Yet another DS/DM build


Psylenz

 

Posted

Greetings all

I'm relatively new in game (a few months) and this is my first char to 50.

The posted layout is my take on a defensive DS/DM build.

Overall my goal was defense-recovery-fear-debuff-recharge- also perma Dark servant/tar patch/howling. Lead in on mobs with fearsome stare/web envelope/darkest night/tar patch/twilight grasp (though I rarely need to go full debuff-chain before it's all over) Vs AV/EB it's darkest night/howling and spam twilight/web cocoon.

For strikeforces I find that I rarely get to do much more than fearsome stare before some monster AOE dps guy has killed the mob, so I mostly just pick targets for my demons to take out- switching to BG mode if thing start to go pearshaped.

I put in some procs here and there, they don't seem to radically change anything but it all adds up i guess.

Earlier I had provoke (4 slotted) but I couldn't seem to keep aggro eventhough I also had the DS whip attacks at the time. Also I dropped flying as I found I could fly just as fast and easy with temp powers.

The haste would not perma with 3 recharges and spiritual, so I just kept it for Boss fights.

Key features:
defense
S/L 48,6
Ranged 48,1
Recovery 3,51
Haste 61,3

Here's the build, any comments appreciated

Tom



Villain Plan by Mids' Villain Designer 1,92
http://www.cohplanner.com/

Click this DataLink to open the build!

Raven Ultroloth: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Dark Miasma
Power Pool: Fighting
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Summon Demonlings

  • (A) Blood Mandate - Accuracy/Damage
  • (3) Blood Mandate - Damage/Endurance
  • (3) Blood Mandate - Accuracy/Endurance
  • (5) Blood Mandate - Accuracy/Damage/Endurance
  • (5) Blood Mandate - Accuracy
  • (7) Blood Mandate - Damage
Level 1: Twilight Grasp
  • (A) Cloud Senses - ToHit Debuff
  • (7) Cloud Senses - Accuracy/ToHitDebuff
  • (9) Cloud Senses - Accuracy/Recharge
  • (9) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (11) Cloud Senses - Accuracy/Endurance/Recharge
  • (11) Cloud Senses - Chance for Negative Energy Damage
Level 2: Tar Patch
  • (A) Recharge Reduction IO
  • (46) Recharge Reduction IO
  • (48) Impeded Swiftness - Chance of Damage(Smashing)
Level 4: Darkest Night
  • (A) Siphon Insight - ToHit Debuff
  • (15) Siphon Insight - Accuracy/ToHit Debuff
  • (17) Siphon Insight - Accuracy/Recharge
  • (17) Siphon Insight - ToHit Debuff/Endurance/Recharge
  • (19) Siphon Insight - Accuracy/Endurance/Recharge
  • (19) Siphon Insight - Chance for +ToHit
Level 6: Enchant Demon
  • (A) Endurance Reduction IO
Level 8: Boxing
  • (A) Endurance Reduction IO
Level 10: Howling Twilight
  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO
Level 12: Summon Demons
  • (A) Blood Mandate - Accuracy/Damage
  • (21) Blood Mandate - Damage/Endurance
  • (21) Blood Mandate - Accuracy/Endurance
  • (23) Blood Mandate - Accuracy/Damage/Endurance
  • (23) Blood Mandate - Damage
  • (25) Blood Mandate - Accuracy
Level 14: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 16: Shadow Fall
  • (A) Red Fortune - Defense/Endurance
  • (25) Red Fortune - Defense/Recharge
  • (27) Red Fortune - Endurance/Recharge
  • (27) Red Fortune - Defense/Endurance/Recharge
  • (29) Red Fortune - Defense
  • (29) Red Fortune - Endurance
Level 18: Hell on Earth
  • (A) Call to Arms - Defense Bonus Aura for Pets
  • (31) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (31) Edict of the Master - Defense Bonus
  • (31) Sovereign Right - Resistance Bonus
Level 20: Fearsome Stare
  • (A) Glimpse of the Abyss - Chance of Damage(Psionic)
  • (33) Glimpse of the Abyss - Endurance/Fear
  • (33) Glimpse of the Abyss - Accuracy/Fear/Recharge
  • (33) Glimpse of the Abyss - Fear/Range
  • (34) Glimpse of the Abyss - Accuracy/Endurance
  • (34) Cloud Senses - Chance for Negative Energy Damage
Level 22: Weave
  • (A) Gift of the Ancients - Defense
  • (34) Gift of the Ancients - Defense/Endurance
  • (36) Luck of the Gambler - Recharge Speed
Level 24: Hover
  • (A) Gift of the Ancients - Defense
  • (36) Gift of the Ancients - Defense/Endurance
  • (36) Luck of the Gambler - Recharge Speed
Level 26: Summon Demon Prince
  • (A) Blood Mandate - Accuracy/Damage
  • (37) Blood Mandate - Damage/Endurance
  • (37) Blood Mandate - Accuracy/Endurance
  • (37) Blood Mandate - Accuracy/Damage/Endurance
  • (39) Blood Mandate - Accuracy
  • (39) Blood Mandate - Damage
Level 28: Hasten
  • (A) Recharge Reduction IO
Level 30: Maneuvers
  • (A) Gift of the Ancients - Defense
  • (40) Gift of the Ancients - Defense/Endurance
  • (40) Luck of the Gambler - Recharge Speed
Level 32: Abyssal Empowerment
  • (A) Endurance Reduction IO
Level 35: Assault
  • (A) Endurance Reduction IO
Level 38: Dark Servant
  • (A) Cloud Senses - Accuracy/Endurance/Recharge
  • (40) Cloud Senses - Accuracy/Recharge
  • (42) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (42) Cloud Senses - ToHit Debuff
  • (42) Cloud Senses - Accuracy/ToHitDebuff
  • (43) Cloud Senses - Chance for Negative Energy Damage
Level 41: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (45) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
Level 44: Web Envelope
  • (A) Gravitational Anchor - Chance for Hold
  • (46) Gravitational Anchor - Immobilize/Recharge
  • (46) Trap of the Hunter - Chance of Damage(Lethal)
Level 47: Scorpion Shield
  • (A) Gift of the Ancients - Defense
  • (48) Gift of the Ancients - Defense/Endurance
  • (48) Luck of the Gambler - Recharge Speed
Level 49: Web Cocoon
  • (A) Basilisk's Gaze - Endurance/Recharge/Hold
  • (50) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (50) Basilisk's Gaze - Recharge/Hold
  • (50) Basilisk's Gaze - Accuracy/Hold
Level 0: Born In Battle
Level 50: Cardiac Partial Core Revamp
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 1: Supremacy
Level 2: Rest
  • (A) Healing IO
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Miracle - +Recovery
  • (13) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (13) Performance Shifter - EndMod
  • (15) Endurance Modification IO


