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Quote:Acid mortar stacking is just too good. I don't even consider the other abilities when thinking about damage output.maximum damage you will get from /storm secondary. because of tornado and lighting storm. trip mine and detonator from traps are far less useful for damage, half the time trip mine will be interrupted or you going in to suicide with it and detonator has ridiculous cooldown and drawback of killing own pet.
because of the ranged nature of /storm there are only 2 suitable minions, bots and thugs.
mercs have too much bugs and too low damage.
bots/traps can be good too, but skip trip mine and detonator for tactics skill line, that will help you way more. -
I told you the highest secondary. I figured it was common knowledge that
Ninja's Highest single Target
Bots are pretty much best at aoe.
If you can keep the Arsonist alive Thugs get up there nicely too
And demon's are nearly as good as Ninja at ST and decent at AoE.
But your damage problem is from your secondary, most MM secondaries get a -resist power to greatly amplify their damage output. -
Quote:Then I might have a gross misunderstanding of how Brute damage works then.yeah, that just doesn't make any sense. it has nothing to do with lower base damage. The base is lower because of fury, when fury builds up, so does the damage, not to mention that your damage cap is higher, so if you have outside buffs around your are doing even more damage. The heal in SL is static, other than enhancements it can't be buffed. Plus, it is a small heal, and in all honesty should be thought of more as a form of active regen than as a heal. again, you can either have it set to do a piss poor heal every time you hit it, or to do reasonable damage.
I was of an understanding that all damage bonus is additive. So my fury of 85 is ginving me a 170% damage increase and that my damage enchancements give me another 100% ontop of that for a total of 270(actual a couple % less but lets simplify). If fury was multiplicative I'd agree, but thats not how it works.
SL at level 50 does 81.7 damage base for a brute.
With full Damage enhancements you do 160 damage. An increase of 100%
With Fury of 85 you're getting a 170% increase in damage.
SL at 50 with 85 fury does 220.7
SL at 50 with 85 slotted full damage does 300.7 damage. An increase of 36%
Add Souldrainx1 for a 40% increase on top of that
SL at 50 with 85 fury and SDx1 does 260.7damage
Sl at 50 with 85 fury, SDx1 and full damage slots does 341.7 damage. An increase of only 31%
And a 20% heal every 5 seconds is hardly marginal. Particularly if you need the extra regen to survive nasty encounters before you're properly IO. I can't justify a 36% increase under normal conditions for an ability that is already tied for the lowest single target DPA in our tree when you can turn a 10% heal into a 20% heal. -
Traps
You pretty much picked the lowest damage(merc/ff is the absolute lowest) combo in the archtype.
Bot/FF is just an easymode way to Def Cap. It's a fairly weak MM build IO's considered. -
Quote:That was before the days of +X/xY/AV we have now. Now if I'm not running at x5 or more I feel impotent and that heal goes a long way to letting dark do that.slotted, at level 50 with common IOs
1acc,3dam,1end,1regharge
x1target, 199.9
x7target, 239.1
heal 151
1acc,3heal,1end,1recharge
x1target, 121 damage
x7target, 160.5 damage
heal 303
I'll take the damage. In the grand scheme of things, the heal may sound better, but if I am taking so much damage that 151 hp of health every 5 seconds or so really matters to me, I have bigger issues to deal with. Whereas, the more hp i knock off my target with each hit, the faster he dies. The difference is adding the damage of a med red inspiration, as slotting for damage gives a boost of 33% damage, compared to less than half of a small green one, as slotting for heal gives a whopping 10% heal, for a total of 20.2%.
And as for ElA suffering durability while leveling, I leveled an elec/elec brute when they first released the set, didn't have any difficulties at all leveling, especially in the durability department. Ela is even easier now.
And again those damage numbers look good, but you're forgetting the passive 170% damage boost from Fury that's running full time. You're missing out on only 33% damage from 1 attack that if you're just using common IO's you're still stuck with Shadow Punch since you aren't hitting the recharge for perma hasten.
Which gives you
Shadow Punch, Smite, Midnight Grasp, the former 2 are going to be doing most your damage. If you're smart you took Gloom too. To which point slotting Siphon Life as a heal hardly effects your rotational dps.
OR if you have perma hasten, don't need Shadow Punch anymore, you also have the IO's to give yourself damage and healing from SL.
Either way the more effective way to slot SL while leveling is going to be healing for a Brute because of Fury and our lose base damage. -
Quote:As far as SL goes, I wouldn't say it is noticably inferior to Smite as far as DPA goes. It's a little bit less, but as part of your ST attack chain, it is much better to slot it for damage. It's DPA is less than Smites because of the heal you get from it, which as was said before, should really be treated more as an active regen. Considering the amount of regen you get from energize, the fact that it can be made perma, and the fact that slotting for damage it hits reasonably hard, especially with Soul Drain, you are better off slotting for damage.
If we're talking level 50's well IO'd then you can do both, easily with recharge. But ELA suffers durability while leveling and before you're super decked out. You'll need that extra 10% far more then a 33% damage increase from a single attack.
