-
Posts
2510 -
Joined
-
Quote:They absolutely DO stack, and the effects stack with the shadow fall resist/defense (but the res/def bonus from steadfast affects only the mastermind) and manuvers defense. Fearsome stare will sort out a lot of foes on the initial blows. A lot of powers have a 'wait, let me hit you first before I am mezzed' action. Fearsome stare (as well as gale, Howling Twlight, and a few other attacks) are true alpha busters. The ones it misses are notified that you attacked and are promptly dealt with by pets when they return fire.think these builds would have fun in a +4*8 BM farm?...im thinking they should stun just as good as a firekin and with even more pets, I dont see how it could be an issue.. if the pets have a bunch of resist/defense..
Oh.. speaking of resist/defense.. do the 4 different aura IO's stack?... the 2 defense and 2 resist
You WANT them to hit your mastermind first in bodyguard mode. (You talked about stun. The first few actions of the protector bots are their photon grenades and their seeker drones. More stun, more stacking when you fire off Howling Twilight the auto-hit yet low-level mag stun if you like Bots/dark.) Sometimes, your fear is resisted by bosses, and the boss attacks you. That is ok, because demon prince's first attack from range is usually his block of ice hold. This is another advantage of the fearsome stare lead-off. His hold stacks with dark servant's petrifying gaze and any hold or patron epic hold you may take. -
Quote:Thank you for your kind words. Posting a build for /dark has some hazards. The /dark set, you kind of grow through with your slotting. Early on, yes, everything towards tohit debuff is not overkill. After you get all your pets and your dark servant, it's time to work on maximizing your slotting.I love your build Psylenz. I will probably do something similar. Most of my changed are just personal play-style changes or nit picks, ill share a few of the things id change but there is one major issue I have: The slotting of fearsome stare. Slot this thing for to hit debuff not fear. It has a fine duration and it's more an alpha mitigator and a debuff.
Aside from that i think hell on earth is an awesome power and deserves a few extra slots beyond the auras. Also I have ninja run and dont need flight so much. Hybernate is a great place for a cheap purple as well.
I love the fear component in Fearsome Stare, but the debuff is NOT negligible - until Dark Servant just makes everything so much better. Glimpse of the Abyss has some great set bonuses I can't pass up. At level 38+ when you hit that first group with FS, one or two might not be slept. In bodyguard, their counterattacks against six demons (or whatever mastermind pets) seals their doom. The AoE splash surely takes out their neaby allies. So, at higher level, I slot more for set bonus and for fear to take care of adds, the uninvited spawns. While they are feared, the demons will finish the first group. A caveat, remember: nemesis resist fear, open attacks with Howling Twilight to erase their alpha attack.
The build I suggested is the build I would have just before going nuts with purple sets or HOs. With the hero/villain tip mission system, getting 2 or 3 LotG recipes isn't hard at all anymore. Also notice that the LotG +recharge do have a defense component. You won't sacrifice defense a bit slotting one. -
I am going to Icon. I don't like how my boot looks.
-
-
Yes, I would go for that idea. It's very sound.
-
Quote:Oh yeah, that's a good one, too.*snip*
5. And implement EvilGeko's solo/small team Incarnate Path - http://boards.cityofheroes.com/showthread.php?t=254375 - or something very like it. -
I missed this one. If we can send enhancements with an email, definitely send an SG invite request via email. SIGNED!
-
1. First things first, I have had a nitpick since the game started about the way targeting cycles. There are two obvious and separate ways that the Devs developed their interesting interpretation of the word 'next'. I know there is a target nearest foe/friend, but next is broken. Currently, if you target a foe in the nearest spawn that is physically the farthest from you, clicking target next will jump your target reticle to the nearest foe in the SECOND nearest spawn, potentially hundreds of feet away. If you use a power that was limited to 10, 15, 18, whatever maximum targets affected (targeted area of effect), the concept of 'next' doesn't function (when counting the nearest/next 10, 15, 18) anywhere near the way it does when you click 'target next' -- thankfully. Targeting the next foe also gets dicey when targets are moving.
