Psylenz

Renowned
  • Posts

    2510
  • Joined

  1. It's a display bug. Since your tier two pets accept damage resistance enhancements, all buffs are displayed at the damage resistance scaling. In actuality your pets damage should be ~90%
  2. Psylenz

    MM or Crab pets?

    Level 50 content is highly biased against masterminds. Level 50 tip missions still work, but the TFs, and upper level missions are designed with bosses and AVs that wipe out all the pets within 10 seconds.
  3. Psylenz

    Just started

    I would agree with Adeon. I would also point out some other pertinent aspects. Let's say you decide, hey my damage is never going to be blaster scale. In fact the disparity between blaster attacks increases in margin over defenders as the levels go up. You still have a very useful secondary, in your empath's case: dark blast aka debuff my foe's chance to hit.

    To hit debuff from a defender secondary does more than just marginal debuffing. With your cones, you can apply the debuff to multiple targets. That might get your gears rolling. Enhancing for damage is good for soloing especially, but maybe a bigger emphasis to recharge rate in something like tenebrous tentacles worth be worth noting.

    With proper utilization of debuffs, defenders have shown repeatedly that less healing is needed. Then you can focus on your empathy buffs even more. I wouldn't skip a power in empathy. Some would tell you Absorb Pain comes with too high a cost by preventing yourself from being healed for a time span, but nothing pulls a tank from the brink of defeat to full health like a well-timed absorb pain.

    If you worry about not knowing who to use your blasts on, I suggest you target through either a scrapper or a blaster. Your blast won't ever exceed the threat of the damage dealer bringing too much aggro to yourself. Blasters would very much appreciate lessening the chance for return fire.
  4. Quote:
    Originally Posted by Scene_EU View Post
    there is a similar bug with bot/dark where the summoning fluffy animation gets replaced with the upgrade pet animation. I'm not sure if this actually applies the upgrades to the bots, I'll have to check this.
    This would be intensely interesting to test with /dark masterminds, too. This sort of relates in some manner to how the pets autoupgrade your pets if you zone to another zone or mission door. It also replenishes the minion health since the zoning actually re-summons them.
  5. I am thinking like you Silver Tooth, Musculature, some serious defense debuff when you really really need it in incarnate TFs, but again, Cardiac is hard to argue against, too.
  6. This is my goal build of my Electric/Electric Dominator. I am trying for max recharge. I am not sure the ramifications of spiritual alpha slotting on domination, but I seriously believe I will go to the musculature to make up for any damage shortcomings.


    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: Concealment
    Power Pool: Leadership
    Ancillary Pool: Psionic 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 -- Bfdlng-Acc/EndRdx(A), Bfdlng-Acc/Conf/Rchg(34), Bfdlng-EndRdx/Conf(34), Bfdlng-Acc/Rchg(34), Bfdlng-Conf/Rng(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: Grant Invisibility -- 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(48)
    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: Link Minds -- S'dpty-Def/Rchg(A), Ksmt-Def/Rchg(43), Krma-Def/Rchg(43), LkGmblr-Rchg+(45)
    Level 44: Maneuvers -- LkGmblr-Rchg+(A)
    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 -- Heal-I(A)
    Level 2: Stamina -- EndMod-I(A)


    I had posted this in another thread (How do I play dom)
  7. Quote:
    Originally Posted by SpittingTrashcan View Post
    Has anyone tried it? Does it give all their abilities - the jolting chain, the electropunch, and the damage/drain aura - the chance to stun? Do they then actually stun things? Inquiring minds want to know.
    I should give it a try just for giggles. That potentially add up to a LOT of stun.
  8. I haven't played Electric/Psy, but from the posts and the numbers, it is a superior end drain/sapper build. I have played Electric/Fire. I supposed that it would outperform my first EC dom (EC/elec), but there is some conflict between electric control and the AoE/DoT nature of some really good fire assaults.