And saying it hits harder with soul drain isn't worth saying since the amount in damage you gain from soul draining a heal slotted siphon and damage slotted siphon is identical. -
Quote:Siphon Life is one of Dark Melee's strongest attacks, while it can be used as a psuedo heal, you probably are going to get more milage out of it by slotting it and using it as an attack and thinking of the health it gives back as mearly a little bonus.
As a brute this is entirely false.
Low base damage+fury+Decenty high hp=far more mileage slotting it as a heal.
It's also almost identical to Shadow Punch in DPA and noticeably inferior to Smite and Midnight Grasp in DPA. -
Throw some gamblers Fortune Recharge to replace one of your defense IO in
Combat Jumping
Weave
Grant Cover
Phalanx Fighting
For an easy 30% haste at next to no detriment in your other stats. -
I enjoy'd my Dark/Elec till Longbow nullifiers got Sonic grenades.
I've all but quit playing him. -
4 slots
5% defese/5%defense/10% resistance/10%resistance
Done.
It's a minor buff on an absurd cooldown that even with a ton of haste won't be up enough to effect a stable rotation. For solo'in AV's/GM even with a ton of haste it won't be up twice.
Use it for what it's really meant for. Free place to put those pet aura buffs. -
Just a suggestion, Traps will nearly let you soft cap defense with your pets.
And will still let you, IO'd properly, Cap defense for yourself which allows you to then easily Tank most AV's and let Triage Beacon to heal you and your pets of what will ultimately be very little damage.
THe -regen trap allows you to kill AV's extreamly easily
the -resist mortars speed things up nicely as well.
If you're going for a theme I imagine traps can fit decently well.
If you're dead set on Ninja/FF though, ignore all of that and have a blast. -
I know very little beyond whats on paper about FF. It always looked weak and dull to play from my perspective, but I know alot about Ninja.
1. Yes
2. While leveling without some added support most EB's will be hard. Once you fully slot your 2 primary shields should be doable for most.
3. Probably not. The lack of -regen -resist and the fact that most AV's are very resistant to smash and lethal which is the vast majority of your damage means you can forget about solo'in AV's untill fully IO'd and even then it'll be rough.
4. They only have to attack you. If they miss your pets still retaliate. The only issue with bodyguard having pets abort combat is if their target is held or feared too long and doesn't attack back. This will rarely happen with Ninja's and your secondary.
5. Yes. Auto hit abilities do exist and will whittle down your minions. Especially fire patches.
6. I think teleportation is the required travel power for MM. Sometimes you need to teleport through that door that your minions are blocking. Also gives you teleport ally to summon your Oni back if he gets stuck in a wall. Personal opinion though. Ninja's are everywhere due to their absurd running speed. Which is a boon most the time, untill they hit a fire patch and dash across the entire room in a second aggroing 3 other packs. -
My primary goal is solo'in AV's and GM's
I like dark too much to go Traps and Demon is just flavor of the month.
But ...hmmm I've never considered hard minion tankerminding for trivial stuff... -
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Presence
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(11), Theft-Acc/EndRdx/Rchg(11)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(17), P'ngTtl-EndRdx/Rchg/Slow(19)
Level 4: Darkest Night -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-ToHitDeb(34), DarkWD-Rchg/EndRdx(37), DarkWD-ToHitDeb/EndRdx(37), DarkWD-Slow%(43)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Swift -- Run-I(A)
Level 10: Howling Twilight -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(23)
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), BldM'dt-Dmg(17)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Recall Friend -- Zephyr-ResKB(A)
Level 18: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Range-I(46)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(23), SipInsght-Acc/Rchg(25), SipInsght-ToHitDeb/EndRdx/Rchg(25), SipInsght-Acc/EndRdx/Rchg(33), SipInsght-%ToHit(33)
Level 24: Challenge -- Mocking-Acc/Rchg(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(29), BldM'dt-Acc(29), BldM'dt-Dmg(46)
Level 28: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-Acc/Rchg(31), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(45)
Level 30: Hell on Earth -- SvgnRt-PetResDam(A), EdctM'r-PetDef(31), ExRmnt-+Res(Pets)(45), C'Arms-+Def(Pets)(45)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Shadow Fall -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), RedFtn-EndRdx(40)
Level 38: Dark Servant -- DampS-Rchg(A), DampS-ToHitDeb/Rchg(39), DampS-ToHitDeb/Rchg/EndRdx(39), DampS-ToHitDeb(39), DampS-Rchg/EndRdx(40), Nictus-Acc/Heal(40)
Level 41: Dark Embrace -- GA-ResDam(A), GA-Res/Rech/End(42), GA-End/Res(42), GA-3defTpProc(42), GA-RechEnd(43), GA-RechRes(43)
Level 44: Kick -- Acc(A)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(48), Aegis-Psi/Status(48), ImpSkn-Status(48)
Level 49: Weave -- SW-Def(A), SW-Def/EndRdx(50), SW-Def/EndRdx/Rchg(50), SW-ResDam/Re TP(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
Level 6: Ninja Run
Don't need to comment how utterly expensive this is. It's a dream build, things aren't fun if you don't dream and aspire to acheive. -
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It's damage you take.
