Need advice for Demons/Traps


Berzerker_NA

 

Posted

I've got a demons/traps toon up to level 24, and I'm getting frustrated to the point where I'm thinking of deleting her. I can see why this build isn't terribly popular. It's just too hard to keep them alive.

I've got the medicine pool, but I haven't taken Triage Beacon yet. I took the running set up to Afterburner, and it's kind of awesome being able to put out two Acid Mortars and two Poison Traps at once. Does anyone know, when I take Triage Beacon, will I be able to double stack that as well? Of course this only helps with boss battles. Afterburner's recharge prevents me from doing it often.


The main problem I'm having is they just don't have a lot of mitigation. The max defense they can have is pretty near 25% (with both defense procs and the force field). Council can take that down pretty fast. They have great resistances, but it doesn't really help much if you can't heal them fast enough. I have tried slotting some healing enhances to Ember Demon and it seems to help a bit. Will the Ember Demon become a lot more effective at level 32? Right now I can handle +1/+1 difficulty with bosses active in SP, but it's very work-intensive with all the resummoning I have to do. (Usually I prefer to keep things a little bit more ..... lazy... if I can help it.) On teams I don't have much of a problem. I play blasters a lot, so I'm used to coordinating around the efforts of a tank or brute to stay alive, and I just treat my demons as if they were blasters also.

Also I don't have Demon Prince yet, so I don't know what kind of mitigation he brings to the table. Looking through my other pets, they do excellent damage, but the only mitigating attacks they appear to have are the slows of the Ice Demon....which aren't very slowing.


 

Posted

Oh. I noticed that I said I took afterburner. I didn't take that. That's a mistake. I took the speed set and got Burnout. That's what lets me deploy 2 acid mortars and 2 poison traps simultaneously. (And I'm still wondering ... will it let me deploy 2 Triage Beacons also?)


 

Posted

the ember demon gets a aoe heal he auto spams with the lvl 32 upgrade

and yes you can have multiple triage beacons out (my demon/trap/mace mm has enough rech to have almost 3 acid morters out without burnout)

if your wondering hes lvl 50 with tier 4 alpha and some tier 1-3 non alpha powers and is about 75% done being IOd and can solo GMs (scrappys running can be problematic though)

im not at my home computer atm or i would show you my build


 

Posted

Indeed, the abyssal empowerment really ratchets up your demons quite a bit. Your Demon Prince is kind of like an ice dominator. He prefers to be in melee range. He uses ice sword circle, has a PbAoE slow, and uses a cone slow. The preferred first response to foes' attacks by the Demon Prince is usually the block of ice hold.

As Necrotech mentioned, your ember demon's upgrade with the PbAoE heal is substantial.

Another very key element is seeker drones (level 28) from your traps secondary really dampens the ferocity of your foes' first salvo. The expendable drones absorb the damage from their first attack while you set up poison trap and acid mortar. When the foes notice you, your demons will respond in force.

There are some builds that can shy away from tankerminding, but a traps setup is a classical case where the emphasis on the mastermind's defense and damage resistance protects the entire squad of mastermind and pets. The pets' defense and damage resistance are focused mainly for mitigating splash AoE off the mastermind.


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
Indeed, the abyssal empowerment really ratchets up your demons quite a bit. Your Demon Prince is kind of like an ice dominator. He prefers to be in melee range. He uses ice sword circle, has a PbAoE slow, and uses a cone slow. The preferred first response to foes' attacks by the Demon Prince is usually the block of ice hold.

As Necrotech mentioned, your ember demon's upgrade with the PbAoE heal is substantial.
That's really good to know. Does the PbAOE heal also heal me?

Also nice to know the set does finally get some decent AOE's later on. All I have right now is a few cones from Ember and Gargoyle. I put one damage proc each on my Acid Mortar and Poison Trap, and hope to acquire more later to stack on them.


Quote:
Originally Posted by Psylenz View Post

There are some builds that can shy away from tankerminding, but a traps setup is a classical case where the emphasis on the mastermind's defense and damage resistance protects the entire squad of mastermind and pets. The pets' defense and damage resistance are focused mainly for mitigating splash AoE off the mastermind.
Yeah. The only sound beating I have taken so far was from running up to a spawn without defensive mode and trying to set a poison trap by them. They killed me oh so fast.


