Psylenz

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  1. The alignment merit system starting after level 20 allows you to do 5 alignment tip missions per day (kind of like radio/newspaper missions but better). After you get the first alignment badge after 10 alignment missions, you earn one A merit for 10 alignment tip missions - two days work. If you do these missions as a habit, you can earn a LotG +Recharge every 4 days. For fun you can set the difficulty on alignment missions as high (for extra xp, and drops) or as low (to bang out 5 missions in a day, such as days you have a hard time getting a decent team). Four days of five missions for a LotG is not a 'grind' in my opinion.

    If you have time, you can earn A-merits even faster by playing multiple characters. These A-merits are for heroes and villains, not vigilantes nor rogues.
  2. I think Tony nailed it, and I think the head start will be only a weekend like Thursday - Monday or Maybe Friday to Tuesday.

    I also did not believe one second that they would roll out a new issue or Freedom over the Labor Day weekend. Does anyone remember Issue 2 and the weekend of no instanced missions? The current trouble with the servers although undesired were also predictable considering the hardware upgrades and changes in the game in store for Freedom. If they loaded Issue 21 on top of 'virgin' hardware we would have looked just like a comic book MMO that had their servers hacked -- down for an intolerable amount of time.

    I support the pace and planning the developers have exhibited in a momentous change to this established and successful MMO franchise
  3. MINT; decaff buddy, no seriously it's refreshing to see a lot of enthusiasm over storm.

    1. False_Fiction is correct: Snow Storm and Freezing Rain stacked together floors the foes recharge abilities (except uber bosses, AVs and purple content). As you say, it is very useful, and it IS more beneficial than a lot of folks would give it credit for.

    2. Recharge and End Reduction are the first priorities. Slow, Stun, and defense debuff are worthy, just not priority. Again, content with elites bosses, AVs, purple content, extra defense debuff is quite useful. Some people complain that defense debuff (and slow, etc) are resisted; that's my excuse for banking more.

    3. What you are describing as going around a room and denying the foes the ability to stand up is a situation I refer to as: Total Chaos. When my stormies declare total chaos, my usual teammates sometimes cringe, but I don't usually do it in big open rooms unless my dark defender ally is down and the blaster is down with the situation heading south. The other term I use that truly scares the dickens out of teammates is when my stormies say "Oops!". That's code for: TEAM WIPE IMMINENT ASSUME MAXIMUM DEFENSIVE POSITION!

    There are strategic uses for total chaos. On office maps, often 2 or more spawns are set up outside a corner office door. If your tank knows what you intend, bounce around with hurricane, follow the tank into the corner office, and block the door with hurricane! THEN, cut loose on the deubffed unsuspecting heard around the conference table. That sound you will hear is not a wood chipper, its Mr Twisty lopping off little chunks of hit points, dealing hundreds of points of damage. This works in dead science lab rooms, demolised building corners in outdoor zones, and warehouse shipping docks. This also plays heavily into blaster AoEs.

    4. Slotting priorites:

    Gale: Accuracy
    O2 Boost: Heal, then Recharge and Endurance Cost about equally
    Snow Storm: End Cost Reduction
    Hurricane: End Cost and ToHit Debuff
    Steamy Mist: End Cost, Defense and Resist Damage to taste (I prefer Resist Damage)
    Freezing Rain: Recharge, maybe some Defense Debuff, and some IO procs are good
    Thunderclap: Stun and Accuracy
    Tornado, Recharge and Damage
    Lightning Storm: PILES of Ranged damage: damage and recharge (to spawn more storms)
  4. Psylenz

    Solo Demon/Storm

    Quick addendum ( I about had whiplash when I saw the slotting in lightning storm ): 4 slots of your favorite ranged damage IO dmg/rechg, a devastation hold proc, and an end reduction OR 6 Thunderstrikes are what I recommend.
  5. Psylenz

    Solo Demon/Storm

    I agree with what Nyghtmaire posted. Also, Gale is overslotted; one acc is good, 2 is optional, a third slot in a dmg set is sub-par.

    Hell on earth is underslotted. Defense is built into a mastermind so he can absorb the aggro and distribute the damage. This reduces damage to the pets, but if you have all four of the special resistance and defense IO enhancements keeping the pets alive is so much easier as well.. Boilerplate in 4 slots even if it is all four of the aura bonus. Six slots is highly recommended. More recharge please!

