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I really liked Beelzy's strat; here's an alternate concept build to that end. The goal was too have the player in melee range with S/L def capped for standard play, followed by advancing recharge, then boosting max end and recovery where possible. Hurricane taps will further floor any other attack types and gives an added level of protection, as does flash freeze - for when everything goes to hell and you need to run
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Ice was substituted for fire seeing how the OP had the fire element covered with the Oni!
The purples tend to be the cheaper ones, and of course can be substituted out. Mainly will be sacrificing recharge by doing so, but that shouldn't be too awful with the two Force Feedback procs. I have not delved too deeply into optimal ninja pet slotting and would defer to other posters on this issue.
PS Hi everyone -- good to see many familiar names still posting!
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Chill Mastery
Villain Profile:
Level 1: Call Genin -- SCotMastermind-Rchg/PetAoEDef(A), SCotMastermind-Acc/Dmg(3), SCotMastermind-Dmg/EndRdx(5), SCotMastermind-Acc/Dmg/Rchg(5), BldM'dt-Acc/Dmg(7), BldM'dt-Acc/EndRdx(7)
Level 1: Gale -- Acc-I(A), FrcFbk-Rechg%(50)
Level 2: O2 Boost -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(33), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34)
Level 4: Combat Jumping -- LkGmblr-Rchg+(A)
Level 6: Train Ninjas -- EndRdx-I(A)
Level 8: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def(9)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), EndRdx-I(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def(50)
Level 12: Call Jounin -- Achilles-ResDeb%(A), BldM'dt-Acc/Dmg(13), BldM'dt-Acc/Dmg/EndRdx(13), LdyGrey-%Dam(15), CmdPres-Acc/Dmg(19), CmdPres-Acc/Dmg/EndRdx(21)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Freezing Rain -- LdyGrey-%Dam(A), Achilles-ResDeb%(17), LdyGrey-Rchg/EndRdx(17), LdyGrey-DefDeb/Rchg(19), UndDef-Rchg/EndRdx(33)
Level 18: Smoke Flash -- RechRdx-I(A), RechRdx-I(21)
Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb(25), FrcFbk-Rechg%(33)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(25)
Level 26: Oni -- SvgnRt-Acc(A), SvgnRt-Acc/EndRdx(27), SvgnRt-Acc/Dmg/EndRdx(27), SvgnRt-Acc/Dmg(29), SvgnRt-Dmg/EndRdx(29), SvgnRt-PetResDam(31)
Level 28: Thunder Clap -- Amaze-ToHitDeb%(A), Amaze-Acc/Rchg(37), Amaze-Stun/Rchg(37), Amaze-Acc/Stun/Rchg(37), Amaze-EndRdx/Stun(40)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Kuji In Zen -- RechRdx-I(A)
Level 35: Tornado -- ExRmnt-EndRdx/Dmg/Rchg(A), EdctM'r-PetDef(36), ExRmnt-+Res(Pets)(36), C'Arms-+Def(Pets)(36), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Acc/Rchg(48)
Level 38: Lightning Storm -- Decim-Acc/Dmg/Rchg(A), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Dmg/EndRdx(39), Decim-Acc/Dmg(40), EnManip-Stun%(40)
Level 41: Flash Freeze -- FtnHyp-Plct%(A), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Sleep/Rchg(42), FtnHyp-Acc/Rchg(42), FtnHyp-Sleep/EndRdx(43)
Level 44: Frozen Armor -- RedFtn-Def(A), RedFtn-EndRdx(45), RedFtn-Def/EndRdx(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def/Rchg(46), LkGmblr-Rchg+(46)
Level 47: Hibernate -- Mrcl-Heal/Rchg(A), Mrcl-EndRdx/Rchg(50)
Level 49: Assault -- EndRdx-I(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(3), Mrcl-Rcvry+(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc(46)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run -
Cloud Senses is just about devastating in Dark Servant. If you can live with it being 10 seconds shy of perma (3+ cast time included) then the proc will be lovely for you. Are you going for S/L defense since you 5-slotted siphon insight? My preference for fluffy is to 4 slot cloud senses (including the proc) and frankenslot heal/recharge.
