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Posts
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It won't do anything; pets are immune to recharge these days.
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I recall them dropping the damage on the whips and changing the values of the ember demon shield when they changed it from a single target buff shield to an aura. But I got in late closed beta, and there were earlier changes.
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I recall the extra aggravation of having your pets all die if you were a mastermind and moved out of range. And having to resummon and rebuff, and hoping that you finished before your mentor got out of range again or having them irritated by you as they stand around while you do so.
No, I don't miss that. -
Quote:The "held" part is part of their threat assignment AI as I understand. They try to go after whatever is unmezzed first. The same way that if you get slept, especially on a team the enemy will usually attack someone else (and avoid breaking the sleep).However I noticed that if the enemy keeps missing for about 10 seconds without connecting (or is held that long) henchmen in defensive stance wont attack it without being ordered. It's like they stop recieving "threat" notification because the enemy isn't (effectively) fighting back.
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Quote:They have AoE attacks.Do any of the demon pets do AoE or do they all only do ST? That might help me decide on my secondary also.
From the Open Beta forums:
Quote:Here's a down-and-dirty introduction to the powers available to a Demon Summoning MM, as well as the powers available to their pets and the powers which the upgrades grant each particular pet. Some of my listed values might be different as the set has changed a fair amount since I17 went into closed beta (for example, I have the Demon Prince's resistance listed as defense, though it was changed to a combination of defense and resistance, and I'm not sure if that change has gone into a public build yet).
As a note, the numbers given here for the attacks are unslotted, level 50 attributes. I included a bit of information about any new pet powers being added, though if there's not a note next to a given power, that means it's more or less the same as the player version of that power.
Corruption: 23.25 fire damage on target, 80% chance for 4 ticks of 4.59 toxic damage, -9.38% res to all for 5 seconds
Summon Demonlings: Creates 1-3 pets depending on level:
* Fiery Demonling: Resistance (+res smash/lethal/fire/cold/toxic), Flares, Claw Rake (melee lethal/fire), Super Leap
* Cold Demonling: Resistance (+res smash/lethal/fire/cold/toxic), Ice Bolt, Claw Rake (melee lethal/cold), Super Leap
* Hellfire Demonling: Resistance (+res smash/lethal/fire/cold/toxic), Corruption, Claw Rake (melee lethal/toxic), Super Leap
Lash: (20 foot range) 32.54 fire damage on target. 80% chance for 4 ticks of 6.42 toxic damage, -9.38% res to all for 6 seconds, 40% chance for knockdown on target
Enchant Demon: grants various new powers to henchmen:
* Grants power Fire Blast to Fiery Demonling
* Grants power Ice Blast to Cold Demonling
* Grants power Hellfire to Hellfire Demonling (single-target ranged fire/toxic, -res)
* Grants power Breath of Hellfire to Hellfire Gargoyle (15 foot cone fire/toxic, -res)
* Grants power Hellfire Aura to Hellfire Gargoyle (auto PBAoE toxic damage aura)
* Grants power Fire Breath to Ember Demon
* Grants power Abyssal Mending to Ember Demon (ally moderate heal)
* Grants power Chilling Embrace to Demon Prince
* Grants power Ice Sword to Demon Prince
* Grants power Block of Ice to Demon Prince
Crack whip: (60 foot cone) 45.27 fire damage on target, 80% chance for 3 ticks of 6.79 toxic damage, -9.38% res to all for 6 seconds, 25% chance for knockdown on target
Summon Demons: Creates 1-2 pets depending on level:
* Ember Demon: Resistance (+res smash/lethal/fire/cold/toxic), Fire Blast, Ember Shield (PBAoE ally smash/lethal/fire/cold/toxic res shield), Super Leap
* Hellfire Gargoyle: Resistance (+res smash/lethal/fire/cold/toxic), Claw Rake (melee lethal/toxic), Claw Slash (melee lethal/toxic, knockdown), Corruption, Super Leap
Hell on Earth: (10 minute recharge) +7.5% tohit, +37.5% damage on targeted pet, chance to spawn "Living Hellfire" pet every 15 seconds for 90 seconds
* Living Hellfire: Resistance (+100% lethal/fire damage, -maxHP), Claw Rake (melee lethal/toxic)
Summon Demon Prince: Creates 1 pet:
* Demon Prince: Resistance (+def smash/lethal/fire/cold), Ice Blast, Shiver, Super Leap
Abyssal Empowerment: grants various new powers to henchmen:
* Grants power Fire Breath to Fiery Demonling
* Grants power Frost Breath to Cold Demonling
