prae

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  1. prae

    MM Help

    Quote:
    Originally Posted by Suneleb View Post
    One question I do have will the "Induced Coma -Recharge" be any use in Summon Demon Prince have placed it there for the time being to see what peoples thoughts are on the subject.
    I think he has one sleep power, so that's the only time it'll proc -- if you want the -Rech effect, I'd use the one from Pacing of the Turtle. It'll have a proc chance off of nearly all of his attacks and abilities (all but one, I think, including one of his toggle auras).
  2. I tried a bunch of variations on this, once upon a time (all of which *looked* like they should have worked) -- I ended up binding z/shift+z/ctrl+z to feed them to my pets (lowest to highest).

    In all fairness, I quickly got used to it and haven't revisited this in at least a year or two; something may have changed in the interim.
  3. Quote:
    Originally Posted by Xetrov View Post
    I don't have much DEF besides Maneuvers, so I guess I'm not going to benefit all that much from it. Should I drop it for Hasten, then, or would Petrifying Gaze be a better choice to drop?
    I'd drop Maneuvers -- that hold is nice to have around and the Maneuvers bonus for masterminds is pretty small (2.25%, I think).
  4. Quote:
    Originally Posted by Psylenz View Post
    My vote would be to stick to concept and go soul mastery, but chill and mu would both allow for continued success.
    If you play your necro/dark as a pet-heavy controller (and if you skipped the attacks, that's pretty likely), Soul Mastery supplements that very, very nicely. My necro/dark is ludicrously effective with controls, especially with the Lich and Dark Servant focus-firing.

    His biggest drawback is the almost utter lack of direct damage without the pets -- barring procs, I don't have any.
  5. One other bit -- that -Recharge proc coupled with the prince's always-on Chilling Embrace can make for some pretty sweet damage mitigation.
  6. Quote:
    Originally Posted by EricHough View Post
    The demon prince is also a special case - not all of his attacks are actually affected by the pet set IO's as ehancements from those IO's are only passed through to pet powers that do damage - so shiver at least won't be enhanced by pet damage IO's and I am not sure about other attacks. In my demon/pain MM I ended up using 4 slots for mixed acc/dam/end slotting with pet IO's and then I slotted a common accuracy and end reduction in my demon prince.
    I've also gotten good results from slotting Slow sets in the demon prince -- since he's all ice, pretty much everything he does (except for Frozen Aura) has a slow effect, so it complements nicely. As a bonus, Impeded Swiftness has a chance for smashing proc and Pacing of the Turtle has a chance for -rech (20%) proc.

    In my experience, Acc/Slow, Dam/Slow, Acc/End and proc from Pacing of the Turtle plus the Acc/Dam and Acc/Dam/End from Blood Mandate is pretty sweet. You also get a bit of recovery and accuracy for your actual mastermind, which is always helpful.
  7. prae

    AoE Monster!

    Quote:
    Originally Posted by Knowmad View Post
    After the i19 respec my crab spider has 7 AOEs and 6 pets, 3 of which have AOEs. He's defense capped and the AOEs include -res and immobilize effects. It's friggin insane. One pass through your attack chain and the map melts. I and another crab spider fired this barrage off within the ITF valley of lag and after a roughly 9 minute pause, the game just gave up and said mission complete..
    Yeah, same here. Not to mention -def (which can take another -res proc), KB if you want it, stun and taunt aspects. With my perma-Hasten (I went that route rather than go for soft-capped defense), it's non-stop AOE (and pet) craziness.
  8. Quote:
    Originally Posted by Derek_Icelord View Post
    If I slot both of these into Hell on Earth on my Demon Summoning Mastermind, will all of my pets gain +20% Res (all), or only the Hellfires conjured up by the Hell on Earth power?
    Just so you know, you can put the two Recharge Intensive auras into Hell on Earth (or Soul Extraction, or Gang War), then fit the other two into your henchmen tiers for a total of +10% Def and +20% Res.

    I've found that frankenslotting the Acc/Dam and aura from Sovereign Right and Edict of the Master with the Acc/Dam and Acc/Dam/End from Blood Mandate works pretty well if you put it in the lowest tier for most primaries. The Acc and Dam bonuses come out at 86.38%, per Mids', which I find high enough for most purposes -- also, since the lower tier rarely has End issues, it works out pretty well.
  9. Yep, released today. I'm still at work, myself, so I can't test it.

    :sigh:
  10. My Ninjas/FF/Field Mastery mastermind is pretty insane on the knockback, too.
  11. IIRC, it's based on the colors you give your pet summon powers in the character editor. I know I have my Necro/Dark set up so that the Lich and Dark Servant are on a different color than the rest of my Dark powers -- makes it easier to stack holds (or spread them around, for that matter) and so forth when I can tell who put what on whom.