    The hell on earth power is first, an aggro management tool. It's a BIG load of seeker drones distracting foes from hitting you and the pets. The foes waste attacks on expendable living hellfires. Second, living hellfire is a boost to your targeted pet. Especially in a world of alpha incarnates, extra buff on a pet is desirable. Hell on earth is a special perk for approaching the hard targets, elite bosses, and Archvillains.

    Slotting slow IO enhancements is an idea I embraced as well. I put four of the Pacing of the Turtles in Demon Prince to be sure to enhance accuracy, damage, endurance cost reduction, as well as the slow components in pet abilities that have more slow features than direct pet damage. I slotted a couple Edict of the masters in my demon prince to boost more damage and a bit of pet damage endurance cost reduction.

    I also salute your selection of the chill mastery. I found Flash Freeze to be far better than simply a stepping stone to the ice armor and hoarfrost abilities. It's a great way to take a chunk of aggro out of a large spawn as it appears most of the initial demon responses in bodyguard mode are single target attacks.

    If you encounter a situation where you puzzle over whether more or less storm intervention in the management of foes comes to question. I can assure you, in almost all situations, more storm is better.

    I didn't look to see what 6 slots of kinetic crash buys you, but it isn't ideal for tornado. Tornado is autohit. Tornado does use endurance, but there's too much endurance reduction slotted. Recharge reduction, max damage (tornado chews on AVs like a buzzsaw), and a nod to defense debuff (again for the AVs) or a nod to stun is more economical. By the way, I do 5 or 6 slot tornado myself.

    This is a fun combination. I hope you have fun with it.
  6. Most of the game play is well-paced. There have been improvements in the past. Some things limit folks with less than bleeding edge hardware. I used to _hate_ zoning into missions in Grandville to find my character face down at the feet of Arachnos without even giving my character the chance to exit the mission before defeat. At least mastermind pets zone with the character so the masterminds don't enter completely defenseless. Some ambushes quickly dispatch the unsuspecting (I am looking at you, ya big Malta cheaters).

    One of the few annoying things is the onscreen notice that so and so is powering up his super duper orbital energy lance. I would sooner have the notice in the npc chat like when the mastermind pets confirm their actions.
  7. Psylenz

    Older Powers

    Quote:
    Originally Posted by Ad Astra View Post
    Just wondering - what changes do you think FF needs?

    And BTW, it did receive some updating recently, when some of its shields were among those powers that can now be cast as an AoE instead of clicking through the entire team to apply them separately.

    p.s. - If you want to see a Dev stance on the question of updating older powersets, this isn't the place to ask. This particular forum is for Players asking Players for assistance and answers, and the Devs rarely post here (in fact, I can't remember the last time they did post here, off the top of my head).
    This is quite true. This is a major upgrade, especially for masterminds /FF that can now buff the entire team and all pets in two quick clicks.

    Forcefields indeed did get a BIG boost.
  8. Quote:
    Originally Posted by Sailboat View Post
    Not sure what you mean here. If you mean "the added speed as they ran from one guy they had attacked over to another guy," yeah, that's nice, but if you're under the impression "they attacked faster because of the recharge benefits of Speed Boost," you've misunderstood what you were seeing, as recharge buffs do not affect pets.
    I am definitely well-informed that pets' recharge rates are unaffected by speed boost and by -recharge procs of kb sets in Assault Bots

    This is exactly what I am saying "they ran from one guy they had attacked over to another guy". It's more than nice, it affects their AI, too, because they aren't 'locked' into an attack which requires re-positioning. The recharge isn't there, but the execution time of procedures in their attack cycle is improved. Jack Frost is a JUGGERNAUT when he has triple speed boost because he doesn't grind on a certain activation. Of course the fulcrum shifted ice sword circle attacks are just snazzy, too. It might sound lackluster but players should really see it to enjoy it.
  9. Six of our coalition and allies did a Moonfire WST last night. Our team composition was a bit unusual, not your atypical healer/tank/damage holy trinity. Kinetic defender, ice/kin troller, earth/kin troller, Dark/DP defender, Energy blaster, and a super buffed tanker.