    I had a quick learning curve, and much success so far with my EC/elec. The electric melee attacks are solid if not earth shattering, and help build up domination quickly without waking everything in the static field. Static Field is the uber new control power in Electric Control. Since it is one suggested build you mentioned, I would at least give EC/psy a try.
  9. Emphasizing what has been said, many powers in the storm set appear to invite 6 slotting a debuff such as defense debuff or slows. We are kind of trained to think more is better. But just for these examples, freezing rain debuffs slow - but you wouldn't want 6 pacings in it. It's overkill and Freezing Rain really begs for maximum recharge. Tornado is a defense debuff, but most wouldn't suggest 6 slotting tornado with undermined defenses. Tornado for one begs more recharge. Veteran storm users also know that damage slotted in Tornado provides benefit when attacking targets that the tornado 'sticks to' and chews down.

    Even a really good power such as steamy mist benefits mixing defense and resistance enhancements as it is useful for both.
  10. Bullet rain and hail of bullets really should have proper damage sets. With swap ammo, you can load specific ammo types that debuff defense, cold (less resisted by CoT and fire users), and chemical which debuff dmg potential. Your slows will be at near maximum effectiveness with snowstorm and freezing rain. Freezing rain > empty clips > bullet rain > hail of bullets is a terrific AoE combo.

    Your current build is low on endurance reduction in snow storm and maneuvers; shoot for around 60% end reduction. Freezing Rain you want more recharge than a full set of Lady Grey's provides. You want ~90% reduction of recharge. Freezing rain is that powerful, you want it all the time.
  11. Quote:
    Originally Posted by JayDee_EU View Post
    I didnt realise CC used up so much end, i can only see one place to borrow a slot and thats from RI, i lose about -1.5%ish target defense with it costing about 0.045% more end. But if i slot a end red in CC instead i use 0.150% less instead. (Have i worked this out right?) And like you say after 41 it will not be a problem anyway.
    I think you slipped a decimal on your endurance calcs, but no matter, choking cloud does use about four times much endurance than radiant infection, so the logic is still there.
  12. Like our stormy cousin Draggynn said, shooting for extra slow like that is too much; it's like putting the fourth and fifth recharge reduction into Hasten. It's not giving you the bang for the buck.

    My personal bias, I don't like to take fighting. Three powers for 5% base defense, yuck. Whereas, the hurricane, out of the box has 37.5% tohit debuff. That's a LOT of mitigation. If you plan on soloing a lot you may find more use for fighting than I would. I usually use hurricane much more when I am soloing.

    An alternate I would endorse to the extra slow would be a focus on stunning. Your Storm/DP has three sources of stun: thunderclap (instead of medicine), suppressive fire, and tornado. With these three, you can easily and routinely stun bosses. The nice feature of tornado is that it 'sticks' to targets with kb resistance.

    The set bonus I look for on my stormies are +HP, +regen, defense, and +recovery - a nod to the ranged defense since your hurricane quickly deals with most melee range foe attacks.
  13. Quote:
    Originally Posted by Bronze Knight View Post
    I threw this together today the toon is only level 14 ATM. Even so I like to plan ahead. This is the first real dom I've played, and accordingly my first dom build.

    Kinda odd too, not having to chase the +def bonuses

    Any way if some one could look it over and let my know if I've dome any thing horribly bad or moronic.

    Perma Dom and Perma Hasten was my objective.