 

Posted

the ember demons aoe heal can hit up to 7 targets and ANY target is applicable including you, living hellfires, or other players

and i also agree that the seeker drones will help a lot to absorb the alphas, i usually always open with seeker drones then speed in and use a poison trap which in my build also has a lockdown proc and unbreakable constraint proc (its 5 slotted with purp hold set and 1 slot for the lockdown proc)


 

Posted

Yeah. I'd been wanting to skip that power for a pool, but now since people mentioned it, I've been looking at the numbers for Seeker Drones. 40 seconds long ToHit debuff, and the power recharges every 1:30. That's not bad. Might help me bring their effective defense up from 25% to 40% (54% for Daemon Prince) which would help alot. Maybe with Burnout I can even double stack them on bosses?

Any recommendations for Caltrops? I skipped that power too. Thought maybe I'd add it when I get close to level 50 if I have room. If it's particularly useful maybe I'll increase its priority also.

Do you think it would be worth it to put Impeded Swiftness: Chance for Smashing Damage on the Daemon Prince? I notice he has a persistent slow aura, so I'm thinking it would proc quite often on him.


 

Posted

on my build i went with caltrops because the extra DoT helps as well as distracting the baddies and the demon princes slow stacks with that making it harder for baddies to run out of it

seeker drones with enough rech can be stackable even without burnout

if you want some lvling advice for a /trap slot pretty much every power with rech definitly 3 slot rech in poison trap, caltrops, and seekers and you should be pretty golden (ffg should take some defense since its perma out of box, maybe end reduct since its a little costly)


 

Posted

Post a build and lets see exactly what you have and how you have it slotted.

I have a numerous Traps builds including a DS ( last pet only ) / Traps petless build which is defense capped. Traps is King, if you have Traps then you can defense cap regardless of the AT.

First off Traps is pretty much stationary leveling up. So your setting up for the fight. I pick up Triage Beacon and FFG as soon as they pop. I then slot them up to get the most out of FFG and Triage Beacon up as fast as I can.

As was mentioned afterburn probaby was not the best idea.

At level 24 I would go for something along these lines. At level 25 I would 3 slot hasten. I would just have hasten on auto.

Now your defenses in are in the mid 20s and your pets are mixed in the teens. Then start mixing up slotting last pet with some slots in acid mortar and poison traps. Poison traps is great for stopping mobs in their tracks when you need a moment to screw your head on straight in a crazy fight.

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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

 

Posted

There isn't a clunker in the mastermind traps set. The web grenade doesn't leverage a lot on a minion, but many bosses and AVs still can be immobilized. Caltrops as said is good even if it distracts the foes long enough to try to flee and stop attacking. Poison Gas Trap is a great hold. All of this stacks up with your Demon Prince's ice block hold ( which is strong enough to stop nullifiers), and his multiple slow powers. You get a nice kill zone, which is also your triage zone.

Something else, I would mention: even if you want to mule a spot for just the pet bonus enhancements, you really have to take Hell on Earth.


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

I'm thinking of maybe dropping the bottom tier pets and taking caltrops. Looking at the tier 1 demons they don't do a lot. Mostly single target damage. 2 single target breath weapons each, a claw attack, and a 30 degree arc breath weapon. I know if I ditch them it will cost me in terms of defensive mode, but then I could save my medicine heal for the remaining three (and Ember Daemon could us her single target heal to better effect as well.)

Also I'm wondering if anyone has tried putting the Call of the Sandman: Chance for Self Heal proc on the Daemon Prince? His big Frozen Aura AOE has a sleep effect in it and fires every 20 seconds, so it stands to reason that he might get some healing out of that. I don't have him yet, but according to Paragon Wiki he can accept sleep set IO's.


 

Posted

I got a build (first time doing Mid's builds for here)

I have an old version of Mids that doesn't have Burnout in it yet, so I put Whirlwind where I would really have put Burnout. I wouldn't actually take Whirlwind. Also I might put one of my ancillaries at level 35 and push Burnout back until later. My character isn't evil, so I can't really give her a patron, and Force Mastery is the only typical ancillary with a resistance.

