Psylenz

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  1. My level 50 build is built for recharge and permadom. This fixes problems with slower recharging powers, too. Secondly, I did slot a lot for endurance drain in conductive aura and static field. Back in the Halloween event, I could drain Eochai to 0 end where he stopped foot stomping. That is a lot of mitigation.

    Jolting chain, the gremlins, tesla cage, chain fences all work to drain and keep foes drained of endurance. I include a steady dose of jolting chain in my attack cycle to augment the drain and knockdown from the gremlins. I also use paralyzing blast frequently. As noted, synaptic overload is best cast on the group after the current one, so a paralyzing blast is a great opener to new missions, new floors, etc. With permadom, it's especially amazing.

    I simply didn't have the room early on to pick up the single target electric fence. Single target ranged attacks, single target melee attacks, PbAoE attacks, hold powers, +tohit, targetted AoE attacks, confuse powers, recharge intensive pets, and powers that take defense IOs can slot sets with -recharge bonuses. Going permadom didn't really gimp my powers, but I am going for musculature to beef up the damage.

    I did pick up a patron power, frozen armor to beef up my abilities some. Opening with sleet also takes a big bite out of most alpha strikes. Running your domination controls and endurance draining are where my dominator gets most of his mitigation. It's not a huge boost, but your conductive aura and your static field do provide some added regeneration along with the endurance transfer.
  2. In general, there are two things you should be aware of. The second tier demons and the demon prince suck down end. They have auras (cold, slow, heals, resistance) that are NOT enhanced for endurance reduction by pet damage IO sets. Second, with the buff to flight speed, you do not have to enhance fly to be at maximum flight speed. (I see you went for a Freebird set and that looks fine if that is what you are after but the extra fly enhancer is a wasted slot.)

    Now the nitpicky things: why do you have single Pacing of the Turtle Acc/Slow in Tar Patch? Tar Patch is auto-hit. You would be better off with a generic recharge reduction IO.

    Shadow Fall craves six slots: it has stealth, it isn't bad for another layer of defense, and the resistance is good for protection for psionic damage. There are precious few powers that are extra psi resistance. I would put at least that extra fly slot into shadow fall for a nice chunk fo resistance.

    I chafe at putting more than the LotG Recharge boost in Stealth. This slot would do a world of good in shadow fall.

    I suggest the cardiac slot for you demons/dark.
  3. This is my level 50 Electric Control/Electric Assault which I built for max recharge for permdom, without purples. Obviously purple sets would improve most stats. I just couldn't pass up sleet. I plan on taking musculature for the damage.


    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    TesIa Teen: Level 50 Natural Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Electricity Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(13)
    Level 1: Charged Bolts -- Entrpc-Heal%(A), Entrpc-Dmg/EndRdx(3), Entrpc-Acc/Dmg(5), Entrpc-Dmg/Rchg(5), Entrpc-Dmg/EndRdx/Rchg(46)
    Level 2: Chain Fences -- Acc-I(A), Acc-I(7), Efficacy-EndMod/EndRdx(7)
    Level 4: Lightning Bolt -- Entrpc-Heal%(A), Entrpc-Dmg/EndRdx(9), Entrpc-Acc/Dmg(11), Entrpc-Dmg/Rchg(11), Entrpc-Dmg/EndRdx/Rchg(46)
    Level 6: Jolting Chain -- Acc-I(A)
    Level 8: Conductive Aura -- Acc-I(A), Acc-I(13), EndMod-I(15), EndMod-I(15), EndMod-I(17), Heal-I(17)
    Level 10: Super Jump -- Jump-I(A)
    Level 12: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Dmg/Rchg(21)
    Level 14: Static Field -- Acc-I(A), Acc-I(23), EndMod-I(23), EndMod-I(25), P'ngTtl-EndRdx/Rchg/Slow(25)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 18: Paralyzing Blast -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-Acc/Rchg(29), BasGaze-Acc/Hold(31)
    Level 20: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-Rchg(45), AdjTgt-ToHit/EndRdx(45)
    Level 22: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(43)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Synaptic Overload -- CoPers-Acc/Rchg(A), CoPers-Conf%(34), CoPers-Acc/Conf/Rchg(34), CoPers-Conf/Rchg(34), CoPers-Conf(48)
    Level 28: Static Discharge -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(46)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A)
    Level 32: Gremlins -- ExRmnt-Dmg/EndRdx(A), EndMod-I(37), ExRmnt-Acc/Dmg(37), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Acc/Rchg(39)
    Level 35: Thunder Strike -- Oblit-Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Rchg(40), Oblit-Dmg(43)
    Level 38: Voltaic Sentinel -- Acc-I(A), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg(42), ExRmnt-Acc/Rchg(42), EndRdx-I(42)
    Level 41: Sleet -- ImpSwft-Dam%(A), Achilles-ResDeb%(43)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(48)
    Level 47: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(50), AdjTgt-EndRdx/Rchg(50), AdjTgt-ToHit/EndRdx(50)
    Level 49: Stealth -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- RechRdx(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A)



