Demon Summoner/Dark Miasma Build Help
I have to consider it a bad move to not have all three whip attacks.
Be well, people of CoH.
<:[ shark goes nom nom nom ]:>
[QUOTE=theOcho;3409811]As to the REAL reason I'll be leaving, I'm afraid it is indeed because Tamaki Revolution dc'd on me during a RSF.[/QUOTE]
I find it wortwhile myself, but thats with just SOs. As the +recharge starts to add up it may become possible to make a viable uninterupted attack chain with just 2 of the attacks and twilight grasp.
Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."
This may just be me, but I would take the sleep off of the Demon Prince. Give him more damage, more hold duration, end reduction, something besides sleep. With all your demons running, I'm not sure I've even *seen* the sleep hit, let alone last, especially with the Hellfire Demon's damage Aura.
50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy
Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.
Mmm, true! Unless you're on a LRSF run, sleep is kinda useless in general, but especially and unarguably so in this case.
Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."
I really wanted all the whip attacks but I can't decide what to get rid of, mostly because I really want most of the dark attacks. More for character wise rather than function-wise.
Edit: Made a few changes, some rearranging, not sure though. New build:
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
K'lanto Ormas: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Summon Demonlings -- Acc-I(A), Acc-I(3), Acc-I(3), Dmg-I(5), Dmg-I(5), Dmg-I(7)
Level 1: Twilight Grasp -- Acc-I(A), Acc-I(7), Heal-I(11), Heal-I(19), Heal-I(31), ToHitDeb-I(37)
Level 2: Lash -- Acc-I(A), Acc-I(31), Dmg-I(33), Dmg-I(46), Dmg-I(46)
Level 4: Darkest Night -- EndRdx-I(A), EndRdx-I(25), ToHitDeb-I(40), ToHitDeb-I(43), ToHitDeb-I(46)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Crack Whip -- Acc-I(A), Acc-I(9), Dmg-I(9), Dmg-I(11), Dmg-I(43)
Level 10: Swift -- Run-I(A)
Level 12: Summon Demons -- Acc-I(A), Acc-I(13), Dmg-I(13), Dmg-I(15), ResDam-I(15), ResDam-I(17)
Level 14: Health -- Heal-I(A), Heal-I(17), Heal-I(19)
Level 16: Shadow Fall -- EndRdx-I(A), EndRdx-I(23), ResDam-I(31), ResDam-I(34)
Level 18: Hell on Earth -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Acc-I(39), Acc-I(40), Dmg-I(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Assault -- EndRdx-I(A), EndRdx-I(23)
Level 24: Tactics -- EndRdx-I(A), EndRdx-I(25)
Level 26: Summon Demon Prince -- Acc-I(A), Acc-I(27), Dmg-I(27), Dmg-I(29), Dmg-I(29)
Level 28: Tar Patch -- EndRdx-I(A), Slow-I(37), RechRdx-I(37)
Level 30: Petrifying Gaze -- Acc-I(A), Acc-I(34), Hold-I(34), Hold-I(36)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Black Hole -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Dark Servant -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Charged Armor -- EndRdx-I(A), EndRdx-I(42), ResDam-I(42), ResDam-I(42), ResDam-I(43)
Level 44: Electrifying Fences -- Acc-I(A), Acc-I(45), Dmg-I(45), Dmg-I(45), RechRdx-I(48)
Level 47: Howling Twilight -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Thunder Strike -- Acc-I(A), Dsrnt-I(50), Dsrnt-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 6: Ninja Run
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So, a few things I see...
Is there any reason you have no endred in *any* of your attacks? I see it in your toggles (Some of them rather overdone, IMO...), but I don't see one in any 'attacks', except Tar Patch. If you plan on using any of them consistently, you will end up with almost no endurance. With Tactics running, you could drop the second acc IO in every attack for an EndRed IO, and still should hit consistently.
Black Hole, though I have never used it, cannot be more useful that Fearsome Stare, which you've dropped entirely.
I think the Dark Servant is underslotted for how useful he is, but that's me...You may not plan on using him much.
50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy
Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.
So, a few things I see...