You get hit for 80 damage. It gets divived 8 ways. You take 20. Each of your 6 pets takes 10.
If you have 50% lethal resist and that 80 points of damage gets resisted to 40. you take 10 they each take 5.
If you get hit for 80 points of lethal damage with 0 lethal resist but each of your pet has 90% lethal resist. You take 20. They each take 10.
If you and all your pets get hit by an aoe for 80 points of damage. You take 20. They each take 90.
If the attack misses you. You take 0. They take 0.
I think that covers all situations.
No matter how many pets you have in body guard mode you take 2 parts of the damage. So if you have 1 pet in BG mode you eat 66%. 2 pets in bg=50% and so on. -
Quote:Dark's howling twilight has a good sized chunk of -regen, too. It's also very true that thermal doesn't have the crowd control that dark does either. Thermal has the heat shield buffs which aren't shabby especially stacked with the ember demon's 10% resistance aura.
Oh I know, and love, Howling Twilights Regen is quite hefty.
It's on a 3 min cooldown and the regen duration is only 30 seconds.
Compared to Exhaust's 40 second duration and 2 min cooldown.
Both give -500% regen. -
Dark is far stronger for aoe packs. They're about equal when managing and killing AV's
Fluffy provides alot of support but Heat Exhaustion is applying the -500% regen nearly full time compared to Twilight Grasp.
Dark handles nasty mob types better also. Malta, Carnies and high end LongBow can be neutralized with Fear Cone and Holding key targets. Tar patch is great for herding. Etc.
If you're planning to not play this for serious AV killing, with a mix of Group and Solo play I recommend dark.
ANd if you're making it for AV killing, go Bot/traps. -
Quote:Max damage properly built is always traps.I'm willing to go for things that simply boost primary damage formidably, such as -resist or +damage, rather than just attacks. I've been inspired to make a damage dealing MM after reading that someone's bots/storm did 350 DPS in the Rikti Pylon thread. I'm not entirely sure, but I think that Demons have the potential to give more DPS than bots, especially if I'm attacking constantly with the whip and stacking -resist.
Right now my Demons MM is /Dark because I like the idea of having an extra pet with the Dark Servant. After doing some research I'd assume that /Thermal and /Storm would also offer either nice damage or nice damage buffs. My issue with /Storm was that it seemed to require very careful planning with any class that couldn't provide the controls (immob especially) to make sure things don't get tossed all over the place. What pushed me away from /Thermal is the idea of the constant buffing all of the different pets + teammates every couple of minutes. That just sounds like a huge hassle!
On the other hand, /Thermal would provide shields, and my least favorite part of my MM at the moment is the fact that the three weak demons especially are dying practically every pull... Will they die less frequently at a later level with /Dark, or is constant pet death an issue all MMs suffer from forever?
If you're dark your pets shouldn't be dying often at all. Stay in BG mode. Keep Shadowfall up for the stealth to properly position yourself to Darkest Night a LT or Boss, and immediatly angle a Fear cone. After that your pets will mop up the group with out effort.
You'll be easily solo'ing +1/x8 when you get perma fluffy too. Unless their name is Malta/Longbow or Carnies.
If you wisely pick up taunt, you can solo most AV's while leveling too. -
DM is the willpower of the primaries. It goes well with any secondary.
Heal
End regen
Very solid damage buff
One of the best ST damage rotation. -
Quote:Wich ever is higher. Even if the attack have one positionnal and two damage type, you only need to have one of those 3 to be protected.
(If you're speaking of IOs though, melee def bonuses while give half his value for s/l and s/l will give half his value for melee.)
Cool. Thank you for the informative answer. -
I tried looking on the forums for this. I probably just worded it poorly, but I failed to find the info I was looking for.
So basic question is does Melee Defense stack with Lethal defense if Blood Brother Slicer is attacking me with a knife attack? Or does it just apply which ever is higher. -
Demons are not better then thugs.
Will they get nerfed? Probably not.
Flavor of the month does unpredictable things though. Who can really say. -
Don't knock sleep. It's way better then knockdown even if it'll likely be interrupted instantly.
It'll interrupt and cancel toggle abilities.
Not that many enemies use them, but it's still there. -
Quote:Ok so I just hit 34 and I noticed that my demons are doing alot of standing around. So i watched them for a few a bit more carefully and I noticed the Ember Demon and the Demon Price go through Endurance like a fat kid goes through a twinkie. Is this happening to everyone? Am I now supposed to take breaks or something? Is this a known bug? And lastly when will it be fixed? Hope for Info soon.
Not a bug.
No clue if it will be tweaked.
I normally Slotted my ONI with 1 END reduction so this isn't new to me.
So far I've noticed the Ice Demonling, and all the higher tier's need 1 end reduction, or either an occasional resummon to refresh their END bar.
END REDUX reduces all their abilities END and reduces the END to summon them in the first place.