If I switch caltrops for the Daemonlings, I guess I'd use fewer slots on it too, but then I'd have to put more on HellonEarth to hold all my procs (and still enhance it a bit).

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Medicine
Power Pool: Teleportation
Ancillary Pool: Field Mastery

Villain Profile:
Level 1: Corruption -- Entrpc-Heal%(A), Entrpc-Acc/Dmg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Dev'n-Hold%(36)
Level 1: Web Grenade -- TotHntr-Acc/EndRdx(A), TotHntr-Acc/Immob/Rchg(3)
Level 2: Summon Demonlings -- EdctM'r-Acc/Dmg(A), EdctM'r-Acc/EndRdx(5), EdctM'r-Acc/Dmg/EndRdx(7), EdctM'r-PetDef(7), SvgnRt-PetResDam(9), SvgnRt-Acc/Dmg/EndRdx(11)
Level 4: Super Speed -- Winter-RunSpd/Jump/Fly/Rng/EndRdx(A), Winter-RunSpd/Jump/Fly/Rng(5), Clrty-Stlth(34), Clrty-EndRdx(34)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Aid Other -- RgnTis-Heal/EndRdx/Rchg(A), RgnTis-Heal/Rchg(9), RgnTis-EndRdx/Rchg(37), RgnTis-Heal/EndRdx(37), IntRdx-I(37), IntRdx-I(39)
Level 10: Acid Mortar -- LdyGrey-%Dam(A), LdyGrey-DefDeb/Rchg/EndRdx(11), Posi-Dam%(46), AnWeak-Acc/Rchg(46), AnWeak-Acc/Rchg/EndRdx(46)
Level 12: Summon Demons -- SvgnRt-Acc/Dmg(A), SvgnRt-Acc/EndRdx(13), SvgnRt-Acc/Dmg/EndRdx(13), TtmC'tng-ResDam(15), TtmC'tng-ResDam/EndRdx(15), Heal-I(17)
Level 14: Aid Self -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(17), RgnTis-Heal/Rchg(40), RgnTis-Heal/EndRdx/Rchg(43)
Level 16: Force Field Generator -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Rchg+(21), S'dpty-Def/EndRdx(23), S'dpty-Def(23)
Level 18: Hell on Earth -- C'Arms-+Def(Pets)(A), ExRmnt-+Res(Pets)(19), C'Arms-EndRdx/Dmg/Rchg(21), C'Arms-Acc/Dmg/Rchg(34)
Level 20: Poison Trap -- G'Wdw-Dam%(A), G'Wdw-Acc/EndRdx(25), Lock-%Hold(43), G'Wdw-Acc/Hold/Rchg(43)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 24: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(45)
Level 26: Summon Demon Prince -- S'bndAl-Build%(A), S'bndAl-Dmg/EndRdx(27), SvgnRt-Acc(29), SvgnRt-Acc/Dmg(29), CSndmn-Heal%(31), ImpSwft-Dam%(31)
Level 28: Seeker Drones -- Amaze-ToHitDeb%(A), Cloud-Acc/ToHitDeb(31), Cloud-ToHitDeb/EndRdx/Rchg(33), Cloud-Acc/EndRdx/Rchg(33)
Level 30: Triage Beacon -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(33), Numna-Heal/Rchg(40), Numna-Heal/EndRdx/Rchg(40)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Whirlwind -- RechRdx-I(A), RechRdx-I(36)
Level 38: Detonator -- EndRdx-I(A), EndRdx-I(39)
Level 41: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(42), ImpArm-ResDam/EndRdx(42), ImpArm-ResDam(42)
Level 44: Explosive Blast -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(45), Det'tn-Dmg/EndRdx(45)
Level 47: Force of Nature -- Aegis-ResDam(A), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(48), Aegis-EndRdx/Rchg(50), Aegis-Psi/Status(50)
Level 49: Recall Friend -- Winter-RunSpd/Jump/Fly/Rng/EndRdx(A), Winter-ResSlow(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 -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(39)


 

Posted

Not the best build Berzerker_NA

I had a bunch to say but I just deleted it all and made it simple and to the point.

