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Posts
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My first love is defenders. My second is masterminds (defenders with six special pets). The ultimate evolution and hybrid of the two -- Bots/Storm. Burn patches on freezing rain patches are so sickly deadly.
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Quote:There are NO other ATs that can suck down the damage potential, and electric control dominators and controllers can sap, but transference is a big big buff to you and your team.yeah sorry didnt mean to come across heavy.
ok so i need alot of work on this toon if im too use this guy as a gm killa.
but say for soloing mobs, i want to be able to sap end so thta all they use is brawl and then sap their damage and boost my own that way im still doing alot of damage.
ijust want this toons whole idea to be able to drain lifeforce and use it against them kind of thing which i think is thematically cool and to drain mobs of end they wont be able to hurt me as much right? -
Quote:I didn't mean to imply a certain defender cannot solo GM's. I was actually aghast at the lack of speed boost. 8-(cant a defender solo gm's? is there to this comment than i am reading, surely something constructive would be more appropriate?
i have 2 builds in mind, one for teaming, and another for pure soloing.
i figured this build was pretty sturdy.
Electric isn't the most damaging of defender attacks. I would sooner try with Kin/Ice or Kin/Sonic. The bonuses to kinetics is that the siphon power and fulcrum shift sap away so much damage potential. Siphon speed -speed -recharge is IRRESISTIBLE by last accounts of more experienced testers than me. To bring down a GM you would need so much recharge for transfusion, you would be banging against what I call the animation cap. You literally won't be able to fire off available powers because of the time needed to complete activating an ability. -
You did mention soloing GMs. (Good luck with that.) Are you slotting up an alternate build for when you want to team?
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For your recharge, what it boils down to: are you getting noxious gas back when you want it for critical fights. I only single slot elixir of life for recharge; I guess I am an optimist
For Tactics, I prefer Adjusted Targeting, 5 slots for recharge, 6 slots if you can spare for the additional mezz protection. Neurotoxic breath I usually slot for accuracy and range, range to spread out the cone wider and longer for more slow debuff.
For your proc in Envenom, I usually prefer the Achille's heel over any damage proc because your thugs and teammates will deal more damage with extra -resist than the damage proc deals. As far as the 'new' splash effect from envenom and weaken, I must confess my ignorance as to whether the proc checks on the secondary targets. I know on other targetted-AoE attacks with defense debuff, the proc chance rolls for each successfully targeted foe (after to-hit/acc check) Back in the old days, a single target debuff didn't get much mileage from such procs. The only reason I waffle on the new AoE poison is that there is extra computations for the secondary effect to be less effective than the primary target. -
Short and sweet:
Gang War needs a Recharge Intensive Pet set of 5, including the defense or resistance bonus, and the sixth slot is whichever special Recharge Intensive Pet IO from that other set. You should pick up the Sovereign Right and Edict of the Master pet set bonuses for damage and resistance as well. If you are interested, some Hammi-Os could juice up the enforcers.
Weaken can be frankenslotted. A couple accuracies and some Clouded Senses or Dampened Spirits will get you some good set bonuses. 2 whole enhancements for endurance reduction is a bit rich since the cost is 13 base per click. Envenom is 13 per click.
Endurance is the next theme. It's very appropo for a poison secondary. Maneuvers, Assault, and Tactics are fine powers, but they all need 50-60% endurance reduction cost. Vengeance, while used more often on Pugs, appears overslotted. Most of the time the defense boost is enough to cover the team versus enhancing the heal, which isn't bad to begin with. The extra tohit is nice, but you aren't really going to have the ability to slot more than a couple LotG in Vengeance.
Endurance revisited: you have the numina's heal in health, try substituting the generic Heal IO with a Miracle:Recovery. You appear to be well passed the ED limit on heal in Alkaloid. There's another slot freed up.
Slotting Char vs. Fireball.
Char does a base damage of 5 ticks totalling 15 hitpoints - single target.
Fireball does a base damage of 5 tick totalling 39.46 hitpoints - AoE style.
--- My suggestion is four slots of basilisk gaze in char (basilisk gaze in paralytic poison would be nice, too), shift the slots to Fireball. Detonation is cheap. Positron costs more and is better.
