Demon Summoning/Pain Domination Build Feedback


Armath

 

Posted

Heyas, I wanted to get some feedback for a build with DS/PD. I'm at 23 right now and really liking it, but this is what I'm looking at just using IO enhancements at the moment, not factoring in the whole set spiel just yet. Please let me know if there is any advice you can give me as I'm good at masterminds, but have no experience with these two powersets, so having any mistakes or poorly timed choices pointed out would be most helpful.

Also sorry for the double post, can't seem to delete the one below this. Sorry for the clutter.

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Infinite Fox: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Pain Domination
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Flight
Ancillary Pool: Heat Mastery

Villain Profile:
Level 1: Summon Demonlings -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(7), EndRdx-I(7), EndRdx-I(23)
Level 1: Nullify Pain -- Heal-I(A), Heal-I(5), Heal-I(5), EndRdx-I(11), EndRdx-I(25), RechRdx-I(34)
Level 2: Soothe -- Heal-I(A), Heal-I(9), Heal-I(9), EndRdx-I(11), EndRdx-I(25), RechRdx-I(43)
Level 4: Share Pain -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Heal-I(34), Heal-I(37), Heal-I(40)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Assault -- EndRdx-I(A)
Level 10: Swift -- Run-I(A)
Level 12: Summon Demons -- Acc-I(A), Dmg-I(13), Dmg-I(13), Dmg-I(17), ResDam-I(17), EndRdx-I(23)
Level 14: Health -- Heal-I(A), Heal-I(15), Heal-I(15)
Level 16: Hover -- DefBuff-I(A)
Level 18: Hell on Earth -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19), Dmg-I(43), Dmg-I(43), Acc-I(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Fly -- Flight-I(A), Flight-I(50)
Level 24: Suppress Pain -- Heal-I(A), Heal-I(48), Heal-I(50)
Level 26: Summon Demon Prince -- Acc-I(A), Dmg-I(27), Dmg-I(27), Dmg-I(29), EndRdx-I(29), Hold-I(31)
Level 28: World of Pain -- ToHit-I(A), RechRdx-I(31), RechRdx-I(31), RechRdx-I(33), ResDam-I(34), ResDam-I(37)
Level 30: Enforced Morale -- EndRdx-I(A)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Anguishing Cry -- Acc-I(A), Acc-I(36), RechRdx-I(36), RechRdx-I(36), DefDeb-I(37), DefDeb-I(40)
Level 38: Painbringer -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39), EndRdx-I(39), EndRdx-I(40)
Level 41: Bonfire -- RechRdx-I(A), RechRdx-I(42), EndRdx-I(42), EndRdx-I(42)
Level 44: Char -- RechRdx-I(A), RechRdx-I(45), Acc-I(45), Hold-I(45), Hold-I(46), EndRdx-I(46)
Level 47: Fire Blast -- Acc-I(A), Dmg-I(48), EndRdx-I(48)
Level 49: Rise of the Phoenix -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 2: Ninja Run


 

Posted

Take a look at this.

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Pain Domination
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Heat Mastery

Villain Profile:
Level 1: Summon Demonlings -- Slow-I(A), EndRdx-I(46), Acc-I(48), Dmg-I(50), Dmg-I(50), Dmg-I(50)
Level 1: Nullify Pain -- RechRdx-I(A), EndRdx-I(7), EndRdx-I(7), Heal-I(9), Heal-I(9)
Level 2: Soothe -- EndRdx-I(A), EndRdx-I(3), RechRdx-I(3), Heal-I(5), Heal-I(5)
Level 4: Share Pain -- Heal-I(A)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Swift -- Run-I(A)
Level 10: Hover -- EndRdx-I(A), EndRdx-I(11), DefBuff-I(11), DefBuff-I(19)
Level 12: Summon Demons -- ResDam-I(A), EndRdx-I(13), Acc-I(13), Dmg-I(15), Dmg-I(15), Dmg-I(19)
Level 14: Fly -- Flight-I(A)
Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(17)
Level 18: Enforced Morale -- EndRdx-I(A)
Level 20: Suppress Pain -- EndRdx-I(A), EndRdx-I(21), Heal-I(21), Heal-I(40), Heal-I(40)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23), Empty(40)
Level 24: Maneuvers -- EndRdx-I(A), EndRdx-I(25), DefBuff-I(25), DefBuff-I(37), DefBuff-I(43)
Level 26: Summon Demon Prince -- Hold-I(A), EndRdx-I(27), Acc-I(27), Dmg-I(34), Dmg-I(37), Dmg-I(37)
Level 28: World of Pain -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29), ResDam-I(33), ResDam-I(34), ResDam-I(34)
Level 30: Tactics -- EndRdx-I(A), EndRdx-I(31), ToHit-I(31), ToHit-I(31), Empty(33), Empty(33)
Level 32: Abyssal Empowerment -- Empty(A)
Level 35: Anguishing Cry -- RechRdx-I(A), RechRdx-I(36), Acc-I(36), Acc-I(36)
Level 38: Painbringer -- RechRdx-I(A), RechRdx-I(39), Heal-I(39), Heal-I(39)
Level 41: Fire Blast -- RechRdx-I(A), EndRdx-I(42), Acc-I(42), Dmg-I(42), Dmg-I(43), Dmg-I(43)
Level 44: Fire Ball -- RechRdx-I(A), RechRdx-I(45), EndRdx-I(45), Acc-I(45), Dmg-I(46), Dmg-I(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
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 4: Ninja Run