2. I would also like to revamp some zones. There could be a lot of rich new content in the Shadow Shard. Rebuilding Baumton could provide a lot of story content with level 11-19 foe groups like the Vahz, Council, 5th, clocks, Outcasts, and Trolls. Dark Astoria could use a make-over like Faultline received. Nerva needs a make-over, too That zone has a lot of dead space in it that players jump, swim, or fly through.
3. I like the previous ideas of new zones - European zones for exploration of the Fifth column and Council origins; these could be a historical progression of the Cimeroran arcs not to bash any Earth prime cultures. An Egypt zone would be wonderful, too. To balance this, a new zone with Asian flavors would also garner a lot of interest. Dare I mention the moon zone?
4. I like proliferation, but there could be more powersets, too. I am thinking of something along the attacks of the Snakes, Coralax, maybe some Praetorian epic sets (instead of arachnos think Imperial Defense Force).
5. A whole task force of fighting evil/opposite duplicates of yourself is interesting. This could be an expansion on the Protean story arc. It could fit nicely as an alternative to Citadel, which I find to be dull, and of course it could be ported over to the Red side as well. -
I don't remember how long ago the changed occurred, but you can't slot a Force Feedback chance for recharge proc in the Assault Bot and get any benefit. In fact, with the change, there is NOTHING you can do to affect the recharge rate of pet powers.
-
http://www.globalgiving.org/projects...sunami-relief/
In addition to donating to sites such as the above, I am inspired to go back and purchase a couple booster packs I deferred purchasing - just to show my support for a classy organization like NCSoft.
PLEASE, give to a charity, the ones listed in the original post are superb! Sacrifice a latte, a coke every so often, buy some clothes at Goodwill/Salvation Army/etc instead of label brands and use the savings to donate to help our friends in Japan. -
I, too, am very impressed and very pleased with the generosity of NCSoft.
Fellow community members, I would encourage you, if you are able, give to a charity involved in helping our economic and political friends in Japan. The country is in DIRE need of any assistance. The list of charities that received donations from NCSoft is a great place to start looking for a charity to donate to. -
Perhaps you didn't take snowstorm, but it has -travel speed, -fly, -recharge. It is a very hefty debuff that you can take very early in your career.
-
I just don't like the fighting pool. I am really flexible on the patron/epic powers. I kind of made this for level-up slotting, but I couldn't resist putting some place holders in for LotG, which DO contain a nice defense component, too. Ember demon heal, ember demon resist shield, shadow fall, twilight grasp (soonTM to be improved upon) frozen armor and hibernate should keep you upright without the fighting pool. I threw in some tasty resist and defense bonuses in manuvers and shadow fall to give an idea of how you can really stoke up the protection.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
DSDM: Level 50 Natural Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Chill Mastery
Villain Profile:
Level 1: Summon Demonlings -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), BriL'shp-Dmg/EndRdx(5), BriL'shp-Acc/EndRdx(7)
Level 1: Twilight Grasp -- H'zdH-Heal/EndRdx(A), H'zdH-Heal(7), H'zdH-Heal/EndRdx/Rchg(9), H'zdH-Heal/Rchg(9), H'zdH-EndRdx/Rchg(11)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(11), P'ngTtl-EndRdx/Rchg/Slow(13)
Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-ToHitDeb/EndRdx(17), DarkWD-Slow%(17)
Level 6: Enchant Demon -- EndRdx-I(A), EndRdx-I(15)
Level 8: Lash -- Acc-I(A)
Level 10: Howling Twilight -- RechRdx-I(A), RechRdx-I(19), Stpfy-Acc/Stun/Rchg(21)
Level 12: Summon Demons -- Acc-I(A), H'zdH-Heal(19), BriL'shp-Acc/EndRdx(21), Dmg-I(23), Dmg-I(23), H'zdH-Heal/EndRdx(25)
Level 14: Hover -- Flight-I(A)
