Slotting fire pimps, I did lots of math and stuff!


Achtung

 

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I've found that 3 recharge and 3 dmg SO's are the way to go. I've tried 4,2 and it gets the job done but it's worth it to sacrifice the little change in dmg for the extra time that 3 imps for out. For accucary, I use 6-slotted tactics and both rad infection and enervating field to reduce defense. This is more than enough dmg especially if you are soloing packs and not bosses.
For bosses, or even AVs you could switch to maybe 1 recharge and 5 dmg because when soloing only one villian, the imps sometimes can't even get past each other to hit the target. Having fewer imps will allow them ALL to hit the target with a lot more effeciency and dmg.
I always keep 3,3 on my imps and it works great. I am able to solo +4 bosses with ease. This is due to char though. I have it slotted 2 acc and 4 hold. Just throw out a char every 20 secs or so and watch your imps demolish those +3-4s. I even soloed a +5 (lvl 44) zues class titan. He never hit me once...charred him to death.
As far as AVs go though I dont know....Never really tried to solo one other than the envoy of shadows and I eventually beat him.

So in turn, I'm going to have to agree with the peeps that say 3 recharge and 3 dmg is the best for maximum xp.


 

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I have now tried fully slotting my imps with 6 recharge and have permahasten(of course), and tried everything from even cons to +5´s, with fulcrum shift slotted 5 recharge and 1 acc as well as Tactics(6slot) and Assault it goes easy enough with almost any kind of mob except soloing AVs(only tried solo Psychihc Clox King so far, invited two tanks to take agro and we proceeded to make him a pile of junk. With Fulcrum slotted for speed I have had my imps do INSANE amounts of damage, and since i can have perma-three sometimes four groups up at a time i seldom have trouble taking on heavier groups, no matter if theyre full of bosses and liuts only(as in shadow shard reflections for example). Then again, speed is my preffered playstyle, we all have to find out own i think. Someday Im gonna try 1recharge 5 damage + massive fulcrum shift to see the effects, lol.

Stay safe.


 

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A major flaw in your formula is considering how may imps spawn w/ each group. It's between 2-5.

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How is that major flaw? The average number of pimps is going to be the same for each group. The only flaw I see is that he did it a really hard way, it would have been much easier in Excel.

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Sry man but u were WAY off with the imps cast thing.
With 6 SO's of recharge you get your cycle down to 23 seconds with no hasten

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no


 

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Found this through the Guide to Guides, and I must say it's enlightening.

On my lvl 43 fire/emp imp herder, I've got assault and tactics; tactics 1 end red, 5 tohit+

I've slotted my monkeys 4 recharge, 2 damage ever since I got them, which was after the big patch. I enjoyed the fact that they got way more hit points and accuracy, so I wanted as many out as possible. 6 recharge is a bit much; with 4x2 all greened up I get a full 3 sets out, which is as much as 15 flaming monkeys! With a teammate with speed boost or AM, I can get 4 1/3 out, pretty much. I've actually gotten 2 speed boosts and an AM on me, and let me say it was nice

The only problems I have with that many out? I'll get stuck inside a little room in the office mission maps, or similar confined spaces; also, my melee-only teammates have trouble competing sometimes. Frankly that doesn't bother tankers nearly as much as scrappers: tankers can at least taunt/provoke and do their job, even when they can't do the punch-voke thing. I play in large enough teams, though, that there are plenty of mobs to go around. The monkeys make it all go faster, so I get to pay people back for some of the sponging I had to do to get to 32.

If I had to redo my secondary, I'd definitely pick radiation! Kinetics is also a good secondary because of the nature of the heals, but you can't speed boost yourself. The good thing about an empathy secondary is I could advertise myself as a healer to help me get to 32. I would think fire/storm would be toughest; at least with FF you can bubble your imps, and the force bubble type powers may be useful...

I'm going to try getting rid of leadership in favor of stealth and Phase Shift; if I do, I'll try it on the test server first, and I'll also test the 3x3 slotting on the imps to see if that works well.

My opinion is generally, more imps=faster kills, regardless of actual damage by the particular imps. Kinetics and Rad secondaries shouldn't even bother with leadership or damage slots on the imps, and go with more recharge, and maybe an accuracy. I personally wouldn't waste an end reduction in my monkeys, but at this point I have both RAs and conserve power


 

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I have a 37 Fire/Rad and have been toying with my imp slotting. I have perma hasten and perma AM. I do not have tactics. I had been running 1 acc+3 dmg+2 recharge. All green gave me 3 sets for 1 min and 2 sets for 30 seconds alternatingly. I am now trying 1 acc+2 dmg+3 recharge. I can get 3 sets all the time. Visually it's more fun. Nice for door missions since I get a set out sooner after the elevator. Better for aggro control, but probally a little lower damage overall. Crowding can be an issue.


@SBeaudway on Pinnacle, TaskForce Titans Supergroup.

 

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Well....I have a (currently) level 47 FIRE/RAD controller (her name is Scarlett Angel) . All I will say is this....after trying different combos....I have settled for 4 DAMAGE and 2 RECHARGES on my imps.WHY YOU ASK??? I AM RADIATION!!! I have PERMA HASTEN AND AM...and LEADERSHIP...and enervating field and radiation aura. I can solo in PI (lvl 50 fake nemesis...no prob). I almost solo'd a lvl 47 AV...the group I was with wasn't doing much damage...I was keeping him held and letting my imps [censored] him. So....to sum it all up.... go with 4 damage 2 recharges only if you are running leadership perma hasten and AM.
And by the way...if you don't believe I can solo +3 fake nemesis...send a tell to Scarlett Angel and I'll show you(she's on JUSTICE)
Later and good luck!