For the grave knight, the best slotting I've seen is the soulbound allegiance proc, touch of lady grey proc, Achilles's heel proc, and three nucleus (acc/dam) HOs. And isn't it a shame the purple pet set just stinks for pets?
All that said, there might be a better way to keep you're current slotting by mucking about with your build as a whole. But whatever - no matter what you'll still be a seething, rotting mass of annihilation. -
@plainguy my demon mm is 37. The 2nd tier demon goes bone dry of endurance on the second pull of a 0/+3 mission when only using pet set endurance reducers. Tier 3 demon was in the same state by the 4th pull.
This is with a ds / storm of that makes a difference. So it was fitting - kind of - that the pets were running dry. Didn't feel so alone -
Quote:/signedAh ok, I agree that is a valid complaint. I really wish they would be changed to benefit all of a pet's powers but I'm also not holding out much hope for it ever happening.
I wanted to prove so badly that Psylenz was incorrect when I first read his posts on this very topic (it is not a new subject). So much time wasted on test to discover:
Quote:PSYLENZ IS ON THE MONEY -
My experience with demons differs.
For demons, the second tier pet can burn through endurance when they use their heals. The Third tier pet is endurance intensive when using its slows. It helps to slot endurance reduction IOs from heal and slow sets, respectively. The slick alternative is to use hami-O's to globally reduce endurance usage. -
The goal is to hit the spawn with your pbaoe's while efficiently placing your henchmen.
For team teleport, ninjas have the easiest time. Just drop in the middle of the spawn.
For necro, do the same by follow for with a goto command for the lich placing him at the edge so its cones will hit the entire group.
For bots, I will team teleport to the edge of the spawn. While the bots open up, run into the spawn and see the light show. I don't like just running in with henchmen on follow because you never know where they will stop to commence firing. -
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There's no wrong answer to this question.
My only quibble is that a resistance shield does not reduce shared bodyguard damage experience by your pets: so incoming damage -> split by BG - > mm individual share reduced by resistance shield.
I really like/enjoy being softcapped as a necro/dark, though. Just an additional level of safety on top of a very safe set. Conversely, I don't like provoke playstyle with the set. I prefer to start with the pets on passive, lay down the dubuffs, then send the graveknights in on aggressive against a hard target while switching the zombies to defensive with the lich focused on a separate hard target positioned with a goto command to line up its cones. But that's for a pain-in-the-*** pull. Otherwise just run in with the everything on def/follow but the grave knights - who stay in aggressive.
I really wish I could combine a defensive shield with oppressive gloom. That would be heavenly. -
Teleport team is godly on a /time. And a goto macro as well. It's really a reminder that every combination requires a different set of tactics to really flourish.
On a separate note, it is very exciting to see this secondary develop. -
Quote:I'm glad you like time.I just started a MM Demon/Time yesterday after reading Catministrator guide ( http://boards.cityofheroes.com/showthread.php?t=218931 ) link
I was going to go dark because that's what most of the guides did but they were made a few years ago.. I started looking at all the Darks ability's and the other secondary's. I them remembered about the new Time power set and went to see if we *** MM's can use it.. Yes we can... I looked at its ability's and dark's together and I gotta say that Time beats it big time. The ability's are so good. time has a AOE Hot. It heals everything... Its always up right when i need it...And it gets stronger if the targets has a time buff on them. Its kinda like the lower tier ability get better if the higher teri ability's are on the targets/allys. the aoe heals heal for alot more, The aoe slows will have a lover/stronger holds/slows. I'm not sure if people noticed it in the ability's info but just about every ability has a secondary effect if the target is Delayed/Accelerated/etc....I read someone that someone said that the times debuffs aren't as strong as a few other power sets.. They did not read the secondary effects... Those are what bring Time over the top of the rest......I'm so happy that I picked Time.. Powerful set....Plus the whole theme of demons goes with Time....When demons spawn on our plane they have to manipulate time/space for them to scross over to our plane....Nice combo...
You might also want to go back and read about dark's secondary effects. I think you missed a few.