    In short we had a lot of transfusion, siphon power, fulcrum shift, speed boost and increase density. What really amazed me was the change in AI in the boosted pets even though their powers didn't recharge faster.

    In my own personal experience, I know what slows do to foe NPC AI. They go to great lengths trying to escape tar patch, glue arrow, or caltrops. There is animation time in their powers and recharge time, but also, npc foes take time to get in position. Certain spawns like to run into your team's position, others are melee power users. If they are slow, even if they have a power recharged their time to setup an attack is often delayed as well.

    Rocky was my pet, and he was quick to battle. Jack Frost was simply breathtaking, zipping to snipers and one shotting them with fulcrum shifted ice sword attacks. Dark Servant was literally a fuzzy blur. I realize the fact that damage was amped up that we went through spawns very fast, but the pets performance to me was unprecedented. The added speed of the pets between attacks was pronounced.

    So have others found this kind of experience in trials or other support heavy teaming? In the past, certain ATs, stone tankers, are not shy about asking for kinetics on the team. Is this another paradigm where controllers, dark defenders, masterminds would be more assertive in teaming with kinetics?
  10. Congrats! If you would, post the current build you had success with and it's always fun to see demorecords of the successes.
  11. Psylenz

    Poison Trap

    Traps and dark blast DO have synergy that isn't as obvious as other pairings or thematic choices. Traps is heavy on a lot of debuffs; dark blast augments these with the hefty cones and AoEs of -tohit.
  12. Quote:
    Originally Posted by Deacon_NA View Post
    Agreed, looks solid.

    I know this is just SOs, but if you get a chance, try to get your hands on a -kb io, it's a difference maker. The Karma -kb can be had for a song, looking at the market now in the last 5 bids I see a sale for 55,000. One of those can go in either Hover or Maneuvers. Steadfast Protection can go in either of your shields.
    Thaw is another good place to slot the Steadfast Protection since the recharge and endurance cost aren't big deals.
  13. In CoV beta, the protector bots had dispersion bubble, too. Can you imagine that on top of everything, mezz protection?
  14. You will be much more pleased with the performance of this latest build.
  15. I don't know which concept you are driving at, but in general I would pick storm over sonic.

    Having said that, I am not sure why you would say that sonic barrier, sonic haven, or for that matter, clarity are duds on a mastermind build. Are you going petless? The three powers are pretty good for teammates as well as your demonic pets.

    Storm has a better mix of slows, defense debuffs, resistance debuffs, to-hit debuffs, storm damage pets, stuns, and storm positioning tools. Yeah I heavily favor storm, but I haven't totally written off sonic either. Sonic has disruption fields, sonic siphon and liquefy which are all pretty special.
  16. It looks fairly unanimous: Dechs, Deacon, Klaw, and I all agree you need some more endurance in the heals and the primaries (attacks, pets, and upgrades). It should be noted, demons use more endurance than any other mastermind pet you may be familiar with.
  17. I like a lot of the features of the build. It's a leveling IO build is how I would describe it. Obtaining the 4 Pet and RIPet auras would be something I would try to fit in.

    The Good: O2 Boost slotting, lightning storm, charged armor, electrifying fences, leadership slotting

    The Strange: Two slots in hover isn't strange, but slotting for -recharge is.

    The Bad: Freezing Rain needs maximum -recharge. It's a huge debuff, it has damage mitigation in the knockdown and fear component; Hurricane needs ~50% tohit debuff enhancement. Hurricane isn't as strong as the defender version. I know the stated goal is to maximize the mastermind's defense; however in tornado you have 3 IO enhancements for accuracy that are flat out wasted. Tornado is auto hit. You really should put the other recharge intensive pet IO aura in tornado to set up for more durability in the pets, and therefore, the mastermind. Snow Storm: between snow storm and freezing rain, your foes will be at the slow cap/floor. Damage and accuracy are meaningless in snow storm, but endurance cost reduction trumps all (17% is not going to cut it).

    The Ugly: Protector Bots do defend, they do tohit debuff, but I am fully behind the fact they are damage dealers just as effectively. In my opinion, 2 protector bots do as much damage as 3 battle drones. In light of the defense theme, I would ditch all the tohit debuff and one of the defense enhancements. 2 Generic defenses with 2 Acc/dmg and 2 Acc/dmg/end IO of your favorite inexpensive sets are geared to your goals without gimping the Protobots.

