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Posts
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It seems in the circle of friends that I play there was been a wane in interest in the trials. Lots of low level alts are being played. Last night we finished up a moonfire.
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They cannot at this point direct where server transfers are used, but adding some server transfers as incentive for EU to NA and NA to EU as suggested would be beneficial in my opinion.
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I was thinking of the various ways the Bene Tleilaxu delivered poison attacks in the Dune series. Also Wellington Yueh and his implementation of poison gas filled teeth.
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Quote:And to tag team up with Dechs, if I took one whip attack it would Crack the Whip since it is a cone/AoE. Also consider, Flash Freeze is an attack and will notify your foes that you mean business.Just to throw this out there: Your henchmen may have some pretty impressive resistances, but there's no better way to protect your demons than to take the hits yourself. To that end I'd suggest at least one attack and provoke.
Learn how to leverage bodyguard mode and you will be capable of some amazing things. -
I really like your build, other than the fighting, which I just have a general distaste for, but tough does assist with your other resistances. Some people just go for the weave. You picked up on frankenslotting liquefy - which IMHO is optimal for debuffing.
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Thank you for finding out, splody demons, lol.
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I have a level 50 Demons/Thermal. I think it's a very potent combo. Heat Exhaustion and Melt Armor are a powerful one-two punch: recovery, endurance, regeneration, resistance, damage, but also defense debuffs -- which dark does not have. That is a LOT of debuffing. Comparing resistances of the ember demon aura, the shields of thermal, and the various heals. The mastermind and his pets have solid mitigation. The additional buffs of forge and hell on earth give you three solid methods of increasing damage output. The various cold abilities of the Demon Prince are awesome slows which are indirect damage mitigation.
I went cold mastery, and my first power selection I chose FlashFreeze the sleep in Chill Mastery was an unexpected bonus. By applying this initially to a foe spawn at range, it can halve or even more the initial alpha strike to the mastermind. The pets in defense mode go berzerk on whoever first attacks the mastermind and at range, most frequently, the won't wake the sleepers initially.
Often, I put the 2nd tier on aggressive and follow them around with the little demonlings and the Demon Prince on defensive follow. The big demons are not extra aggressive and the debuffing from the hellfire gargoyle is impressive.
When you start slotting up the upper tier demons, they have abilities that are NOT enhanced for endurance cost reductions by pet damage IOs. You will need to frankenslot some endurance reduction. I enhanced for some heal/end redux in the demons and 4 slots of Pacing of the Turtle in the Demon Prince. Pacing of the Turtle enhances abilities that slow for accuracy, damage, slow, and end reduction.
For the alpha slotting I went with cardiac for more endurance reduction fun and also for the damage resistance bonus, too. -
The fighting pool is a lot of powers, but adding maneuvers would be a good idea. Steamy mist is great for fire, cold, energy resistances, too, which adds a lot to survivability especially rikti and CoT.
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First thing you want to note, Lightning Storm take ranged damage enhancements. I prefer thunderstrikes and lots of recharge with damage.
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One of my later alts that leveled quickly is a Dark Miasma/Ice blast defender. There are three games within the game that this defender was able to leverage. First, you can build the defender to be hold happy. Freeze Ray, Petrifying Gaze, fluffy's Petrifying Gaze, even Bitter Freeze Ray, and a patron power hold can bring you more holds than you would need. This can be very good soloing since held, pesky foes are soon to be dead foes.
Second, Ice blast has a slow component. Slow stacks nicely with tar patch. It's another layer of preemptive damage mitigation.
Third, ice blast has two wonder target AoE rain powers. The devs for some reason did not modify the damage of these powers from blaster magnitude when they ported them over to defenders. The combination of tar patch, ice storm, and blizzard is one of the mightiest available to defenders. With practice, you can drop the rain on foes without them even having line of sight for immediate retaliation.
A few other observations. Ice blast recharges fast and animates fast, especially the first two tier powers. For all the reasons given for synergy, ice blast does work with Rads, storms, and colds since they have slow powers to leverage and to debuff resistance for the AoE rain attacks. -
If you want a heal that is gonna hit without a to-hit check, I might go thermal. It's got a big pbaoe heal that will hit everybody if they are teaming up on targets. The shields would be of use, too, even if used on only your pets and the other masterminds, buffing 20 allies would get old.
If you want a l33t assassin to complement your heal/debuff/dark servant wielding dark miasma teammate, I would suggest poison. A bruiser running around with the noxious gas debuff is a HUGE perk. Signature AVs can be held with Noxious Gas.
I have a Demon summoning/Poison mastermind level-pacted with a Demon summoning/Dark Miasma. There is a distinct synergy. Neither of us can handle groups individually the way we do when in tandem.
Poison in this trio would be the spear tip, the killer debuffer of the hardest targets. Weaken has -special, and envenom adds to the -regen of the dark users. I used my robots/poison to debuff the nictus so it didn't heal as much and Rommie so he resisted being healed. It was actually quite funny. -
The other thing I pondered... Devouring Earth are partially magical?? I thought they were mutation to the extreme.
Oh and Dark Astoria was devoured in Praetorian Earth, too. -
So, in summary, Nemesis dies innocuously on Praetorian Earth. Nemesis did not incite war with the Rikti against Praetorian Earth, the caves of the CoT are undisturbed by Rikti so no sudden influx of the Circle in Praetoria. A big source of magic is the Hamidon in Praetoria against whom Emperor Cole is warring, therefore, he pins his success to reducing magic users in Praetoria with a competent Azuria. And, that nasty bit of magic use in Praetorian Croatoa has been devoured by the Praetorian Hammi...