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  4. Acc/Def/Hold is very inviting for a defensive pet set with a poison secondary, and you have 2 holds (not three? paralytic poison, noxious gas, and a patron?). Just saying, you get really good recharge on paralytic. With more duration, stacking is easier and you can cover your lack of AoE controls (except for neurotoxic breath) by spitting out a lot of holds.
  5. In my opinion, sonic blast is probably the best min/max secondary for FF, but going the double AoE stun with a good helping of tenebrous tentacles does provide a lot of soft control that has benefit on top of the -tohit. Your vision of FF/dark has merit. I say go for it. Slot more for damage than -tohit in the dark secondary, and like you proposed, proc out baby.
  6. Psylenz

    Demons

    Bots have defense in the protector bot shields. Enforcers have leadership/maneuvers which is also defense based - not resistance.
  7. Quote:
    Originally Posted by mika6452 View Post
    Edit now im level 50 withought a build LOL, but i'm taking back that i would like to keep mace as my epic pool i dont mind any of them, so if anyone feels like helping me i could really use it now, Thanks
    Are you going permadom?

    Gratz on the fast levelling!
  8. Quote:
    Originally Posted by Fuzun View Post
    Stonies are vulnerable to Negative Energy.
    Ah yes, I do recall my Dark defender buzzes through DE also.
  9. Solo'd all the way? That sounds kinda lonely
  10. Psylenz

    Fire/Dark

    First, I would definitely take Darkest Night even if all you could afford would be two level 50 generic IO enhancements. There is the tohit debuff everyone likes, but there is also a big BIG damage potential debuff that will absolutely save your bacon.

    Blaze is a super power. I can't imagine my Fire/Dark without hers. Those cute little Damage/Range Hammi-Os were meant especially for Blaze (and Cosmic Burst) to give them added boost.

    Your Twilight Grasp would do a lot better with accurate heal IO sets. Even with accuracy set bonuses a little accuracy in the slotting can't hurt and the accurate heal bonuses aren't shabby either.

    Howling Twilight and Tar Patch perform a lot better with as much recharge enhancement as you can afford. What's better than one tar patch? TWO!

    I wouldn't slot the Dark Servant with so much heal. Every action the Dark Servant performs applies a tohit debuff, and the Chill of the Night debuff aura around your dark servant is a whopping 30% debuff. With maximum enhancement for tohit debuff on your Dark Servant you have a very safe place to operate right beside the Fluffy.

    You can play at range and succeed. I prefer to have the nuke and took the dark mastery with soul drain and dark consumption. Tar Patch, buff damage, nuke, pop blue, hit the consumption, and off you go.
  11. Quote:
    Originally Posted by OmnipotentMerlin View Post
    K. Yeah I know alot of people that use it. Some of them Veterans I was like how have you been able to play MMs for so long.

