Berzerker_NA

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  1. Quote:
    Originally Posted by Aett_Thorn View Post
    Also, if Regen is the only thing your Tanker has over other ATs, then you're doing something really wrong. The only set that really needs to worry about -Regen is Willpower.
    In the early levels of Praetoria, you're not exactly using your final build. However, even otherwise, a Tank's fast regen is the primary reason you put them out front. They're there to absorb damage for the rest. Take away the regen, and they've still got their resistance/defense powers, but their hp mean very little in a protracted battle because your healer is still healing the same amount of hp per heal. It will be the same benefit if they heal the blaster instead of the tank.

    In Praetoria I don't even recruit tanks for my teams (I'm usually a MM myself). There's no point. They just get debuffed to death and then crash.


    Quote:
    Originally Posted by Rebel_Scum View Post
    I'm pretty sure you can't debuff regen to the point where you actually start to lose health from it. Just saying.
    Regen is one of the stats I monitor. It's very rare that I get into a fight vs. Praetorian CW and don't see it go full red (by which I mean dip into the negative) and stay there for the entire battle.

    That's why I'm suggesting to give tanks -regen resistance. Not -regen immunity, just resistance. I mean like in the same way that most tanks have -def resistance. It's built into their powers in small amounts that add up. Tanks should have at least some advantage. It's plain silly to put them on an equal footing with the other AT's.
  2. Regen debuff is getting to be an increasingly common mechanic in the way the devs design enemy groups. The worst to play against are Praetorian CW who routinely debuff you to the point where you're actually negative regeneration (meaning they damage tanks MORE than other AT's not less.)

    Regen is the main hope a tank has (for most builds) of winning a fight or successfully holding off enemies while their teammates kill them. Their higher HP allows them to regen more per second than most others, which makes up for having incredibly slow recharging self heals, or no self heal at all, and mediocre damage (which makes it unlikely that you would last long enough to kill enemies if you didn't regen during the fight).

    To be totally stripped of that, and in a way where not only do you lose it, but you know every other AT's resistance is EXACTLY identical to your own, makes the sacrifices involved in building your own indestructibility seem fruitless. You're very un-special in so many ways, why take away the one and only advantage?
  3. So if my character is tech and has Sands of Mu and Nemesis Staff, I'm thinking I should go with Ghost Slaying Axe, right? What are other peoples' experiences? Could it still be worth it to go with Blackwand instead, despite not being the right origin?
  4. I'm trying to decide what to pair TA with.

    Does it have to be fire that ignites the oil slick, or will energy do it also (like from electricity or beam rifle?)
  5. I love the axe and mace sets for tanks, but I positively cringe when I see the taunt animation for them. I made a Shield/Mace recently and it wasn't too bad. Instead of throwing the mace between her hands like a juggler, she banged on her shield. It was ok. Not ideal, but it was ok.

    What is the Shield/Axe animation for taunt? Is it basically the same? Better? Worse?
  6. Ok, so they don't blow up unless an enemy kills them then? But they can stun while they're still alive?
  7. I just got to level 28 on my DS/Traps and took seeker drones. I'm not sure I quite understand what's going on with them? Sometimes I summon them in battle and they just linger about and seem to do nothing. Or one will fire off, and the other won't.

    What are they supposed to do, exactly?
  8. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I would not recommend skipping PGT, I consider it one of the key powers in Traps (the others are Acid, FFG and Seekers). The -regen keeps reapplying as long as the cloud is there, so for a stationary enemy it lasts for 40 seconds. The hold also can reapply but the chance of doing so is very low (it's worth adding a Lockdown proc as well since that will also re-check every 10 seconds).
    Oh. Thanks. That's mostly what I was wondering. 10 seconds of -Regen just doesn't seem worth it, even if it's a huge amount like -1000%. I suppose this power makes you a really good AV killer then.
  9. On my DS/Traps I'm getting to a point where I need to skip something. What's so great or not great about poison trap?

    I know it does -Regen, but it looks like it only does it for 10 seconds. Is that right, or does the 10 seconds recur until the cloud disperses?

    Also, the hold? Does it last the whole duration or just part of it?
  10. Everyone always says to live life in BG mode and draw the aggro on yourself, and tactically they're probably right.

    However I don't find that to be fun. I treat my henchmen like they're tanks, and I'm a def or blaster or something. In my gaming sessions, BG mode is only used if the enemy is pre-auto aggro to me and I can't get them to deflect onto my henchmen. It gives me more the feel of being a commander I guess, instead of a frontline soldier with lackeys. Certainly there is a price to be paid for this, but it's worth it if I enjoy it more, right?