Level 16: Fly -- Flight-I(A)
Level 18: Hell on Earth -- Dmg-I(A), RechRdx-I(27), RechRdx-I(27), ToHit-I(29)
EDIT FOR STUPIDITY! FOUR SLOTS OF PET/RIP bonuses go in Hell on Earth
Level 20: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(31), Abys-Acc/EndRdx(48), Abys-Fear/Rng(48), Abys-Acc/Fear/Rchg(50)
Level 22: Shadow Fall -- S'fstPrt-ResDam/Def+(A), LkGmblr-Rchg+(25), Aegis-Psi/Status(34), ImpArm-ResPsi(36), ImpArm-ResDam/EndRdx(36), ImpArm-ResDam/EndRdx/Rchg(46)
Level 24: Maneuvers -- Ksmt-ToHit+(A), Krma-ResKB(29), Ksmt-Def/EndRdx(36), LkGmblr-Rchg+(37)
Level 26: Summon Demon Prince -- EdctM'r-Acc/Dmg/EndRdx(A), Dmg-I(31), P'ngTtl-Acc/Slow(31), P'ngTtl-Acc/EndRdx(33), P'ngTtl-Dmg/Slow(33), P'ngTtl-EndRdx/Rchg/Slow(33)
Level 28: Crack Whip -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(34)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(46), AdjTgt-ToHit/EndRdx(46)
Level 32: Abyssal Empowerment -- EndRdx-I(A), EndRdx-I(37)
Level 35: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(40), Cloud-Acc/Rchg(40), Cloud-ToHitDeb/EndRdx/Rchg(42), Cloud-Acc/EndRdx/Rchg(42), Cloud-%Dam(42)
Level 41: Flash Freeze -- IComa-Acc/Sleep/Rchg(A), IComa-Acc/Rchg(43), IComa-Sleep/Rng(43), IComa-Acc/EndRdx(43)
Level 44: Frozen Armor -- RedFtn-Def(A), RedFtn-Def/EndRdx/Rchg(45), RedFtn-EndRdx(45), RedFtn-Def/EndRdx(45), RedFtn-EndRdx/Rchg(50)
Level 47: Hibernate -- RechRdx-I(A), RechRdx-I(48)
Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
Level 47: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(34) -
You can stand around and chat alot. You can be prone to profanity. You can use brawl instead of headsplitter. I usually don't pay attention. A little extra aggro, (but I do hate when a player consistently tries to solo other parts of the map separate from the team) but the one thing I do NOT tolerate is AFK for more than a quick bio in a TF or trial.
I have seen very good, attentive and beneficial teamwork from very young and/or very new players, and I have seen abusive, ignorant, and inattentive 'experienced' players.
I usually team with global friends. -
I picked up the whip attacks on my demon summoners. I would suggest you try to fit in lash and crack the whip. Crack the Whip especially has a nice AoE with a -resist component.
-
Quote:Nerve would boost the shield defense from the protector bots, too.Yeah, I'm about to roll up into my Bots/Poison's alpha, too, and I'm pretty much in the same place. As a side note, don't forget Noxious Gas's 4 second, mag 1000 hold (unless they've changed that) in your calculations. I went Leviathan instead of Mace, so the +Def doesn't matter as much to me, but the thought of Musculature pushing my debuffs and bot damage past their current ED limits is appealing. Spiritual's boost to slow would be nice, but I already have Neurotoxic Breath effectively permanent (on one group, anyway), so it's not going to help a tremendous amount.
Boosting the duration from 4 seconds to 5? 6? I guess on an AV every second counts
Recharge in noxious gas is the BIG selling point of Spiritual. The extra stun duration in the protectors stun attacks could really help with the poison secondary that doesn't have a lot of AoE soft control. I am still torn though, musculature dmg-poison/debuffs, nerve defense-hold duration, and spiritual recharge-stun-slow-heal(?) I am leaning spiritual, I suppose. -
As a new player, you have picked up on a lot of the preferred powers and enhancement slotting tactics. Dark miasma itself has a lot of different strategies to maximize its usefulness. Demon summoning has some wrinkles in set IO usage different from its cousin mastermind sets.
Twilight Grasp is a superb heal as well as a debuff. Soon(tm), the radius of heal on the mastermind will be increased to match the defenders and corruptors twilight grasp. The set bonus from six slots of tohit debuff, IMHO, is not enough of a consideration to avoid enhancing the heal of your mastermind.
I didn't even realize that darkest night could take accurate to-hit debuffs - no accuracy check.