My build for Robot Traps is in this thread by Transient

http://boards.cityofheroes.com/showthread.php?t=276114

Swap out robots and put in Demons then fix what might be missing or slotted improperly. Then pull both builds up side by side and compare. Nutshell, long story short my build is better. Then work on beating my build.

To me a build takes days upon days to build before you post it up. When someone looks at the build you want them to say your over slotted in this power or reslot this power this way. Basically little critique as possible.

But in all honestly the wheel has been invented with this. You are not going to find a secret build no one has discovered yet with DS Traps or any mastermind / traps. You could do a search for Traps and just see what you get on the forums. Then just copy a build some players are giving thumbs up to.


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

 

Posted

Tough probably would be awesome for this character. Ember Daemon's Aura already gives me a 15% base resistance to smashing/lethal, and so if I added Tough and Dark Embrace (or Temp Invulnerability because my character is non-villainous) I'd easily hit the 75% soft cap for Smashing/Lethal.

Probably you're also right that Trip Mine is better than Explosive Blast (from Field Mastery). Looking at Mids' numbers I have 47 damage from Explosive Blast, with a 15 second recharge, and 194 damage from Trip Mine, with a 20 second recharge. I guess it's clear which one comes out ahead. Maybe I'll just take the Temp Invulnerability power from Field Mastery and leave the rest of that set alone. (Or .... try and rethink my character's alignment to be a bit more ....ahem... "flexible" to open up Patrons.)

I don't understand why anyone takes Maneuvers??!?! It's a serious End hog, and for what? 2.6% defense? Why do that to yourself? Isn't there somewhere else you could pull 2.6% from? (Something that doesn't cost a whole power?)

I also have to fit Teleport, Burnout, and of course Hell on Earth into my build. (Teleport is just because I hate having a travel that can't get me over walls - and it fits my theme.) So I've got to make room somewhere for them. I think you'd agree that Burnout is pretty awesome on traps? (In my Mids build I put Whirlwind where I would really have taken Burnout, because my version of Mids isn't up to date and doesn't have it.)


 

Posted

So, now I updated Mids. Here is a revised build.


Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Elysyanna: Level 50 Technology Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Medicine
Power Pool: Teleportation
Ancillary Pool: Field Mastery

Villain Profile:
Level 1: Corruption -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Hold%(3), Entrpc-Acc/Dmg(3), Entrpc-Heal%(5)
Level 1: Web Grenade -- TotHntr-Acc/Immob/Rchg(A), TotHntr-Acc/EndRdx(5)
Level 2: Summon Demonlings -- EdctM'r-Acc/Dmg(A), EdctM'r-Acc/EndRdx(7), EdctM'r-Acc/Dmg/EndRdx(7), EdctM'r-PetDef(9), SvgnRt-PetResDam(9), SvgnRt-Acc/Dmg(11)
Level 4: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(11), Zephyr-ResKB(37), Clrty-Stlth(37), Clrty-EndRdx(50)
Level 6: Enchant Demon -- RechRdx-I(A)
Level 8: Aid Other -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(13), RgnTis-Heal/Rchg(13), RgnTis-Heal/EndRdx/Rchg(15), IntRdx-I(15), IntRdx-I(17)
Level 10: Acid Mortar -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-DefDeb/EndRdx/Rchg(17), ShldBrk-Acc/Rchg(19), ShldBrk-%Dam(19), Posi-Dam%(21), Achilles-ResDeb%(21)
Level 12: Summon Demons -- SvgnRt-Acc/Dmg/EndRdx(A), SvgnRt-Acc(23), ImpArm-ResDam(23), ImpArm-ResDam/EndRdx(25), Numna-Heal/EndRdx(25), Numna-Heal(27)
Level 14: Aid Self -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), IntRdx-I(31), IntRdx-I(31)
Level 16: Force Field Generator -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(33), S'dpty-Def/EndRdx(33), S'dpty-Def(33)
Level 18: Hell on Earth -- ExRmnt-+Res(Pets)(A), C'Arms-+Def(Pets)(34), C'Arms-Acc/Dmg/Rchg(34), C'Arms-Acc/Rchg(34), C'Arms-EndRdx/Dmg/Rchg(50), C'Arms-Acc/Dmg(50)
Level 20: Poison Trap -- G'Wdw-Dam%(A), Lock-%Hold(36), G'Wdw-Acc/EndRdx(36), G'Wdw-Acc/Rchg(36)
Level 22: Teleport -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(37)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 26: Summon Demon Prince -- CSndmn-Heal%(A), ImpSwft-Dam%(39), S'bndAl-Dmg(39), S'bndAl-Build%(40), SvgnRt-Acc/Dmg/EndRdx(40), SvgnRt-Acc(40)
Level 28: Seeker Drones -- Cloud-Acc/EndRdx/Rchg(A), Cloud-Acc/Rchg(42), Cloud-Acc/ToHitDeb(42), Cloud-ToHitDeb/EndRdx/Rchg(42)
Level 30: Triage Beacon -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(43), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-Psi/Status(45), S'fstPrt-ResDam/Def+(45)
Level 38: Detonator -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(46), Posi-Dmg/EndRdx(46)
Level 41: Burnout -- RechRdx-I(A), RechRdx-I(48)
Level 44: Trip Mine -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(48)
Level 47: Recall Friend -- Winter-ResSlow(A)
Level 49: Long Range Teleport -- RechRdx-I(A)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(48)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run


