Need some advice on Demon/TA build
I like both sets, I have both sets, but not at the same toon....
But maybe I'm still able to help you, because I think I see your Problem:
You go the "Def cap everything" route which is pretty popular right now, and usually, its a good idea for most toons, it isn't for all. Neither your primary nor your secondary give you any def powers you can base your build on. You need to go completely with pools and boni for this. And reviewing your build, you did a good job with it. But you didn't reach the cap, and with the last 5% as important as the other 40%, it isn't really reliable imo. And you pretty much ignore the tools TA gives you completely this way.
So my advice is try another (2nd) build:
- Get some resistance. PPP/APP Pools, Fighting Pools Tough. You should getroundabout 65% s/l resistance easily this way. And resitance doesn't care about def caps AND this should be enough to take some hits with BD.
- Your arrows, USE THEM!
"I'm spamming every debuff I have....Oil Slick, Glue Arrow, Acid and Disruption Arrow, EMP arrow"
Well, EMP arrow is good, but thanks to its recharge and even more his recovery debuff on yourself, I never considered it a "bread and butter" power in the set.
Oil Slick Arrow isn't really a debuff.... I prefer to think of it as "DoT Nuke", with bonus debuffs and usually I slot it this way or recharge. The slow effect comes from your Glue Arrow, it recharges faster, slows better and together they pretty much set the mob in "Baywatch Mode".
Flash Arrow is pretty often skipped or labeled a "bad power". It isn't! Well the tohit debuff isnt too high but if you stay with slotting for def: Every bit will help!" and -tohit is +def. And even if not, the -perception is gold! Usually a /TA doesnt stay in the mob, and mobs who can't see you, can't attack you. Same goes for the ranged first strikes from your pets
My "arrow spam pattern" usually is: Flash Arrow - Glue Arrow - Disruption Arrow (At this point my pets get the attack command) - Oil Slick Arrow. After that I usally just start shooting Acid Arrows and Poison Gas Arrows at hard targets and maybe a new Flash and Disruption Arrow, but usually one earch is enough until the mob dies.
- Assign targets manually. Pets are dumb, and waste their attacks. You're the MasterMind! Act like one!
Assign a central first target for AoE goodness! This way you usually "off the hook" and don't get any mob-attention.
TA has suboptimal damage mitigation but when it comes to really weaken a mob so it easily melt down in front of your pet army, its just awesome.
Sorry I couldn't help you to actually improve your original tactic, but maybe my alternative will do. Imo going Def with these sets is kind of a dead end.
But both CAN do fine. My /TA MM even works a reliable, cheap and really fun ticket farmer. And does as well in normal game. So I'm sure you can make your toon at least "work".
First off: LOL @ "Baywatch Mode" That actually gives me an idea for an alternative costume since this was mainly a theme character anyways. You are right....totally fits!
Building for DEF is incredibly difficult on a Demon/TA. Even doing all I could with sets, I couldn't break 40% for Ranged. And I did feel pretty lousy about losing so much damage on OSA by slotting it with Pacing of the Turtle instead. The best defense is dead mobs and that just felt wrong to me.
I don't really need +RCHGE all that much since so few of my /TA powers stack anyways, and my END recovery is fine as-is with the uniques. +TOHIT/+ACC and +DMG bonuses are out there, but there are only a few set bonuses that offer any +RES. I could go with the blue-side Fire epic and try and fit in Fireball for some more damage I suppose, taking Fire shield along with it for the +RES.
Re: Flash Arrow
I have it in the build and I do use it for the -Visibility (stealth) component when mobs are too close together. But I've read in several posts that the -TOHIT for MM's isn't worth even slotting....you just can't do much with it beyond the native unresistable debuff (which I think is like 6.75% -TOHIT right?). Also, I've fallen victim to the aggro "bug" thing from FA many times. Because of how aggro works in the game, if I drop the FA on a mob before they are aggro'd, then as soon as they DO receive any damage, I'm the first target on the aggro list and the alpha is directed at me. When one of my brain-dead henchmen decides to run off and attack that other group (which happens) I find myself getting nailed. I've been told this is just how the aggro "hit list" works and its working ast intended.
