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Posts
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Yes, I too, will rethink the frankenslotting of the ember demon and demon prince to include at least one generic IO end reduction for the leveling up. It's going to mess with my damage or my 9% accuracy IO bonus from the Pacing of the Turtle I use on the demon prince.
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Gremlins don't do big damage, not even close to fire imps.
Gremlins are a little light on control.
Gremlins aren't easy to control..
Gremlins don't get in my way.
Gremlins don't do knockback, but they do knockdown with their own jolting chain.
Gremlins contribute to end draining.
Gremlins distract spawns from attacking me. They eat aggro.
Gremlins should have a damage aura, but I hear it's bugged.
I wouldn't skip Gremlins. -
Welcome to the forums. Kin/Psy is viable kinetic combo if not the most popular. I have kinetic defenders/controllers, and I have defenders with psy blast.
I would definitely take the time to respec a kinetic defender at this time, especially since Issue 19 holds the promise of inherent fitness powers. Besides, with transference, you don't need stamina after that point. For teaming with groups doing missions lower than 21 (level 26 is the lowest you can take transference), you might opt to create an 'alternate build' at a trainer.
I like the powers that you have taken. With a respec, it would be my suggestion to fit in psionic tornado. It sounds chaotic, but it's not really. It's a knockdown power. I definitely like the manuvers/tactics combo. With a build with no fitness powers, you can fit them in earlier to make room for other goodies. You really need Siphon Speed for your kinetic's own recharge. It's also an UNRESISTED debuff when it hits tough targets like AVs. For my kinetics, I really like Grant Inviz so that your speed boosted teammates also are invizible and can help do some mission ghosting or stealthing. The psy mastery set is excellent for kinetics.
Slotting is where I can see you need a little more coaching. Most every debuff, I put two SO equivalencies for accuracy. Siphon Power needs some love.
Psionic lance isn't a bad pulling tool, but it's not usually a big portion of your damage when you are really cooking with the debuff/buff cycle in team play. Some snipe sets do have decent set bonuses for IOs.
Hover has too many slots. Defense is negligible in hover. Slot it only with fly speed. 2 is plenty. 3 is questionable. Hover's end use is negligible.
A player cannot go wrong six slotting psychic scream. It's an excellent defender cone.
Speed boost is way over-slotted. Most people get by with one slot of end modification. 2 or 3 are extra frilly but not necessary.
TK blast and Will Dom are both excellent powers to six slot. These are your 'kill' powers, as I am sure you are aware.
When you respec for I19 like most of us will, stamina doesn't need 6 slots. When I19 comes out, and stamina is an inherent, you will want to put some slots in it. Some people put more slots in there for End Mod IO sets, but I find 3 slots of End Mod SO equivalency is enough.
Transference is what makes _you_ a god. Two Acc slots, Two End Mod slots, and 2 recharge slots is what this power craves.
Manuvers is a good power to slot with sets, but I wouldn't do that at the expense of slots in Mind over Body. Mind over Body is a good shield power for you kinetic.
Tactics and psychic wail are good candidates for six slots. You could get by with less if you were pressed for slots.
Siphon Speed needs at minimum two accuracies and two recharges. Slotting another end reduction or a slow in siphon speed makes sense, too.
For playing around 45 days, you haven't done badly selecting the key Kin/Psy powers. I know I posted a lot, but it's really just tweaking what you have. A little tune-up will make your Kin/psy ROAR. -
Quote:Interesting, I slot the Demon Prince with 4 Pacing of the Turtles, a Dmg IO, and a Acc/End Edict. I mistakenly thought that the end reduction in the slow set would affect the frozen aura. I am hoping that it does cover all the attacks with a slow component.Judging by the allowed enhancement slotting for pet's powers on NoFuture it's Frozen Aura in particular that is being problematic for the Prince. It only accepts standard non-set Endurance Reduction IOs, or Sleep Set IOs. I would guess that most people are slotting Damage sets, which reduces eveything APART from Chilling Embrace (auto but costs a small amount of Endurance/Second) and Frozen Aura (which deals damage but does NOT accept damage enhancements, so it won't gain EndRed from any slotted Damage Set IOs)
With a recharge time of 20 secs and an endurance cost of 18.5 it's using up nearly a fifth of your Prince's endurance bar every 20 seconds for a low damage PBAoE sleep.
IMO really Frozen Aura qualifies as an attack (albeit a low-damage one) and should be flagged as accepting Damage enhancements. This'd solve most of the Prince's issues as it'd be able to use EndRed from slotted Damage Set IOs for its most Endurance-Heavy attack.