I really did try to be terse and not snarky. It is what it is. -
Quote:That's a valid point. My demonlings usually have six slots before I get to level 20 to maximize their output. I could respec out of the slot into... somethingWhy not frankenslot four ACC/DAM, the PetRes and have a free slot? Maybe a bit more expensive, but not horribly so.
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Quote:1)Right, I could have slotted them for more IO set bonus. This slotting shows how I slotted them inexpensively with IOs to get them to max Acc/Dam 90% and then adding the IO bonus as the sixth slot.Thanks a bunch. Yeah, the Golgi are horrifically expensive.
Now, I did have a couple of questions:
1) Why slot the Demonlings the way you did? I notice you only have the two Sovereign's Rites in there
2) I assumes the Call to Arms in Hell on Earth are for set bonuses, yes?
3) Does the Pacing of the Turtle in the Demon Prince seem to make a difference in his slows compared to pre-slotting Pacing?
2)Yes, I was going especially for the recharge set bonus so that the big debuffs have a shorter recharge.
3) I am not sure what you mean by pre-slotting Pacing. I selected PotT mainly because the IOs enhance acc, dmg, slow, and end reduction (the biggest feature I was driving for), with the foursome to get the accuracy set bonus for mastermind abilities like crack the whip, heat exhaustion, and melt armor. -
This is what I am still angling to. I haven't broke down and bought the golgi's for Summon Demons, I have a generic heal and generic end reduction IO in there.
Villain Plan by Mids' Villain Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
SummonsAnAlien: Level 50 Natural Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Thermal Radiation
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Chill Mastery
Villain Profile:
Level 1: Summon Demonlings -- SvgnRt-Acc/Dmg(A), Acc-I(3), Acc-I(3), Dmg-I(5), Dmg-I(5), SvgnRt-PetResDam(7)
Level 1: Warmth -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(15)
Level 2: Fire Shield -- S'fstPrt-ResKB(A), Aegis-Psi/Status(11), TtmC'tng-ResDam/EndRdx/Rchg(13), TtmC'tng-ResDam/EndRdx(13), S'fstPrt-ResDam/Def+(29)
Level 4: Lash -- Acc-I(A)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Cauterize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19)
Level 10: Plasma Shield -- ResDam-I(A), ImpArm-ResPsi(19), TtmC'tng-ResDam/EndRdx(21), TtmC'tng-ResDam/EndRdx/Rchg(21)
Level 12: Summon Demons -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(23), HO:Centri(23), HO:Centri(25), HO:Golgi(25), HO:Golgi(27)
Level 14: Hover -- LkGmblr-Rchg+(A), Winter-ResSlow(27)
Level 16: Assault -- EndRdx-I(A)
Level 18: Hell on Earth -- C'Arms-Acc/Dmg/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(29), C'Arms-Acc/Rchg(31), EdctM'r-PetDef(31), C'Arms-+Def(Pets)(31), ExRmnt-+Res(Pets)(33)
Level 20: Fly -- Frbd-Fly(A)
Level 22: Crack Whip -- Acc-I(A), AirB'st-Acc/Dmg(33)
Level 24: Thaw -- ResDam-I(A)
Level 26: Summon Demon Prince -- EdctM'r-Acc/Dmg/EndRdx(A), Dmg-I(33), P'ngTtl-Acc/Slow(34), P'ngTtl-Dmg/Slow(34), P'ngTtl-Acc/EndRdx(34), P'ngTtl-EndRdx/Rchg/Slow(36)
Level 28: Forge -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(36), AdjTgt-ToHit(36), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(37)
Level 30: Maneuvers -- Ksmt-Def/EndRdx(A), Ksmt-ToHit+(39), Krma-ResKB(39)
Level 32: Abyssal Empowerment -- EndRdx-I(A), EndRdx-I(39)
Level 35: Heat Exhaustion -- RechRdx-I(A), RechRdx-I(40), Acc-I(40), Acc-I(40), EndRdx-I(42)
Level 38: Melt Armor -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(42), ShldBrk-DefDeb/EndRdx/Rchg(43), ShldBrk-Acc/EndRdx/Rchg(43), UndDef-DefDeb/Rchg/EndRdx(43), UndDef-DefDeb/EndRdx(45)
Level 41: Flash Freeze -- CSndmn-EndRdx/Sleep(A), CSndmn-Acc/Rchg(42), CSndmn-Acc/EndRdx(45), CSndmn-Sleep/Rng(45), CSndmn-Acc/Sleep/Rchg(46)
Level 44: Frozen Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(48), RedFtn-Def/Rchg(48)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx(50), RechRdx(50)
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Level 1: Brawl -- P'ngS'Fest-Stun%(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(48), EndMod-I(50)
Level 1: Supremacy
Level 4: Ninja Run -
The explosions function the same whether destroyed by a foe or by self-destruction. I would also point out: when a seeker drone is destroyed, it is often by the best, highest damage ability of the foe. This gives the mastermind a chance to set up the other traps before that ability recharges - even in close range.