    I would try to get a slot of -kb steadfast protection in steamy in an additional slot. I would also try to slot a winter's gift slow protection in fly.
  18. The build looks pretty good. I have one power suggestion and some slotting points to make. I like taking the mastermind attacks from Demon Summoning, but Crack the Whip is usually one of the two that I take. Crack the Whip is a targetted AoE, with knockdown and resistance debuff. It's a pretty good way to get the attention of a spawn for the demons to react to.

    On the slotting side, lash and corruption are a wee bit overslotted. Even without full IO sets, I like to make sure I have all my minions six-slotted before level 40. The lowest minions need full slotting for accuracy and damage, because they eventually are -2 in level to the mastermind. If you really only want 5 slots in the demonlings, I would strongly suggest crafting an inexpensive set IO of pet damage for Acc/Dmg or Acc/Dmg/End to maximize the accuracy and damage of the little guys. On the SO/generic IO scale summon demons and demon prince need a full slot of endurance reduction. After the level 32 upgrade when they have their AoEs and auras activated, they will burn through endurance like nobody's business.

    You also might consider some endurance reduction in warmth or cauterize.
  19. Psylenz

    Demon/Dark help

    You are correct. Mutation dual origins DOs come in a couple varieties: Magic/Mutant or Science/Mutant. You can buy these DOs at the magic, mutant, or science store in Steel or Skyway or through the auctionhouse. New Dual origin mutant enhancements are very useful at level 12 and level 17. I generally use DOs 12-21, Single origins (mutant in your case) at 22-30ish, and when a single Invention Origin is as strong as one single origin mutant enhancement, I start to switch over as time and influence allow.

    The stores in Praetoria also sell dual origin enhancements.
  20. Psylenz

    Demon/Dark help

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

    Click this DataLink to open the build!

    Mujica?: Level 50 Natural Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Dark Miasma
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Summon Demonlings -- EdctM'r-Acc/Dmg(A), EdctM'r-Dmg/EndRdx(3), EdctM'r-Acc/EndRdx(3), EdctM'r-Acc/Dmg/EndRdx(5), EdctM'r-Dmg(5), EdctM'r-PetDef(9)
    Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(31), Nictus-Acc/EndRdx/Heal/HP/Regen(34), Nictus-Acc/EndRdx/Rchg(37), Nictus-%Dam(46)
    Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(7), P'ngTtl-EndRdx/Rchg/Slow(43)
    Level 4: Darkest Night -- EndRdx-I(A), DampS-ToHitDeb/EndRdx(11), ToHitDeb-I(17), ToHitDeb-I(31)
    Level 6: Enchant Demon -- EndRdx-I(A)
    Level 8: Crack Whip -- Acc-I(A), Posi-Dam%(9)
    Level 10: Howling Twilight -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(34), Dsrnt-I(37), Dsrnt-I(46)
    Level 12: Summon Demons -- EdctM'r-Acc/Dmg(A), Dmg-I(13), EndRdx-I(13), ResDam-I(15), Mrcl-Heal/EndRdx(15), Heal-I(17)
    Level 14: Lash -- Acc-I(A)
    Level 16: Assault -- EndRdx-I(A), EndRdx-I(43)
    Level 18: Hell on Earth -- C'Arms-+Def(Pets)(A), ExRmnt-+Res(Pets)(19), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(43)
    Level 20: Fearsome Stare -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-ToHitDeb/EndRdx/Rchg(21), SipInsght-Acc/Rchg(21), SipInsght-Acc/ToHitDeb(36), SipInsght-ToHitDeb(40)
    Level 22: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(34), AdjTgt-ToHit/EndRdx(46)
    Level 24: Shadow Fall -- Aegis-ResDam/EndRdx(A), Aegis-Psi/Status(25), LkGmblr-Rchg+(25), S'fstPrt-ResDam/EndRdx(33), S'fstPrt-ResDam/Def+(36), S'fstPrt-ResKB(37)
    Level 26: Summon Demon Prince -- EdctM'r-Acc/Dmg/EndRdx(A), Dmg-I(27), P'ngTtl-Acc/Slow(27), P'ngTtl-Dmg/Slow(29), P'ngTtl-Acc/EndRdx(29), P'ngTtl-EndRdx/Rchg/Slow(31)
    Level 28: Hover -- LkGmblr-Rchg+(A)
    Level 30: Fly -- Winter-ResSlow(A)
    Level 32: Abyssal Empowerment -- EndRdx-I(A)
    Level 35: Group Fly -- EndRdx-I(A)
    Level 38: Dark Servant -- Acc-I(A), DampS-ToHitDeb(39), DampS-ToHitDeb/Rchg(39), DampS-ToHitDeb/Rchg/EndRdx(39), DampS-ToHitDeb/EndRdx(40), DampS-Rchg/EndRdx(40)
    Level 41: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(42), ImpArm-ResDam(42), ImpArm-ResPsi(42)
    Level 44: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(45), Stpfy-Acc/EndRdx(45), Stpfy-Acc/Stun/Rchg(45)
    Level 47: Soul Storm -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Acc/EndRdx/Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48)
    Level 49: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(50), Enf'dOp-Acc/EndRdx(50), Enf'dOp-Acc/Immob/Rchg(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Supremacy
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)


