Nyghtmaire

Apprentice
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  1. Are you asking us to guess which costume parts are now invalid for your character, then look through the editor for you finding the missing pieces?

    This reminds me of my boss, solely in his position due to to the perfect functioning of the Peter Principle.
  2. Quote:
    Originally Posted by Zeh_Masteh View Post
    Anecdotal evidence is anecdotal. My mercs/storm takes +2/x2 at level 39 with no issues: I think they issue may be /pain in your case, though: I've tried many /pain MMs and they run almost as bad as the old /poison... there's just not enough damage mitigation (as opposed to +res in /therm, -toHit in /dark and /storm, etc)
    Well, by way of anecdote, my mercs/pain is running -1/x2 with only periodic difficulty at 27. Pain is a pain - in the pancake.

    Edit: I logged in to two successful Touch of Lady Gray proc bids. After crafting and slotting, I am amazed by how much these babies improve performance. It's unreal! I move up to 0/x2!
  3. All the recommendations above are all very good slotting perspectives. Regarding the lich's damage, if you go musculature for your alpha and reactive (with the DoT) while slotting for control, you'll see some crazy damage. The lich can control a spawn almost completely by itself. It can be quite impressive.

    I copied my current slotting below.

    @GavinRuneblade - yeah the HO (Endoplasm Exposure) is pretty comfortable in the Lich. I'm trying to remember who recommended it to me, but whoever did was brilliant.

    Actually - was that you??!?!?!

    Edit: It was Arcados -- great use of a slot!

    Level 18: Soul Extraction -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(27), ExRmnt-+Res(Pets)(29), ExRmnt-EndRdx/Dmg/Rchg(29), C'Arms-+Def(Pets)(31), SvgnRt-PetResDam(31)

    Level 26: Lich -- Cloud-%Dam(A), Cloud-Acc/ToHitDeb(34), Cloud-ToHitDeb(36), Cloud-Acc/EndRdx/Rchg(36), HO:Endo(36), SipInsght-Acc/ToHitDeb(37)
  4. Great guide! This was a joy to read and I picked up some more good stuff and perspective for my controllers. I see two things you may wish to add.

    1) MULE section: you may wish to include some discussion on the concealment powers for folks looking for more places to hide LotG +recharge IOs.

    2) you may also wish to identify how a player is to determine whether their endurance recovery is sufficient. On one hand, it's straightforward to tell if a current build needs he'll. The problem is when someone is sketching a fantasy build in Mids, such as while leveling or before even creating the character. Having a rule of thumb would be helpfulfor newer players, or those who don't necessarily have deep ezperoennce with building this particular archetype.

    Just some thoughts, otherwise this is a fantastic resource. Thank you for writing it.
  5. Big thanks to everyone: I want to testify! My eyes are open! Ninja/time is IT.

    I rolled one up on a lark to see what it's like, and I am completely in love with the combination. It's fun and effective. In fact, this is the first time I've ever found a ninja pairing that wasn't torture to play.

    Dr. Gemini, Azero, Neogumbercules (from another thread), Vinceq1980, and anyone else I missed - thanks!
  6. Hey there -- welcome back! And before I write anything here's a back caveat: my only /pain mastermind is a merc. Maybe it takes the sadomasochism theme too far, 'cause it sure it is painful to play sometimes.

    I see a couple challenges/difficulties. Pain is *not* villainous empathy. Moreover, empathy is much more than healing. Likewise pain. In general, going with the medicine pool seems like a overkill on the healing front, and takes time away from your buffing/defuffing. By diversifying, you could probably get s/l def capped fairly easily (with a patron shield and counting a protector bot's bubble). Or increase your recharge.

    First, you ran afoul of the Rule of Five - you only receive the benefit from five of a certain set bonus. So, only five of the 6% heal increases will give you an actual increase in your abilities; the remaining bonuses will not. You can diversify by going with Doctored Wounds or Miracle sets -- both give 5% instead of 6%.