Is there any reason you have no endred in *any* of your attacks? I see it in your toggles (Some of them rather overdone, IMO...), but I don't see one in any 'attacks', except Tar Patch. If you plan on using any of them consistently, you will end up with almost no endurance. With Tactics running, you could drop the second acc IO in every attack for an EndRed IO, and still should hit consistently. Black Hole, though I have never used it, cannot be more useful that Fearsome Stare, which you've dropped entirely. |
This. Also, Black Hole has an awful accuracy penalty, and you've got no accs in there. Really not that good a power.
Take Fearsome Stare. Really.
Currently playing:
The Domestic: Broom/WP
Shadowhex: Dark Control/Dark Affinity
Defenestration Lass: Grav/Kin
"See, this is what happens when you have to shove all this stuff into your pockets: it's easy to misplace a suborbital warhead." -Arcanaville, on how crowded our power trays are getting lately
Remove the -ToHit from Twilight Grasp and stick it into Dark Servant. In fact try and max out his -ToHit, he does tonnes of it.
Take Tar Patch much earlier. The -Resist in it is much more useful than say the Damage boost from Assault.*
Take Fearsome Stare earlier, in the early 20s. It's that good.
Howling Twilight is a godly power. It's not just a rez, it's an autohit AOE stun as well and a decent -regen for dealing with EBs and AVs. The fact it brings people back to life is almost incidental.
Personally I'd leave Assault and Tactics off until the 40s and get the AOE controls & Tar Patch instead. They're incredibly useful.
* Don't be afraid of frankenslotting IOs either. -ToHit/Recharge IOs are excellent in Fluffy (Dark Servant) and dirt cheap usually. You can have a perma-Fluffy who floors things -ToHit by slotting a few of them. His Heal is also the Defender version (he's the Defender version in general) so he works well in terms of healing any pets who are near him (Demons like melee). Summoning DS in the middle of a spawn means any pets who close to melee are basically well protected, especially once you Fearsome Stare and Darkest Night them too (and then dump Tar Patch on them). Then you can focus on whipping things and basically be untouchable and things will be taking 60% more damage (75% if you've got Assault running too).
I wouldn't recommend the +Knockback in Crack Whip. It doesn't fire all that often anyway, and sending whatever it does hit back slightly more isn't likely to gain you anything.
-Morgan.
Made a few edits again, I plan on frankenslotting a lot more later but picked a few that I seen on the AH weren't too expensive. Again any advice is appreciated.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
K'lanto Ormas: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Summon Demonlings -- U'Loyal-Acc/Dmg(A), EdctM'r-Acc/Dmg(3), BriL'shp-Acc/Dmg(3), BldM'dt-Acc/Dmg(5)
Level 1: Twilight Grasp -- Acc-I(A), Acc-I(5), Heal-I(7), Heal-I(11), Heal-I(19)
Level 2: Lash -- Acc-I(A), EndRdx-I(7), Dmg-I(31), Dmg-I(33), Dmg-I(46)
Level 4: Darkest Night -- EndRdx-I(A), EndRdx-I(25), ToHitDeb-I(40), ToHitDeb-I(43), ToHitDeb-I(46)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Crack Whip -- Acc-I(A), EndRdx-I(9), Dmg-I(9), Dmg-I(11), Dmg-I(31)
Level 10: Swift -- Run-I(A)
Level 12: Summon Demons -- U'Loyal-Acc/Dmg(A), BriL'shp-Acc/Dmg(13), BldM'dt-Acc/Dmg(13), EdctM'r-Acc/Dmg(15), ResDam-I(15), ResDam-I(17)
Level 14: Health -- Heal-I(A), Heal-I(17), Heal-I(19)
Level 16: Shadow Fall -- EndRdx-I(A), EndRdx-I(23), ResDam-I(31), ResDam-I(34)
Level 18: Hell on Earth -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Acc-I(37), Acc-I(39)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Fearsome Stare -- N'mare-Acc/Fear/Rchg(A), Abys-Acc/Fear/Rchg(23), Abys-Acc/Rchg(36), Fear-I(43)
Level 24: Tar Patch -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(25), ImpSwft-EndRdx/Rchg/Slow(37), Slow-I(46)
Level 26: Summon Demon Prince -- BldM'dt-Acc/Dmg(A), SvgnRt-Acc/Dmg(27), EdctM'r-Acc/Dmg(27), BriL'shp-Acc/Dmg(29)
Level 28: Howling Twilight -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(34), Dsrnt-I(36), Dsrnt-I(37)
Level 30: Petrifying Gaze -- Para-Acc/EndRdx(A), NrncSD-EndRdx/Hold(34), Lock-Acc/Hold(42), EoCur-Acc/Hold(42)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Assault -- EndRdx-I(A), EndRdx-I(36)
Level 38: Dark Servant -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39), ToHitDeb-I(40), ToHitDeb-I(40), Heal-I(43)
Level 41: Tactics -- EndRdx-I(A), EndRdx-I(42)
Level 44: Charged Armor -- EndRdx-I(A), EndRdx-I(45), ResDam-I(45), ResDam-I(45), ResDam-I(48)
Level 47: Electrifying Fences -- Det'tn-Acc/Dmg(A), AirB'st-Acc/Dmg(48), AirB'st-Dmg/EndRdx(48)
Level 49: Thunder Strike -- Stgr-Acc/Stun/Rchg(A), Rope-Acc/Stun(50), Stpfy-EndRdx/Stun(50), Rope-Acc/Stun/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 6: Ninja Run
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Hmmm. I'll preface this by saying that my DS/Dark isn't all that high level yet, so some of this is based more on discussions I've read in other posts and my experience with similar powers in other things.