 

Posted

edit:
reply deleted


 

Posted

As a new player, you have picked up on a lot of the preferred powers and enhancement slotting tactics. Dark miasma itself has a lot of different strategies to maximize its usefulness. Demon summoning has some wrinkles in set IO usage different from its cousin mastermind sets.

Twilight Grasp is a superb heal as well as a debuff. Soon(tm), the radius of heal on the mastermind will be increased to match the defenders and corruptors twilight grasp. The set bonus from six slots of tohit debuff, IMHO, is not enough of a consideration to avoid enhancing the heal of your mastermind.

I didn't even realize that darkest night could take accurate to-hit debuffs - no accuracy check.

Shadow fall needs to be slotted for resistance buffs to some extent because it is one of few powers that protect against psionic damage type. The buff aura is big and will be greatly appreciated on teams especially. Think Psychic Clockwork King in the Lady Grey Task Force.

Your middle tier and top tier pets, ember demon and demon prince have special slotting concerns for endurance. Ember demon heals, has a resistance buff aura and the demon prince has shiver and chilling embrace which are non-damage debuffs. Since the Demons were in beta, players have reported that endurance buffs from pet damage IO enhancements sets DO NOT reduce the endurance cost of the heal, buff, and debuff powers. Fortunately the pet damage IO sets aren't that dazzling to start with. For my demon masterminds, I franken slot some heal, resistance, and slow IO sets pieces in the pets. For example 4 Pacing of the Turtles does not really sacrifice much since you can get enhancements to accuracy, slow, end cost and even damage. The 9% accuracy set bonus is nice, too.


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

Thanks for the great feedback, I have commented your suggestions a little:

Twilight Grasp is a superb heal as well as a debuff. Soon(tm), the radius of heal on the mastermind will be increased to match the defenders and corruptors twilight grasp. The set bonus from six slots of tohit debuff, IMHO, is not enough of a consideration to avoid enhancing the heal of your mastermind.

You are right about my lack of heal, but I slotted for Def. Used to have heal i twilight but found that I heal enough due to my usual spamming of the power. With the coming radius increase it will be great.

I didn't even realize that darkest night could take accurate to-hit debuffs - no accuracy check.

Me neither, found it by playing around with MID's

Shadow fall needs to be slotted for resistance buffs to some extent because it is one of few powers that protect against psionic damage type. The buff aura is big and will be greatly appreciated on teams especially. Think Psychic Clockwork King in the Lady Grey Task Force.

You may have a point there, I tried slotting impervium armor, and it raised psi-res from 18 to 31. Then again it lowered rng-def to under softcap.

Your middle tier and top tier pets, ember demon and demon prince have special slotting concerns for endurance. Ember demon heals, has a resistance buff aura and the demon prince has shiver and chilling embrace which are non-damage debuffs. Since the Demons were in beta, players have reported that endurance buffs from pet damage IO enhancements sets DO NOT reduce the endurance cost of the heal, buff, and debuff powers. Fortunately the pet damage IO sets aren't that dazzling to start with. For my demon masterminds, I franken slot some heal, resistance, and slow IO sets pieces in the pets. For example 4 Pacing of the Turtles does not really sacrifice much since you can get enhancements to accuracy, slow, end cost and even damage. The 9% accuracy set bonus is nice, too.

Right again. I used to have 1 end enhancements for both middle and top tier, but didn't feel that was enough- they still run out of end. Then I thought I'd just go for the +def of the full 6 slotting and hope that cardiac alpha would save the day- sadly it does not.

Again many thanks for the response- it has given me food for thought. I think I will try a res based build on the 3rd build

/Tom