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There are some notable differences from your build. Before i go into them, let me tell you that the slots in these powers are ready to receive IO sets, but since we're tinkering without them, they're good to go nevertheless.

Now, the main differences are that i believe share pain isn't worth it the 6 slots because once you heal someone with it, you will not be able to heal yourself afterward and 15 seconds to wait for in a hectic battle seem like an age. So, considering this fact and that even with 1 Heal IO it heals more than soothe would ever be, it'd be best if you keep it as an "oh-****'" button for one of your henchmen that will tank a heavy hitter enemy (e.g a boss) or as an off heal while you kill spawns.

The other difference is that i pick all aoe powers from the Leadership pool and that way i can save up accuracy slots from all my powers, since the to hit buff from tactics makes up for this loss and i can use them in other powers that need slotting. More over, having tactics helps all of your demons and both your Fire Blast/Fireball powers. Maneuvers is always good, although it doesn't confer a huge bonus, it helps both you and your demons nevertheless.

I've skipped Hell on Earth because i believe with or without IO sets that the cooldown timer on it isn't worth the waiting. It might end up slowing you because you will end up depending on it for that extra damage and...well, there's always Forge from Thermal Rad for that :P Heck, even Painbringer is better than it. So, that saves us one power to grab something else instead of it.

Lastly, i've dished out RotP cause most times that you die, you will be in a very bad situation and ressurecting in front of a huge mob (plural) is very risky. Bonfire is kinda useless and Char is a good idea if you want to stack it with Demon Prince's Ice Block. I've skipped both of them and took Fireball instead so, while your demons have the aggro, you can finish off the spawn with a hard hitting fireball or if you are up against a boss to spam your heavy hitting Fire Blast!

Let me know if you need anything else


Freedom: @Negatron T-130
Currently on:
Aenisha - Titan Weapons/Energy Aura Scrapper Redside

--The fatal flaw in every plan is the assumption that you know more than your enemy.--

 

Posted

Quote:
I've skipped Hell on Earth because i believe with or without IO sets that the cooldown timer on it isn't worth the waiting. It might end up slowing you because you will end up depending on it for that extra damage and...well, there's always Forge from Thermal Rad for that :P Heck, even Painbringer is better than it. So, that saves us one power to grab something else instead of it.
I think if you are using Hell on Earth for just imp damage or just buff damage, you aren't looking at the whole package. The little cloud of living hellfire is a great aggro absorber. I love seeing bosses wasting their big hit attacks on streams of living hellfire advancing on them. It's worth it every time I cast it, but I agreee there are some some maps with some spawn places that it isn't beneficial to aggro the whole map.


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.

 

Posted

Quote:
Originally Posted by Psylenz View Post
I think if you are using Hell on Earth for just imp damage or just buff damage, you aren't looking at the whole package. The little cloud of living hellfire is a great aggro absorber. I love seeing bosses wasting their big hit attacks on streams of living hellfire advancing on them. It's worth it every time I cast it, but I agreee there are some some maps with some spawn places that it isn't beneficial to aggro the whole map.
Let us be realistic, how many chances there are that a boss will drop aggro from your Hellfire Gargoyle to hit the Living Hellfires? They won't even do half the damage the gargoyle does. So with this in mind, unless they have an inbuilt mechanism that taunts the opponent every time they hit him, like Posse, they won't do something significant. In that case, you are correct, but even then, if it is an AoE boss it can drop your LHs pretty fast, but then again he can do the same for your pets :P Meh...


Freedom: @Negatron T-130
Currently on:
Aenisha - Titan Weapons/Energy Aura Scrapper Redside

--The fatal flaw in every plan is the assumption that you know more than your enemy.--

 

Posted

Quote:
Originally Posted by Armath View Post
Let us be realistic, how many chances there are that a boss will drop aggro from your Hellfire Gargoyle to hit the Living Hellfires? They won't even do half the damage the gargoyle does.
It's not a matter of the imps stealing aggro, it's a matter of the imps getting aggro before the gargoyle does and the imps absorbing the alpha. That happens a LOT.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.