    Second, you have included some very expensive uniques - the gladiator and the shield wall. But why? You're very far away from the defense cap (9% total it appears) and your resistances are not capped either. In fact, if you slotted World of Pain for resistance, you could get a fair chunk of resistance as well as add that to your team.

    Lastly, you may wish to consider tankerminding. It involves working hard to keep alt he aggro on yourself while your henchman blast away. Take provoke and (possibly) your primary's AoE attack, and also work towards getting close to the defense cap (which is 45% against even-con mobs). It's something to consider.

    Basically, I think you have a structural problem with your build.

    For comparison, here is a variation of a build I found on the forums - the source currently escapes me unfortunately). It is an example of how to softcap a /pain mastermind. You'll have more flexibility since you have bots.

    Good luck and have fun!

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

    Click this DataLink to open the build!

    Zane Omega: Level 50 Technology Mastermind
    Primary Power Set: Mercenaries
    Secondary Power Set: Pain Domination
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Presence
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Soldiers -- SvgnRt-PetResDam(A), SvgnRt-Acc(3), SvgnRt-Acc/Dmg(3), SvgnRt-Dmg/EndRdx(5), SvgnRt-Acc/Dmg/EndRdx(5), SvgnRt-Acc/EndRdx(7)
    Level 1: Nullify Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-EndRdx/Rchg(17), Dct'dW-Rchg(21)
    Level 2: Soothe -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(23), Dct'dW-Heal/Rchg(23), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25)
    Level 4: Share Pain -- RgnTis-Regen+(A)
    Level 6: Equip Mercenary -- EndRdx-I(A)
    Level 8: Boxing -- Acc-I(A)
    Level 10: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(31), Posi-Dmg/Rchg(33), Posi-Dmg/EndRdx(33)
    Level 12: Spec Ops -- EdctM'r-PetDef(A), Achilles-ResDeb%(13), HO:Nucle(13), HO:Nucle(15), HO:Nucle(15), LdyGrey-%Dam(17)
    Level 14: Conduit of Pain -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 16: Enforced Morale -- EndRdx-I(A)
    Level 18: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(19), ImpArm-ResDam/EndRdx(19), TtmC'tng-ResDam/EndRdx(21)
    Level 20: Suppress Pain -- Mrcl-Heal(A), Mrcl-EndRdx/Rchg(37), Mrcl-Heal/EndRdx/Rchg(37), Mrcl-Heal/Rchg(40)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), RedFtn-Def/EndRdx(46), EndRdx-I(46)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Commando -- S'bndAl-Build%(A), Achilles-ResDeb%(27), HO:Nucle(27), HO:Nucle(29), HO:Nucle(29), LdyGrey-%Dam(31)
    Level 28: World of Pain -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam/Rchg(40), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam(42), TtmC'tng-EndRdx/Rchg(43), TtmC'tng-ResDam/EndRdx/Rchg(43)
    Level 30: Provoke -- Zinger-Dam%(A), Zinger-Taunt/Rchg/Rng(33), Zinger-Taunt/Rchg(34), Zinger-Taunt/Rng(34), Zinger-Acc/Rchg(34), Zinger-Taunt(37)
    Level 32: Tactical Upgrade -- EndRdx-I(A)
    Level 35: Anguishing Cry -- LdyGrey-DefDeb/Rchg/EndRdx(A), ShldBrk-Acc/Rchg(36), ShldBrk-Acc/EndRdx/Rchg(36), AnWeak-Acc/Rchg(36)
    Level 38: Painbringer -- Numna-EndRdx/Rchg(A), Numna-Heal/EndRdx/Rchg(39), Numna-Heal/Rchg(39), Numna-Heal/EndRdx(39)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(42), GftotA-Def/EndRdx(42), S'dpty-Def/EndRdx(46)
    Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(45)
    Level 47: Web Envelope -- Enf'dOp-Acc/Immob(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Acc/Rchg(50), Enf'dOp-Acc/Immob/Rchg(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), EndRdx-I(50)
    Level 50: Musculature Radial Paragon
    ------------
    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 -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(7), Mrcl-Heal(9)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(9)



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  7. Nyghtmaire

    Hello everyone

    Quote:
    Originally Posted by Hockeypuckhead View Post
    I figured I post in this thread rather then make a new one.