Let me try an alternative approach per your suggestions and I'll see where it leads and post the revised build.
Thanks for the feedback...definitely food for thought.
I threw a little something together. I am by no means a big expert on TA, and have struggled with it trying to make it more functional. I do have many successful levels of Demons under the belt.
I don't really need +RCHGE all that much since so few of my /TA powers stack anyways, and my END recovery is fine as-is with the uniques. |
The Demons, you said they run in and die. I am guessing they aren't healing themselves, don't have enough resistance, and generally run out of end if they do last any amount of time. How far are you behind the demons? Are they running out of Sumpremacy and Bodyguard range? Are you using Hell on Earth as much as possible? Are you able to coordinate attacks in the kill zone created by your debuffs? How is your duo partner managing aggro?
The build I put together tried to stay with your ranged defense motif. I wonder if softcapping defense to melee or smashing/lethal would help. With TA, you want to get the drop on your foes putting the down the debuffs for your minions to fight in. Hit them before they hit you.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(7), BldM'dt-Acc(7), BldM'dt-Dmg(11)
Level 1: Entangling Arrow -- P'ngTtl-Acc/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(5), P'ngTtl-Acc/EndRdx(5), P'ngTtl-Rng/Slow(13)
Level 2: Flash Arrow -- Acc-I(A)
Level 4: Glue Arrow -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(9), P'ngTtl-Acc/EndRdx(9), P'ngTtl-Rng/Slow(13), P'ngTtl-EndRdx/Rchg/Slow(17), P'ngTtl--Rchg%(17)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 10: Crack Whip -- Acc-I(A)
Level 12: Hover -- LkGmblr-Rchg+(A), Ksmt-ToHit+(15)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Summon Demons -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(19), HO:Centri(19), HO:Centri(23), HO:Golgi(31), HO:Golgi(33)
Level 18: Ice Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(21), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(23)
Level 20: Hell on Earth -- RechRdx-I(A), EdctM'r-PetDef(21), C'Arms-+Def(Pets)(33), ExRmnt-+Res(Pets)(34), RechRdx-I(34), SvgnRt-PetResDam(37)
Level 22: Acid Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Acc/Dmg/EndRdx(40), Posi-Dmg/Rng(43)
Level 24: Kick -- ExStrk-Dam%(A)
Level 26: Summon Demon Prince -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(27), P'ngTtl-Acc/Slow(27), P'ngTtl-Acc/EndRdx(29), P'ngTtl-EndRdx/Rchg/Slow(29), P'ngTtl-Dmg/Slow(31)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37)
Level 30: Disruption Arrow -- EndRdx-I(A), RechRdx-I(33), RechRdx-I(43)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
Level 38: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(40)
Level 41: Scorpion Shield -- RedFtn-EndRdx(A), RedFtn-Def(42), RedFtn-Def/EndRdx(42), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(46)
Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 47: Tough -- Aegis-Psi/Status(A)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(11), EndMod-I(34)
The Hami-Os are to maximize your resistance, damage and heals from your 'corruptor' 2nd tiers. You can mimick the slotting with IO sets until you get to level 47.
I also wonder if working in Chill Mastery for a big AoE sleep alpha muncher would help. It has defensive frozen armor.
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.
Hmmm, that's a really intriguing build you gave me. Big difference taking Weave in the mix...I like how that works out. I lose a little bit of Ranged DEF but gain it back in Smash/Lethal and Energy, which is a really nice tradeoff. Everything is within a small purple of softcapping...that's very nice! I could also swap in a Steadfast +3 DEF global into Tough in place of the Psi resist you've indicated and gain a little bit more DEF back if I wanted. I've several of those lying around in storage right now.