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I _really_ like storm with Robots. KB the foes to an obstacle and fire patch burn them all down!
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First, I will hit the questions: for a /dark secondary, I definitely want hasten for more tar patch, howling twilight, fearsome stare, and a quicker recharge on Dark Servant. I agree Recall Friend is very useful especially.
My own opinion: I am not sold on fire mastery powers. I would get the black scorpion shield or the chill mastery frozen armor shield for mastermind defense. I would break up six slots of expedient reinforcements to slot the call to arms pet 5% defense bonus. I do like your set IO choices. I am not sold on six slotting maneuvers. -
Quote:I will give support to web grenade in the AV killing combo of traps, since it stacks quickly enough and is one of the few statuses that AVs do NOT resist, meaning they are stuck in poison gas trap even longerOh. Thanks. That's mostly what I was wondering. 10 seconds of -Regen just doesn't seem worth it, even if it's a huge amount like -1000%. I suppose this power makes you a really good AV killer then.
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Slotting for tohit debuff is the big thing about Dark Servant. Since you have Shadow Fall defense to stack with other defense, going for additional defense bonuses is fine. I personally don't support slotting for hold, immobilize, or heal in Dark Servant when the critical aspects are tohit debuff and recharge.
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Certainly, the cardiac alpha would help the endurance usage of the pets. Also, in an 8 minute battle, the ember demon will use his heal aura and single-target heal. Pet damage IOs should cover the demons attacks. It is the non-damage abilities that drain down the end on the lieutenants between level 32 and the cardiac alpha slot.
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oh yeah: Part DUH
For Demons, I find it easy to fit a Pet Dmg Resist or Defense IO bonus enhancement in the Demonlings if you like. The accuracy and damage can be maximized with five slots. Hell on Earth needs at least three of the four of the bonus enhancement IOs. I also like to max out the recharge in Hell on Earth so that the recharge time is as low as possible. -
Before level 32, slotting for endurance reduction isn't an issue. After level 32, the Demons and the Demon Prince need endurance cost reduction lovin'. Specifically, the demons and the demon prince have abilities that ARE NOT affected by the endurance cost reduction portion of Pet damage IO sets. Ember demon needs endurance reduction for the single and AoE heals, and for the resistance aura cost. Hellfire Gargoyle has a resistance debuff aura endurance cost. Demon Prince has a lot of non-damage abilities like shiver and his PbAoE slow aura. Fortunately most of his attacks have slow components, so I recommend grabbing four Pacing of the Turtles that include accuracy, damage, slow, and endurance cost along with two other pet damage IOs to increase accuracy and damage. Four PotT also includes a 9% accuracy to your other ablities like heat exhaustion
When you are high enough in level, you can slot Hammi-Os. These work great in Demons. Last I checked, centrioles are fairly inexpensive. These affect damage, range, AND damage resistance. The unintended effect to damage resistance has been talked about but the devs have known of the situation for years and have not tried to 'fix' that bonus. Two centrioles and two golgi's will maximize damage, damage reistance, and heal. The golgi's also address the endurance needs of the ember demon in his heals.
I don't mind discussing Demon Summoning. The forums get this question weekly. It should be stickied some time. -
Because Mercs do primarily lethal damage, it would be more production to take secondaries with resistance debuff such as Traps, Dark, Poison, TA, or Storm. Thermal has resistance debuff, but it's a long wait to get to the debuffs in thermal, although thermal does very well on the buffing/healing side of the ledger.