    My pets bug alot zoning into missions or different areas. I remember there was a command to wipe em out but I cant find it. Try to dismiss but that doesnt work.

    Anyone mind refreshing my mind? heh
    No problem - the secret mastermind password is ...

    /releasepets

    (and thanks to Bloodspeaker for putting this in his/her sig!)
  8. Was there a stealth buff with the new issue? My merc/pain was much more fun than I remember.
  9. Quote:
    Originally Posted by T_Immortalus View Post
    I don't know, but I'll probably go bots/ff just for simplicity.
    I've been waiting to see what you'd pick.

    Are you really at the point where you can only roll one more mm? Why not try both?
  10. Jhaber - Let me strongly second Lady_of_Ysgard's necro support (see below). I played it on beta and am leveling one live now.

    On defenses, it is possible to get pet defense up to 25-27% (maneuvers at 3-4%) + (two pet unique at 10%) + (farsight when perma at 12-13%). As Lady said, add in the to-hit buffs from the zombies and the lich (which is a to debuffer all on its own), your pets can reach a state where they are effectively defense capped - assuming all the mobs are properly debuffed. It seems worth it to give the zombies a tohit debuff enhancement to increase the likelihood that the mobs all receive the debuff. Time's Juncture has a base tohit debuff level of 9.38%. Also, since you can get 17-19% S/L defense from scorpion shield alone, it's pretty easy to cap yourself to those damage types.

    The heals (temporal mending and the pets' own) combine well. The zombies and grave knights all have a heal (life drain) on a 30 second recharge; the lich's is half that. Mind you, it's not great. I had heal other but specced out of it on beta. It seemed better to try and lock down a troublesome mob rather than outheal damage.

    The worst thing that can be said about time is that is very busy. I spend a lot of time keeping the pets right next time, tabbing through mobs to click debuffs, hitting temporal mending every 10-12 seconds or so to keep a constant stream of healing, making sure the grave knights have temporal selection, and positioning the lich to hit the spawn with its cones.

    Overall, the combination is more robust than I expected and plenty fun.

    Quote:
    Originally Posted by Lady_of_Ysgard View Post
    There's some decent synergy to be had with Necro/Time as well.

    - 5/6 of the permanent pets are melee.
    - Time's Juncture and Temporal Mending are PBAoE, meaning you want to be close to your pets and close to your enemies to both debuff and maintain health.
    - Necro-pets have -tohit which stacks with TJ and aids in effective +defense.
    - Slow effects stacked on enemies mean fewer hits landing on your pets in a given timeframe, meaning that the longer recharge of Temporal Mending is less of a concern with frail zombies.
    - Level 32 upgrade in Necromancy gives all pets a Life Drain attack (Unknown if pet version was recently buffed alongside the player-version.) which goes even further in mitigating concerns over the relatively long recharge of Temporal Mending.
    - Your control-biased debuffs work well when you consider that your Boss-class henchman is also a control-based critter.

    It's not perfect since the various necropets have no native defense to stack with, but it's still quite potent.
  11. Here is the thread discussing Time Manipulation as it applies to masterminds, as well as beta testers' experience with the set.

    General consensus (iicr) was that any defense-based primaries would be harmonious. Key concern was two-hold: 1) the effectiveness of the heal, and 2) mastermind pets inability to benefit from recharge enhancements.
  12. Nyghtmaire

    Solo Demon/Storm

    Deacon's assessment is right on the money.

    Regarding the damage slotting to your tier 3 demon, I think (and correct me if I'm mistaken - I don;t want to put words in anyone's mouth) Psylenz was suggesting that including slow enhancements in a frankslotted approach to the Demon Prince was a savvy approach. If you do include slows, you likely will not need Snow Storm - almost every attack of the Demon Prince's contains a slow component iicr.

