Completely New to MM's
First question is just how much pet micro managing should I expect to do?
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You can also order your pets to attack a target so as to pull aggro off a teammate. This is very much a poor mans taunt but if the mob isn't damaged much yet it works well. In this case you might order your pet to attack a new target before the first target is dead, since your goal is to save a teammate in trouble rather than kill mobs as efficiently as possible.
Is it simple as setting them to bodyguard mode and just make sure they don't go running off to whole other mobs or is there alot more needing to be done? |
For Tankminding I am assuming the idea is jump in, taunt, and support as needed? |
I took what I learned and tried my hand at crafting a build for a Demons/Pain MM. |
On teams, esp. if they're steamrolling and have good aggro management already, you might want a second build that skips provoke and maybe adds both Soothe and Share Pain.
P.S. I also have no experience with the Pain set, so it's all new to me but I tried to read info first before coming here to post. |
i have a bot/pain mm, and you dont have to worry too much about solo vs team build since if you build for support, solo you support your pets, on teams you support the team and then your pets
when your solo, your pets are your attacks/dmg if you want to think about it like that so you can build with minimal or no attacks and just focus on your pets
most other sets you can usually build the same way because you can always think of your pets as your dmg, and thats an advantage that mm's have over corrs is they have pets and dont have to focus on attacks unless they want to do something crazy like be a petless mm
Thanks Gameboy for the response, alot of what you were saying goes along with what I was hoping/thinking. So that is very reassuring to read. Also an interesting point about Pain and taking Share Pain. I'm abit aversive to powers that cost me health but will have to give it a fair shot I suppose.
Thinking of the pets like attacks as well helps me fit my brain around MM's more. So thanks Necro for that viewpoint!
I don't have a /pain MM but I know a little bit about demons. Crack the whip is as good as taunt I think since it is a decent sized cone that gets their attention. The resistance debuff is better than negligible, so spamming it is ok.
I, too, split my demons stances. I start with all in bodyguard. Often the first spawns and last spawns are hardest. After successfully negotiating the alpha strikes, I put my Demon Prince, and lieutenant demons on aggressive. This works fine especially when all three have their auras cooking.
Having the second build that is available at level 10 is very advantageous. Many of my characters use this feature to great benefit.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
I know many will disagree with me here but the whole "crack the infernal whip" thing is a waste of powers. It is a really small debuff that they give and you can take much better and more useful powers than those attacks. Besides, you will be spamming heals anyway. Taking Hasten really earlier will help you get those heals up quicker and help you Forge your big boys easily. When things go south and your taunt runs out and something turns around and one shots your demonlings, Hasten up brings em back into the fight ASAP.
Another power to look at is Air Superiority. I cannot even begin to count how many bosses I have had spinning and flopping about while my demons make fried steak of them. I reckon it is the most under appreciated and under used power ever. 2 Acc slots is all you need for maximum fun. You are going to be in the middle of the action anyways and flipping nasties onto the floor just absolutely rocks way more than flipping your whip around for piffly damage.
Just my 2 cents but my build progression early on will be:
1. demonlings
1. Nullify pain
2. Soothe
4. Share pain
6. Enchant demons
8. Hasten
10. Air superiority
12. demons
14. Fly
16. Swift
18. Health
20. Stam
22. Suppress Pain
24. Enforced Morale: stacking to 25% recharge time bonus is amazing
26. Demon Prince
28. World of Pain
@Boerewors
I know many will disagree with me here but the whole "crack the infernal whip" thing is a waste of powers.
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Another power to look at is Air Superiority. |
24. Enforced Morale: stacking to 25% recharge time bonus is amazing |
Note that this has no effect on your pets. They are immune to anything that speeds up their recharge.
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On that subject: does speed boost affect pets then if you have a friendly pet kin corr grouping with you?
@Boerewors
I actually love using Air Superiority as part of a chain for mitigation on other characters but I don't think I will have the room for it since I am using 4 other PP's already. So for now I think I will let Lash do the knockdown work though not quite as effectively. Small price to pay for now I suppose. Having fun so far though with the MM and getting the hang of it some. Though abit worried if I will be able to keep up with healing the pets as I get more and more.