I also like how I'm not losing my damage from OSA with your build. Putting Turtles in there just makes me shudder. Yeah, Crack Whip is now virtually nothing but it wasn't much to begin with so meh.
Re: Bodyguard, etc.
I typically open with Glue, followed by Ice arrow on my most dangerous foe. My demons stay in BG mode/Supermacy range until I start laying down the debuffs (Acid, Disruption, OSA if its up, etc.). Once debuffs are up, I'll start calling targets for them or if the spawn is small enough just let them choose who they want. I keep an eye on the Supremacy icon and haven't yet seen it flicker off during battles.
My duo partner alternates between a scrapper and blaster. Neither is obviously good at holding aggro. On teams I can do better if we have a real tank or a controller as the critters aren't just focused on me.
Pre-IO's, I have slotted Hell on Earth with 2 Rchg/2Dmg/2ACC and usually cast it on the Prince.
It could be that I am almost always ALWAYS fighting +4's. That's just the teams we've been rolling with so that could be a tough love kind of thing?
Re: Self-Stacking
I've used Luminara's guide for my TA power selections. This is what she/he said:
Entangling Arrow - Can stack the Immobilize effect
Flash Arrow - Doesn't stack with itself
Glue Arrow - Doesn't stack with itself; the slow WILL stack with Oil Slick's Slow, however.
Ice Arrow - Does stack with itself
Acid Arrow - Doesn't stack with itself, but its good enough to want to apply to several different targets in the group you are attacking.
Poison Gas Arrow - Doesn't stack with itself
Disruption Arrow - I've read posts saying it does and it doesn't...unsure?
Oil Slick Arrow - Doesn't stack, but obviously I want this up as much as possible
EMP Arrow - Not sure, but if I could have it every spawn, yeah..gimme gimme
It's been some years since I played the game regularly (Issue 7 maybe?) And I know that TA has been "tweaked" since then so please correct me if I'm wrong.
But I did note that your new builds' Recharge and my own are close (32% for mine, 40% for yours, pre-Hasten). Clearly, if I could get Flash Arrow, PGA, Acid Arrow and Disruption Arrow to stack with themselves, that would be some seriously mean debuffing! I'd have to really change the build quite a bit to achieve that kind of recharge, but I'd certainly give +RCHGE greater weighting in my decisions right now than I would +DEF for myself if what you say is true.
Regardless...thanks a ton! I'm really liking how this looks and most of the IO's I already have are re-usable. Still a pretty cheap build and I'm fine losing the Medicine pool..wasn't doing much good anyways.
You're right. The recharge is pretty much only for the Oil Slick Arrow. This is THE power in the set! Especially with pretty much auto igniting thanks to the pets (The slow still works when the patch burns).
Your problem with the Flash Arrow.... didn't thought of that because this never happened to me. It works pretty well on all my archers. And yes, the tohit is small, didn't I mentioned it? But it was "important" only if you stay the def route, because every little bit of -tohit helps your def like any +def set bonus!
I forgot one thing: For pet survival, try to slot all 4 bonus auras for pets in your build. Its not that much, but it will help.
I would certainly defer to luminara. I was looking at Tomax' data collection on which arrows summoned pseudopets.
I was working on more slots on Tough for you the mastermind when I ran out of inspiration, to put more slots in Tough. If you switch to Basilisk Gaze, 4 slotted for recharge bonus in Ice arrow, you should get 2 more slots in Tough, more resist and the Steadfast def/resist
On my demons/thermal, unless it has a boss or other hard target. I split my stance to start with. I have the Demon Prince and the Demonlings on follow/defensive. From that the stance, the first guy to attack me is usually held in a block of ice by the Demon Prince. I put the two big lieutenant Demons on aggressive and follow them around destroying targets. This tactic could be easily frustrated by AoE blasters. You might want to keep ember demon nearer to you on defensive/follow. In this setup I would put the Hell on Earth on the Gargoyle to help him deflect aggro on him alone. This would also co-exist well with placing oil slick right around the Gargoyle.