* Grants power Hellfire Breath to Hellfire Demonling (40 foot cone fire/toxic, -res)
* Grants power Hellfire Smash to Hellfire Gargoyle (melee smash/toxic, 40% chance for knockdown)
* Grants power Hellfire Burst to Hellfire Gargoyle (PBAoE toxic)
* Grants power Fire Ball to Ember Demon
* Grants power Abyssal Reconstruction to Ember Demon (PBAoE heal)
* Grants power Ice Slash to Demon Prince
* Grants power Frozen Aura to Demon Prince
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To sum it up, here are the six pets you'll have, and all the powers they'll have access to once they're equipped with both upgrades:
* Fiery Demonling: Resistance, Flares, Claw Rake, Super Leap, Fire Blast, Fire Breath
* Cold Demonling: Resistance, Ice Bolt, Claw Rake, Super Leap, Ice Blast, Frost Breath
* Hellfire Demonling: Resistance, Corruption, Claw Rake, Super Leap, Hellfire, Hellfire Breath
* Hellfire Gargoyle: Resistance, Claw Rake, Claw Slash, Corruption, Super Leap, Breath of Hellfire, Hellfire Aura, Hellfire Smash, Hellfire Burst
* Ember Demon: Resistance, Fire Blast, Ember Shield, Super Leap, Fire Breath, Abyssal Mending, Fire Ball, Abyssal Reconstruction
* Demon Prince: Resistance, Ice Blast, Shiver, Super Leap, Chilling Embrace, Ice Sword, Block of Ice, Ice Slash, Frozen Aura
In short, the pets have solid single-target and AoE damage output, some decent stacking resistance debuffs, and good control from the tier 3, to synergize well with almost any secondary. Therm is going to be very popular, and I'd imagine Dark will be another popular choice. -
Corruption, the first attack is also ranged at 80'; keep that in mind when deciding what to take.
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Quote:Yes, they need accuracy.Anyway, I was looking on mids at the /poison powers and I see they take accuracy. Is accuracy only needed in pvp or do you need to slot for accuracy in pve also?
As for skippable powers; the Poison version of Poison Trap is skippable. The rez only matters if you team. Antidote is more debatable; you can skip it, but it does help against things like Confusion, and you can slot a Steadfast -kb into it. And as said, the hold is useful. -
I have an Energy/Storm corruptor who's pretty fun. I mostly solo, so don't care about the people who freak out over knockback. It's a very strong pseudo-mezz as far as I'm concerned, not something to be avoided. Controlled, but not avoided.
I do think that one problem corrs have is the likelihood of knocking targets out of debuffs; one advantage of pairing Energy and Storm is that Storm has the "sticky" debuffs from Hurricane and Freezing Rain; if something gets knocked out, they stay debuffed for some time. At some point I may make an energy/TA, since much of the debuff from /TA is also sticky. -
It seems like a combo with good synergy. You've got a melee-using Tier 3 henchdemon, whom you can send in to take the alpha* and anchor Noxious Gas the Poison tier 9 on. The Ember demon's heal can supplement your own, too. And as you say, the Demon debuffs will stack with Poison debuffs.
* Very useful when you have only a single target heal. -
In among the Redcaps in Croatoa: Humorless: Here a tall hero breathed his last after making one too many short jokes.
In front of the Atlas globe: Pulp: You are standing on the exact spot where Atlas's globe would strike if the statue was ever replaced by a rampaging giant Nemesis automaton. But that couldn't possibly happen. Right?
Near Jack's throne in Croatoa: Overhung: At this spot, the dainty heroine Angelflare was the first to look up and discover that Jack wears no underpants. Therapy is continuing. -
Q: How many clones does it take to change a light bulb?
A: Huh? I just saw you change it! -
I agree. The "become electricity" idea works conceptually for some characters, but not others. My Elec/Elec mutant; well, if she can turn into a lightning bolt why not an electric cloud? But my SS/Elec robot shouldn't be able to turn into electricity.
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If you want an in-game reason, tell yourself that the more people who join your team the more power you have to devote to them and not to your attacks.
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Quote:Or a Mysterious Cattle Mutilator toon.Need to roll a dead cattle herder. Maybe Billy Crystal
get it? -
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In the Help us test a new server technology on the North American Training Rooms thread:
Quote:Very, very nice if it's true and not a bug.I invited a friend to team, I was in training room 1 and he was in training room 2. I invited him and he came/ to my zone from St. Martial (Training room 2) and we met there in Cap Au Diable (training room 1).