However the Ember Demon is almost as bad, as there are two big sources of endurance use - AoE Attacks (Fireball = 15 End every 16 seconds, Fire Breath = 15 End every 16 seconds) and Heals (Abyssal Reconstruction = 13 End every 25 seconds, Abyssal Mending = 13 End every 30 seconds) The Heals won't gain EndRed from any slotted Damage Set IOs, and the AoE attacks won't gain EndRed from any slotted Healing Set IOs. There's no easy fix for this one, unless you fancy flagging a heal power as accepting damage enhancements... -
Quote:There are conference rooms in every office map, there are dead ends in every warehouse map, there are plenty of dead ends in caves. If the spawn isn't in there, invite them in, block the door with hurricane and drop Mr. Twisty right on their head to buzz through them in relative safety.
Tornado - This is the one I never developed a taste for because it's SUPER situational. It's a love-it-or-hate-it power, so my advice is if you're curious about it, copy your MM over to Test when you hit 28 and take it for a spin. It can be a blast to use, but its actualy utility is questionable at best, especially on teams.
In other aspects of a */storm mastermind, I highly recommend TP for combat tp's to position for gale, hurricane, thunderclap, or lightning storm in an instant. -
Quote:I have my heal slotted higher on my level 44 ember demon, but it did create problems exemping down tonight on the Sis Psyche Taskforce, below abyssal empowerment and the AoE heal. The reluctance to heal until his demon cousin was in the red was noticeable.No, actually that is exactly how they work, the AI doesn't 'waste' a heal. It only heals when the power will use up every point of healing without overhealing. This occurrence has always been how the protector bot heals, which is why people don't recommend slotting it for heals. This isn't a new thing.
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What I hadn't stopped to realize is if I have Pet Damage IO enhancements with endurance reduction in them that the ember demon doesn't benefit on his PbAoE ember shield or heals. Cutting the endurance for the attacks is good, but it doesn't cover the full scope of his end usage, if that theory holds up.
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Jolting chain also does a base of -10% end per target so it plays into the sapping with conductive aura and static field with the minor damage and knockdown. I don't dismiss the knockdown one bit. It's not a lot of time, but it does buy time for the team to set up attacks.
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Quote:I have noticed also a lot of defender/controller 'traditional' powersets shining in Praetoria. I made a Bots/FF because I wanted a support toon with a little more damage than the traditional defender. The bubbling seemed very successful.Actually just for fun I started a dark/dark last night. I got it up to lev 8 today in a couple of hours in Praetoria. I was shocked at how easy it was to do missions that seemed harder on my kin/sd scrapper.
Sitting in a group of six ghouls in the middle of a tar patch and barely getting scratched was amazing. Then after hover at lev 6, it's almost too easy. I haven't played a defender since around I6. This is a very different archetype these days. Very solo friendly. -
Quote:I assure you my Demon Prince has ~60 end reduction slotting and he still is pressed to have enough endurance to keep steamrollingIt is possible that the Prince was designed to need some blues even with 60% end reduction slotting. My interest is to make sure others have the same limitation and it is not just me doing something wrong.
So far it would seem that after level 32, the Prince has end issues. Slotting does not appear to make those issues go away and I have to make sure I am aware and keep some blues in my tray.
Quoting ME...
Quote:Also, I would start looking at sets especially the Demon Prince as early as levels 27 and 29. This might sound heretical but I slot my Demon Prince with economical sets (not Hami's or purples yet) as so: Edict of the master Acc/Dmg; Dmg IO; Pacing of the Turtle Acc/slow, Dmg/slow, Acc/End, End/Recharge.
Results:
75.5% damage
62.8% slow
62.8% acc
59.6% end cost redux
18.4% recharge reduction (nearly worthless)
set bonuses:
2.75% addnl sleep resistance
Improves slow powers by 2.5%
Improves accuracy of all powers 9% -
Just some random thoughts of mine: Players often state that ninjas are hard to control, zombies are too squishy, robots don't do enough damage, arsonists are suicidal, mercs can't do anything right, and now the demons are end hogs. I think it is by design perhaps that certain facets of each mastermind group have 'limitations'. Even some masterminds have worked some procs into mercs to make them more damaging. Feeding my demon prince blues is a small price for my mastermind to pay since I love what he does so much.