1. Twilight Grasp: in addition to a massive heal (albeit with an accuracy check: need a live enemy for it to work), it lowers regen and tohit as well as reduces the damage taken by those it heals.
2. Tar Patch: in addition to the slowing effect, it lowers targets' resistances by 30%
3. Darkest night: in addition to the tohit debuff (around 16% enhanced to everyone around the anchor), damage output is reduced by 22.5%
4. Howling Twilight - a massive stun and group rez that floors AV level regen (-500%), also reduces recharge (-50%)
5. Fearsome Stare: in addition to fearing minions and lieutenants, it has darkest night level tohit debuffs (mine is up to 17%).
6. Dark Servant: another pet that can do pretty much all of the dark miasma (including twilight grasp!) secondary with the added bonus of a tohit debuff PBAoE.
Yes, black hole stinks. Petrifying Gaze is your standard hold (just like Time Stop - same stats iicr). And Shadowfall is cool if you want to share energy, negative, and psionic resistance, some stealth, and a bit of defense with your team.
All together, my dark miasma are some of my safest - and therefore most aggressive -- masterminds.*
Time is great - it has a wide bag of tricks. It's a great powerset set that does a bit of everything. I would hardly say time "beats dark bigtime" - if at all. What you were told IS correct: time's debuffs are lower than other those of other powersets. The tradeoff is that time has more variety of debuffs. Check out the numbers in Mids or in-game for comparison.
*caveat - I don't roll with a bots or thugs /traps. But soon my pretty, oh, so very soon. /em cackle -
Quote:Fearsome Stare is a fear with a hefty tohit debuff. Psylenz's build slots the Siphon Insight set which makes the power a freakin' death ray of tohit debuffage. Don'a have mids in front of me, but my memory is that you can get 15-17% on that - maybe more....why you favor Fearsome Stare (sleep) over Petrifying Gaze (hold).
Your sense is correct: the goal is not to keep mobs feared but to keep them debuffed and for the lovely set bonuses. -
If it's working for ya don't mess with it!
That said, there is a very nice thread either on the 1st or 2nd page on the slotting of the lich and dark servant. You might want to check that out for some nice options you may not have considered. I am an adherent to slotting the lich like a controller (all tohit debuff with the Cloud Senses proc), and the dark servant 6 slotted with accurate tohit debuffs and healing sets (again with the cloud senses proc).
Regarding Fearsome Stare, slotting tohit debuff is pretty amazing. I like cloud senses with the proc to turn it into a damage machine and for the recharge bonus.
Howling Twilight doesn't need an accuracy - it is autohit. It looks like you're going for the set bonus though. Without knowing more of your playstyle, I am hesitant to recommend a slotting approach.
Good luck! -
Quote:I just appreciate a clean, efficient build that meets its goals. You set out a standard (and apparently an exemping challenge as well) and you crafted a build to meet that standard. Moreover, I've seen posts you've made in other threads (such as the illusion/time controller thread; the thread on the defender boards, and -of course- the various mastermind threads), so it is interesting to see the results of your thought process come together.
Really?
Now I'm curious as to what (exactly) makes you say that. I'm personally thinking it's "adequate" as opposed to being "awesome" ... or even beyond that ... "sexy" ... as you say.
Moreover, it is very interesting to see your build's development (compare to this).
And, purple is not the new sexy.
Quote:
The 5th slot in Time's Juncture isn't there for the set bonus (+damage, which can only be used by Snap Shot!) ... it's there purely for the -Recharge Debuff. It gives me even MORE coverage for recharge debuffing, making it easier/more likely to keep hostiles crashed (hard!) into the recharge debuff cap ... which then protects my Ninjas (and me) from taking incoming damage. In this particular case, dropping one of the *other* enhancements so as to fit the Proc into a 4-slotting arrangement "cost" too much in ToHit Debuff for my tastes ... hence the 5th slot purely for the Proc.