I got rid of Explosive Blast and Force of Nature, and added Trip Mine, Teleport Ally, and Long Range Teleport I must have cut something else but I can't see what. Caltrops is the only /Traps power I skipped, and all I skipped from Daemons was 2 of the whips.

My total S/L resist is about 60%, but my defense is a bit sad.


 

Posted

I'm really thinking of skipping the Demonlings and taking Caltrops.

Also: I should add that that build is designed to be reasonably inexpensive. There are a few purples, but not many, and those which exist are ones I checked to confirm they were not selling for over 100 million.


 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
I'm really thinking of skipping the Demonlings and taking Caltrops.

Also: I should add that that build is designed to be reasonably inexpensive. There are a few purples, but not many, and those which exist are ones I checked to confirm they were not selling for over 100 million.
Go for it.. I think its a great idea.

If you can squeeze in afterburner you might be able to cap out your defenses for cap for those few seconds almost PFF.


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

 

Posted

Quote:
Originally Posted by plainguy View Post
Go for it.. I think its a great idea.

If you can squeeze in afterburner you might be able to cap out your defenses for cap for those few seconds almost PFF.
If you mean force field generator, then probably not, because as near as I can tell summoning a new one always causes the old one to blow up, but..... seeker drones could be double stacked, for a total of -30 ToHit. (7.5 for each drone, enhanced, 4 drones total). Won't work for AV's because of their debuff resistance, but everyone else in the room will be missing a lot.

I'm not really shooting for soft cap, though. If I want to use a softcapped defense strategy I'd build a Thugs/FF or Bots/FF. My goal with DS/Traps is to maximize damage output. Kill them so fast it doesn't matter how tough they are. Hopefully subdue them in the early minutes so they never get a chance to shoot me at all.

I'm not saying softcap isn't great. It's just not the only game in town, and certainly not the game that DS plays to the best. Besides that, my Prince can tank better than me anyway. The Prince's S/L defense will be 14% base + 15% FFG + 10% PetDefProcs + 15% (effectively) from the Seekers' ToHit debuff = 54%. That's not bad.


 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
If you mean force field generator, then probably not, because as near as I can tell summoning a new one always causes the old one to blow up, but..... seeker drones could be double stacked, for a total of -30 ToHit. (7.5 for each drone, enhanced, 4 drones total). Won't work for AV's because of their debuff resistance, but everyone else in the room will be missing a lot.

I'm not really shooting for soft cap, though. If I want to use a softcapped defense strategy I'd build a Thugs/FF or Bots/FF. My goal with DS/Traps is to maximize damage output. Kill them so fast it doesn't matter how tough they are. Hopefully subdue them in the early minutes so they never get a chance to shoot me at all.