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.
After messing around a bit with TA you come to discover there is not much you can excel for. I guess you could go for recharge but resistance alone is not going to help you out. There just enough damage types that even trying to get a decent number with S/L your going to encounter too much typed damage and none or limited heals to recover.
My concept went with Range cap with Provoke followed by recharge and then Oppressive Gloom for those moments mobs get too close and personal with you. I cannot express how well Oppressive Gloom works. If anything I would suggest a quick trip over to test and just respec one power into oppressive gloom and run into a bunch of mobs and see.
Sadly your short on range cap which is what flash arrow will give you.
I also picked up Poison arrow not for the sleep which we all know never happens but for the defense debuff it gives.
I gave you super speed with stealth IO so you can turn on super speed and hover stealth around missions and also gives you a chance to set up your attacks from above. You can open up your attacks and then drop super speed. It is also good for running into combat with Oppressive gloom on. O.G. will also help mitigate attacks against the pets.
The other reality is your going to have to accept the fact that you cannot run 4/8 settings on this type of toon. I have a DS Pain and I have tested it out as well against different settings. 2/8 and 3/8 seem to be the best and safest I can do with my DS Pain.
I would probably go with spiritual to get Oil slick up as much as possible.
Again not that many options with trick arrow.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Trick Arrow
Power Pool: Leadership
Power Pool: Speed
Power Pool: Flight
Power Pool: Presence
Ancillary Pool: Soul 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
- (A) Accuracy IO
- (A) Cloud Senses - ToHit Debuff
- (11) Cloud Senses - Accuracy/ToHitDebuff
- (11) Cloud Senses - Accuracy/Recharge
- (34) Cloud Senses - ToHit Debuff/Endurance/Recharge
- (34) Cloud Senses - Accuracy/Endurance/Recharge
- (37) Cloud Senses - Chance for Negative Energy Damage
- (A) Pacing of the Turtle - Accuracy/Slow
- (43) Pacing of the Turtle - Damage/Slow
- (43) Pacing of the Turtle - Accuracy/Endurance
- (45) Pacing of the Turtle - Range/Slow
- (45) Pacing of the Turtle - Endurance/Recharge/Slow
- (45) Pacing of the Turtle - Chance of -Recharge
- (A) Endurance Reduction IO
- (A) Red Fortune - Defense/Endurance
- (40) Red Fortune - Defense/Recharge
- (42) Red Fortune - Endurance/Recharge
- (42) Red Fortune - Defense/Endurance/Recharge
- (42) Red Fortune - Defense
- (43) Red Fortune - Endurance
- (A) Basilisk's Gaze - Accuracy/Hold
- (46) Basilisk's Gaze - Accuracy/Recharge
- (A) Blood Mandate - Damage
- (13) Blood Mandate - Accuracy/Damage
- (13) Blood Mandate - Damage/Endurance
- (19) Blood Mandate - Accuracy/Endurance
- (21) Blood Mandate - Accuracy/Damage/Endurance
- (21) Blood Mandate - Accuracy
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (17) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (19) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Lethargic Repose - Accuracy/Recharge
- (37) Lethargic Repose - Endurance/Sleep
- (39) Lethargic Repose - Accuracy/Endurance
- (A) Blood Mandate - Accuracy/Damage
- (23) Blood Mandate - Damage/Endurance
- (23) Blood Mandate - Accuracy/Endurance
- (33) Blood Mandate - Accuracy/Damage/Endurance
- (33) Blood Mandate - Accuracy
- (34) Blood Mandate - Damage
- (A) Positron's Blast - Accuracy/Damage/Endurance
- (39) Positron's Blast - Accuracy/Damage
- (39) Positron's Blast - Damage/Endurance
- (40) Positron's Blast - Damage/Recharge
- (40) Positron's Blast - Damage/Range
- (A) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense/Endurance
- (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Blood Mandate - Accuracy/Damage
- (27) Blood Mandate - Damage/Endurance
- (27) Blood Mandate - Accuracy/Endurance