    Well hey on the bright side I bet your pets last longer then my ninja/ta MM. Ugg they are a huge pain in the butt. But I did it on purpose to myself. Made a bot/ff and a ninja/ta hehe.
    Sometimes, on my masterminds I know things are so locked down or one-sided, I will turn the pets loose. In fact, I usually use attack/aggressive for my demon prince with the rest of the demons on follow/defensive. The demon prince likes to use his single target hold as his opening salvo and I like to direct where that goes . OF COURSE in boss/EB/AV fights, it's ALL BODYGUARD all the time.
  12. My comment about Devouring Earth and hating fire wasn't about level of threat. I meant they are usually more susceptible to fire damage - trees and mushrooms. I am not so sure about the rocky guys though.
  13. Psylenz

    Demons

    Quote:
    Originally Posted by Biowraith View Post
    It's to do with the game treating damage and damage resistance as the same thing internally (or something to that effect). That's the only power that can take both types, so that's why you don't see it elsewhere (though similar things happen in a few places with other enhancement types). It doesn't actually have the effect the enhancement screen shows because the pet abilities are flagged separately from the pet summon power with regards which enhancement types they can take i.e. the pet summon is flagged to take both so you get the screwy numbers shown, but the pet's attacks aren't flagged to accept damage resist, and the ember shield isn't flagged to accept damage, so neither actually cascade down to them and they get enhanced normally. Or something like that, I'm working from memory of other people's explanations in earlier threads.
    That's about it exactly. No other mastermind has a pet where you can enhance with two different tiers of enhancements: damage and damage resistance in this case, so it shows it at the lower tier for damage. If you get 66% damage showing on the tier two demons its really over 90%.
  14. Quote:
    Originally Posted by rsclark View Post
    <snip!> ...

    The other build that mixes end reduct from both slow and damage sets might do much better on end (insofar as the prince is concerned.)
    The OP's slotting with Pacing of the Turtles looks very similar to my demon prince slotting. Most everything the DP does includes a slow component, and the Pacing of the Turtles includes some damage enhancing with slow and accuracy, so you aren't really gimping the DP.

    For all you stormy users, please remember, slot your freezing rain with 90%+ recharge. It's that good, it's important. Freezing rain for every group. Freezing rain twice for boss groups.

    Hell on earth is your seventh pet summons, tornado and lightning storm are you eighth and ninth pets so slot for recharge accordingly.
  15. 1. What level is your Demon/dark?
    2. I assume you still do your best at dark debuff with fearsome stare, darkest night, and howling twilight.
    3. Are you in bodyguard mode? Bodyguard helps pets as much as it helps you.
    4. DE usually don't like fire. It's odd in that your demons have a lot of fire.
    5. Does your brute buddy try to tackle more groups than you can reasonably expect to be successful with?
  16. I have a level 49 Electric/electric Dominator that I started when Going Rogue went live. I really like the combination. I built it for recharge - permadom - and for endurance drain.

    Electric domination has a single target hold - tesla cage - which also does pretty good damage for a control power. It has an AoE immobilize and a single target immobilize; I didn't take the single target immobilize. The immobilizes don't prevent knock back. Electric domination also has a chain knockdown power, which also drains a chunk of end every time it hits. Your pets also get this later. Having 3 sources of knockdown is decent mitigation in itself. The end drain is gravy. There is also a targetted AoE hold that I think is very good, too, especially when domination is active.

    There are two powers in Electric Control that make the set very different. Conductive aura will drain off endurance at a good clip and regeneration at a modest clip. This is in an aura around the dominator. The second power is Static Field. It's a targetted AoE 'patch'. The patch siphons off endurance from affected foes in the field, transferring recovery and regeneration to allies in the field. The patch also slows affected foes. The most obvious aspect of the patch is that it 'sleeps' affected foes. This sleep is different from all other control sleeps in that it will re-apply sleep to foes that are awakened in the patch as long as the patch endures. Static Field is a signature power. Melee teammates are very fond of the extra recovery. Single target fighters enjoy safer fighting since unattacked foes stay asleep. The slow of static field and the knockdown from jolting chain impede runners.

    The electric assault dominator gets 3 melee attacks. They play right into being in melee range for conductive aura and static field benefits.
  17. Psylenz

    MM Help

    Welcome to masterminds. When I plan a mastermind/Dark Miasma, I usually back into the build from the must-take powers you grab when they are available.