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1624;754;1508;HEX;|
    |78DAA594D94F135114C6EF30C55A689916285B57CA6A2B85464D5C1E8C61D3040C8|
    |688468D75A413DAA44E9BE990B883FAEA9326B289FAE6FAE602EADFA4E0F2E6329E|
    |7BCEED42FAE8247CBFCE9933DF39F7DC3B4C5E1D7132B6789449CA70562D149223B|
    |92B195D357386FDA46ACE1B6AB6713C3B9FD6F494169EC9E9E16953CBE876C658A8|
    |94981CCEE9A691CBC64755C34C17EF2A9E1F2B14D4F9AC299E8B3BCF093DAD199A6|
    |EC68B3FEAA67260329DD7B494137F4E686A3EA3CFB9F0662C339736E14E293E4A69|
    |46219DC9FB46F39959786A68C949B5606AC6B5F212DAA0CF03F0D7213371598CC50|
    |009B6EC2A856AD9F51A1EAAB941B889B0DD22DC46EC5A40F8C048A2B76CD25B341A|
    |7847784FD8402436112B504416E9F2250CB95544E365C22CA23985F0436EAD48AF7|
    |D2E61DD1788BA97845708F76B4404B6C18EDD58B29D56B57B07128435E8C2216C1D|
    |4B803ED6B74C58414457096B882074512FD2EB698D4E5A9C9396DA406B6CA035764|
    |1172EEA82B91C38A55528A80807E517869A7F235AFE10FE22DA2C44080A7A285DF6|
    |7CA0271B888E4DC247C43AD83609DB269AA69FA6E9A76906699A419AE66348F78A4|
    |DF7D2245AA0D756D16BAB17871886E2EDC2B47D04EB044711E131C271C238E20998|
    |FA44BA8F7AE8A41E7AA9875EEAA18F7AA8818201D1432040E95030240E5E680B4D3|
    |BB709DF105DDF093F083F114FA16E44D48DD0D1E8A6A3D14D47A39B8E46EF1B840C|
    |757BC4427BF88A03EC1938F40B87FE05CCDAB348B843B88B88DE43D8C021261C623|
    |42A0536292E1CE2743006E9440CD2F918DC71F83DE030241C86C8C16FABF80E2DB8|
    |D844656400DF9BB295BE3126D1BE45CA59FF757D72167D1CA7EA40A7B99CE67286C|
    |B592EE7B89CE77281CB452E492ED6E7D2DBCA41DED0212E87B91CE1E27583DCE799|
    |76FEF9D4737172717169E0A270717369E2D2C1659D8BE57097FE53585FC04312839|
    |368265F2B43FD18DAAA0CCDE078B7CB21595AC273B3F711E101E12162A86A1BA255|
    |914455647F55645F55A43CEA7F238F3E93|
    |-------------------------------------------------------------------|


    It looks really solid on the Mids numbers. I have just one little teensy squibble about 4 slotting hasten for 4 lvl 50 IOs. You have an accuracy bonus over 70%, but I would throw a second slot into fossilize, perhaps hold duration.
  14. Hi again seebs. Your posts always intrigue me.

    I am liking my Demons/Thermal a lot, and I have many, many villains, corruptors and masterminds, with the /Dark Miasma secondary. That said, I do like the powers you took, just not the order I would have leveled up with. Are you looking to respec for when you exemp down on teams lower than your current level? If not I wouldn't sweat it unless you have slotting issues. The level 30s are where you can make up for a lot of neglected backslotting since you get 3 slots at a crack at 31, 33, 34, 36, 37, 39, and 40.

    My latest leveling style for /Dark Miasma villains is to take clicks first and toggles second. Of course this was due to taking stamina at 20, but you are very slot starved in the first 20 levels.

    For a lot of mastermind sets, provoke is needed to get the aggro to hit the mastermind for the distributive benefits of assigning damage. In my opinion, you don't need that for /Dark Miasma. I can't quote the specific numbers, but I know from experience that tar patch, fearsome stare, and howling twilight generate threat from you. Howling Twilight is a significant debuff and stun with a slow component. Your foes detest being slowed. Twilight grasp itself generates threat because of the debuff nature in the power. Darkest Night is flaky. I have seen hard lieutenants even longbow bosses run like scared Japanese school girls in the shadow of Godzilla when they are the darkest night target.

    Speaking of getting attention, crack the whip is an AoE attack and debuff. I like taking it early also for the bodyguard theme. Nothing says "Over here, demons!" like smacking a fresh spawn with crack the whip as your opener.

    I would prefer tactics over provoke. The added tohit from tactics isn't the best buff, but you get +perception, and that helps sooooo much against nasty arachnos and other foes that would blind you.

    There are a lot of good patron sets to choose from. My Demons/Thermal uses chill mastery. I have on a thermal melt armor a nice targetted AoE debuff. I lay out Flash Freeze, an AoE sleep for the initial volley in my attack chain on hard groups. I can then use melt armor without waking them. Tar Patch, Fearsome Stare and Darkest Night would be in the same category -- non-damaging debuffs. Now you might say, what about bodyguard, don't you want them on you? Boss groups flash freeze helps because I do NOT expect the Flash Freeze to sleep them all, just by 95% successful roll tohit limit and most bosses resist sleep. That's where your trusty demons chime in, dogpiling the first guy that attacks _you_. The mastermind group can use Flash Freeze as a filter kind of ghetto pull. If they do all get slept and you finish the debuff sequence, then it's crack the whip time again.