24. Enforced Morale: stacking to 25% recharge time bonus is amazing
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The recharge does not stack for ANYONE. I've had other players open their Combat Attributes window while I stack up Enforced Morale. Most you can get is the base 5%. That is global recharge though so I still think EM is totally worth it.
You CAN stack the status protection. On a single target you can get like 50+ protection easily for the categories that EM protects. Two applications of EM will give 20+ protection which is enough for almost any situation.
Great info thanks!
@Boerewors
Aside from playing a Necro/Dark when they first came out (got her to 16 or so) I really haven't played an MM. I would generally shy away from them just thinking they were abit too complicated for me since I could never remember any binds/commands for em. Apparently all this has changed for me, I've spent much of this morning reading pieces here and there, popping open a few guides, and looking at some build critiques. I now feel like I have a decent idea of them but still had a question or two. First question is just how much pet micro managing should I expect to do? Is it simple as setting them to bodyguard mode and just make sure they don't go running off to whole other mobs or is there alot more needing to be done? Do I just tell them all to attack the same thing or should I be making sure their damage is spread out in groups? For Tankminding I am assuming the idea is jump in, taunt, and support as needed?
I took what I learned and tried my hand at crafting a build for a Demons/Pain MM. This is the only combo interesting me at this moment and I will be honest that a large portion of it is due to the look of whips. (I'm quite sure I'm not the first to admit that.) So the two attacks I do have I want to keep. Otherwise I just want to know if I am on the right track or missing the mark completely. Thanks for ANY consideration you give me.
P.S. I also have no experience with the Pain set, so it's all new to me but I tried to read info first before coming here to post.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Crimson Mistress: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Pain Domination
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Power Pool: Presence
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Summon Demonlings -- SvgnRt-Acc/Dmg/EndRdx(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(5), BldM'dt-Acc/Dmg/EndRdx(9), BldM'dt-Acc(25), BldM'dt-Dmg(40)
Level 1: Nullify Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(3), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx(34)
Level 2: Lash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(43), HO:Nucle(45)
Level 4: Soothe -- Dct'dW-Rchg(A), Dct'dW-Heal(7), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx(39)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Swift -- Run-I(A)
Level 10: Crack Whip -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(43), ExStrk-Dam%(45)
Level 12: Summon Demons -- SvgnRt-Acc/Dmg/EndRdx(A), SvgnRt-Acc/Dmg(13), SvgnRt-Dmg/EndRdx(13), SvgnRt-Acc/EndRdx(15), SvgnRt-Acc(25), SvgnRt-PetResDam(40)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(17), RedFtn-EndRdx/Rchg(23), RedFtn-EndRdx(33), Krma-ResKB(45), LkGmblr-Rchg+(46)
Level 18: Hell on Earth -- RechRdx-I(A), EdctM'r-PetDef(19), C'Arms-+Def(Pets)(19), ExRmnt-+Res(Pets)(21)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(33)
Level 22: Suppress Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(23), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(37)
Level 24: Assault -- EndRdx-I(A)
Level 26: Summon Demon Prince -- SvgnRt-Acc/Dmg/EndRdx(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(33), BldM'dt-Dmg(40)
Level 28: World of Pain -- HO:Membr(A), HO:Membr(29), HO:Membr(50)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Anguishing Cry -- AnWeak-Acc/Rchg/EndRdx(A), AnWeak-DefDeb/EndRdx/Rchg(36), AnWeak-Acc/Rchg(36), AnWeak-Acc/DefDeb(37), AnWeak-DefDeb(37), RechRdx-I(46)
Level 38: Painbringer -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def(42), RedFtn-EndRdx/Rchg(42), RedFtn-EndRdx(42), LkGmblr-Rchg+(43), Ksmt-ToHit+(46)
Level 44: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
Level 47: Super Speed -- EndRdx-I(A)
Level 49: Conduit of Pain -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 6: Ninja Run