Likewise, the 5th Basilisk Gaze in Time Stop isn't really there for the set bonus (per se) but simply because there isn't much else that would be (that much) better in the place of one of the Basilisk pieces. And switching to a 4/2 mix slotting of Basilisk/Lockdown would only swap out the 5% Status Resistance in favor of a +3% Damage Buff ... which once again would only be useful with Snap Shot(!), which isn't a good enough swap (imho) to be worth it.
So, once Essence of Curare instead of a Basilisk's Gaze in Time Stop would save an extra 15-20 million INF (maybe more) while still keeping the lockdown proc and the set bonus.
Likewise, subbing a Dampened Spirit for a single Dark Watcher in Time's Juncture could save 3-5 million INF while still keeping the set bonus and the proc.
Again, it wasn't so much a criticism nor an assumption that you were chasing a set bonus - clearly you were going after stats. Just a thought on making an already economical build a little more so.
Regarding Time Stop, I don't see much use in putting the lockdown proc in a single target hold. A 15% chance for a boss hold doesn't do much for my playstyle, and it does nothing for troublesome minions and lieutenants. -
Red: That's a damn sexy build.
Regarding the slotting for farsight, I remember some discussion of slotting 2 enzyme HOs along with the LotG recharge IO in beta. You lose the red enzyme recharge bonus but gain 2 slots, capped defense, and generous tohit to boot. I don't remember the result of that discussion though.
Overall though your slotting looks good. Real good. The 5th dark watcher's in time's juncture as well as the 5th basilisk in time stop patent Getting you much in the way of set goodies. You could make the build cheaper by downshifting to the yellow set. , or free up more slots for other use. Not on my computer right now so I can't really tinker. -
You're right on the money with your sense of undead synergies. Necro/dark is a classic pairing that is amazingly strong with little investment. It also responds very well to IOs and sets.
The undead minions each can reduce enemies' tohit, and gain a self-heal with their second upgrade. Since the primary can accept recharge-intensiv pet sets in soul extraction, it is possible to get 20% resists and 10% defense with the unique IOs. It is possible to layer a variety of protective measures with the undead that can lead to a deceptively robust group of minions.
Personally the necromancy set is my favorite group, and I have enjoyed every pairing except trick arrow. I also was not fond of /sonic walking dead while in beta; the shields never seemed to offer enough protection.
Ninja is a melee set with a little native defense (and it is tiny). Time and Forcefields are both popular pairings in an attempt to build on that strength. FF is also nice since the defense buffs stick to the minions, and ninjas have a tendency to sprint (read: haul ***) away.
Generally I think any pairing can be made to work if you have a concept you love. You might have to be creative with your tactics to get it effective. Good luck and experiment away! -
Quote:Now you're just shifting your argument once you were called out for talking out of your backside. The contention that masterminds are less effective than other AT in high end teaming situations is vastly different than your first post (fourth post in the thread):As fiery enforcer said you are comparing yourself to bad teams, try comparing yourself to good teams, try seeing yourself on an MM on those good teams being effective at completing objectives as well as your other team members who know what they're doing, and running past and ignoring mobs that aren't important. Your pets will die, they will lag behind, they lack the same kind of burst damage that other ATs have to effectively complete objectives quickly, accurately, and consistently.
I have an MM, it was my first level 50, and I've played it extensively, as well as playing 2 other MMs up to 50 briefly, and by that I mean actually playing them, not powerleveling, because MMs are great soloists and leveling toons, but as soon as they hit 50, and get on a good team with people that know how to play well, theyre just not going to be as effective as other ATs at keeping up in a fast paced environment, and I deleted my other MMs for that reason. I've played in both casual and high end environments on my MM and while they can hold their own in a casual area of play (quite well, they're incredibly easy to play), the faster your group goes, and the better the people you play with get at completing objectives, the less you will be able to contribute on an MM on such a team. It's just fact, it has nothing to do with your or any player or group of players its just the design of the archetype that they don't perform well in fast paced environments.
"Doesn't matter what pets you're using, MMs as a whole will still be subpar to pretty much every other AT (ducks)"
This was the post Dechs replied too. There was never a claim that masterminds were the "best" AT in the entire game. Subsequent posters seem to have missed that.