    Thematically, the chill mastery fits since you do have a cold demonling and your trusty Demon Prince that utilize the cold powers. This would give the mastermind both hellfire whips and chill powers which I enjoy.
  15. Forcefields have improved. The knockdown in repulsion bomb is mitigation along with the low mag stun. Insulation shield has endurance drain protection in it now, too. Your dark blasts work more for _you_ than your teammates since you have the lowest defense on the team without extra IO defense bonuses.

    Do you team mostly? I hope so, that is the forte of Forcefielding. You should get along with life drain. I always tell myself when I am defeated, you know, maybe you should have hit Personal Forcefield sooner

    I would strongly suggest taking the leadership pool. Defenders leverage the best enhancement numbers. Maneuvers will push you close to the defense soft-cap.

    For the APP, I usually suggest Psy mastery for the psy resist in mind over body that covers one of the weaker areas in the defender's protection scheme. Mass hypnosis is also more than situational if you get used to utilizing subtle opportunities.

    If you want to be a nuker, dark mastery is a good choice for defenders, too. You get dark consumption to recover your end, the dark shield, and soul drain to boost damage. I would consider it, since you have blackstar which will give you a lot of mitigation during your recovery time since it has the big tohit debuff for the survivors (NOT recommended for protection from AVs though). When you nuke, your toggles do drop, but your team's little bubbles are still there, unlike a rad defender where all the debuffs disappear when the toggles drop. Nuking is of course a matter of taste.

    Another frowned upon Forcefield power has regained some relevance in the upper level task forces the 50s are using to build alpha slot components -- our old 'friend' detention field, along with the sonic cage and gravity dimension shift. There are some truly hot situations where you can be appreciated for putting a target on ice. One of these situations is in the Statesman Task Force. There are four towers that do some buffing to Lord Recluse. You can't cage Lord Recluse, but you CAN quickly negate one of the towers while some damage dealers are taking out a different tower. It is suggested the bubbler helps the buffers with heals keep the Tank on Lord Recluse upright with the added defense of Dispersion Bubble. (Using force bubble to keep repairmen off a damaged tower is not as productive as you might think-- those guys have to be defeated.)

    I am very happy with how my first FF/psy, first hero is performing in the upper level content. Bubblers are more appreciated by discerning teams for the amount of mitigation they bring to a team in daunting situations.
  16. Quote:
    Originally Posted by Galactor View Post
    My first character was a rad/rad...it's still my favorite character of all.
    Rad/Rad is my third defender. The rad guys are doing quite well in I19. Rad is the swiss army knife of the defender sets. It helps they debuff regen so well, too (I know Traps do it better now, by numbers )
  17. I am finding my first hero, my first defender (Forcefield/Psy) with the uncommon Nerve alpha slot for extra defense is gratifying. The base accuracy of foes is usually 50%, but the +4s in the incarnate missions are starting out at over 60% so every scrap of defense counts!
  18. Quote:
    Originally Posted by Memphis_Bill View Post
    Of course, if you fight anything that commonly debuffs perception or goes all stealthy-like (*cough*Arachnos*cough) Tactics is the better bet for you and your team. IMHO, of course.
    I am in agreement Bill. The defender qualities of tactics on teammates' builds is worthy of consideration, too!
  19. Psylenz

    Good Builds

    To the OP, first you confused me calling it a blaster build, but it's clearly a dominator build I know, picky. Regardless of extra purples and law of 5s, you only single slotted static field THE signature power in electric control.

    My mistake, you referenced an elec X 3 blaster build.
  20. I see the Miracle end proc, the performance shifter proc, numina's recov/regen. I still worry about End overall since choking cloud is a bit underslotted for end itself, and you don't have end reduction in tactics as shown, or the proposed assault replacement.