- (29) Blood Mandate - Accuracy/Damage/Endurance
- (29) Blood Mandate - Accuracy
- (31) Blood Mandate - Damage
- (A) Recharge Reduction IO
- (A) Celerity - +Stealth
- (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Endurance Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (36) Positron's Blast - Damage/Endurance
- (36) Positron's Blast - Damage/Range
- (36) Positron's Blast - Damage/Recharge
- (37) Positron's Blast - Accuracy/Damage/Endurance
- (A) Basilisk's Gaze - Accuracy/Hold
- (A) Aegis - Psionic/Status Resistance
- (A) Stupefy - Accuracy/Recharge
- (46) Stupefy - Endurance/Stun
- (46) Stupefy - Accuracy/Endurance
- (48) Stupefy - Stun/Range
- (48) Stupefy - Accuracy/Stun/Recharge
- (48) Stupefy - Chance of Knockback
- (A) Immobilisation Duration IO
- (A) Perfect Zinger - Taunt
- (50) Perfect Zinger - Taunt/Recharge
- (50) Perfect Zinger - Taunt/Recharge/Range
- (50) Perfect Zinger - Accuracy/Recharge
------------
Level 1: Brawl
- (A) Empty
- (A) Empty
Level 2: Rest
- (A) Empty
Level 2: Swift
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (9) Numina's Convalescence - Heal
- (A) Empty
- (A) Performance Shifter - Chance for +End
- (7) Performance Shifter - EndMod
- (9) Performance Shifter - EndMod/Recharge
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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
Now THAT is a wild build to consider!
You are right, of course. There's nothing in TA that allows you a base to build off of for +DEF or +RES. But as this thread is showing, you also can go a lot of different directions with the set as well.
I think you are right..I should try this out on Test and see how it plays. That's a very different build than what I'm accustomed to but I like the sound of OG and how it works. From how I understand it, sounds like the playstyle I used for my DP/MM blaster with World of Confusion running.
Thanks again!
plainguy's build does not have enough end reduction for Demons or Demon Prince, these three pets use NON-PET DAMAGE abilities that burn end like crazy, albeit if they live that long or fight that long. Resistance shield and heals from ember and dominator style slows in Demon Prince are not damage attacks and the endurance reduction in Blood Mandate helps for -0- endurance.
I would sooner put the Celerity stealth bonus in sprint. You could put the Winter's Gift slow protection in your travel power.
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 ended up going with almost the same build as posted by Psylenz, with the only change being I 4-slotted Ice (w/Basilisk), 2-slotted Tough (Steadfast -Knockback and +DEF) and 3-slotted Hasten (just wanted that wee bit extra recharge). I lost 3% Resistance only 2-slotting Tough, but I'm getting knocked around a bunch and like having the Mag 4 Knockback protection in the build.
I still have to work my way through a few levels for full slotting but this seems like a great improvement to my own survivability and perhaps that of my pets as well.
I do have all 4 pet Aura's slotted into Hell on Earth. Since I can't slot the Hami-O's yet in Demons, I just did some frankenslotting until 47.
I am very appreciative to everyone's help. Thanks for the playstyle tips as well. I'm going to try the "splitting" approach and see if that gets my pets more life and utility.
@Plainguy:
I couldn't get the test server to work (I play on a Mac and we Mac players have all kinds of issues right now), but I've saved your build to try when I can get over there. If this doesn't meet my needs, going psuedo-tankermind as you've indicated may be a really radical playstyle improvement. Thanks!
plainguy's build does not have enough end reduction for Demons or Demon Prince, these three pets use NON-PET DAMAGE abilities that burn end like crazy, albeit if they live that long or fight that long. Resistance shield and heals from ember and dominator style slows in Demon Prince are not damage attacks and the endurance reduction in Blood Mandate helps for -0- endurance.