Moreover, your most recent post speaks only to a very limited situation dependent on a group of other players agreeing on a particular playstyle. That's great if you choose to play that way. And while you're entitled to your opinion, it certainly appears not to match many others on these boards. At the very least, a discussion on this topic (high end teaming efficacy) is more appropriate in its own thread with far more clearly defined parameters than have been raised here. -
Quote:This is pretty much the inverse of my experience. Other than that, I agree with you Dteadshinobi (aka mm hater!).Doesn't matter what pets you're using, MMs as a whole will still be subpar to pretty much every other AT (ducks).
OP: my perspective has shifty radically on the last couple of months of play. Used to hate it; now I love it.
Essentially, I would rate each mastermind primary as very decent. Some - mile mercs- require a certain IO investment to reach their potential while others are fairly spectacular out of the box (ahem demons). Each primary requires a different approach in pet micromanagement, and all benefit from direction of minions as if they are an attack for another AT.
Other mm COMBINATIONS benefit from synergistic strengths (eg bots / traps). Mercs lack such a pairing. But it is the combination that allows for crazy, edge case achievements, not the primary alone.
Overall, I started a merc for the purpose of completeness. I've grown to love it (merc/pain). I had to change my playstyle and slot some Achilles and touch of lady grey procs, but after the weeds of 20-25 if has become one of my favorites.
If you're asking because you are considering rolling a merc, you should certainly go for it. Merc apologists (err...advocates) certainly convinced me - there's something to this primary. -
Both Dechs Kaison and Plainguy have bots/traps builds that are floating around on the forums. Dechs is on the first page still iicr. They are both excellent places to start if you interested in crafting an IO /traps build, albeit with different approaches.
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Recipients of twilight grasp's heal in no way will benefit from the unique health procs. Only the caster. Moreover, placing said proc in dark servant will only trigger the proc when the mastermind casts the darkservant spell, no other time.
OP: whoever told you otherwise was misinformed, high, or both. And kids, don't spec high.
The best proc - hands down - for fluffy is the cloud sesnses proc. Chance for damage off of just about everything it does. -
op : I seriously have not come across a combination I've disliked, thanks in no small part to these boards. So long as I have a kernel of a concept to hang onto I'm good to go.
If I had to delete all my masterminds except one, maybe because I lost a terrible bet with my cruel and inhuman spouse (), then I would keep my necro/dark. It was my first character I made, first to 50, and first to try out any new content for the longest time. It is versatile and can handle a wide variety of challenges. In addition, the secondary can be played actively, or you can just sit back and coast on the dark servant/lich debuffage.
What a great concept! -
@redlynne: that (coffin corner) stuff was quite interesting g. I just spent my entire train commute reading up on a description of that effect. Thanks, you purveyor of information vice!
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Bloodbath: have you followed Silas' fire/time corruptor build thread in the scrapper forum?
Lots of interesting ideas there...
http://boards.cityofheroes.com/showthread.php?t=273076 -
The first /time build to play with!! You are brave to post it, and I promise - you shall bring great joy to these forums.
I'm excited to see what other posters will write.
I made an edit of your build. I added almost 10% more global recharge (reslotting the lich and Time Crawl).
Regarding the lich, I threw in a more controller centered build. I'm sure you can see a couple posts below there is a discussion regarding how to slot the lich. My main issue with the initial slotting wee the knockback (+smashing damage) and Touch of the Nictus slots. These only have a chance to go off when the lich uses a knockback ability or his version of twilight grasp, respectively. You can find better things to do with those slots - like more hit debuff.
I played with your health and stamina slotting, as well as pet upgrades, to pull slots to give to your pets. My experience is that the Grave Knights should get the purple proc, as well as the def debuff procs (both). And in general, the knights and the zombies are your main (only) source of damage. Slot them. Love them.
Lastly, I pulled your pvp glad IO. With the def you're sporting, it was just gilding your lily.
Lastly, there's at least one extra slot to play with - maybe more if depending on how you shift your focus. The one I'm thinking of is the final slot in distortion field. I threw a lockdown proc there (b/c I'm dying to test that and didn't have a chance on beta). No idea if it would be a good thing, but it makes a certain sense.