    So, for my build, if I can I would really prefer to make Gargoyle and Prince soak the aggro. Then I'll just stand behind them.
  11. You can get around just about anything if you use Manticore's explanation. He teleports by hacking into the mediporter system, right?

    So.... maybe they open up a portal at Long Bow main base and fire a big bolt of energy through the portal for you? Then you're not required to carry the tech around on your person.
  12. Berzerker_NA

    Heroic Patrons!

    Quote:
    Originally Posted by BrandX View Post
    I'm not against Hero Patrons actually. I just think...

    1) People didn't like Villain Patrons being unlocked or tied to the signature characters...now...it's "I want powers like the Villain Patrons, without having to go evil to obtain them"

    2) No matter how much people want to say it's not, Hero Patron sounds like Sidekick to me, and I'd like to keep it that way with a Gold Title
    Villain Patrons make you sound like a lackey too. But people still like them (some people anyway.)

    I like what the OP was getting at where your "patron" is more like an affiliation with one of Hero Corps' divisions. Less of a subserviency to some greater hero.



    Quote:


    4) Whatever you do come up with for Hero Patrons, why not just make them part of the existing Anicillary Pools? Go beyond the five powers! In fact, add more, as my Scrapper still doesn't have a Cold Mastery, or a decent Energy/Body Mastery. Also, tier them out and stop with the need this power requirement first (this make me sad the most)
    Bah! That's all I have to say. I like the tiers.
  13. Berzerker_NA

    soul extraction

    Quote:
    Originally Posted by Vinceq1980 View Post

    Or if your really really want that soul extraction then you can kill all your pets at once with the /releasepets command. No dont bother asking if you can release one single pet like this because you cant. You may dismiss a pet one at a time or all at once BUT dismiss unlike /releasepets will not leave a body behind. /releasepets is unique in that it causes the death animation for your pets(lore pets as well) thus you can now cast soul extraction on your recently dead pets. (Also of note if you use the Nemesis lore pets the warhulk has that nasty self destruction aoe when he dies, great to use releasetpets on him when his timer is about to expire)
    On that note, typing /release_pets will also solve the zoning bug, where they get stuck at the entrance and won't go away when you dismiss them.
  14. Quote:
    Originally Posted by joebartender View Post
    Play your toon how you like but I think it's beyond crazy to give up half your bodyguard shield for caltrops. I love me some caltrops for the mitigation they provide but losing 3 shares of bodyguard damage being handed out is far to high a price for me to pay.
    Yeah. I'm starting to see why BG mode matters so much. My other MM builds weren't so aggro intensive, so usually my henchmen were soaking the aggro, leaving me free to act like a Defender. But, enemies really go after you with /traps.

    I'll probably choose cold mastery as my ancillary, just to get some more self heals.
  15. The problem I face with the little Daemons is that all I've got to heal them with is Medicine Pool and Ember Daemon. Triage Beacon gives its bets benefit to pets with high HP rather than low HP.

    Caltrops will deal (slow) AOE damage over time without requiring me to divert heals toward it just to keep it going. Also the slow movement stacks nicely with Daemon Prince's slows and Web Grenade. Probably most mobs will stay on the caltrops long enough to endure its full damage potential. So far I've started the character over in Praetoria and I'm having considerable fun with it so far. Not quite to level 12 yet, so I'm not quite a true MM, just a weak defender with a whip.



    Quote:
    Originally Posted by plainguy View Post
    I wasn't serious..
    You were making a sarcastic joke about Burnout being a waste on /traps then? Seriously (or I guess un-seriously)?
  16. We know we all want them. But who should they be? To be honest, I don't actually have a good idea, but my character is standing in the longbow safe zone of the tutorial right now, and so I'll go ahead and list off all the signature heroes I see around me here. Surely that's a good starting point if we want to form a list of suitable potential patrons.

    I see....

    Statesman (of course, but Lord Recluse isn't a patron so probably Statesman shouldn't be either)

    Positron
    Manticore
    Coyote
    Numina
    Lady Grey
    Apex
    Dark Watcher

    Back Alley Brawler and Sister Psych are at the start, so probably they should be included in the list too.

    That gives us 9 potential candidates, from which we might choose 4 as our recommendation. Which ones should they be? Which ones would give us the nifty-est powers? What kind of pseudo-henchman would they provide us with?
  17. Quote:
    Originally Posted by plainguy View Post
    Go for it.. I think its a great idea.

    If you can squeeze in afterburner you might be able to cap out your defenses for cap for those few seconds almost PFF.
    If you mean force field generator, then probably not, because as near as I can tell summoning a new one always causes the old one to blow up, but..... seeker drones could be double stacked, for a total of -30 ToHit. (7.5 for each drone, enhanced, 4 drones total). Won't work for AV's because of their debuff resistance, but everyone else in the room will be missing a lot.

