Psylenz

Renowned
  • Posts

    2510
  • Joined

  1. Psylenz

    Demon/Poison

    You got it. The debuffs get spread around because the only thing that stacks from yourself in poison is the -regen on the tough bosses. When you get to level 32 abysmal empowerment on the demon prince, the slow in his aura and the slow in neurotoxic breath bring your foes almost to a halt even without the chance to hold in neurotoxic breath.
  2. Psylenz

    Demons/Storm

    Tsuam, I am not sure what you meant by saving your temp powers until you are halfway through Grandville. If you raptor pack expires, you can always purchases another one from contact near the Arbiter in the center of the square at the feet of Lord Recluse's statue. Any villain that can make the Cap Au Diable ferry should easily get to the vendor in Grandville.
  3. I was on a taskforce. The tank wanted to scout around a bit and knew I had Grant Invisibility on my Kin/DP. (I like the speed boost/grant inviz combo) He proceeded to scout and was taking damage so he declared Grant Invisibility sucked. I told him to turn off mudpots
  4. Psylenz

    Demons/Storm

    Quote:
    Originally Posted by Blast_Chamber View Post
    Starting playing a DS/Storm and love it. Only level 20 atm, but not my first Storm. It is indeed a tight build, but the combination of the Demons and Storm is pretty darn cool. Thunderclap is worth skipping, but I think I'm also gonna skip Thunderstorm... haven't decided yet. The unique damage types delivered by the Demons helps in early lvl progression and combined slows and -recharge from Storm and the Demon Prince make me giddy.

    I do know for a fact that when my DS/Storm is teamed with her companion DS/Storm toon played by a friend the carnage is most chuckle worthly.
    Do you want to skip lightning storm? That is unusual since it does so much damage without you getting proactively involved in the attack.
  5. With a quicker recharge, I would take power sink so that I could nuke early and often pop a blue, power sink and be back in the game.
  6. Toss in some Howling Twilight and you get a nice big burst of -regen
  7. I would try to get one, maybe two more recharges in howling twilight.
  8. Psylenz

    Demon/Poison

    I have a level 50 robots/poison, a level 50 Thugs/poison, and I am working on a Demons/poison at level 37. I think that poison gets a bad rap. It's very capable of big game hunting.

    There is definite -resistance stacking from the whip attacks and the poison set. You also add a layer to resistance debuff with attacks of the hellfire demonling and the hellfire gargoyle.
  9. This is my Dark/Ice sitting at level 45 currently as is. I am not done tricking out her build.


    Hero Plan by Mids' Hero Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lidstrom's Fury: Level 50 Natural Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Ice Blast
    Power Pool: Speed
    Power Pool: Fitness
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Twilight Grasp -- Acc-I(A), Acc-I(3), Heal-I(11), Heal-I(31), Heal-I(34)
    Level 1: Ice Bolt -- Acc-I(A), Acc-I(3), Dmg-I(19)
    Level 2: Ice Blast -- Entrpc-Dmg/Rchg(A), Ruin-Acc/Dmg(5), T'pst-Acc/Dmg(11)
    Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(15)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Howling Twilight -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9), Dsrnt-I(46)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Fearsome Stare -- Acc-I(A), Abys-Acc/Rchg(13), Abys-EndRdx/Fear(13), Abys-Acc/EndRdx(15), Abys-Fear/Rng(19), Abys-Acc/Fear/Rchg(37)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: Freeze Ray -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(17), NrncSD-Acc/EndRdx(17), NrncSD-Acc/Hold/Rchg(46)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Ice Storm -- Det'tn-Dmg/Rchg(A), AirB'st-Dmg/Rchg(23), Posi-Dmg/Rchg(23), Dmg-I(43)
    Level 24: Darkest Night -- DampS-ToHitDeb/Rchg/EndRdx(A), DampS-ToHitDeb/EndRdx(25), DampS-ToHitDeb(25), DarkWD-ToHitDeb(42)
    Level 26: Shadow Fall -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(27), TtmC'tng-ResDam/EndRdx/Rchg(27), TtmC'tng-ResDam(42), S'fstPrt-ResKB(43)
    Level 28: Bitter Ice Blast -- Ruin-Acc/Dmg(A), Ruin-Dmg/Rchg(29), Ruin-Acc/EndRdx/Rchg(29), Ruin-Acc/Dmg/Rchg(40), Thundr-Dmg/Rchg(40)
    Level 30: Petrifying Gaze -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(31), NrncSD-Acc/EndRdx(31), NrncSD-Hold/Rng(37), NrncSD-Acc/Hold/Rchg(43)
    Level 32: Dark Servant -- DampS-ToHitDeb(A), DampS-ToHitDeb/Rchg(33), DampS-ToHitDeb/Rchg/EndRdx(33), DampS-Rchg/EndRdx(33), DampS-ToHitDeb/EndRdx(34), DampS-Rchg(34)
    Level 35: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(37)
    Level 38: Blizzard -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(39), Det'tn-Dmg/Rng(39), AirB'st-Dmg/Rchg(39), RechRdx-I(40)
    Level 41: Electric Fence -- Acc-I(A), Acc-I(42), Immob-I(46)
    Level 44: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(45), TtmC'tng-ResDam(45), ResDam-I(45)
    Level 47: Power Sink -- RechRdx-I(A), RechRdx-I(48), EndMod-I(48), EndMod-I(48)
    Level 49: Frost Breath -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(50), Det'tn-Dmg/Rng(50), Det'tn-Acc/Dmg/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 0: Ninja Run