-With a click heal as powerful as Twilight Grasp, it's probably not worth your while to slot up Health that much.
-I'd honestly recommend just putting two or three RechRed in Tar Patch and have done. Movement slow isn't likely to do much as mitigation for you, since the demons are going to charge in anyway. It might be different for a ranged-preferring primary, but even then the slow is already pretty good. And it's not something that'll be clicked so often that endurance is such an issue; you'd be better off getting some endred in something that can (and surely will sometimes) be clicked more often, like Twilight Grasp.
-People say the pets start having serious endurance issues once you've got both upgrades if you don't slot some EndRed. (May not apply to all tiers, but I'm sure someone will speak up on that part.)
-Petrifying Gaze needs RechRed more than EndRed. You probably won't need it all the time, but when you need it, it's good to be able to stack it, or hold multiple enemies, or have less time you have to deal with whatever's that dangerous if it misses...
-Electrifying Fences isn't really much of a damage power, enhanced or not. If you want this, it'll probably be to make things hold still for AoEs. (It's what I usually read about MM's taking the immobilizes for anyway.) So rather than damage, I'd suggest slotting some immobilize duration and a bit of recharge. (You can probably find some sets for this very cheap.)
-Morgan's usual sig style is going to look like another entry in the list, isn't it?
imo, I would drop petrifying gaze all together, as its only a single target hold, and replace it with maneuvers to give you and your pets/team the added defence.
Electric Fences is better slotted for immobilize, and works very well with tar patch - it also has the -kb element attached to it (just as a note)
I personally would 6 slot shadowfall and add a couple of def IOs in there too, as this will stack with maneuvers on your pets and increase their survivability a tad more
Here's a slight adjustment I made of your build, still using cheap sets and IOs:
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
K'lanto Ormas: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Summon Demonlings -- U'Loyal-Acc/Dmg(A), EdctM'r-Acc/Dmg(3), BriL'shp-Acc/Dmg(3), BldM'dt-Acc/Dmg(5)
Level 1: Twilight Grasp -- Acc-I(A), Acc-I(5), Heal-I(7), Heal-I(11), EndRdx-I(19)
Level 2: Lash -- Acc-I(A), EndRdx-I(7), Dmg-I(31), Dmg-I(33), Dmg-I(46)
Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(25)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Crack Whip -- Acc-I(A), EndRdx-I(9), Dmg-I(9), Dmg-I(11), Dmg-I(31)
Level 10: Swift -- Run-I(A)
Level 12: Summon Demons -- U'Loyal-Acc/Dmg(A), BriL'shp-Acc/Dmg(13), BldM'dt-Acc/Dmg(13), EdctM'r-Acc/Dmg(15), ResDam-I(15), ResDam-I(17)
Level 14: Health -- Heal-I(A), Heal-I(17)
Level 16: Shadow Fall -- EndRdx-I(A), EndRdx-I(23), ResDam-I(31), ResDam-I(34), DefBuff-I(37), DefBuff-I(42)
Level 18: Hell on Earth -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(33), ToHit-I(33)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Fearsome Stare -- ToHitDeb-I(A), ToHitDeb-I(23), EndRdx-I(37), RechRdx-I(39), RechRdx-I(43)