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Quote:I tend to heal my pets and teammates if I have the opportunity whenever I can for the heal badges for my supergroup base.Interesting mechanic around the way the game applies these buffs once you zone:
1. The game recreates your pets once you zone so all debuffs and HP/End loss is gone when you zone.
2. The game also recreates any of your MM set buffs on all your pets when you zone.
This means, if you lost pets in the final fight of a mission, resummon them before zoning and DON'T buff them. Also don't spend time healing pets once the mission is over before zoning.
Once you zone you will see that the newly summoned pets now have the pet buffs of the pets that were alive at the end of the mission before zoning.
As long as you have one pet still alive with the pet buffs on it at the end of the mission, all the newly summoned ones will also have them once you zone. -
You would have people that would complain the bubble, sonic shield, fire shield, cold shield made their costume look ugly.
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I would go Dark/Rad. Rad does have -def which Dark miasma does not (of all things that it does have). Rad blast has one good single target damage power in cosmic burst, which is also a stun to stack with auto-hit Howling Twilight on tougher targets. Despite that, Rad blast has neutrino bolt which has amazing recharge, so the dps isn't bad, and is a good candidate for Ranged Damage procs. X-ray beam isn't a bad power, it doesn't recharge as fast as neutrino bolt, and it looks cool. Neutrino, X-ray, Neutrino, Cosmic Burst isn't a bad attack chain. The endurance cost is pretty low.
Irradiate, Neutron bomb, and Atomic Blast are your AoE attacks. The nuke has a good secondary effect if the target survives the nuclear blast.
Rad blast in general with Irradiate the PbAoE attack is fine since Dark miasma has so many debuffs to set you up for wherever your defender wants to attack from. -
My favorite pet is Demon Prince
He has the uber cold aura damage/slow. Everything he does add more slow, and if he gets really frisky, he pulls out that big friggin ice sword out of his pants and whacks everything around him. I like him better than fluffy and assault bot. I guess it's because he's so original. Perhaps Jack Frost does a lot like him, too. Don't get me wrong; I do love the fluffy. If all fluffy did was twilight grasp and chill of the night, he would be a super pet, but he does a whole lot more than that
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Grant Inviz is another layer of defense and aggro management. I like the looks of that for some masterminds. It can mule some good defense set bonuses, too.
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I think the villain patron AoE immobilize powers are very useful on masterminds. I have many with either the tentacles or the Black Scorpion AoE immobilize. All your alts are receiving two freespecs with the inherent fitness change for your primary and alternate builds. If you have current freespecs or vet specs in hand you could test it out on the test server.
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This part I emphatically disagree with...
that was one suggestion...
Quote:If you want to do that, why not just take /Traps?
Pretty much, it's never a good idea to take the originality out of a set =P
Sonic dispersion borrows from Forcefield dispersion.
TA glue arrow behaves a lot like Tar Patch.
I am sure they could tweak it for originality if they get around to updating Poison's trap. As it is, Poison Trap does not mechanically function as advertised. The trap is extremely hard to detonate. It doesn't function like Poison's other debuffs. The sleep and endurance drain don't function noticeably at all when the trap is detonated. It's a loser power. Even Black Hole functions as advertised even if Dark users don't like what it does. -
Quote:I know you are leveling up now, but when I19 comes out, you will get a freespec and then four fitness powers will become inherent and you can fit detention field in!So far, Kinrad's build has better defenses, and has more bubble powers, support for a team. But he's also missing Repair. Might be the better build, and I'd like to fit detention field in there.
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I am for any change to MM/poison poison trap. Anything would be better. Maybe something like static field
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Quote:It's the golden parachute of a lifetime. Couple that with superspeed, you can run out of a bad situation and tp the remaining bots to your MM. It's not a combat power.If you put up the Personal Force Field power, the small bubble you put up around yourself to make yourself very very hard to hit, you lose control of the bots. That was your problem.
You can't run PFF all the time. It is best used as an emergency self preservation power or to protect yourself when traveling through tough zones. -
Quote:Sorry I was thinking mechanics, not so much the debuff values.Venom grenade and poison trap are nothing alike, Poison trap is our -regen and hold power, venom grenade is a AoE -res and toxic damage power.
Traps already has -res in acid mortar, they aren't going to double it up with another one. Poison Trap is about making it so your enemy doesn't fight back or the debuff an AVs or GMs -regen. You don't need to place it every spawn. If you want to take an alpha or reduce incoming damage, use seeker drones instead. -
Here's another suggestion: make it a ranged power like all the poison debuffs, except port over an exact copy of venom grenade from the SoAs. I don't care what you would call it.