    As an alternative (and purely as a contrary example, in no way it is a recommendation as the BEST approach), here is a build I'm considering working towards. Now, this is only something that will become safely self-sufficient after incarnates (mainly the cardiac alpha). The goal here was for ranged def cap to accommodate the mm flying in first to debuff and gather the spawn with hurricane with demons in bg mode to distribute any shots that get through. In addition, I wanted enough defense that, when accounting for the hurricane bit debuff, the demons would be relatively safe while in melee range (10% both pet unique enhancements, 4.1% maneuvers, and 5.5% variably from steamy mist before hurricane debuff). Lastly, balance recharge with recovery.

    Frankly, I'm not happy with O2 boost, but I'm finding in my live experience that any need to heal is positively related to my proficiency with hurricane (and after the 2nd upgrade!). And hey, that's the joy of using MIDs - figuring out what compromises you're willing to make.

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

    Click this DataLink to open the build!

    Mistress Ghenna: Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Storm Summoning
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Summon Demonlings -- BldM'dt-Acc(A), BldM'dt-Dmg(3), BldM'dt-Acc/Dmg(3), BldM'dt-Acc/EndRdx(5), BldM'dt-Dmg/EndRdx(5), BldM'dt-Acc/Dmg/EndRdx(7)
    Level 1: Gale -- Acc-I(A)
    Level 2: Corruption -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(23), Thundr-Acc/Dmg/Rchg(31), Thundr-Dmg/EndRdx/Rchg(33), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36)
    Level 4: O2 Boost -- Numna-Heal/EndRdx(A), Dct'dW-Heal/EndRdx(34)
    Level 6: Enchant Demon -- EndRdx-I(A)
    Level 8: Hover -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(9), LkGmblr-Rchg+(11)
    Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), RedFtn-Def/EndRdx(17), EndRdx-I(34)
    Level 12: Summon Demons -- ResDam-I(A), SvgnRt-Acc/Dmg/EndRdx(13), Dct'dW-Heal/EndRdx(13), BldM'dt-Acc/Dmg(15), HO:Nucle(15), BldM'dt-Acc/Dmg/EndRdx(17)
    Level 14: Fly -- Frbd-Stlth(A)
    Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(39), Achilles-ResDeb%(39), LdyGrey-%Dam(39), Det'tn-Dmg/EndRdx(40)
    Level 18: Hell on Earth -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-+Res(Pets)(21), ExRmnt-Acc/Rchg(42)
    Level 20: Hurricane -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(23), DarkWD-Rchg/EndRdx(36), DarkWD-ToHitDeb(37), FrcFbk-Rechg%(37)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), GftotA-Def(25), EndRdx-I(25), GftotA-Def/EndRdx(31)
    Level 26: Summon Demon Prince -- BldM'dt-Acc(A), BldM'dt-Dmg(27), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/Dmg(29), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc/EndRdx(31)
    Level 28: Thunder Clap -- Stpfy-Acc/EndRdx(A)
    Level 30: Boxing -- Empty(A)
    Level 32: Abyssal Empowerment -- EndRdx-I(A)
    Level 35: Tornado -- C'Arms-+Def(Pets)(A), SvgnRt-PetResDam(40), EdctM'r-PetDef(40), LdyGrey-%Dam(43), LdyGrey-DefDeb/Rchg(43)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg(43), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/EndRdx(46)
    Level 41: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-EndRdx(42)
    Level 44: Electrifying Fences -- TotHntr-Immob/Acc(A), TotHntr-Acc/EndRdx(46), TotHntr-Dam%(46), TotHntr-EndRdx/Immob(48), TotHntr-Acc/Immob/Rchg(48), TotHntr-Acc/Rchg(50)
    Level 47: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(48)
    Level 49: Weave -- HO:Enzym(A), HO:Enzym(50), HO:Enzym(50)
    Level 50: Cardiac Total Core Revamp
    ------------
    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 -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(7), Mrcl-Heal(9)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(33), P'Shift-EndMod/Rchg(33), P'Shift-End%(34)



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  13. Crime: o believe the early consensus from beta favored demons/sonic as the most harmonious combination.