    I'm not really shooting for soft cap, though. If I want to use a softcapped defense strategy I'd build a Thugs/FF or Bots/FF. My goal with DS/Traps is to maximize damage output. Kill them so fast it doesn't matter how tough they are. Hopefully subdue them in the early minutes so they never get a chance to shoot me at all.

    I'm not saying softcap isn't great. It's just not the only game in town, and certainly not the game that DS plays to the best. Besides that, my Prince can tank better than me anyway. The Prince's S/L defense will be 14% base + 15% FFG + 10% PetDefProcs + 15% (effectively) from the Seekers' ToHit debuff = 54%. That's not bad.
  18. I'm really thinking of skipping the Demonlings and taking Caltrops.

    Also: I should add that that build is designed to be reasonably inexpensive. There are a few purples, but not many, and those which exist are ones I checked to confirm they were not selling for over 100 million.
  19. So, now I updated Mids. Here is a revised build.


    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Elysyanna: Level 50 Technology Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Traps
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Teleportation
    Ancillary Pool: Field Mastery

    Villain Profile:
    Level 1: Corruption -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Hold%(3), Entrpc-Acc/Dmg(3), Entrpc-Heal%(5)
    Level 1: Web Grenade -- TotHntr-Acc/Immob/Rchg(A), TotHntr-Acc/EndRdx(5)
    Level 2: Summon Demonlings -- EdctM'r-Acc/Dmg(A), EdctM'r-Acc/EndRdx(7), EdctM'r-Acc/Dmg/EndRdx(7), EdctM'r-PetDef(9), SvgnRt-PetResDam(9), SvgnRt-Acc/Dmg(11)
    Level 4: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(11), Zephyr-ResKB(37), Clrty-Stlth(37), Clrty-EndRdx(50)
    Level 6: Enchant Demon -- RechRdx-I(A)
    Level 8: Aid Other -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(13), RgnTis-Heal/Rchg(13), RgnTis-Heal/EndRdx/Rchg(15), IntRdx-I(15), IntRdx-I(17)
    Level 10: Acid Mortar -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-DefDeb/EndRdx/Rchg(17), ShldBrk-Acc/Rchg(19), ShldBrk-%Dam(19), Posi-Dam%(21), Achilles-ResDeb%(21)
    Level 12: Summon Demons -- SvgnRt-Acc/Dmg/EndRdx(A), SvgnRt-Acc(23), ImpArm-ResDam(23), ImpArm-ResDam/EndRdx(25), Numna-Heal/EndRdx(25), Numna-Heal(27)
    Level 14: Aid Self -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), IntRdx-I(31), IntRdx-I(31)
    Level 16: Force Field Generator -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(33), S'dpty-Def/EndRdx(33), S'dpty-Def(33)
    Level 18: Hell on Earth -- ExRmnt-+Res(Pets)(A), C'Arms-+Def(Pets)(34), C'Arms-Acc/Dmg/Rchg(34), C'Arms-Acc/Rchg(34), C'Arms-EndRdx/Dmg/Rchg(50), C'Arms-Acc/Dmg(50)
    Level 20: Poison Trap -- G'Wdw-Dam%(A), Lock-%Hold(36), G'Wdw-Acc/EndRdx(36), G'Wdw-Acc/Rchg(36)
    Level 22: Teleport -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(37)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(39)
    Level 26: Summon Demon Prince -- CSndmn-Heal%(A), ImpSwft-Dam%(39), S'bndAl-Dmg(39), S'bndAl-Build%(40), SvgnRt-Acc/Dmg/EndRdx(40), SvgnRt-Acc(40)
    Level 28: Seeker Drones -- Cloud-Acc/EndRdx/Rchg(A), Cloud-Acc/Rchg(42), Cloud-Acc/ToHitDeb(42), Cloud-ToHitDeb/EndRdx/Rchg(42)
    Level 30: Triage Beacon -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(43), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
    Level 32: Abyssal Empowerment -- EndRdx-I(A)
    Level 35: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-Psi/Status(45), S'fstPrt-ResDam/Def+(45)
    Level 38: Detonator -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(46), Posi-Dmg/EndRdx(46)
    Level 41: Burnout -- RechRdx-I(A), RechRdx-I(48)
    Level 44: Trip Mine -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(48)
    Level 47: Recall Friend -- Winter-ResSlow(A)
    Level 49: Long Range Teleport -- RechRdx-I(A)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(48)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run


    I got rid of Explosive Blast and Force of Nature, and added Trip Mine, Teleport Ally, and Long Range Teleport I must have cut something else but I can't see what. Caltrops is the only /Traps power I skipped, and all I skipped from Daemons was 2 of the whips.