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The defense bonuses are usually stacked to affect the mastermind, so that when the mastermind draws aggro, the potential damage has to do a defense check before being allocated to the pets. You will get some resistance from the Ember Demon in his resistance aura to mitigate incoming damage as well.
I built my Demons/Thermal for recharge so that Forge, Heat Exhaustion, and Melt Armor are on a shorter recharge.
I repeat myself, but be careful after level 32, your ember demon and demon prince will burn through endurance since their non-damage powers are NOT affected by endurance reduction in pet damage IOs.
I really like the chill mastery power pool I selected. Flashfreeze has its uses, more than I anticipated.
I usually take tactics for my mastermind because of the Confuse protection -
Hello, I briefly looked at your build earlier, but I do want to comment that Demons/Sonic is formidable. It's not flat out crazy like Bots/Traps, Thugs/Traps or the Dark secondary of those two, but it is solid.
I have a few suggestions to tweak your build. First, I built my /sonic to take advantage of some of the resistance bonuses. You aren't really hurting for endurance or recharge in the small sonic rings, so I suggest putting a couple Impervium Psionic Resistance, that resistance bonus is for the mastermind, and it will make a bigger impression.
You shouldn't need all the endurance reduction in the equip and upgrade. You could pick up some extra resistance bonuses like knockback protection or the def/resistance enhancement. If you pick up a resistance based kb protection IO, then you can slot Winter's Gift: Slow Protection in SuperSpeed, which is nice for a MM.
The endurance reduction in the pet damage IOs will NOT reduce the end cost for the heal, resistance aura of the ember demon. This can be a big deal on fast moving teams with non-stop buffing. This also applies to abilities that are slow only debuffs in the Demon Prince, so you want all the endurance reduction you can pack into four slots of slow with the DP. You won't notice the end burn until you hit the level 32 upgrade and the extra features that brings.
Another small item, I would slot the celerity stealth in SPRINT or other similar power like Rush. This allows you to separate your stealthing from super-speeding for whatever that is worth. It is nice to have the option. -
Ember Demon, Hellfire Gargoyle, and the Demon Prince can burn through all their endurance relatively quickly. On my level 50 builds. I am incorporating HOs in my build for the Demon lieutenants to get the most from damage, damage resistance and endurance usage. Centrioles are very inexpensive and cover range, damage, and damage resistance. Tossing a Golgi or two in the demon's slotting maximizes heal and endurance usage of the heals. That leaves you two slots for accuracy and however you want to address other endurance issues.
My Demon Prince I slot 4 Pacing of the Turtles. PotT addresses accuracy, damage, endurance usage, and slow aspect. This leaves two slots for Acc/Dmg/End pet damage slotting combos. 4 PotT also give the mastermind a nice boost in accuracy for mastermind activities such as whip attacks or secondaries that require an accuracy check for debuffing. -
There isn't a clunker in the mastermind traps set. The web grenade doesn't leverage a lot on a minion, but many bosses and AVs still can be immobilized. Caltrops as said is good even if it distracts the foes long enough to try to flee and stop attacking. Poison Gas Trap is a great hold. All of this stacks up with your Demon Prince's ice block hold ( which is strong enough to stop nullifiers), and his multiple slow powers. You get a nice kill zone, which is also your triage zone.
Something else, I would mention: even if you want to mule a spot for just the pet bonus enhancements, you really have to take Hell on Earth. -
Indeed, the abyssal empowerment really ratchets up your demons quite a bit. Your Demon Prince is kind of like an ice dominator. He prefers to be in melee range. He uses ice sword circle, has a PbAoE slow, and uses a cone slow. The preferred first response to foes' attacks by the Demon Prince is usually the block of ice hold.
As Necrotech mentioned, your ember demon's upgrade with the PbAoE heal is substantial.
Another very key element is seeker drones (level 28) from your traps secondary really dampens the ferocity of your foes' first salvo. The expendable drones absorb the damage from their first attack while you set up poison trap and acid mortar. When the foes notice you, your demons will respond in force.
There are some builds that can shy away from tankerminding, but a traps setup is a classical case where the emphasis on the mastermind's defense and damage resistance protects the entire squad of mastermind and pets. The pets' defense and damage resistance are focused mainly for mitigating splash AoE off the mastermind.