    See this thread: http://boards.cityofheroes.com/showthread.php?t=267308

    In a nutshell, you get stacked resistance shielding from the demons and your secondary as well as the restiance pet unique enhancements.
  14. Nyghtmaire

    Returning MM

    Quote:
    Originally Posted by plainguy View Post
    ... Also remember a build is like impulse shopping. What do people tell you about impulse shopping. Wait 3 days before buying that item and re-think that purchase, do you really need that item ? They say after 3 days the impulse is usually gone.

    The same goes with builds...
    I'm totally stealing this for a signature!
  15. I just finished leveling my fire/rad today - always in melee range up in a fella's grill. It has truly been one of the most fun characters I have played (so far). I can't recommend it enough if you want to take your control up close and personal.
  16. Excellent resource and very well done!

    You may wish to add a link to Master Zaprobo's guide to Modern Masterminding.

    Here is the URL: http://boards.cityofheroes.com/showthread.php?t=179053

    It is a non-AT specific introductory guide to the masterminds, and answers many frequently asked questions.
  17. Quote:
    Originally Posted by The SentinelF13 View Post
    What triggers the chance for build up proc when equipped?
    I have it in my Grave Knights; it appears to have a chance to trigger of any and every attack.
  18. Quote:
    Originally Posted by Delerious View Post
    You really don't need high levels of defense as a necro/dark. It's just a nice bonus.

    The key is to maximally slot your darkest night, fearsome stare, lich and Dark Servant for -tohit. ... Necro/dark goes beyond even Stupidly Op with incarnate powers.
    I strongly agree with everything Delerious says about the combo. The pet slotting has many options, and there are certainly many ways to build a necro/dark. I ran a necro/dark/soul build for quite awhile, and it was/is a devastating combination. Since Incarnate abilities and inherent fitness, you can do even crazier things with IOs and odd power selections.

    My current build is below. Goal was to get s/l def within 1 small inspiration of the cap as a basic floor, and not counting the tohit debuffs at all. My secondary goal was to make dark servant perma without hasten (which I took anyway because I had an extra slot and to get twilight grasp nearly spammable. Third goal was to make endurance very manageable to accommodate a bunch of resummoning on incarnate trials.

    The thing is, necro/dark will kick serious butt on an SO level diet with some pet procs if it's built around tohit debuffs for those abilities identified by Delerious. Everything past that basic floor is just gravy.

    http://www.cohplanner.com/mids/downl...DAFA3F567CFB67
  19. Then here's a cheap fix: sacrifice a zombie to take the alpha - send it in and let it die (again - poor chap). Follow up with fearsome stare and slap darkest night on the toughest baddie while your zombie is getting beat up. If your minions are in defensive/follow stance, they will attack like mad while you just debuffed the spawn. The lich will be doing roughly the same thing as you, likewise your dark servant (when it's out).

    Alternative is to do darkest night pulls: lay tar patch down behind a corner, step out and give the biggest bad guy some darkest night action, and duck back around your corner past your tar patch. The whole group will run after you, debuffed by darkest night, right into your tar patch. Both are very safe ways to neuter an alpha. Set grave knights to aggressive after the spawn turn the corner, making sure they don't attack your darkest night anchor.

    That's a start at least. I look forward to seeing your build.
  20. What sort of teaming are you doing - missions, incarnate trials, tf's or something else? Are you tanking, or in the alternative - tankerminding, for the team? Are you concerned about yourself or your minions' level of protection?

    And can you post your build? You can install Titan Sentinel and that will extract your build in a Mids format from the live game while you play. You can get Titan (and Mids) from here.

    In general, many necro/dark players build for the hit debuff, including lich and dark servant slotting. But there are a bunch of ways to layer protection for yourself, depending on your playstyle, needs, and budget.