    This is what I call a 'grower' build. It isn't purpled out, but it isn't budget either. Summon Demons is tricky. I now go Acc, Acc, centriole, centriole, enh/heal, heal to max out accuracy and damage at level 50.
  21. Psylenz

    Demon/Dark help

    Slotting is a different game, but it's easier with masterminds because of the 'mandatory' slotting. You have immediate needs and long term needs for demon slotting. Level 3 and level 5 are dedicated to Summon Demons. Level 13, 15, and strongly suggest one of level 17 slots goes to Summon Demons. You want your damage dealers to be damaging ASAP. Level 7, 9, and 11, I spread out for minimal slotting while getting the demon minions enhanced.

    I am up to level 17 now, I backslot a spot in darkest night. 18 we take Hell on Earth. I slot 2 slots on enhancers at 19. Fearsome Stare is 20, 21 slots go in Fearsome. Level 23 I put in inherent Stamina. You might slot some to stamina in the 7, 9, 11 group as an option. 2 slots go to shadow fall at 25, then after Demon Prince, we slot the next 4 slots there.

    Level 31 we start a phase of widely optional power slotting. The demons are slotted up, and you are more than ready to convert to IOs for cheaper enhancements to maximize the demons utility. At this point without the demand for slots in the pets, and by postponing travel, we can back fill the secondaries and the mastermind attacks and pools. Not a coincidence, your demons explode with extra powers at the level 32 upgrade.

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

    Click this DataLink to open the build!

    Mujica?: Level 50 Natural Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Dark Miasma
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Summon Demonlings -- Empty(A), Empty(3), Empty(3), Empty(5), Empty(5), Empty(9)
    Level 1: Twilight Grasp -- Empty(A), Empty(7), Empty(31), Empty(34), Empty(37), Empty(46)
    Level 2: Tar Patch -- Empty(A), Empty(7), Empty(43)
    Level 4: Darkest Night -- Empty(A), Empty(11), Empty(17), Empty(31)
    Level 6: Enchant Demon -- Empty(A), Empty(43)
    Level 8: Crack Whip -- Empty(A), Empty(9)
    Level 10: Howling Twilight -- Empty(A), Empty(11), Empty(34), Empty(37), Empty(46)
    Level 12: Summon Demons -- Empty(A), Empty(13), Empty(13), Empty(15), Empty(15), Empty(17)
    Level 14: Lash -- Empty(A)
    Level 16: Assault -- Empty(A)
    Level 18: Hell on Earth -- Empty(A), Empty(19), Empty(19), Empty(36), Empty(43)
    Level 20: Fearsome Stare -- Empty(A), Empty(21), Empty(21), Empty(36), Empty(40)
    Level 22: Tactics -- Empty(A), Empty(33), Empty(33), Empty(34), Empty(46)
    Level 24: Shadow Fall -- Empty(A), Empty(25), Empty(25), Empty(33), Empty(36), Empty(37)
    Level 26: Summon Demon Prince -- Empty(A), Empty(27), Empty(27), Empty(29), Empty(29), Empty(31)
    Level 28: Hover -- Empty(A)
    Level 30: Fly -- Empty(A)
    Level 32: Abyssal Empowerment -- Empty(A)
    Level 35: Group Fly -- Empty(A)
    Level 38: Dark Servant -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40)
    Level 41: Dark Embrace -- Empty(A), Empty(42), Empty(42), Empty(42)
    Level 44: Oppressive Gloom -- Empty(A), Empty(45), Empty(45), Empty(45)
    Level 47: Soul Storm -- Empty(A), Empty(48), Empty(48), Empty(48)
    Level 49: Soul Tentacles -- Empty(A), Empty(50), Empty(50), Empty(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    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(23), Empty(23)


