and you have a nice energy unlock with Supernatural Power (making Devour Essence and Epidemic near perma).

    I am enjoying the Int super-stated on several toons, the con/rec is a given for a maintain-heavy build, and int only improves this. Great synergy with the three. It does mean you need to focus on DEX or crit chance (severity is decent through specialization picks).

    Well, this was just my first thought at this...

    -r0y
    [SIGPIC][/SIGPIC]
  • rhymere#3035 rhymere Posts: 486 Arc User
    edited October 2012
    I like it tanky... I'm not sure about the reanimator on the res serum, I'd rather be able to bring others back to life. I like the devour essence approach. I'll give both builds a try leveling up and see which feels more right.
  • rhymere#3035 rhymere Posts: 486 Arc User
    edited October 2012
    Also, what's the earliest I can take epidemic?
  • r0y0r0y0 Posts: 50 Arc User
    edited October 2012
    alli210 wrote: »
    Also, what's the earliest I can take epidemic?
    In my build above? Level 8 - it must be at least the 4th infernal or 5th mixed power pick.

    However, it will be the same as Quicksand (PBAoE maintain) and is far superior (min/max wise); thematically, quicksand is your only "sand" power... so...?

    Anyway, I usually take it right after or right before Supernatural Energy, so I can afford to spam it. Coupled with a recovery secondary ss, it's pretty nice. I think they don't allow Challenging Strikes on it because it is decent damage and a poison DoT. On my Beast Tank build, I went R2 and +25% chance for poison advantage. It still is nasty good damage and I spam it 90% of the time there's more than 1 enemy.

    However, like I mentioned above, it may be more thematic to have quick sand - which isn't bad, and a fun power to boot. Just not as damaging. Also, I'm not sure you can move around when maintaining quicksand like you can for epidemic (which might be broken, it's so awesome).

    -r0y
    [SIGPIC][/SIGPIC]
  • pugdaddypugdaddy Posts: 248 Arc User
    edited October 2012
    This mummy build is Infernal based.
    PowerHouse http://powerhouse.nullware.com/

    Link to this build: http://powerhouse.nullware.com/powerhouse.html?v=5&n=&d=1243SGHMbhi0000Q000Q60GQ300Q800QB00HA00QJ04N900NB00QH00AI001400KF00N3001KVa0TBD3bDM

    Name:

    Archetype: Freeform

    Super Stats:
    Level 6: Dexterity (Primary)
    Level 10: Intelligence (Secondary)
    Level 15: Constitution (Secondary)

    Talents:
    Level 1: The Marksman
    Level 6: Acrobat
    Level 9: Coordinated
    Level 12: Healthy Mind
    Level 15: Covert Ops Training
    Level 18: Survival Training
    Level 21: Field Ops Training

    Powers:
    Level 1: Infernal Bolts
    Level 1: Venomous Breath (Rank 2, Locust Breath, Challenging Strikes)
    Level 6: Devour Essence (Rank 2, Crippling Challenge)
    Level 8: Regeneration (Rank 2, Rank 3)
    Level 11: Supernatural Power
    Level 14: Quicksand (Rank 2, Rank 3, Challenging Strikes)
    Level 17: Rebirth (Grave Consequences)
    Level 20: March of the Dead (Forced March)
    Level 23: Circle of Ebon Wrath (Rank 2, Rank 3)
    Level 26: Aspect of the Infernal
    Level 29: Masterful Dodge (Rank 2)
    Level 32: Electric Sheath (Rank 2)
    Level 35: Summon Shadows (Rank 2, Devouring Darkness)
    Level 38: Sigils of Ebon Weakness (Rank 2)

    Travel Powers:
    Level 6:
    Level 35:

    Specializations:
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (3/3)
    Dexterity: Evasion (2/2)
    Dexterity: Deadly Aim (2/3)
    Dexterity: Quick Reflexes (1/3)
    Protector: Fortified Gear (3/3)
    Protector: Bulwark (2/2)
    Protector: Debilitating Challenge (2/2)
    Protector: Exhausting Strikes (2/2)
    Protector: Defensive Expertise (1/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Modified Gear (2/2)
    Vindicator: Mass Destruction (3/3)

    Venomous Breath has a free Locust Breath advantage.
    As was previously mentioned, Quicksand and Epidemic are too similar to need both.
    With Regen, you will be much more tanky, especially with Devour Essence melee attack / self-heal.
    Ebon Sorcery adds the zombie summon, Sigil of Weakness and Circle of Ebon Wrath. I added Summon Shadows as well. Shadows are faster than zombies.
    The Dex specializations assist in Dodge so I added Masterful Dodge. Devour Essence is your self-heal but you could add Bountiful Chi Ressurgence since that works really well with Dodge mechanics and Masterful Dodge.

