Thermal vs any other secondary


Brakner

 

Posted

Chill of the night is a power the Dark Servant has always had, base value is like -30% tohit i think. SOs i like to do 3rech then 3 tohit debuff in Dark Servant. Having 3 rech, 2 tohit debuff and 1 heal works good too.


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Posted

Quote:
Originally Posted by Firewasp View Post
I must admit after reading these many posts that I am learning a lot about the true power of /Dark. Will train Howling next level (have nothing else to train except for maybe Black Hole
How would I slot Howling Twilight?

So what is this Chill of the Night? It that a new power for the Dark Servant? BTW, any suggestion on how to slot fluffy?

Maybe someone could include builds so I can see how my other powers look.
First of all, I think the forum posters should give Firewasp some slack as he is new to using Dark Miasma on a mastermind. Second of all, it takes a big person to allow that they learned something when some of the posts here have been really inflammatory.

I slot Howling Twilight for max recharge first, and with stuns as slots allow. Chill of the Night is a PbAoE debuff aura on the Dark Servant. It is on the Dark Servant all the time. It has a buzzing sound effect. The radius from the Dark Servant is 10 feet. The entire effect is then of course 20 feet wide. Chill of the Night does very tiny negative energy damage but has a whopping base of 30% tohit debuff. Compare to the Dark Servant's Darkest Night which has a radius of 20 ft. The mastermind's twilight grasp radius is 10 ft also.

I usually slot 6 dampened spirits in dark servant shortly after achieving level 30 enhancements. Everything that the dark servant does has a tohit debuff component. For final slotting, frankenslotting for recharge, accuracy, tohit debuff, heals, and hold can be done with HAMI-ohs.


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Posted

Thermals was a blessing to the Ninjas thats for sure. They were way too squishie for the damage that they did. With Thermals they can now live long enough to do the damage they were always meant to do, finally putting them on par with the other pets that get inherrent resistance where as ninjas got paper thin defense. Forge seems to help really nicely on the jounin. Gonna have to spec into a recharge build to make sure its up longer for all the pets. I have tried ninjas with every secondary and thermals was the easiest by far to level up with. Pets only died when in praetoria but thats mostly due to all those insane ambushes you get.


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Posted

Quote:
Originally Posted by Firewasp View Post
I must admit after reading these many posts that I am learning a lot about the true power of /Dark. Will train Howling next level (have nothing else to train except for maybe Black Hole
How would I slot Howling Twilight?

So what is this Chill of the Night? It that a new power for the Dark Servant? BTW, any suggestion on how to slot fluffy?

Maybe someone could include builds so I can see how my other powers look.
DM's a build that wants a lot of recharge, and IMO you should slot heavy recharge even with SOs. Tar Patch and Howling Twilight are the powers you want to be up a lot. Fearsome Stare has a longish recharge too, so putting some recharge in there never hurts.

For slotting Fluffy out of the box, start with an accuracy first IMO, especially if you're playing with enemies tuned to a higher level. For IOs, I've done four Clouded Senses and two Touch Of The Nictus a lot of the time. Procs do work in Fluffy's powers, and I think they're fun, but if you don't want to slot one that's fine Dark Watcher's Despair is always a nice set too, but it has no +acc so make sure you compensate for that somehow if you go that way.


 

Posted

Quote:
Originally Posted by Psylenz View Post
First of all, I think the forum posters should give Firewasp some slack as he is new to using Dark Miasma on a mastermind. Second of all, it takes a big person to allow that they learned something when some of the posts here have been really inflammatory.

I slot Howling Twilight for max recharge first, and with stuns as slots allow. Chill of the Night is a PbAoE debuff aura on the Dark Servant. It is on the Dark Servant all the time. It has a buzzing sound effect. The radius from the Dark Servant is 10 feet. The entire effect is then of course 20 feet wide. Chill of the Night does very tiny negative energy damage but has a whopping base of 30% tohit debuff. Compare to the Dark Servant's Darkest Night which has a radius of 20 ft. The mastermind's twilight grasp radius is 10 ft also.