    I am showing this bare of IOs so you can see that the desire to slot extra spaces is driven be an overall scheme and to maximize sets later with special bonuses forecast in the upper levels.
  22. Psylenz

    Demon/Dark help

    I hope you have the Mids Hero Designer. The way I set out to make a build is to look at the powers and the order first. I usually look making the build from a 'growing' concept, not plugging in the best or purple enhancements right away. As you level higher you can substitute out the workable IO sets for the real gems.

    So for a demons (I have laid out a DS/dark build before) I plug in the automatic selections:

    1. Summon demonlings
    6. Enchant demons
    12. Summon Demons
    18. Hell on Earth
    26. Summon Demon Prince
    32. Abyssal Empowerment

    Then I tackle the priority dark miasma:

    1. Twilight grasp
    2. Tar Patch
    4. Darkest Night
    10 Howling Twilight
    20. Fearsome Stare
    38. Dark Servant

    I really want Shadow Fall, too. It is very powerful, but it's not as critical as this list. Demons/Dark also has a slotting crisis right around level 20, so I delay Shadow Fall until 22 or 24 usually, right about the time I can run it with two SOs of endurance reduction.

    I look at the build so far, and I find a couple openings at 8 and 14. These can easily be travel powers. Recently with the auctionhouse temp travel, the safeguard temp powers, or the mayhem mission travel power rewards, I just delay the travel powers until later opportunity. Currently I suggest using a temp power and picking up your mastermind primary attacks such as lash and crack the whip. All three DS mastermind powers are good enough. I prefer crack the whip since it is an area-of-effect. It's not wrong to take travel at this point. It's not wrong to take the Mastermind attacks.

    Level 16 is another open slot. Suggestions to go here are hover or assault. Assault is what I am putting in this build because at level 18-22, your demons have growing pains. You don't have single origin strength enhancements yet, and you don't have the second demon until level 24. I probably cannot run Assault 24/7 but I can toggle into it for the more difficult spawns.

    Level 22 I have as open, it could be switched for shadowfall here for various reason. I pick up Tactics in this build. Tactics to-hit buff while smaller than defenders or corruptors will help your first tier demonlings and living hellfire. Tactics also has the benefit of added protection to confuse. Confuse status from a CoT succubus can be devastating to a mastermind.

    Level 28, 30, 35 are optional levels, too. This is where I pick up my permanent travel powers. I have probably run out of the first level 6 raptor pack, probably in the middle of a temp flight pack. I usually go hover/fly/recall hover/fly/group fly or hover/recall/teleport. For masterminds, if not any other AT, good cases can be made for group fly and team teleport.

    I will restate 8, 14, 16, 22, 28, 30, 35 are the most flexible levels in a mastermind build. The powers to consider are travel, leadership, and mastermind attacks. For your own taste, if you switch it around doesn't mean you are wrong, just that this game has a lot of flexibility.

    ... to be continued
  23. Psylenz

    Wheelchair

    with some different body posing, I think it could work with a modified rocketboard
  24. Quote:
    Originally Posted by Muse to my Ears View Post
    That would be fun to see a whole bunch of stormies together
    We had a group theme: anyone with kb, most were storm defenders and controllers, but we were happy with the mind control TK and the energy/energy blaster, too.
  25. Welcome to our pandamonium theme. Stacking hurricanes, Freezing rain all over the battlefield. Endless lightning storms. Stormies going blast blast blast in the comfort of stacked steamy mists.