    Edit: I just went through this process over the last month or so when I resubscribed, so I'm happy to share what I learned (was told, shamelessly lifted from other sources, stole from the corruptor's forums, etc...)
  21. Quote:
    Originally Posted by kalashnikow View Post

    bad way examples:
    [snip]...
    thugs/storm - best protection is hurricane, but bruiser and arsonist whole the time run out of it. if for bruiser its intended, still both of them die quite fast without additional support.

    and so on.....
    My experience with hurricane has been that its defensive contribution comes in two parts: 1) the hit debuff, and 2) the knockback. Once enemies are debuffed (which extends past the visual swirl), they'll have a hard time hitting which combines very nicely with thugs' stacked maneuvers and protector bots' ff. It does require an active play style though, flying around a spawn ensuring all the mobs receive the debuff. The knockback just adds insult to injury.

    I actually prefer the demons/storm combo for layered defenses: hit debuff from hurricane + maneuvers + demons' resistances + additional 10% pet def. + additional 20% pet resistances + random spot and AOE demon healing (and O2 Boost) for anything else that gets through. That adds up to pets that are essentially defense capped with impressive levels of resistance and some healing mitigation on the top.
  22. Nyghtmaire

    Solo Demon/Storm

    DS/Storm is such a fun combination! You're like the jerk that holds someone down letting your buddies (i.e. demons) beat up on a dude.

    I think you may be disappointed with your demons' performance (especially tier 2 and 3). Your tier 2 demons are seriously underslotted for damage and accuracy. They also love one SO's worth or so of endurance reduction. The demon prince is a damage monster, well worth focusing on Acc/Dam; it has nice slows but there is not too much need to boost those with a slow set (especially when its paired with /storm).

    You haven't taken any of the recharge intensive pet sets, which ds/storm can make ample use of. At the very least, you can mule the +def and +resistance (four total) in Hell on Earth if it's not a power you often use.

    For your protection (resistance and defense), it's not clear what your going after. Likewise, it seems like you went after some +def set bonuses - but randomly.

    An excellent /storm guide is here. Draggyn did an excellent job in detailing many options available to stormies of all stripes. From my experience, it looks like gale is way overslotted (i go with the default slot and plain accuracy), freezing rain has way too much def-debuff (why bother? recharge and procs do the job and will save you some slots), and snowstorm is overslotted (if your using it to anchor stuff in your patches, try just endurance reduction).

    Regarding teleport foe, how do you use it? I usually just herd mobs with hurricane into a corner and drop freezing rain, etc... It seems that pulling with teleport foe would be too slow.

    Lastly, you didn't take any personal attacks. Now normally, the mastermind mantra is to avoid those powers, but in the case of DS they are pretty nifty.
  23. Nyghtmaire

    Object Aggro?

    "And I thought they smelled bad on the outside."
  24. I think the trouble I have with the thread is the difference between "I don't like" and "don't compare."

    At the outset, you can't teach or learn taste. You either like something or you don't.

    To claim you can't compare two things is just ignorant. Of course you can. You need two things (at the very least) in order for it to work.

    Now I get that the OP has a preference. No clue though why the hate, just sounds to me like some lame bias against a genre or category, e.g. rocker vs. mod, shark vs. jet, east coast vs. west, danzig vs graves blah blah blah. OP - you sound like a great chap to hold a bar down with. Good resolutionless, pointless argument that can go until closing time.

    @crazyjersean great summation!

    @arwen I'm so with you about ALW. Please add Aaron Copeland to that list.
  25. Quote:
    Originally Posted by Jibikao View Post
    Pretty much what I expected. If you can't clearly see the benefit of Demon/Sonic (which is an obvious good combo for sonic), then /sonic will be even worse on other primaries like Ninja/Necro.
    Demons seem to be where it's at. I can certainly attest that a layered approach with necro/sonic is very frustrating. Overall, stuff either died super fast, or my pets were utterly destroyed. There was little middle ground.

    I had resists up into the low 60's (with both +resistance IOs), 14% ish def (def IOs and maneuvers), T1 cardiac and the lich as the opener to spread around hit debuffs. SO slotting other than the pet specials I stripped for test. It was painful even on the 0/+2 setting. Even with cardiac and slotting for end reduction, necro/sonic was running out of blue super fast. For heals, the pets did not heal enough to keep up with incoming damage, and med pool was insufficient for the task.

    I'm going to try a respec or 3 to see if I'm missing something, but I am have little optimism.