I usually slot 6 dampened spirits in dark servant shortly after achieving level 30 enhancements. Everything that the dark servant does has a tohit debuff component. For final slotting, frankenslotting for recharge, accuracy, tohit debuff, heals, and hold can be done with HAMI-ohs.
All mostly good advice - however I would suggest cloud senses or siphon insight in Dark Servant. DS has the same base accuracy as any pet (75%) and I don't believe supremacy affects it, so you will want to slot some accuracy - If someone can confirm that supremacy DOES affect DS, then you don't require the accuracy but 4 Cloud Senses will give you 6.25% recharge and if are trying to slot DEF the full 6 piece set will give 3.75% ranged def.

I don't have a /dark MM with DS yet but my fire/dark corruptor slotted 4 cloud senses (to hit debuff, acc/to hit debuff, acc/rech, to hit debuff/rech/end red) and a siphon insight (acc/end red/rech) for 60% acc, 35% end red, 57% rech and 43% to hit debuff. I haven't allocated a 6th slot but you could easily stick a proc of some kind here to add some bonus damage to dark servant, although the cloud senses proc is probably the best choice and its pretty expensive.


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Posted

Quote:
Originally Posted by MaestroMavius View Post
...So I skipped howling since the rez...
Wut? Wait, HT is a rez?




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Posted

..oh, and just to add to all the other thoughts about how good DM is when you understand how it plays;

I have a dark defender that when on 8 man teams usually get the "pull and herd" role. Basically that means I run into the next room with Super Speed and shadow fall (invisible), target a nice anchor that I know will run through most groups on the way back and while running past hit him with darkest night (the toggle debuff).

Once back to with the rest of the team, I cut the corner, drop tar patch and serv my team a tightly packed, huge bunch of foes that can't hit, move real slow and drop like flies. Tank grabs aggro, team mauls and as soon as less than 17 baddies are aggroed to me, more start to drop in, so we stand and fight a non-stop, looong and epic fight.

Having many different AT's at 50, I know there are lots of them that can do the same, but my dark defender is only 30 and absolutely excels in keeping the team alive and serving neutered mobs...


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Posted

I just wanted to chime in here and say that my necro/dark is an unstoppable juggernaut of destruction. I actually respec'ed out of Howling Twilight because I just never found myself needing it (but then, I don't usually try to solo at x8, I prefer more casual play). With all 4 of the pet Def/Res IOs, plus Leadership Toggles, plus fluffy frankenslotted for major -to-hit and healing, I rarely have to do much more than toss Fearsome Stare and start blasting with random jank like Soul Tentacles and vet attacks. Though, it is nice to know that I have some powers in reserve in case I actually run into a challenge somewhere.

Also, I want to throw a big shout-out to damage procs, especially the Cloud Senses proc. Necro is a bit light on the damage, so these procs help a ton. Nearly every attack that the Lich and the Dark Servant use has a -to-hit component, so the Cloud Senses proc actually allows them to put-out some respectable damage numbers over time. I am also quite happy with both a Touch of Lady Grey and an Achilles's Heel proc in the Grave Knights, since all of their melee attacks have a -def component, as well (I also stuck an Explosive Strike proc in them for use with Disembowl and Headsplitter, but that was just for S&Gs).

I also have damage procs in Fearsome Stare, Tar Patch, Darkest Night, and Twilight Grasp, which, while often not terribly noticeable in an individual battle, speeds up my overall kill rate significantly, especially against hard targets. Damage procs are, in my personal opinion, the bread-and-butter of Masterminds, since our and our pet's attacks do fairly pitiful base damage, naturally. Necro/Dark, as I mentioned, has tons of room for damage procs in almost every power, and uses them very efficiently, so I think they should be considered carefully for any build.

Then again, some procs are a bit expensive (Cloud Senses goes or 35mil+ easily) but I soloed my MM almost exclusively, so it was a long road and allowed ample time to procure funds along the way.