    Level 6 - Enchant
    Level 12- Summon Demons
    Level 18- Hell on Earth
    Level 26- Demon Prince
    Level 32- Abyssal Empowerment

    There are critical dark powers, too:

    Level 2 - Tar Patch
    Level 20- Fearsome Stare
    Level 38- Dark Servant

    and there are other key /dark powers you want before level 24ish: Darkest Night, Howling Twilight, Shadow Fall. Aren't you glad you do not have to fit in stamina by level 20 now? The to-hit debuffs in this set are too valuable to delay.
  18. I did do that with a number of my heroes. The really sad thing is the NPC FF defender is heavily enamored with detention field.
  19. Psylenz

    Bots/Traps input

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    The main purpose of seeker drones is as a sacrificial pet to take the alpha strike. That being said the -to hit and -damage debuffs are pretty useful so I recommend a bit of -to hit slotting along with recharge. The stun is not particularly useful.
    Your seeker drones with your protector bot seeker drones can take a big chunk of damage potential out of spawns. I totally concur with Adeon on this one. The expendables take the first hit, which is always a good thing.
  20. I happen to like synaptic overload -- a lot. If you want more of the spawn involved, just cast it before you finish the spawn you are on. The power can miss, so some accuracy is advised. It then happily jumps from foe to foe. Confused foes don't hit you; it's HARD control. Be careful, some bosses show the confused purple light, but aren't really confused. You will experience that soon enough. If domination is up, it's no problem.
  21. The pluses of this forum:

    Even if we disagree, most of the time we post why we disagree and not just flame.

    Even if we are new and ask a question that has been repeated (how do I slot protector bots?), a lot of times, answers are given or links provided to previous answers.

    As in many games, there are some aspects some players are better informed than others, and vice-versa.
  22. I don't have the cardiac uncommon yet. I intend to. It is intended that if you can enhance a power then the alpha slotting will affect that corrseponding power.
  23. Psylenz

    Empathy/Psi

    On my FF defender I can rotate psionic tornado, psychic scream and repulsion bomb. Between the knockdown AND the -recharge, it's a LOT of mitigation. Maybe if you picked up something like telekinesis from the epic powers you could add some more goofy mitigation to this combo.
  24. Quote:
    Originally Posted by anonymoose View Post
    With that much buffing, your scrappers were probably as survivable as the average solo tank.

    A granite tank would have been superfluous on that team, he'd gain very little survivability from the buffs. Stacking bubbles and crab defences and therm resists onto a scrapper built for damage OTOH...

    There's a lot of ways to build ridiculously good teams, and MMs can be a big part of the mix.
    I should have emphasized it was the powersets more than being masterminds. The defense stacking and resistance shielding would make an empath defender as sturdy as an ice tank I would think. For instance, a thermal corruptor and a FF defender with the heals and buffs from the kinetic in presence of teaming leadership of a SoA is just as much kick butt.
  25. First, I will go on record that deciding between /dark and /thermal for a demon summoner is like deciding between cake and pie. It's a delicious dilemna. Both can be played to great success. I have a few demon summoner alts. One is a DS/poison level-pact with a DS/dark. We really rock the Rogue Isles. My main Demon Summoning mastermind is a DS/thermal. It does bloom a little later than dark even, but it is very sturdy and successful. I do have a lot of other masterminds */dark.

    Your demon summoning/dark is still young. I don't know which /dark powers you have, but I am sure you don't have all you want so far. There are a lot of powers to take before level 20 even with fitness powers becoming inherent. Having a lot of recharge with slotting, hasten, and invention origin bonuses is key. Much later on, many many of my */dark villain sets take spiritual alpha slotting for even more -recharge (and extra stun in howling twilight).

    Level 24 is definitely where you will find your mastermind takes off. You get your second lieutenant pet. You should have howling twilight and fearsome stare. Your endurance concerns should be addressed. Your pets have SO equivalent (or better) slotting.

    Prior to your maturation levels, spam the heck out of twilight grasp for DEBUFF on red con targets as much as the heal to your pets. You can use darkest night and howling twilight to get a jump on spawns as you encounter them. Tar patch is a big deal; make sure you have it available as much as possible. Stay in bodyguard mode. If your tools to take aggro are only a whip attack or twilight grasp, use them so that your mastermind takes the first strike in bodyguard mode. DO take hell on earth when you get to level 18. If nothing else, the little hellfire imps will keep the damage off you and your pets.