Any skippable powers in the Demon Summoning pool?


EricHough

 

Posted

Since I won't get a chance to play my MM much until this weekend, I'm wondering if anyone wants to give their opinions on powers you can skip without gimping yourself too much.

The problem I am seeing is, all the personal attacks and Hell on Earth are looking very appealing, where generally those equivalent powers are easily skippable with other MMs. So unless you go with a light secondary like Force Fields, you will have to make some potentially painful tradeoffs.

Is Hell on Earth as nice as it appears to be? Also, if you were to use only one of the three personal attacks, which one would it be?


 

Posted

I think it really depends on your secondary. If you have something that's slower-paced (like traps, for example), then the whip powers will be especially appealing since they'll give you something else to do.

Otherwise, have you considered dual builds? One with attacks and HoE, the other without the attacks (maybe keep HoE, not sure) to free up some power spaces?


 

Posted

Quote:
Originally Posted by chriz2ferx View Post
Since I won't get a chance to play my MM much until this weekend, I'm wondering if anyone wants to give their opinions on powers you can skip without gimping yourself too much.

The problem I am seeing is, all the personal attacks and Hell on Earth are looking very appealing, where generally those equivalent powers are easily skippable with other MMs. So unless you go with a light secondary like Force Fields, you will have to make some potentially painful tradeoffs.

Is Hell on Earth as nice as it appears to be? Also, if you were to use only one of the three personal attacks, which one would it be?
Can't think of any, but in the end it all comes down to personal preference. The set is very good.


 

Posted

I wouldn't take all of the personal attacks - you will easily burn youself out of end and slots trying to make 3 attacks effective PLUS your pets and your secondary. Personally I suggest taking corruption for the resistance debuff since it has the best range and if you want another attack take the cone - it does great damage and will apply an AE debuff. The second attack, lash, is nice but it is very short range (20' vs 80' for the first attack) and the recharge is longer than the debuff duration so you won't even be able to keep up the debuff without some recharge slotting.

I would put hell on earth off a bit later - its a nice power, just like gang war and soul extraction, but has a long enough recharge that you won't have it up much without some good recharge slotting, which means waiting until you get SO's at least. So far most of the builds I have looked at for varous secondaries (storm, dark, pain and poison) can easily fit in corruption and hell on earth - Crack whip is a tougher fit and I personally would only take it with a secondary that doesn't have much resistance debuff. So if you are force field or poison it would make a good choice and it would probably be worth fitting earlier on at least for a pain or thermal, since they don't get any debuffs until the 30's.


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Posted

well on test i went to lvl 25 ,lvl 10 on live, have a DS/Therm MM skipped the whips for the buffs,even so i have to have at least 2 end reducers in my heals and such til dos then can go down to 1 so at 22,but i play the quarterback type MM and buffer


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Posted

The whip attacks are the only powers in DS that I'd call 'skippable'. However, unlike the attacks in other MM primaries, I wouldn't skip the whips out of hand; they're actually useful.


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Posted

Quote:
Originally Posted by EricHough View Post
I wouldn't take all of the personal attacks - you will easily burn youself out of end and slots trying to make 3 attacks effective PLUS your pets and your secondary.
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.


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Posted

Quote:
Originally Posted by Obscure Blade View Post
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.
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.


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Posted

I'm keeping all 3 attacks for now on my Demon/Dark MM, makes me feel fancy ;p


 

Posted

Quote:
Originally Posted by Psylenz View Post
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 am currently running a DS/Therm in Open Beta and I am probably going to have at least two of the three attacks in DS and all the powers in Therm (Maybe). It is going to be a real tight build. I'll probably even forego a travel power and just use ninja run. DS/Therm is really nice and once I get Forge and Melt Armor I think it is going to be a beast of a powerset combo. I forsee DS/Therm being one of the three most popular set combos, with DS/Poison and DS/Dark being right up there as well.

However, once i17 hits live I am seriously considering going with a DS/FF build. Your hellfire demonling is a fairly decent healer, the layered defenses between the pets innate resistance, the resistance aura and your bubbles are a nice way to go and you have some skippable powers in FF that can give you a bit of room to play with your build. With a /FF build I am going to take all three attacks as well as Force Bolt (since you have to) and repulsion bomb. This is going to allow for a very proactive MM build, with stacking -res and plenty of knockdown for extra damage mitigation. I am probably going with Mu Mastery for Static Discharge. Since with all the attacks I am going to be using a lot of endurance.

Hell on Earth, I think, is a no-brainer for a power selection. For its power tier I think the only other MM power that comes close is Gang War.


 

Posted

I think in higher level play the attacks can be skipped tho they're hella cool. I mean, they do Defender's ice bolt / ice blast / frost breath damage (not exact, but similar, and that's without counting defender dmg boost when solo) and Lash has only a 20' range. They do -9% resist tho, less than a Blaster sonic attack (usualy -12% res iirc because Mids is bugged for blasters and trollers and shows 20% -res which is the defender number) and their end costs are HIGH.

I think in my DS/Pain I'll build eventually (got one to 20 on test with all three attacks, wasn't impressed except for the looks) I'll just get provoke and slot it with 4 perfect zingers and 2 mockings for reasonable accuracy and good recharge and taunt duration, plus 5% global rech from p. zingers and +maxend from 2 mockings. The attacks weren't enough for me to reliably steal aggro from my pets so they kept dying instead of losing a few hp when the aggro was on me on BG mode.