    I haven't tried this on the demons, for what it's worth. As far as I know, this only works for pets that have powers/animations that are based on ones available to players (e.g. Necro with all the Dark-based stuff).
  12. Quote:
    Originally Posted by Kiwi View Post
    Necromancy/* aswell
    */Dark, too.
  13. Pets have to be under the effect of Supremacy for Bodyguard to work, not "be able to see you". As long as they're in the appropriate stance and have Supremacy running on them, you have Bodyguard.
  14. Quote:
    Originally Posted by MrVacant View Post
    Well I've never played a Necro/Dark before (obviously), so could you expand on that statement a bit? I'm under the assumption that when a pet dies you can use SE on it and then re-summon the fallen pet, thus giving you an extra pet... did it work differently before?
    It used to be that you could use something like "/petcompow lich dismiss" (or do it via the mouse) and the pet would leave a targetable corpse behind, on which you could then use SE. Resummon the original pet and on you go. Now dismissed pets do a "leaving" sort of animation instead of falling over dead, so you can't get the extra pet without something actually dying -- which can be rare on a Necro/Dark.
  15. prae

    New MM

    Quote:
    Originally Posted by Qwarg View Post
    I mite have to give nin/FF go . power boost and FF will cap there def unless they changed power boost sense last time i looked . Hmm just did the math and add the def pet IO genin would hit 45.83 with out power boosting bubs , at level 50 that is .
    With the Edict of the Master +Defense and Maneuvers, you'll break 45 on your positional defenses in the low thirties. It's pretty awesome (though the Genin won't be softcapped against most spawns, due to their -2 level).
  16. Quote:
    Originally Posted by Cyber_naut View Post
    I played the hickman arc - it was very entertaining and well written. My only complaint is that the end drain is BRUTAL in the first two missions. And by brutal I mean ridiculously over-powered. It's bad enough that I'm fairly certain many people would quit the arc over it.
    I already did once -- I'm planning on going back with my difficulty settings lowered back down.
  17. Quote:
    Originally Posted by beyeajus74018 View Post
    /pain to me is the only thing that will keep the ninjas alive lol.
    I rock a nin/pain MM, he's at lvl 36 right now, first toon I ever made. Stil play him, still love him. World of pain is win.
    Ninjas/FF works just fine (mine's level 44 now). There were a couple of rough spots earlier, but now I usually play her at +1-2/x3-4, depending on my mood. The Medical pool (Aid Other, at least) is pretty much a must-have, but other than that it's a remarkably flexible build.
  18. Quote:
    Originally Posted by Pedro Schwartz View Post
    When i use Upgrade Equipment with my Thugs,they will be permanently upgraded or I'll have to re-upgrade them everytime I summon them?
    Every time you summon them. When they go across zones with you, sometimes they'll be upgraded and sometimes not; if they are, they'll go through the animation when you enter the zone.
  19. Quote:
    Originally Posted by PrincessDarkstar View Post
    I might try that because I have a level 39 necro/dark and I can't stand it. I usually open with Fearsome Stare (I think) and then Darkest Night > Tar Patch and by that point all my zombies are dead, dying or in the wrong mob.
    Mine's actually a mix of those two -- I'll open by sending the Grave Knights and Zombies in on goto/defensive (switching them to attack/defensive their target when they get close), then drop Fearsome Stare while they're running. Darkest Night goes on whatever big guy there is, then Tar Patch. By that time, the melee pets have usually finished off their first target and maybe two or three others. Meanwhile, Fluffy and the Lich are throwing debuffs, controls and heals all over the place.

    Nothing wrong with goto/aggressive, by the way -- but since I'm usually right on top of the melee pets anyway (to keep them in Twilight Grasp radius), I like them automatically bouncing back to Bodyguard if I don't sic'em on someone else. My Lich just stays on defensive/follow most of the time, though on tricky spawns I'll direct him at the mobs my melee pets aren't working on.
  20. Quote:
    Originally Posted by Scene_EU View Post
    I find that if you resort back to the pre i16 way, ie dismiss pets when out of a mish, then recast in a new mish, there is less of a chance that pets get stuck when zoning within missions. I always dismiss pets after a mish anyway, as I find them more of a hinderance than a benefit out in the open playfield, when they're not being used.
    I actually tested this pretty rigorously for a day or two--I haven't seen any pet that I summoned in-mission get elevator-locked. If I'm running with a group, I'll just "/petcomall dismiss" and resummon if we go into a map that I know is going to have more than one elevator.
  21. prae

    Nice Job, Devs.

    Quote:
    Originally Posted by Cavatina View Post
    I hate the new event.

    The banners con as GMs for badge credit apparently so if you dont have a team of 8 you plain wont get badges from it .

    Needless to say I dont even bother showing up to the zone anymore because I always end up on a team of 3.

    Its far less fun when you show up to every single ******* ******* stupid-*** banner, help take them down, and get NOTHING for it all 4 times while desperately asking for a team only to realize theyre all full.

    *RAGE*
    First two characters I did the event on, I was on a team of 4-5, got all six badges (four banners, GM and "everything") in a single go.
  22. Quote:
    Originally Posted by Ultra_Violence View Post
    Never saw the event work myself. Every time I saw it even with a 4 teams they couldn't get even close to taking all the banners down (they got about 2 usually). If that is any indication no one will be finishing it once they get the system load down to a manageable level. lol
    Actually happened to be playing when the new event went off in Nerva today (first time I hadn't been in the middle of something), so I jumped in. There were four teams (none of them full) running, and with a little coordination we brought down all four banners with about five minutes to spare. The GM got dropped in under five minutes, to boot. Great time.
  23. Rise of the Tokaji, please (arc 162096)!
  24. prae

    Mothership????

    Quote:
    Originally Posted by CalebLancaster View Post
    There always is.
    What time does it roll (today or in general)? I've been wanting to get in on one...