    My total S/L resist is about 60%, but my defense is a bit sad.
  20. Tough probably would be awesome for this character. Ember Daemon's Aura already gives me a 15% base resistance to smashing/lethal, and so if I added Tough and Dark Embrace (or Temp Invulnerability because my character is non-villainous) I'd easily hit the 75% soft cap for Smashing/Lethal.

    Probably you're also right that Trip Mine is better than Explosive Blast (from Field Mastery). Looking at Mids' numbers I have 47 damage from Explosive Blast, with a 15 second recharge, and 194 damage from Trip Mine, with a 20 second recharge. I guess it's clear which one comes out ahead. Maybe I'll just take the Temp Invulnerability power from Field Mastery and leave the rest of that set alone. (Or .... try and rethink my character's alignment to be a bit more ....ahem... "flexible" to open up Patrons.)

    I don't understand why anyone takes Maneuvers??!?! It's a serious End hog, and for what? 2.6% defense? Why do that to yourself? Isn't there somewhere else you could pull 2.6% from? (Something that doesn't cost a whole power?)

    I also have to fit Teleport, Burnout, and of course Hell on Earth into my build. (Teleport is just because I hate having a travel that can't get me over walls - and it fits my theme.) So I've got to make room somewhere for them. I think you'd agree that Burnout is pretty awesome on traps? (In my Mids build I put Whirlwind where I would really have taken Burnout, because my version of Mids isn't up to date and doesn't have it.)
  21. Yeah. Pretty much everybody loves traps. Mercs don't get as much benefit as some other AT's, but they don't do too shabby with it either.

    /TA is a difficult powerset for MM. It can be rewarding, especially after you get oil slick, but it's not easy. The main problem is that it offers little or no protection to you or your henchmen. You can mitigate some damage with its slows, immobilizes, and EMP Arrow, but the other sets all have heals, or shields, which help more.
  22. I got a build (first time doing Mid's builds for here)

    I have an old version of Mids that doesn't have Burnout in it yet, so I put Whirlwind where I would really have put Burnout. I wouldn't actually take Whirlwind. Also I might put one of my ancillaries at level 35 and push Burnout back until later. My character isn't evil, so I can't really give her a patron, and Force Mastery is the only typical ancillary with a resistance.

    If I switch caltrops for the Daemonlings, I guess I'd use fewer slots on it too, but then I'd have to put more on HellonEarth to hold all my procs (and still enhance it a bit).

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Traps
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Teleportation
    Ancillary Pool: Field Mastery