I don't know what happened but it was so weird. -
I had just enough time to log on Training Room 2 and do a pair of missions before the server went down. I wish I'd had some idea that cross server teaming is what's being tested, if it actually is.
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No numbers but here's a list of powers:
Quote:The Ember Demon pulses an aura heal and a shield aura. The Demon Prince has bugged defense numbers (better than an SR scrapper I'm told), which I'm sure will be changed before Live.Corruption
Ranged, Minor DMG(Fire), Foe Minor DoT (Toxic), -Res
You lash out with your whip, firing a bolt of hellfire and corrupting your victim's very living essence. This attack deals minor fire damage, causes minor toxic damage over time, and reduces their damage resistance for a short time. Damage: Minor, Recharge: Very Fast
Summon Demonlings
Summon Demonlings
Call forth up to three demonlings (depending on your level) to do your bidding. The first demonling is adept at manipulating fire, the second blasts your foes with cold attacks and the third is able to wield hellfire to deal fire/toxic damage. You may only have three demonlings under your command at any given time. If you attempt to summon more demonlings, you can only replace those that have been lost in battle. If you already have your maximum allowed amount, the power will fail. Recharge: Very Long
Lash
Close, High DMG(Fire), Foe -Res, Knockdown, Minor DoT(Toxic)
You channel unholy energies into your whip and Lash out at your foe dealing high fire damage causing toxic damage over time. Lash has longer range than most melee attacks will reduce the target's damage resistance and also has a chance to knockdown your target. Damage: High, Recharge: Moderate
Enchant Demon
Ranged, Enchant Demon Henchman
Enchant Demon will permanently bestow new powers and abilities to all of your Demon Henchman. The powers gained are unique and dependent upon the type of Demon Henchman that is Enchanted. Enchant Demon only works on your Demon Henchmen and you can only Enchant your Demon Henchmen once with this power. Recharge: Fast
Crack Whip
Short Ranged (Cone), High DMG(Fire), Foe -Res, Knockdown, DoT(Toxic)
You channel hellfire into your whip and make an impressive sweep causing high fire damage to enemies within a wide cone and also cause some toxic damage over time. Whip Crack has a larger range than most melee cones. Targets that are struck will also have their resistance to damage reduced for a short time, may suffer toxic damage over time and may be knocked down. Damage: High, Recharge: Slow
Summon Demons
Summon Demons
Summons forth one to two Demons (depending on your level) to do your bidding. The first demon summoned is cloaked in hellfire and has skin as hard as stone while the second demon manipulates flame. You may only have 2 Demons under your control at any given time. If you attempt to call more Demons, you can only replace the ones you have lost in battle. If you already have your maximum allowed number, the power will fail. Recharge: Very Long
Hell on Earth
Ranged, Pet +Dmg, +To Hit, Summon Living Hellfire
A dark blessing is placed upon a selected Demon henchman which will increase its damage and chance to hit for 90 seconds. While this is in effect living hellfire may spawn every 15 seconds at the affected Demon henchman's location. The creatures summoned will have a very weak tie to the material plane and will return to Abyss after a short time. Recharge: Very Long
Summon Demon Prince
Summon Demon Prince
Summons forth a foul Demon Prince from the deepest reaches of the Abyss. The Demon Prince is mighty among its kind and is a master of cold powers. It serves the conjuror only so that it may wreak havoc upon the material plane. The Demon has some defense versus lethal, smashing, fire and cold attacks. You may only have 1 Demon Prince under your control at any given time. If you attempt to summon another Demon Prince the power will fail. Recharge: Very Long
Abyssal Empowerment
Ranged, Empower Demon Henchman
Abyssal Empowerment will permanently unseal the most powerful powers in your Demon Henchmen's infernal repetoire. The Empowered Demons will gain new abilities and powers. The powers gained are unique and dependent upon the type of Demon Henchman that is Empowered. Abyssal Empowerment only works on your Demon Henchmen and you can only Empower your Demon Henchmen once with this power. Recharge: Medium -
Quote:Well, the end result was excellent.Bit of trivia - it took me eleven tries to get the fly-by transition right, because I kept flying into the water as I was swinging the camera around. (When I focus on circling the camera, I'd accidentally tilt downward and then *splash*.)
I eventually gave myself a half hour to just fly around the Hollows and practice, so I could then do the skimming-across-the-water shot without faceplanting in the river.
The things I do for art... -
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Bringing Patron Powers into this, if you go /Mace, the AoE Immobilize and the Hold have -fly. So does Mako's hold.