    With this build, you will have good survivability and do good damage also. I added the Advantages to your attack powers that will attract Threat, making you the tank.
  • sparkrockersparkrocker Posts: 53 Arc User
    edited October 2012
    pugdaddy wrote: »
    This mummy build is Infernal based.
    PowerHouse http://powerhouse.nullware.com/

    Link to this build: http://powerhouse.nullware.com/powerhouse.html?v=5&n=&d=1243SGHMbhi0000Q000Q60GQ300Q800QB00HA00QJ04N900NB00QH00AI001400KF00N3001KVa0TBD3bDM

    Name:

    Archetype: Freeform

    Super Stats:
    Level 6: Dexterity (Primary)
    Level 10: Intelligence (Secondary)
    Level 15: Constitution (Secondary)

    Talents:
    Level 1: The Marksman
    Level 6: Acrobat
    Level 9: Coordinated
    Level 12: Healthy Mind
    Level 15: Covert Ops Training
    Level 18: Survival Training
    Level 21: Field Ops Training

    Powers:
    Level 1: Infernal Bolts
    Level 1: Venomous Breath (Rank 2, Locust Breath, Challenging Strikes)
    Level 6: Devour Essence (Rank 2, Crippling Challenge)
    Level 8: Regeneration (Rank 2, Rank 3)
    Level 11: Supernatural Power
    Level 14: Quicksand (Rank 2, Rank 3, Challenging Strikes)
    Level 17: Rebirth (Grave Consequences)
    Level 20: March of the Dead (Forced March)
    Level 23: Circle of Ebon Wrath (Rank 2, Rank 3)
    Level 26: Aspect of the Infernal
    Level 29: Masterful Dodge (Rank 2)
    Level 32: Electric Sheath (Rank 2)
    Level 35: Summon Shadows (Rank 2, Devouring Darkness)
    Level 38: Sigils of Ebon Weakness (Rank 2)

    Travel Powers:
    Level 6:
    Level 35:

    Specializations:
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (3/3)
    Dexterity: Evasion (2/2)
    Dexterity: Deadly Aim (2/3)
    Dexterity: Quick Reflexes (1/3)
    Protector: Fortified Gear (3/3)
    Protector: Bulwark (2/2)
    Protector: Debilitating Challenge (2/2)
    Protector: Exhausting Strikes (2/2)
    Protector: Defensive Expertise (1/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Modified Gear (2/2)
    Vindicator: Mass Destruction (3/3)

    Venomous Breath has a free Locust Breath advantage.
    As was previously mentioned, Quicksand and Epidemic are too similar to need both.
    With Regen, you will be much more tanky, especially with Devour Essence melee attack / self-heal.
    Ebon Sorcery adds the zombie summon, Sigil of Weakness and Circle of Ebon Wrath. I added Summon Shadows as well. Shadows are faster than zombies.
    The Dex specializations assist in Dodge so I added Masterful Dodge. Devour Essence is your self-heal but you could add Bountiful Chi Ressurgence since that works really well with Dodge mechanics and Masterful Dodge.

    With this build, you will have good survivability and do good damage also. I added the Advantages to your attack powers that will attract Threat, making you the tank.

    Why not try REC as a SS with Overdrive as an energy unlock. Then, since DEX is PSS, you could use FOTT instead of aspect of the infernal.
  • rhymere#3035 rhymere Posts: 486 Arc User
    edited November 2012
    Why not try REC as a SS with Overdrive as an energy unlock. Then, since DEX is PSS, you could use FOTT instead of aspect of the infernal.

    What would you replace with rec? int?
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