Level 24: Darkest Night -- EndRdx-I(A), EndRdx-I(25), ToHitDeb-I(40), ToHitDeb-I(43), ToHitDeb-I(46)
Level 26: Summon Demon Prince -- BldM'dt-Acc/Dmg(A), SvgnRt-Acc/Dmg(27), EdctM'r-Acc/Dmg(27), BriL'shp-Acc/Dmg(29)
Level 28: Howling Twilight -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(34), Dsrnt-I(36), Dsrnt-I(37)
Level 30: Maneuvers -- DefBuff-I(A), DefBuff-I(34), EndRdx-I(36)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Tactics -- EndRdx-I(A), ToHit-I(36), AdjTgt-ToHit/EndRdx(45)
Level 38: Dark Servant -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-Rchg/EndRdx(39), DarkWD-ToHitDeb/EndRdx(40), RechRdx-I(40)
Level 41: Charged Armor -- EndRdx-I(A), EndRdx-I(42), ResDam-I(42), ResDam-I(43)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(50), RechRdx-I(50)
Level 47: Thunder Strike -- Rope-Acc/Rchg(A), Rope-EndRdx/Stun(48), Rope-Acc/Stun/Rchg(48), Sciroc-Acc/Dmg(48), Sciroc-Dmg/Rchg(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 6: Ninja Run
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http://www.scene-and-heard.com/cov/covsig.jpg
Recently started a Demon Summoner/Dark Miasma Mastermind and wanted opinions on my current build that I planned out. For now I just planned it out with IO's because I usually don't do sets until I get to 50. Generally I didn't really know what to do with the slots so any advice is appreciated.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
K'lanto Ormas: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Summon Demonlings -- Acc-I(A), Acc-I(3), Acc-I(3), Dmg-I(5), Dmg-I(5), Dmg-I(7)
Level 1: Twilight Grasp -- Acc-I(A), Acc-I(7), Heal-I(11), Heal-I(19), Heal-I(31), ToHitDeb-I(31)
Level 2: Tar Patch -- EndRdx-I(A), RechRdx-I(33), Slow-I(46)
Level 4: Darkest Night -- EndRdx-I(A), EndRdx-I(25), ToHitDeb-I(40), ToHitDeb-I(43), ToHitDeb-I(46)
Level 6: Enchant Demon -- RechRdx-I(A)
Level 8: Crack Whip -- Acc-I(A), Acc-I(9), Dmg-I(9), Dmg-I(11), Dmg-I(43), KBDist-I(46)
Level 10: Swift -- Run-I(A)
Level 12: Summon Demons -- Acc-I(A), Acc-I(13), Dmg-I(13), Dmg-I(15), ResDam-I(15), ResDam-I(17)
Level 14: Health -- Heal-I(A), Heal-I(17), Heal-I(19)
Level 16: Shadow Fall -- EndRdx-I(A), EndRdx-I(23), ResDam-I(34), ResDam-I(34)
Level 18: Hell on Earth -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Acc-I(39), Acc-I(40), Dmg-I(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Assault -- EndRdx-I(A), EndRdx-I(23)
Level 24: Tactics -- EndRdx-I(A), EndRdx-I(25)
Level 26: Summon Demon Prince -- Acc-I(A), Acc-I(27), Dmg-I(27), Dmg-I(29), Hold-I(29), Sleep-I(31)
Level 28: Petrifying Gaze -- Acc-I(A), Acc-I(37), Hold-I(37), Hold-I(37)
Level 30: Howling Twilight -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Black Hole -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Dark Servant -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Charged Armor -- EndRdx-I(A), EndRdx-I(42), ResDam-I(42), ResDam-I(42), ResDam-I(43)
Level 44: Electrifying Fences -- Acc-I(A), Dmg-I(45), Dmg-I(45), RechRdx-I(45)
Level 47: Electric Shackles -- Acc-I(A), Hold-I(48), Hold-I(48), RechRdx-I(48)
Level 49: Thunder Strike -- Acc-I(A), Dsrnt-I(50), Dsrnt-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 6: Ninja Run