I'm not saying softcap isn't great. It's just not the only game in town, and certainly not the game that DS plays to the best. Besides that, my Prince can tank better than me anyway. The Prince's S/L defense will be 14% base + 15% FFG + 10% PetDefProcs + 15% (effectively) from the Seekers' ToHit debuff = 54%. That's not bad.
I wasn't serious..


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

 

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Just my opinion, but in general I don't think it's a good idea to skip any summoning powers. Especially not for caltrops.


"I have something to say! It's better to burn out then to fade away!"

 

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The problem I face with the little Daemons is that all I've got to heal them with is Medicine Pool and Ember Daemon. Triage Beacon gives its bets benefit to pets with high HP rather than low HP.

Caltrops will deal (slow) AOE damage over time without requiring me to divert heals toward it just to keep it going. Also the slow movement stacks nicely with Daemon Prince's slows and Web Grenade. Probably most mobs will stay on the caltrops long enough to endure its full damage potential. So far I've started the character over in Praetoria and I'm having considerable fun with it so far. Not quite to level 12 yet, so I'm not quite a true MM, just a weak defender with a whip.



Quote:
Originally Posted by plainguy View Post
I wasn't serious..
You were making a sarcastic joke about Burnout being a waste on /traps then? Seriously (or I guess un-seriously)?


 

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Quote:
Originally Posted by Berzerker_NA View Post
My character isn't evil, so I can't really give her a patron, and Force Mastery is the only typical ancillary with a resistance.
You can temporarily switch alignment and unlock a patron. You'll still have access to patron powers when you switch back to being a hero.


 

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Quote:
Originally Posted by Berzerker_NA View Post
The problem I face with the little Daemons is that all I've got to heal them with is Medicine Pool and Ember Daemon. Triage Beacon gives its bets benefit to pets with high HP rather than low HP.

Caltrops will deal (slow) AOE damage over time without requiring me to divert heals toward it just to keep it going. Also the slow movement stacks nicely with Daemon Prince's slows and Web Grenade. Probably most mobs will stay on the caltrops long enough to endure its full damage potential. So far I've started the character over in Praetoria and I'm having considerable fun with it so far. Not quite to level 12 yet, so I'm not quite a true MM, just a weak defender with a whip.





You were making a sarcastic joke about Burnout being a waste on /traps then? Seriously (or I guess un-seriously)?

Play your toon how you like but I think it's beyond crazy to give up half your bodyguard shield for caltrops. I love me some caltrops for the mitigation they provide but losing 3 shares of bodyguard damage being handed out is far to high a price for me to pay.

At low levels I understand feeling that the pets are a bit soft and that lacking a direct heal they are more of a hassle than a help. This problem is obviated as you level up by being able to use seekers to soak the alpha, follow the seekers in and drop traps that also pull agro and add CC effects. Once your able to do that the pets hardly take any damage and the ember demons aura spam heal on top of triage beacon will keep them in the fight.


Global: @Kelig

 

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Quote:
Originally Posted by joebartender View Post
Play your toon how you like but I think it's beyond crazy to give up half your bodyguard shield for caltrops. I love me some caltrops for the mitigation they provide but losing 3 shares of bodyguard damage being handed out is far to high a price for me to pay.
Yeah. I'm starting to see why BG mode matters so much. My other MM builds weren't so aggro intensive, so usually my henchmen were soaking the aggro, leaving me free to act like a Defender. But, enemies really go after you with /traps.

I'll probably choose cold mastery as my ancillary, just to get some more self heals.


 

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Everyone always says to live life in BG mode and draw the aggro on yourself, and tactically they're probably right.

However I don't find that to be fun. I treat my henchmen like they're tanks, and I'm a def or blaster or something. In my gaming sessions, BG mode is only used if the enemy is pre-auto aggro to me and I can't get them to deflect onto my henchmen. It gives me more the feel of being a commander I guess, instead of a frontline soldier with lackeys. Certainly there is a price to be paid for this, but it's worth it if I enjoy it more, right?

So, for my build, if I can I would really prefer to make Gargoyle and Prince soak the aggro. Then I'll just stand behind them.