So yeah, that's my thinking on this subject. YMMV (of course). It's still to early to tell what will be the best slotting.
Villain Plan by Mids' Villain Designer 1.95
http://www.cohplanner.com/
Click this DataLink to open the build!
Rena edit: Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Zombie Horde -- BldM'dt-Acc(A), BldM'dt-Dmg(9), BldM'dt-Dmg/EndRdx(11), BldM'dt-Acc/Dmg(40), BldM'dt-Acc/EndRdx(40), SvgnRt-PetResDam(50)
Level 1: Time Crawl -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/Slow(42), TmpRdns-Acc/EndRdx(46), TmpRdns-Rng/Slow(48), TmpRdns-Acc/Dmg/Slow(50)
Level 2: Temporal Mending -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx(5)
Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(36), DarkWD-Rchg/EndRdx(37), DarkWD-ToHitDeb(37)
Level 6: Enchant Undead -- EndRdx-I(A)
Level 8: Super Speed -- Winter-ResSlow(A)
Level 10: Temporal Selection -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(13), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(19)
Level 12: Grave Knight -- Achilles-ResDeb%(A), S'bndAl-Build%(31), LdyGrey-%Dam(34), HO:Nucle(36), HO:Nucle(36), BldM'dt-Acc/Dmg(46)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(25)
Level 16: Distortion Field -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(17), BasGaze-Acc/Hold(17), BasGaze-EndRdx/Rchg/Hold(19), Lock-%Hold(46)
Level 18: Soul Extraction -- C'Arms-+Def(Pets)(A), C'Arms-EndRdx/Dmg/Rchg(25), C'Arms-Acc/Rchg(27), C'Arms-Acc/Dmg/Rchg(27), EdctM'r-PetDef(33), ExRmnt-+Res(Pets)(33)
Level 20: Time Stop -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Acc/Hold(23)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(23), HO:Enzym(50)
Level 24: Boxing -- Empty(A)
Level 26: Lich -- HO:Endo(A), Cloud-%Dam(33), Cloud-ToHitDeb(34), HO:Endo(34), Cloud-ToHitDeb/EndRdx/Rchg(37), Cloud-Acc/ToHitDeb(48)
Level 28: Farsight -- LkGmblr-Rchg+(A), HO:Enzym(29), HO:Enzym(29)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(31), S'fstPrt-ResKB(31)
Level 32: Dark Empowerment -- EndRdx-I(A)
Level 35: Slowed Response -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg(43), AnWeak-Acc/Rchg/EndRdx(43), UndDef-Rchg/EndRdx(43), LdyGrey-%Dam(45)
Level 38: Chrono Shift -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-EndRdx/Rchg(40)
Level 41: Weave -- LkGmblr-Rchg+(A), HO:Enzym(42), HO:Enzym(42)
Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), HO:Enzym(45), HO:Enzym(45)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 50: Spiritual Core Paragon
Level 0: Marshal
Level 0: Invader
Level 0: High Pain Threshold
Level 0: Born In Battle
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- HO:Micro(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(9), Mrcl-Heal(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7), EndMod-I(7) -
Quote:First off sorry for the late reply - combo of crazy work and second occurrence of the forum lock-out bug.
Soul extraction is best with damage? I thought he was also a rather heavy control oriented pet. The pet rech set io's are definitely going in..
Doe the extracted soul, I don't think either approach is wrong. It's more that it is one of the few powers that takeaway the recharge intensive pets set. So it is moreadvantageous to use that opportunity in that power. Functionally, the extracted pet is kind of like a tank as well. Ok- That's an overstatement. The extracqwed soul can at least take care of itself and reduce incoming damage to both you and your permenant minions. It used to be able to survive on its own after the mastermind face planted. Don't know if that is still true - haven't died when or was still up in some time to check.
What did you decide to do slotting -wise? -
Would it be better? Dependant on what you want to do and your budget. Another factor is what sets do you like to play. There are a couple posts on the most recent two pages concerning necro / dark builds, as well as different combinations of demons.
What seems to be giving you trouble?