Shadow fall needs to be slotted for resistance buffs to some extent because it is one of few powers that protect against psionic damage type. The buff aura is big and will be greatly appreciated on teams especially. Think Psychic Clockwork King in the Lady Grey Task Force.
Your middle tier and top tier pets, ember demon and demon prince have special slotting concerns for endurance. Ember demon heals, has a resistance buff aura and the demon prince has shiver and chilling embrace which are non-damage debuffs. Since the Demons were in beta, players have reported that endurance buffs from pet damage IO enhancements sets DO NOT reduce the endurance cost of the heal, buff, and debuff powers. Fortunately the pet damage IO sets aren't that dazzling to start with. For my demon masterminds, I franken slot some heal, resistance, and slow IO sets pieces in the pets. For example 4 Pacing of the Turtles does not really sacrifice much since you can get enhancements to accuracy, slow, end cost and even damage. The 9% accuracy set bonus is nice, too. -
Quote:Web envelope is underrated from the mace mastery, too.I apologize for posting that build in your thread.
Your build looks very strong, the one thing that worries me a litttle is the Endurance usage, any way to work a couple more slots into Stamina?
If you don't care for the look of Ice Armor, what do you think of Scorpion Shield (also Def), though you lose Horefrost by going in that direction.
Take care,
Rich -
Even so, if you toggle on oppressive gloom before running in to TC, you afford yourself some protection while you stun > build up > end replenish. Toggle off when you finished the melee sequence, kind of reverse in flavor to your hurricane. This could probably be set up as a macro. The end replenish and build up are good enough to consider dark mastery. There is also a self-rez!
I don't run mids at work or I could open your build probably. -
I can't open the OP's two sample builds at my alternate secret location in the real world (work). I would suggest if you do decide to go the dark pit/thunderclap route, that you should go all in. Take the Dark mastery hero epic pool. Oppressive gloom will stack even moar stun in AoE fashion. By applying thunderclap, most likely you are toggling hurricane on and off for the stun. Dark mastery also has a damage buildup type power and a PbAoE endurance refill power. All of these features along the stun route are benefited by extra stun and extra recharge in the spriritual alpha. Also note, if you are not fully slotted for the slows, freezing rain and snowstorm should benefit from the spiritual partial radial revamp. That's not a shabby approach at all.
-
I just got my Notice of the Well, and some shards and pieces for my alpha slot. I am working on my first mastermind; he is Robots/Poison. I am REALLY torn over three options. First is Musculature tree for Damage, Defense Debuff, ToHit debuff, and immobilization (in the mace mastery web envelope). Second is Nerve, also very appealing, Accuracy for the 3rd tier pets, defense also from the protectors and the mace mastery shield, but also the hold is appealing for paralytic poison and the mace mastery hold. Third option is the Spiritual. Poison benefits from recharge in Noxious Gas and to some extent the faster recharging features. Poison also has a nice wide cone of Slow which benefits from Spiritual. Robots benefit from extra recharge (and heal) on repair, more heal from the protector bots, and additionally more stun from the seekers and photon grenades.
Come to think of it... buffing the amount of heal enhancement of protector bots is unwise after additional thought, but the more frequent repair (and alkaloid) might offset that.
I do run tactics and have my robots well-slotted for Accuracy. Extra defense for the protector bots and mastermind is still appealing.
Bah, I am still quite torn. -
Huh, my alzheimer's must be progressing.
-
-
Quote:oh yes, quite right, was thinking of the Defender version. Indeed, detonator is FAR superior to time bomb.Incorrect, we get Detonator.
If a pet is going to die, might as well blow it up for some nasty AoE damage.
The real bonus to Detonator is that it doesn't require accuracy or damage slotting, as the power will be affected by the damage/accuracy slotting of the pet you activate it on. Slap one endurance reduction or one recharge reduction in it and call it a day, save your slots for other powers.
edit: say, you know they COULD give that power to defenders/corruptors for the ever squishy blaster teammate - kind of like a prescient fallout power. HA. -
I have to agree that Freezing Rain is still pretty amazing, even if you can't kill Hammy from max altitude anymore with a flying storm crew...
... but the power that still sends chills down my spine, even without the uber sound effect, is FULCRUM SHIFT!
Many people love their huge damage cap pushing buffs, but it also is a great debuff, too.