    The miracle +recovery proc was a lucky drop rather early in her career.
  10. Psylenz

    Rank the Pets!

    he Minions:

    Demonlings 6
    Soldiers I can't rate mercs, I don't have enough experience with them
    Zombies 4
    Genin 2
    Battle Drones 5
    Thugs 3


    The Lieutenants:

    Demons 6
    Spec Ops
    Grave Knights 3
    Jounin 3
    Protector Bots 6
    Enforcers 4


    The Bosses:

    Assault Bot 6
    Commando
    Oni 6
    Lich 6
    Demon Prince 6
    Bruiser 6

    Indeed, I think all the bosses are equally valuable. Damage, control, tanking. If I had to, I would rate the Demon Prince higher since I like his slow AoE power.
  11. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    For the best results mix in a Damage/Accuracy/Endurance enhancement, and then substitute an Accuracy IO for an Accuracy/Damage enhancement if they're being stubborn even after the first one didn't work. That way you keep a good amount of accuracy and you aren't sacrificing an entire slot to endurance.
    Frankenslotting is your friend. I have a couple pet damage slots in my Demon Prince and four Pacing of the Turtles for slows, accuracy, damage, and endurance. Slow enhancement in partial recipe enhancements makes a difference in my demon prince's aura without sacrificing too much accuracy and damage.
  12. Quote:
    Originally Posted by Hazygreys View Post
    /thermal is great and I've enjoyed my zombies/thermal immensely.
    FLAMING ZOMBIE TELEPATHS > by Blue Oyster Cult
  13. Nobody mentioned Black Swan. She is pretty easy IF you survive the alpha AoE stun she does. Maybe if you aggroed her with Mr. Twisty she would try to stun him and not you.
  14. Just to make sure I have this right... your primary teammate is a forcefield primary / sonic blast secondary, and I assume your teammate is taking a lot of sonic secondary if he only has dispersion bubble for your safety.

    Vengeance has more than defense. There is also +damage and +tohit, but given the high defense, taking vengeance seems counterintuitive

    Hover is a very good combat movement power and can keep you out of melee damage.

    You should be fine running stamina on a Forcefield set.

    You bypassed hail of bullets. It's not a bad damage power and unlike other tier 9 secondary attacks, it does not wipe out your endurance bar.

    I would skip Detention field on a team build. It is definitely more useful on a second solo build available to open at level 10.
  15. Additional recovery, max end, max health, even regen are good for most stormies.
  16. Quote:
    Originally Posted by Draggynn View Post
    Hmm, will Kurse spawn all the way up to 50? I suspect it will be too much psi damage which means that I would just need to rely on the RNG to get me through. I imagine a similar experience to Mother Mayhem which did not go well.

    I think Dominatrix will get ugly due to gravity distortion's hold, but I might give it a try.

    To be honest, Diabolique looks like the least scary of the three you mentioned. Yes she has a propensity to run laps, but if Siphon Speed isn't able to hit...I wonder. Although I suspect during her phased/bubbled periods she could regen so much health I wouldn't stand a chance. The psionic resistance would be unpleasant too.
    This is indeed what happens on Diabolique. You need debuffs AND a lot of burst damage to hit her when able.
  17. Psylenz

    Quick fingers!

    Quote:
    Originally Posted by Ukaserex View Post
    Well, I got on another team and had a lot of fun teaming with another SG. It was odd, because they were on teamspeak and I wasn't. They were talking to each other, so they played better as a group. Made my job a lot easier. Plus, there were two other defenders to ease the burden. Definitely more fun when the pressure isn't all on me.

    Still, my hats off to all the defenders. It's not an easy job in the higher levels, as you pointed out. Many of these folks are still learning what they can and can't do.
    Multiple defenders make the support job MUCH easier.
  18. Here's a suggestion: Kurse. Maybe Dominatrix; I believe she has energy attacks which steamy would provide some resistance to.

    I would NOT suggest Diabolique (shudders).
  19. Quote:
    Originally Posted by WarronPeace View Post
    Looks like the pets all have base accuracy in their attacks. Supremacy gives a 10% tohit buff to any pets in range (60 ft., so that is easily doable). So they'll have a base tohit chance of 85% most of the time. With one accuracy, they'll have 113% total chance to hit. Given the lower levesl when you have more of them around, though, this gets screwy.

