Mastermind Demons guide?


Adeon Hawkwood

 

Posted

Can anyone tell me if they know of any guides for Demons? Under the guides, there are none listed for Demons.

Thanks.


Global Name: Denver Nugget
Playing since i3 on 8 servers

 

Posted

Don't think there is a guide yet, sorry.

Here's some advice off the top of my head-

Demons seem like a well-balanced set. The pet AI is decent, they have a good mix of damage and survivability. About the worst people have to say about demons is complaining about the howling sound effects.

The pets burn endurance quickly, you really need to slot some endurance reduction.

Hell On Earth will take both the Pet procs and the Recharge Intensive Pet procs, which gives a constant bonus to all your demons.

Most MM attacks are junk, but the whip powers have -resist so the cone attack at least is arguably worth taking and using.

Read the guides for your secondary, it's at least as important as your primary.


 

Posted

Quote:
Originally Posted by anonymoose View Post
The pets burn endurance quickly, you really need to slot some endurance reduction.
My experience is that the Demonlings don't need any, the Demons need one (but can mange well enough until level 32 without any if necessary) and the Demon Prince needs two (although you can hold off on adding the second until you reach level 32 if you want).


Other advice:

The Demon Prince makes a pretty good tanker. If you send him into the middle of a mob he will hold a reasonable amount of aggro on his own. His single target hold is also pretty useful so make sure to target him on bosses or annoying lieutenants.

The Hellfire Gargoyle is also an aggro magnet but keep a close eye on him, he isn't as tough as the demon prince. He and the Ember Demon constitute most of your AoE damage so it's important to keep them alive and well targeted.

The Demonlings are pretty squishy and like to charge into melee so keep an eye on them. Interestingly the Fiery Demonling (the first one) tends to stay at longer range than the other two. His Flares attack has a faster recharge than Ice Bolt/Corruption so he'll often sit back spamming that and Fire Blast instead of charging into melee.


 

Posted

This is helpful. Thanks to both of you.

Besides end reductions, what other enhancements are best (or recommended)?

Also, is there a demon that Hell on Earth *should* be cast on most?


Global Name: Denver Nugget
Playing since i3 on 8 servers

 

Posted

Quote:
Originally Posted by shaggy5 View Post
Besides end reductions, what other enhancements are best (or recommended)?
Primarily the standard damage and accuracy (at least two accuracies in the lower rank demons, three if you skipped Tactics). It's also worth putting in all four of the pet Aura IOs if you use IOs.

Quote:
Also, is there a demon that Hell on Earth *should* be cast on most?
I mostly cast it on the Hellfire Gargoyle. At higher levels he is your primary damage dealer so giving him a damage and to hit buff makes a lot of sense. Additionally the living hellfires will, hopefully, draw some aggro off of him which helps keep him alive.

On the other hand in very sticky situations I will sometimes cast it on the Demon Prince since he's easier to keep alive. In terms of damage the Living Hellfires are more important than the damage buff so having the demon with the buff die really sucks.


 

Posted

I can see posts in several threads about returning players and players returning to masterminds. They really are that fun.

Adeon and anonymoose have hit the highlights. I would comment that on your endurance slotting, keep in mind, Acc/End or Dmg/End enhancements in pet damage sets won't reduce the endurance cost for non-damage Demon abilities such as heals, resistance auras, heal auras, slow auras and shiver. The player has a choice in slotting generic I/Os or frankenslotting different sets. I like the 4 slots of Pacing of the Turtle in my Demon Prince since it does include acc, dmg, slow, endurance reduction and most of the Demon Prince's abilities include a slow component and benefit as well. I agree the littlest guys are all damage so pet damage sets work great.

My first level 50 Demon mastermind went Demons/Thermal. Thermal and dark both have a lot of synergy with the pets' non-attack abilities. I recommend get at least Crack the Whip, targetted AoE -resistance is a good way to grab the aggro bodyguard style. When you are well into your groove (not the first group, not the boss group), I think it's beneficial to run in a split stance: Demon Prince and the little guys in defensive with the Tier 2's in aggressive. The three little demonlings have enough firepower to protect you from most surprises. As Adeon mentioned, I consider the fire demonling my MVP-runner up. Rarely if ever does he go into melee, and he is always 'covering my butt' just right behind my mastermind.

Because of the endurance requirements, I slot at least 3 of the 4 pet defense and resistance bonuses in Hell on Earth. Perhaps with good slotting, your damage and accuracy are high enough in the first tier to use a pet bonus in the sixth slot. I cast Hell on Earth in priority of Demon Prince first, and then, whoever does NOT have forge active on them. I rotate forge among the big three. Hell on Earth's big bonus is that is soften's the aggro on your pets and you. It really messes with your foes' AI getting smacked by so many targets.

Demon Prince is my favorite pet - ever. So many times in defensive mode, I will target the nastiest, ugliest target with crack the whip or a debuff. After this, the big foe replies to my healthy bodyguard status, and my Demon Prince's first move at range is Ice Block, the single target hold. It's more than a mag 2 hold, let me assure you. My favorite is when the nullifier gets held, but he holds other high level foes, too. In a regular story arc, mission, we were playing at +2, I on a Demons/poison and my level-pact Demons/Dark, we sccidentally split. My mastermind faced two named bosses; the two bosses wiped out all my pets except the Demon Prince. As you probably will soon find out, when big boy gets his big-butt ice sword out, it's ker-smackin' time. All told, our duo survived both full-sized groups.

Gah, flirting with TL;DR. When I start a build in mids. I boilerplate in the must have powers at the levels they becomed available, starting with primaries, then secondaries and options. Slot the must have powers the barest minimum to be effective at usual standards with SOs leading to 5 set IO bonuses. Defense epic sets help most masterminds. I really like chill mastery on my Demons/Thermal. I was pleasantly surprised that Flash Freeze is so effective. It appears that most attacks from the demons at range are single-target.

Good luck.


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