    I haven't had a character with all 3 of those end modifiers, but I know choking cloud is an END BEAST and the percentage of endurance use reduced directly in the power is worth considering. The last thing you want is a toggle drop after using EM Pulse. Considering you have power since you should be good at level 41 on -- if you dont' get distracted
  21. When I was teaching myself, reacquainting to dom play. I found solo play easier than team play in Praetoria where my EC/elec dom started. Certainly at level 10, say, you don't have the controls to handle the aggro of an 8-man team by yourself. With a tank, other dom or controller, life is easier. With 7 blasters or scrappers, you have a tough road.

    In solo play, I tried to break it down group by group. Two groups aggroed usually means run for the door or out of aggro range. Toss an immobilize over your shoulder as you go.

    In a single group situation, you usually have one hard guy, and two minions although some minions like the rocket launchers can be hell. This is the part I think most other doms wouldn't do. I throw out my best AoE whether it's a sleep or immobilize or confuse, and then back up. (An Aoe confuse is good in groups, but most other lowbie AoEs are not the first tool out of the box in team play.) At level 10 you won't usually mezz them all. Break line of sight from immobilized guys, so they can't shoot you, and then dogpile your assault powers on the first guy that you missed. Sometimes, two come, then you pull away from your first mezzed guy, round the corner behind the computer beside the box, you get the idea, HOLD one of the two. Dogpile the remaining guy. This process can be repeated as mezz powers duration expire.

    If the hard guys is one of the ones you don't mezz right off, doesn't matter, hold mezz #2 and/or #3, stack your hard mezz again on Mr. Toughie, then dogpile first whoever can move then at least whoever is shooting. Held/confused tough guys don't hurt you. If it takes two holds to get him, keep reapplying and finish his lowbie buddies. You do NOT want to run in have your first hold with not enough mag on the Destroyer tough guy allow the toughie to get his best first melee shot on you.

    Especially in praetoria, sometimes you will see a lone guy and think. Hey I can blast this guy in a hurry and move on. It's usually a trap, especially with ghouls. What my point is, if you don't want to use a ranged AoE on a lone target, only one, then use a ranged single shot in case you have ghoulies on the ceiling.

    Holding the mobile attacking guy running into melee with you has a special advantage for EC doms since you can tap into his end with your conductive aura while finishing up his pals.

    Since you are the earth dom, I would think you would do this same process, then when you determine who you are going to wail on, drop the quicksand at his feet. Quicksand won't mitigate the first strike from your foes, but it does help with how quickly you finish the task.

    Good luck!
  22. Quote:
    Originally Posted by Hydrofoil_Zero View Post
    I don't know much but I can tell you that it can get better. The fitness poll is now inherent. Meaning you get it automaticly. So once you respect you'll have 3 new slots for powers.
    I'm not sure but I don't think you're performance shifter: Chance for +End will do anything. I think the chance is supposed to come from every time a power is clicked and Stamina can't be.
    You might want to consider slotting a basic health IO into Summoning Demons for it's heals. And I have know idea why anyone would use Provoke or any of the Presence power poll anymore. Especially for a MM. It's a way ancient hold over and is almost totally obsolete. If you need to pull just use corruption with a range IO. With the removal of Provoke and the freeing up of the fitness poll slots you should consider replacing them with the Leadership powers Maneuvers, Assault, and Tactics.
    You might also want to also swap out Expedite Reinforcement: Accuracy/damage/recharge for Call to arms: Defiance bonus aura for pets.

    Again this is just what little I know. But it should be good advice.
    I would definitely respec into inherent fitness. You can pick up a pool like concealment and get a couple more chances for the LotG +recharge. You could take combat jump just for a LotG mule.

    Your performance shifter proc should do a roll every so often, I think it's 30 seconds.

    With the endurance usage quirks of your demons, they suck down end faster than other pets. This is because the ember demon has no endurance reduction in his heal aura or heal other buffs from pet damage IOs and for the demon prince with his cold powers that don't do damage. It means you have to break up some of your six slotted pet sets to favor endurance reduction, but it will be worth it. You can slot heal sets in summon demons with the heal/endurance reduction split IOs, and you can slot slow sets in the Demon Prince. Fortunately Pacing of the Turtle also features enhancements of accuracy, damage, slow, and endurance reduction. Four Pacing of the Turtles also has a nice global accuracy boost.