    With three Drones, they'll be -2 to your level, so against an even con (to you) enemy, they'll actually have an 87% chance to hit that target with one Acc SO slotted. It'll get worse as you fight higher level enemies. You're Protectors, at -1 to you, with one acc slotted, will have 99% chance to hit, so they'll be fine against an enemy conned even to you.

    Since you are talking going at +2 enemies, things get really wonky. You're Drones would need ED capped slotting to cap their chance to hit a +2 enemy, since their base tohit against a +4 (to them) enemy is only (39% +10% from supremacy) 49%. Protectors would need about 66% accuracy slotting, or 2 SOs, taking into account base tohit and supremacy's buff. Even the assault bot would need about 45% accuracy enhancement, more than one SO but less than two. If you take and slot Tactics, each pet will get about 10% more tohit, which would mean against +2 (to you) they'd need: Drones about 60% accuracy, Protectors about 40% accuracy, and Assault about 25% accuracy.

    So, if you take Tactics, Drones and Protectors will need 2 SOs, Assault will need 1. If you don't take Tactics, Drones will need 3 SOs, Protectors and Assault will need 2.

    This is also ignoring any defense debuffs your secondary may have, as well as any defense buffs any enemies may have. Since you mentioned Traps, Acid Mortor caries a base -20% defense, enhanceable to about 39%. That means 1 SO will allow all of your pets to hit a +2 (to you) enemy, with or without Tactics, provided their defense has been debuffed by the acid. That's a matter of playstyle at this point. If you are building around having the mortor ED capped for defense debuff, and always having it out when you're pets are attacking, then go ahead and toss 1 SO Acc in each and have fun. But if you aren't going to enhance the mortor's -def and/or have it out all the time, then boost the accuracy slotting in the pets, because they'll need it. It's all up to how you plan on playing the character.
    This is exactly right. The mastermind pet damage IO sets help to slot more accuracy and damage with fewer slots than SOs. You should also note, if I recall correctly, that any IO set bonuses for accuracy (or damage for that matter) do NOT carry over to the pets.
  20. I agree with the previous posters about /FF, /traps, /dark, and /storm. Bots/dark is extremely formidable.

    I would put in a word or two about other less selected combinations. My first villain to level 50 was a Bots/poison. I went with the science theme: robotics and chemistry. Bots and Thugs work well with poison for different reasons. Early on, bots which are rather resistant to lethal attacks, kinda laugh off gun-toting foes. My poison mastermind fires of his single target debuffs, and only stacking envenom works on harder targets for the -regen, but it's very effective and very active. Of course I took repair in the build. This mastermind always had his single target hold on quick recharge.

    The second path less chosen I would submit is Bots/TA. I won't kid you. The first 15-20 levels are much more challenging than the other Robot/ secondary combinations. Dark takes off so early it isn't funny. When the more effective debuffs are available in the 20s, it starts to pick up. When you get the level 32 AoE robot light show coupled with the ranged AoE debuffs from TA you are GOLDEN and as effective as any mastermind set. Glue Arrow was made for our burn patching Assault Bot. Toss acid arrow and disruption arrow in there and I think you get the picture of mass destruction. With this build I took Aid Other and Aid Self early for survival. One of the only bids I would insist on the medicine pool.
  21. Quote:
    Originally Posted by Wassabi View Post
    Id also move Charged Armor to 41.

    Resist's are factored in prior to BG splitting damage (and then bot resists get applied, or so I believe, I am sure I will be corrected if I am mistaken)... making resist armor that much more powerful on a MM... and watching your survivability jump.. atleast for a tank-mind.
    Yes, bodyguard allocates the damage received by the mastermind after the defense and resistances of the mastermind. The less total damage received, the less that is applied to the bodyguards.
  22. Quote:
    Originally Posted by JoeKent View Post
    I'm playing a level 50 bots/traps, I always have my bots on defense follow and I run missions as +1/6. Usually my bots chase critters into the next mob but I actually saw a drone run up to a critter, turn and run into the next mob. Maybe the next mob targeted him, but it still happened.
    This is exactly what happened. As soon as a pet is aggroed, it will react in self-defense.
  23. I agree with everything Rigel said. Boilerplate those must-have powers first in a character build and fill in the spaces with your more optional less important powers. Sleet is the real game changer. I would also point out that the DP nuke doesn't crash your endurance like a lot of nukes. Even then, with heat loss, it wouldn't matter to the Cold defender much.
  24. Quote:
    Originally Posted by Lillika View Post
    Sorry >.< I kinda poked around and didn't find any recent sample builds to look at.
    I totally understand that. I truly do believe more of the frequently addressed topics should be stickied.