So ... to unleash another force against Cole, the Resistance and Midnighters from Primal Earth are going to bang the gong in Praetorian Orenbaga and run like heck with demons following them to Nova Praetoria to present Praetor White with a big surprise. -
According to Red Tomax, there is a 12.5% debuff that lasts 6 seconds for the chem rounds, maybe not so great on a single target attack but in the AoEs that does add up.
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This is a good topic, probably one that should be stickied. It does come up often. I think both sets are tremendously successful. I prefer demons/thermal myself for soloing especially. The resists and heals are quite nice. The upper level debuffs from thermal also bathe in the extra recharge you like for your /dark build. Overall, I would say /dark is safer earlier, but a lot of folks on the boards discount the forged pets prematurely. It's a delicious dilemma.
Oddly enough I have a DS/poison level-pacted with a DS/dark. That is a powerhouse combo. -
Exactly, oh mr. tank did your toggles drop and you can't resummon them?
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When you switch zones, you notice the knuckleheads aren't following you, most of the time. What I really don't like is when I zone in a mission and hit an AoE debuff to draw the alpha and the pets are gambling over my cloak.
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8) Stacking Debuffs makes sense, it curbs aggro(SCRAPPER)lock and encourages fighting with the team.
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@PatternWalker:
I agree with making Poison Trap like Static Field. The re-applying sleep would be a big control, and the -end is consistent with the original power. Two things need to be fixed is the trigger mechanism, which almost never goes off as is, and make this power uninterruptible. A targeted AoE like static field or tar patch would be classy. -
For giggles, my Fire/Dark corruptor went Dark Mastery. Soul Drain for some damage boost, proceed to nuke on a tar patch, with a Dark Consumption chaser to get my end bar fixed up. Having the self-heal makes my corruptor a bit more reckless about defense capping. I do know that I can burn down a lot of cimerorans fast in the ITF. Fluffy is good cover for nuking, too.
Edit: for a cold secondary, I would definitely go for the scorpion shield. You have your own little nuking machine with sleet, blizzard, pop a blue, heat loss (or if there are enough targets, you can almost get a crashless nuke from heat loss). -
Quote:1) The soul extraction is great for the pet unique def/resist enhancers. If you can fit some into the other pets, the acc/dmg in soul extraction is NOT wasted. The extra ranged damage is actually helpful in most situations.Hey guys, I recently made a Necro/Dark MM. I'm really enjoying it, but I have a few questions for you.
1) How do I slot the Soul Extraction? I don't know what this pet excels at at all, really. As I see it doing a nice spread of damage and control.
2) How do I slot the Lich? I know he's a control/debuff monster. Should I just do 2 Acc/ 2 ToHit Debuff/ 2 Hold? Also, are strictly all Hami-Os the way to go with this guy when I get to 50?
3) How do I slot the Dark Servant as well? No idea on this one.
4) What set bonuses are best to shoot for? I have no idea what might benefit me most.
5) What's a good APP/PPP to go with? I was thinking Soul Mastery so I could get Oppressive Gloom for even more lockdown, but is that overkill?
That's all I've been thinking about for now. Thanks.
2) Acc and To-hit debuff are a good place to start with the Lich. Hammi-Os are very appealing for this pet.
3) I usually six slot mastermind dark servants with dampened spirits as an economical start. Franken-slotting some accuracy in this pet isn't bad. The big statistic I look at in dark servant is the base 30% to-hit debuff in Chill of the Night, the point blank AoE around the Dark Servant that is a bane to melee attack from nasty foes that run in close despite the tar patch, such as warwolves and carnie strongmen. Also, with content that resists a lot of to-hit debuff, there really never is too much to-hit debuff.
4) Dark secondary benefits from recharge, heal and stun bonuses, from IO and alpha slotting.
5) For the APP, a lot of benefit can be had from manuvers, shadow fall, and the scorpion shield and pushing defense bonuses. The web grenade and soul tentacles in either scorpion or soul mastery are both indispensible. Having said that, increasing your resistances isn't a bad proposition either. I rather like oppressive gloom for discouraging melee intruders. This ability stacks with howling twilight's stun and can mezz harder targets.
Necro/Dark is a classic build that suits many a mastermind. The variety in damage types is a great benefit. I am not sure how you proceed. When I solo, I tend to put the grave knights on aggressive after eating the alpha in bodyguard, and then following with the other pets on defensive follow. Your lich will save your bacon more often than not and the dark servant is much more melee minded and is great support for the grave knights. The new dark servant melee approach benefits the grave knights possibly more than other mastermind pets. -
No, you aren't the big killer, but leveraging your AoEs will definitely help. Fistful of arrows and explosive arrow in tandem with freezing rain should produce respectable results. In later levels, the stun arrow will help mezz troublesome targets. I don't have a lot of experience with archery, but the biggest selling point is the crashless nuke, much like the crashless nuke of dual pistols. It's a huge AoE. Although it might not be a blaster sized nuke, it comes up frequently and definitely shortens battles.
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Flaming Dragon, I can see the allure of extra damage, especially for your lowest tier pets. For an additional counterpoint. Cardiac can viewed as a more defensive choice, too, since in addition to your endurance needs being addressed, cardiac can be slotted to boost your damage resistance on the radial branch. Damage resistance would benefit the ember demon's resistance aura, which is fairly big and buffs allies, and also shadow fall, which is the best dang resistance to psionic damage in the game.
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This depends on what you plan to do mostly whether to go corruptor or defender. If you plan to solo mostly, making a corruptor would make sense. If you plan to team, the defender's buff rate is higher: 25% on fulcrum shift compared to 20% for the corruptor rate. In other words, the defender can bring the scrappers, blasters, dominators, tanks, stalkers, masterminds (and pets) and brutes to higher damage levels.