I would sooner put the Celerity stealth bonus in sprint. You could put the Winter's Gift slow protection in your travel power. |
I don't know I'm running a DS Pain, granted not a DS TA. But I don't see any endurance issues running on 2/8 setting on crey fire farm and I have hardly any attacks. I also have a semi petless masterind DS Trap ( last pet only ) that can run 2/8 on crey fire and don't see much issue with that pet there either.
Does the endurance drop ? Yes. Do the pets stop attacking or what ever it may be ? No. other wise I would be pretty hard pressed soloing the crey farm with no pets or pets that are not attacking.
Putting a stealth bonus in sprint ? Again I don't know..
Why would you want to have sprint on and super speed if your looking to stealth when you could just have super speed on and benefit from the stealth bonus in one shot and not worry about the extra endurance drain. Having the Stealth IO in sprint will not afford you any sort of stealth that mobs will not see through. Its the combination of having stealth IO and the stealth component of super speed combined that offer that near invisibility against mobs other then sniper and drones. At least for me it works on all my toons.
As far as winters IO, I have to concede ignorance. I just have not noticed any -recharge mobs that caused me that many issues that would warrant that IO set.
But to each their own.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
I thought I'd update this thread for posterity, since there were so few DS/TA builds posted on this forum.
I went with Psylenz' build, with the modifications I posted above (2-slotted Tough/3-slotted Hasten/4-slotting Ice). I did the iTrial grind and got everything up to T3 (Musculature, Barrier, Reactive, Pyronic and Storm Elemental pets for Lore). I've taken a few of my 50's all the way up to T4's but I think I'm done playing this one.
My review:
The overhaul respec and the investment in IO's certainly made this toon far more enjoyable to play. I don't die all that much...in fact, perhaps only 2-3 times leveling from 45-50. In the iTrials, I died mostly when on Lam's and then almost always on the warehouse/lab portion of the trial. I did a few Keyes and died several times per, but mostly because we lacked enough emps to heal everyone and I have no native heal myself to overcome the zap-from-space or the disintegration phase. Personally...I hate that trial. I dislike any dev content that acts as a "all your powers are useless against this, just get a heal from someone else" kind of deal. Not good development if you ask me.
As I guessed, I go petless during the warehouse/lab portion of the Lam. They just cause more trouble than they are worth. I just find myself a good melee type and follow them, using just my secondary and i-Powers. Feels pretty useless but constant recasting of henchies is worthless.
Honestly, I cannot recommend this power set. I have difficult on +0/x8 content soloing. Some types of critters are a cakewalk all the way up to +3/x8, but others...I just can't kill fast enough or the status effects just overwhelm me and the henchmen. Running Tips missions against DE (damn those Cairn drops) or versus Carnies is just about certain death for me unless I'm doing like +0/x3. This make this, without a doubt, one of the weakest toons I've ever taken to 50. Only my Kheldian Peacebringer would have been considered weaker.
So if you are reading this and considering a DS/TA for your collection, this build will keep you alive. And you can solo. Just don't expect to have that "MM's are Uber" feeling. This is not a great combo. Thematically, it worked just fine. But you'll seldom feel like you are anything more than just a minor support character. Dropping Oil Slick with Glue Arrow is a ton of fun, but you'll still find yourself struggling to take on anything really challenging without losing your henchman constantly. They just need more protection or better debuffs.
Sniff. Should have gone FOTM and went with /Dark.
Wanna play a Peacebringer? Don't believe the hype. Check out my guide and get the real truth:
PEACEBRINGERS SUCK!!! (Now fully up to date for i21+ )
I have, did a full respec. Doesn't change my mind at all. The PB is definitely stronger than it was but still likely one of the weakest AT's out there unless we are talking about a pacifist empathy defender.