    Villain Profile:
    Level 1: Corruption -- Entrpc-Heal%(A), Entrpc-Acc/Dmg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Dev'n-Hold%(36)
    Level 1: Web Grenade -- TotHntr-Acc/EndRdx(A), TotHntr-Acc/Immob/Rchg(3)
    Level 2: Summon Demonlings -- EdctM'r-Acc/Dmg(A), EdctM'r-Acc/EndRdx(5), EdctM'r-Acc/Dmg/EndRdx(7), EdctM'r-PetDef(7), SvgnRt-PetResDam(9), SvgnRt-Acc/Dmg/EndRdx(11)
    Level 4: Super Speed -- Winter-RunSpd/Jump/Fly/Rng/EndRdx(A), Winter-RunSpd/Jump/Fly/Rng(5), Clrty-Stlth(34), Clrty-EndRdx(34)
    Level 6: Enchant Demon -- EndRdx-I(A)
    Level 8: Aid Other -- RgnTis-Heal/EndRdx/Rchg(A), RgnTis-Heal/Rchg(9), RgnTis-EndRdx/Rchg(37), RgnTis-Heal/EndRdx(37), IntRdx-I(37), IntRdx-I(39)
    Level 10: Acid Mortar -- LdyGrey-%Dam(A), LdyGrey-DefDeb/Rchg/EndRdx(11), Posi-Dam%(46), AnWeak-Acc/Rchg(46), AnWeak-Acc/Rchg/EndRdx(46)
    Level 12: Summon Demons -- SvgnRt-Acc/Dmg(A), SvgnRt-Acc/EndRdx(13), SvgnRt-Acc/Dmg/EndRdx(13), TtmC'tng-ResDam(15), TtmC'tng-ResDam/EndRdx(15), Heal-I(17)
    Level 14: Aid Self -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(17), RgnTis-Heal/Rchg(40), RgnTis-Heal/EndRdx/Rchg(43)
    Level 16: Force Field Generator -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Rchg+(21), S'dpty-Def/EndRdx(23), S'dpty-Def(23)
    Level 18: Hell on Earth -- C'Arms-+Def(Pets)(A), ExRmnt-+Res(Pets)(19), C'Arms-EndRdx/Dmg/Rchg(21), C'Arms-Acc/Dmg/Rchg(34)
    Level 20: Poison Trap -- G'Wdw-Dam%(A), G'Wdw-Acc/EndRdx(25), Lock-%Hold(43), G'Wdw-Acc/Hold/Rchg(43)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 24: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(45)
    Level 26: Summon Demon Prince -- S'bndAl-Build%(A), S'bndAl-Dmg/EndRdx(27), SvgnRt-Acc(29), SvgnRt-Acc/Dmg(29), CSndmn-Heal%(31), ImpSwft-Dam%(31)
    Level 28: Seeker Drones -- Amaze-ToHitDeb%(A), Cloud-Acc/ToHitDeb(31), Cloud-ToHitDeb/EndRdx/Rchg(33), Cloud-Acc/EndRdx/Rchg(33)
    Level 30: Triage Beacon -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(33), Numna-Heal/Rchg(40), Numna-Heal/EndRdx/Rchg(40)
    Level 32: Abyssal Empowerment -- EndRdx-I(A)
    Level 35: Whirlwind -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Detonator -- EndRdx-I(A), EndRdx-I(39)
    Level 41: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(42), ImpArm-ResDam/EndRdx(42), ImpArm-ResDam(42)
    Level 44: Explosive Blast -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(45), Det'tn-Dmg/EndRdx(45)
    Level 47: Force of Nature -- Aegis-ResDam(A), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(48), Aegis-EndRdx/Rchg(50), Aegis-Psi/Status(50)
    Level 49: Recall Friend -- Winter-RunSpd/Jump/Fly/Rng/EndRdx(A), Winter-ResSlow(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A), Empty(39)
  23. I'm thinking of maybe dropping the bottom tier pets and taking caltrops. Looking at the tier 1 demons they don't do a lot. Mostly single target damage. 2 single target breath weapons each, a claw attack, and a 30 degree arc breath weapon. I know if I ditch them it will cost me in terms of defensive mode, but then I could save my medicine heal for the remaining three (and Ember Daemon could us her single target heal to better effect as well.)

    Also I'm wondering if anyone has tried putting the Call of the Sandman: Chance for Self Heal proc on the Daemon Prince? His big Frozen Aura AOE has a sleep effect in it and fires every 20 seconds, so it stands to reason that he might get some healing out of that. I don't have him yet, but according to Paragon Wiki he can accept sleep set IO's.
  24. Yeah. I'd been wanting to skip that power for a pool, but now since people mentioned it, I've been looking at the numbers for Seeker Drones. 40 seconds long ToHit debuff, and the power recharges every 1:30. That's not bad. Might help me bring their effective defense up from 25% to 40% (54% for Daemon Prince) which would help alot. Maybe with Burnout I can even double stack them on bosses?

    Any recommendations for Caltrops? I skipped that power too. Thought maybe I'd add it when I get close to level 50 if I have room. If it's particularly useful maybe I'll increase its priority also.

    Do you think it would be worth it to put Impeded Swiftness: Chance for Smashing Damage on the Daemon Prince? I notice he has a persistent slow aura, so I'm thinking it would proc quite often on him.
  25. Quote:
    Originally Posted by Psylenz View Post
    Indeed, the abyssal empowerment really ratchets up your demons quite a bit. Your Demon Prince is kind of like an ice dominator. He prefers to be in melee range. He uses ice sword circle, has a PbAoE slow, and uses a cone slow. The preferred first response to foes' attacks by the Demon Prince is usually the block of ice hold.

    As Necrotech mentioned, your ember demon's upgrade with the PbAoE heal is substantial.
    That's really good to know. Does the PbAOE heal also heal me?

    Also nice to know the set does finally get some decent AOE's later on. All I have right now is a few cones from Ember and Gargoyle. I put one damage proc each on my Acid Mortar and Poison Trap, and hope to acquire more later to stack on them.


    Quote:
    Originally Posted by Psylenz View Post

    There are some builds that can shy away from tankerminding, but a traps setup is a classical case where the emphasis on the mastermind's defense and damage resistance protects the entire squad of mastermind and pets. The pets' defense and damage resistance are focused mainly for mitigating splash AoE off the mastermind.
    Yeah. The only sound beating I have taken so far was from running up to a spawn without defensive mode and trying to set a poison trap by them. They killed me oh so fast.