A bunch of 50s and too many alts...
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Questions about Fire/Rad? Just ask!

 

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I went 4/2 originally, and found out that door missions were REALLY annoying when there were elevators since I'd tend to finish a level or get close to it before getting 3 full groups out. So I switched over to 3/3, and the extra damage is really paying off.


 

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I find it important to slot at least one accuarcy for the imps. Plus keep in mind that I am backing that up with rad infection, without which I'd be slotting at least 2 accuracy. YMMV.

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Well, going by COH Planner, which may be wrong, it lists Fire Imps as having a +100% accuracy bonus. For that reason, and the fact I also run a fully slotted Tactics, I didn't bother with any +ACC enhancements. My imps don't seem to miss much.


 

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I don't have rad or 6 slotted tactics (I think mine has 3 to hit SOs) and my imps hit just fine.


 

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I find it important to slot at least one accuarcy for the imps. Plus keep in mind that I am backing that up with rad infection, without which I'd be slotting at least 2 accuracy. YMMV.

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Well, going by COH Planner, which may be wrong, it lists Fire Imps as having a +100% accuracy bonus. For that reason, and the fact I also run a fully slotted Tactics, I didn't bother with any +ACC enhancements. My imps don't seem to miss much.

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I agree. And if the hero planner is wrong, don't bother : imps attack fast enough not to worry about 1 or 2 miss sometimes.
Plus if u got 2 groups of 4 imps (makes 8 imps) u don't bother their acc, they'll kill anyway


The United Powers of Paragon

"Stupidity, if left untreated, will be self-correcting."
@Dr. Fyre
Liberty Server

 

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Increased the Damage buff of Leadership/Assault and Vengeance by 50%

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Just wondering if anyone that currently uses assualt has any imput on how it helps. Seeing as its going to be beefed up in issue 4 im guessing having more imps out might be useful with asssault.


 

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With Issue 5's new changes, you only get one spawn of Imps. Respawning them kills the first spawn and makes another. Therefore, now it's better to 6 slot the imps with Dmg SOs or be like Mirex, my level 50 Fire/Force Fields Controller and have 6 HO Dmg/Acc Enhancements.

Hope this helps!


 

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any update for I6 and ED?


 

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SHORT VERSION: 3Damge, 2Accuracy, 1Range -or- 1Recharge

Allowed enhancements for Fire Imps:
Accuracy
Damage
EndRedux
Range
Recharge

Since you no longer have to keep summoning imps (I5) and ED discourages slotting any more than 3 of the same type enhancement (I6), here is my short analysi.
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For pet summoning (and hencmen) powers, there are enhancements that apply to you, and enhancements that apply to your pets.
Accuracy - Your pet, applies to all powers your pet uses (for monkeys, this is their Monkey Brawl)
Damage - Your pet, applies to all powers your pet uses.
EndRedux - Debateable. I believe this enhancement affects the endurance cost of actually summoning the pet. Most guides for MasterMinds goes on about how their Medibots keep running out of Endurance and adding one of these aleiviated the problem.
Range - Also Debateable. I believe it affects you and how far away the targeting reticule appears. It will never apply to fire imps since they have no ranged attacks, only Monkey Brawl. For other pets it may allow them to hit a target further away, but it does not affect their Aggro radius.
Recharge - Once again, debateable, It should affect you, how long will it take before you can attempt to re-summon your pets. I don't believe it will allow imps to use Monkey Brawl more often.

I will be basing my slotting suggestions based on this:
Accuracy - your pet
Damage - your pet
EndRedux - you
Range - you
Recharge - you

Being able to hit is just as important as the amount of damage dealt. In fact, I use this philosophy on most powers. As soon as I get any power I put an Accuracy in the default slot.
Dying monkeys means you have to re-summon them, and in back-to-back heated battles, you will want to be able to summon them at will.
Secondary sets and pool powers will affect your slotting. Kinetics with Siphon Speed can skip or use less Recharge than others, same with Hasten, though continual summoning (if they die) may require EndRedux (Fire Imps costs 26 endurance, 1/4 of you total endurance), though Stamina mitigates this. Running Tactics will reduce the need for Accuracy.

Possible slotting and reasoning behind it.
3Dmg, 2Acc, 1Recharge - Max/Min, Max Damage, effecient Accuracy, reduced Recharge
2Dmg, 1Acc, 2Recharge, 1EndRedux - Rounded - increase damage, accuracy covered, better recharge, less endurance
3Dmg, 1Acc, 1Recharge, 1EndRedux - better Rounded, damage is a must
3Dmg, 1Acc, 2Range - Sniper, summon your imps in the middle of a spawn, hopefully out of aggro range. They'll absorb the alpha, though poorly. Excellent for following Phantom Army when teaming.
3Recharge, 3EndRedux - My imps die a lot, I'm a terrible master. Oh well, summon more.


 

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I agree with your analysis.

Since I'm /kin I think I would skip the recharge for an endredux (at least pre-transference) , since SiphonSpeed should provide the needed recharge boost for me, and I can use SpeedBoost on the pets to increase their attack rate.

I don't know how much of a buff SiphonPower is, but I think it's not worth removing damage for.
So I think I would go 3 DMG, 2 ACC, 1 ENDREDUX with /kin, as long as SiphonSpeed is well slotted (2 ACC, 1 RCHG, 1 SLOW for example).

I also love to team on hard missions (were everything is at least orange, and at least some purples to me), so I think the accuracies are needed.

I wish you could slot the imps for damage resistance or defense, since they're on the fragile side. At least as a /kin I can cast Increase Density on them and hopefully I7 increases the duration of ID.