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Aha, so this is the balancing feature on Demon Summoning. At full power I am of the opinion the demons are really, really tough. I have even said overpowered, but this endurance feature surely is the balancing point. Let the frankenslotting begin!
I too have had protector bots run out of endurance doing their debuff, shield, heal cycles after level 32. I slap some alkaline battery endurance cost reducers in those bots and they are as good as ever. -
Enervating field does not take defense debuff sets.
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I went for a greyish yellow from the dark palette. It's very subtle.
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On masterminds, I usually frankenslot, get the most from various sets.
First tier I go for 90% accuracy and 90% damage since they will be lower level to your mastermind as your character progresses.
For second tier I go for ~65% accuracy, and 90% damage, with a spare slot for giggles like end reduction. I notice my ember demon is healing quite well and at an adequate level with 2 SOs for healing. If I don't have to replace demonlings as frequently, that's a big help. Ember demon is currently 2 Accuracies, 2 damage, and 2 heals. I might back off one of the heals SO equivalents if I find the ember demon has larger endurance requirements at level 32.
Third tier I try to get away with 5 slots usually, 65% accuracy and 90% damage. It does sound like for the sixth slot the demon prince will require an endurance reduction, especially with any added features at level 32. -
The trouble people have, and tanks and scrappers, too, is that they think you have to herd, aggro, pile up foes on a single point centrally located in an open area. There are tanks that do realize, hey if I herd them to a wall or corner, my stormy buddy can help a lot easier with the process and keep them off their feet as well. The best stormies out there don't want to blow things out of freezing rain and are not inherently going to scatter every group if they are paying attention.
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I would sooner see FF/ice take medicine as fighting. Taking Force Bolt would also help keep your defender busy.
On a kinetic build, it just screams: take AIM, for when that transfusion just has to hit.
Both the kinetic build and the FF build are natural nukers in my mind. The kinetic needs just a blue to get his rotation going again with a transference kick start, and the bubbler only needs to get dispersion up for standard safety. Also neither defender _has_ to be in melee range, even line of sight is not required, to step up with a blaster sized nuke stacked on ice storm's blaster sized AoE damage.
I don't play empaths. Max out fortitude, AB, keep the buffs up. I don't suppose if I had an empath it would nuke either. All just my opinion. -
I think there are a lot of reasons to appreciate the value of the demon summoning mastermind attacks. The damage and the knockdown are both better than the other mastermind sets, but to me the -resistance is where it's at, not for more whip damage but more pet damage as well.
So in my lowly opinion, if you are repeatedly Cracking the Whip, go for the proc benefit. It can't hurt for the one slot in the fun factor. -
I think Trick Arrow works well on a Robots MM I have. It started slowy. Single target flash, web arrow are less than inspiring but useful. Glue arrow is where its at. Disruption, Oil Slick, and EM Pulse arrow are the heavy hitters.
Also note, for oil slick, the whip commands in the Demon Summoning set have fire components. Another good reason to take such a power in the early lean levels. -
I have a Traps/dark defender called 'Mole Trap' for concept reasons, he is a mole with a pink tail and has dark blasts from the underworld. It's not too bad, I like to team and took team friendly cone/AoE powers.
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On my storms, I play for the little rooms. Grab aggro with hurricane and run in a conference room, dive in a corner. The foes pile in, then you block the door, with hurricane and fire off every chaotic power you want. They can't get out, and if one does? No matter. Mutliple stormies can have one guy drag them in, and one to block the door. Even outside, or inside, the third can wreak havoc with the chaos powers. Tornado in a conference room is an amazing buzzsaw.
I would also emphasize again that 3 freezing rains are so potent. If the stormies gale them, herdicane them to corners or small rooms, the good stormies don't knock foes out of the cleansing freezing rain. -
I bow before bAss_ackwards awesome altitis. And, I thought I was bad, heh.
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You would be surprised at the strength, lethality, and overall safety of three storm secondaries. Three snowstorms? Use a calendar to time the incoming attacks. When you all hit 16, the foes will turn to mush before your eyes in the wake of three freezing rains. Triple thunderclap? Yes! please! Chaos will be your friend and you will ride the winds of success to victory.
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Perhaps I don't notice the cold demonling running first because my mastermind runs in first to lash the closest idiot in tankermind mode, grabs the alpha shot, and then heels the troops supporting my advanced position with the thermal goodness.
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I myself would like to see the numbers on resist or heal enhancements in the tier 2 demon. I do know that he does heal rather frequently.
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Hi, Ray,
Welcome to the /poison set. I would point out first that you could do two builds, team vs. solo. This build presented is a team build with antidote and elixir of life. If you primarily solo I would suggest two powers for extra protection or oomph.
I would find a third slot for stamina just to push it into the mid 90% enhancement. You are going to need it. Neurotoxic breath might be a little underslotted, needing a smidge more accuracy and a smidge more range to widen that cone out at the far end.
My robots/poison MM I leveled to 50 without stamina, so I wouldn't compare that build to this one too closely. -
I can't say that I have seen robots or necros being any more stupid than usual. I have noticed better AI in the demonlings, but I do notice that the cold demonling takes it on the chin quicker even when he is behaving responsibly. I suspect it's due to his resistances being different and the damage types at lower levels. Maybe the cold demonling shines against psy based attackers.
My DS mastermind is /thermal, and I can tell instantly when the thermal shields are down because my little cold hearted friend started to really sweat it. -
I would take Forge over Thaw any day on a thermal solo build mastermind.
Remember, you get a free second build for team vs. solo or pve vs pvp after level 10. -
Quote:If you know #1, then #2 is moot if you can put the foes where you want them. Working as a team is often as important as working under the dictates of a player that dogmatically follows a single line of attack.Storm is awesome if one or both of the below applies:
1. You understand when, where, and how to use its KB powers.
2. You have some way to prevent KB.
Also demon summoning has grabbed my attention for the time being. Still plan on playing my emp duo but I gotta play with the new shiny for a bit. -
Quote:Totally agree. Most masterminds won't be able to fit in all 3 whip attacks, but an FF that would take them would be very formidable.I don't know about that; if you are taking them for the resistance debuff you don't really need many slots. Especially if your secondary has -Def. One accuracy, one endurance say.
It does occur to me that taking all three would be a good idea for Force Field due to the lack of other debuffs; a Demon/FF might be surprisingly nasty for an /FF.