I'm currently at level 45 and am facing two big issues:
1) My Demons die all the time. We routinely run teams at +4/x8 and even when keeping them on Defensive BG mode all the time, they just get wasted. Either that or we just make up the spectators and stay at range. That's no fun. I'm spamming every debuff I have....Oil Slick, Glue Arrow, Acid and Disruption Arrow, EMP arrow when its up. But once I send in the boys, they die quickly, leaving me defenseless and then I die quickly.
2) I've got 4 lvl 50's fully Tier 4'd out with all Incarnate powers so I know what lies ahead of me for end-game iTrial grinding. I'm not sure I want to T4 out this MM...its certainly not my best performing toon, and I'm doubtful investing billions in IO's is going to make it THAT good. However, I think adding some defense to myself and throwing in Tactics is going to help me handle the IO trials at 50+1 until I can at least get level shifts to get me to 50+3. Especially for Lam's where I'm likely to go petless during the lab/warehouse phase anyways.
3) Generally speaking, I'm striving for good Ranged defense. This build seems like it would work, but not really sure I'm doing it right. Typically, I prefer high ranged since I'm never at melee range anyways (I hover and twang twang twang my debuffs).
4) I'm not a purple fan on toons that aren't min/max'ed and this one is more themed than a min/max. But it is part of a duo and I do see myself playing it long after lvl 50 so investing a billion or so isn't out of the question. I just don't want to go overboard on sticking lipstick on a pig here.
Can you give me some ideas on ways to improve either my ranged defense or, better yet, my pet defenses? I'm even ok losing some personal defense if it keeps my pets alive longer so if I need to drop some slots from one power to shift it over to another that's fine. I'm also not married to the Medicine pool as I've taken it here but am not slotting it. I've only been using it to heal up between fights, but even that's a rare occurrence since my pets aren't surviving in the first place. I did throw in the 2 Pet aura's and hope that plus Maneuvers will help some but that still pretty low.
Oh and does Vengeance work FOR my henchmen as well? I know I can't use it ON a dead henchman, but had hoped it would give them the +DEF bonus when invoked on a dead teammate.
Thanks in advance:
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
------------
Level 1: Summon Demonlings BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(3), BldM'dt-Acc/EndRdx:50(3), BldM'dt-Acc/Dmg/EndRdx:50(7), BldM'dt-Acc:50(7), BldM'dt-Dmg:50(11)
Level 1: Entangling Arrow P'ngTtl-Acc/Slow:50(A), P'ngTtl-Dmg/Slow:50(5), P'ngTtl-Acc/EndRdx:50(5), P'ngTtl-Rng/Slow:50(13), P'ngTtl-EndRdx/Rchg/Slow:50(34), P'ngTtl--Rchg%:50(46)
Level 2: Flash Arrow Acc-I:50(A)
Level 4: Glue Arrow P'ngTtl-Acc/Slow:50(A), P'ngTtl-Dmg/Slow:50(9), P'ngTtl-Acc/EndRdx:50(9), P'ngTtl-Rng/Slow:50(13), P'ngTtl-EndRdx/Rchg/Slow:50(43), P'ngTtl--Rchg%:50(45)
Level 6: Enchant Demon EndRdx-I:50(A)
Level 8: Hasten RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(34)