    I wouldn't say provoke is ancient and unused. I am not sure how you would measure its effectiveness while debuffing their tohit to nothing using dark miasma. I am saying you might not miss it.

    The previous poster hit on another slotting scheme for your pets. You can load up the pet damage and recharge intensive pet IO aura procs in hell on earth. Again this would bust up the multi-slotted Expedient Reinforcement set, but I can attest that having at least three of the aura procs is worth it.

    Maneuvers in Leadership is also another good spot for a LotG +recharge IO. Tactics will help your pets indeed. +Perception is useful against foes that blind you and your henchies.

    I would slot Howling Twilight with recharge first.

    I apologize for the late reply to your post. I had trouble sorting out the forum type to make the build easier to read.
  23. Just a hint, when you export from Mid's use the titan board format
    This is your build. I haven't tweaked yet.

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

    Click this DataLink to open the build!

    Demonesstra: Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Dark Miasma
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Presence
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(46), BldM'dt-Acc/EndRdx(46), BldM'dt-Acc/Dmg/EndRdx(46), BldM'dt-Acc(50), BldM'dt-Dmg(50)
    Level 1: Twilight Grasp -- Theft-+End%(A), Theft-Acc/EndRdx/Rchg(5), Theft-Acc/EndRdx/Heal(40), Theft-Acc/Heal(40), Theft-Heal/Rchg(43)
    Level 2: Lash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Dam%(7)
    Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(5)
    Level 6: Enchant Demon -- EndRdx-I(A)
    Level 8: Crack Whip -- Ragnrk-Dmg(A), Ragnrk-Acc/Dmg/Rchg(9), Ragnrk-Dmg/Rchg(9), Ragnrk-Acc/Rchg(37), Ragnrk-Dmg/EndRdx(37)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Summon Demons -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(15), EdctM'r-PetDef(37)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Darkest Night -- SipInsght-ToHitDeb(A), SipInsght-Acc/EndRdx/Rchg(17), SipInsght-%ToHit(17), SipInsght-ToHitDeb/EndRdx/Rchg(36), SipInsght-Acc/ToHitDeb(36)
    Level 18: Hell on Earth -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(36)
    Level 20: Fearsome Stare -- Abys-Dam%(A), Abys-Acc/Fear/Rchg(21), Abys-Fear/Rng(21), Abys-Acc/EndRdx(25), Abys-Acc/Rchg(25)
    Level 22: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(23), HO:Enzym(23), S'fstPrt-ResDam/Def+(45)
    Level 24: Swift -- Run-I(A)
    Level 26: Summon Demon Prince -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Dmg(33), SvgnRt-PetResDam(34)
    Level 28: Health -- Heal-I(A), RgnTis-Regen+(29), Numna-Regen/Rcvry+(29), Mrcl-Rcvry+(33)
    Level 30: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(31)
    Level 32: Abyssal Empowerment -- EndRdx-I(A)
    Level 35: Howling Twilight -- EndRdx-I(A)
    Level 38: Dark Servant -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(39), SipInsght-Acc/Rchg(39), SipInsght-Acc/EndRdx/Rchg(39), SipInsght-%ToHit(40)
    Level 41: Provoke -- Zinger-Taunt(A), Zinger-Taunt/Rchg(42), Zinger-Taunt/Rchg/Rng(42), Zinger-Acc/Rchg(42), Zinger-Taunt/Rng(43), Zinger-Dam%(43)
    Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(45), HO:Enzym(45)
    Level 47: Web Envelope -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Acc/Rchg(48)
    Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 6: Ninja Run
    Level 24: LEGACY BUILD
  24. Of the two choices, I would go for the 3% damage set bonus since you won't always be at the damage cap when soloing. Recovery and more hit points would be balanced, at least in my playstyle from spamming transfusion and transference for the debuffing along with the attendant self-replenishment.
  25. The build I posted has ~110% recharge bonus. I tried intentionally to build without purples. It's expensive enough but not totally out of sight. Seebs, with the A-merits, you can get a Lotg about every 4 days on one character. If you run 5 A-merit tips on 2 characters, 10 total tip missions a day, that isn't unreasonable. Then, you can have 2 LotG every 4 days or so.