Level 10: Crack Whip Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(15), Posi-Dmg/Rchg:50(17), Posi-Dmg/Rng:50(17), Posi-Acc/Dmg/EndRdx:50(33)
Level 12: Hover LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(37)
Level 14: Fly Zephyr-Travel:50(A)
Level 16: Summon Demons BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(19), BldM'dt-Acc/EndRdx:50(19), BldM'dt-Acc/Dmg/EndRdx:50(23), BldM'dt-Acc:50(31), BldM'dt-Dmg:50(33)
Level 18: Ice Arrow Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(21), Lock-Rchg/Hold:50(45), Lock-EndRdx/Rchg/Hold:50(45), Lock-Acc/EndRdx/Rchg/Hold:50(46), Lock-%Hold:50(23)
Level 20: Hell on Earth RechRdx-I:50(A), EdctM'r-PetDef:40(21), C'Arms-+Def(Pets):30(33)
Level 22: Acid Arrow Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(25), Posi-Dmg/Rchg:50(25), Posi-Acc/Dmg/EndRdx:50(40), Posi-Dmg/Rng:50(43)
Level 24: Aid Other Heal-I:50(A)
Level 26: Summon Demon Prince BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(27), BldM'dt-Acc/EndRdx:50(27), BldM'dt-Acc/Dmg/EndRdx:50(29), BldM'dt-Acc:50(29), BldM'dt-Dmg:50(31)
Level 28: Aid Self Heal-I:50(A)
Level 30: Disruption Arrow EndRdx-I:50(A)
Level 32: Abyssal Empowerment RechRdx-I:50(A)
Level 35: Oil Slick Arrow P'ngTtl-Acc/Slow:50(A), P'ngTtl-Dmg/Slow:50(36), P'ngTtl-Acc/EndRdx:50(36), P'ngTtl-Rng/Slow:50(36), P'ngTtl-EndRdx/Rchg/Slow:50(37), P'ngTtl--Rchg%:50(37)
Level 38: EMP Arrow Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(39), Lock-Rchg/Hold:50(39), Lock-EndRdx/Rchg/Hold:50(39), Lock-Acc/EndRdx/Rchg/Hold:50(40), Lock-%Hold:50(40)
Level 41: Scorpion Shield RedFtn-EndRdx:50(A), RedFtn-Def:50(42), RedFtn-Def/EndRdx:50(42), RedFtn-Def/Rchg:50(42), RedFtn-EndRdx/Rchg:50(43)
Level 44: Maneuvers LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(46), LkGmblr-Def/Rchg:50(50)
Level 47: Tactics GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(48), GSFC-ToHit/Rchg/EndRdx:50(48), GSFC-Rchg/EndRdx:50(48), GSFC-ToHit/EndRdx:50(50), GSFC-Build%:50(50)
Level 49: Vengeance LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 1: Supremacy
Level 2: Rest Empty(A)
Level 4: Ninja Run
Level 2: Swift Empty(A)
Level 2: Health Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(31)
Level 2: Hurdle Empty(A)
Level 2: Stamina P'Shift-End%:50(A), EndMod-I:50(11), EndMod-I:50(34)
------------
Set Bonus Totals:
10.5% DamageBuff(Smashing)
10.5% DamageBuff(Lethal)
10.5% DamageBuff(Fire)
10.5% DamageBuff(Cold)
10.5% DamageBuff(Energy)
10.5% DamageBuff(Negative)
10.5% DamageBuff(Toxic)
10.5% DamageBuff(Psionic)
10% Defense
1.25% Defense(Smashing)
1.25% Defense(Lethal)
15% Defense(Fire)
15% Defense(Cold)
15.3% Defense(Energy)
15.3% Defense(Negative)
2.5% Defense(Melee)
30.6% Defense(Ranged)
21.6% Defense(AoE)
5% Enhancement(Held)
7.5% Enhancement(JumpHeight)
45% Enhancement(Accuracy)
7.5% Enhancement(RunSpeed)
32.5% Enhancement(RechargeTime)
7.5% Enhancement(FlySpeed)
7.5% Enhancement(JumpSpeed)
5% FlySpeed
24.1 HP (3%) HitPoints
5% JumpHeight
5% JumpSpeed
MezResist(Held) 12.7%
MezResist(Immobilize) 2.2%
MezResist(Sleep) 8.25%
MezResist(Stun) 4.95%
12% (0.2 End/sec) Recovery
10% (0.33 HP/sec) Regeneration
4.41% Resistance(Fire)
4.41% Resistance(Cold)
5% RunSpeed
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