Need some advice for demon/dark/soul
34 views and no advice? I at least need some Alpha slot advice
Edit: nevermind went Vigor
I cannot load it up now since Im at work, but I can tell you some things:
You dont need pet. gaze. I would take instead a Primary attack. They have a built it -res which is quite handy for bigger mobs
On my Demon/Dark I went Mace Mastery for the shield and power boost
Numina and Miracle procs go in Health.
Stamina wants Perf. Shifter proc, Perf Shifter End Mod, and a third of your choice (a Perf.shifter endmof/something, or a plain endmod IO)
Hell on Earth is underslotted.
Be sure to pick most (if not all) the pet uniques
You still have room for some sets. I will try to post my build when I get home
I cannot load it up now since Im at work, but I can tell you some things:
You dont need pet. gaze. I would take instead a Primary attack. They have a built it -res which is quite handy for bigger mobs On my Demon/Dark I went Mace Mastery for the shield and power boost Numina and Miracle procs go in Health. Stamina wants Perf. Shifter proc, Perf Shifter End Mod, and a third of your choice (a Perf.shifter endmof/something, or a plain endmod IO) Hell on Earth is underslotted. Be sure to pick most (if not all) the pet uniques You still have room for some sets. I will try to post my build when I get home |
Gah, sorry, I forgot about this, see if I remember it after work...just 2 hours for the weekend!
Bumping to see if anyone has any advice or better builds
I wouldn't call it better or worse, but here is my planned Demon/Dark/Soul Mastermind build.
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A few things I wanted to identify with your build:
-Pets need more damage. Try to get around 60% accuracy, 95% damage and 40-55% endurance (Depending on the what pet). Make sure to get the def and dam res auras to make your pets stronger.
-Twilight Grasp needs accuracy. It has a tohit/acc check whenever you cast it. Frankenslot it with Touch of the Nictus/Theft of Essense IOs
-Tar Patch. The most important part of the power is the damage resist debuff. It is an unenhanceable -30%. The slow effect is just bonus. Slot it for recharge so you can cast it at least once per mob.
-Enchant Demon/Abyssal Empowerment - Single slot for end reduction. They only need to be cast once until you resummon dead pets which hopefully is not often.
-Darkest Night. High end cost toggle that should be used with every mob. Slot it for end reduction and tohit debuff.
-Howling Twilight. One of the best powers in the set. Use it as an offensive power, do not wait for teammates to die to use it. It offers -500% regen on your enemy target, an autohit target AoE stun, AoE slow, and AoE fear effect. It also rezzes allies but use it before hand and nobody should die. Slot it for stun and recharge so you can use it often and the duration will last longer.
-Hell on Earth. Slot it with Recharge Intensive Pet IOs. Make sure to have the defense and dam res auras to make you pets stronger.
-Fearsome Stare. I prefer to slot it for -tohit debuff. Between FS and Darkest Night, you can give a group of enemies -30 tohit and with your exisiting defense from Maneuvers, Shadow Fall etc, you and your pets should have softcap defense.
-Dark Servant. I slot him with Cloud Senses, I like the set bonuses.
-Soul Tentacles. I do not really like this power on DM. It's damage is low and immobilizes. With fear, slows and stuns, topping it with immobilize is overkill that you do not really need.
-Soul Storm. A crappier version of Petrifying Gaze. More end cost, longer recharge and longer cast time. the only thing better is the 10' longer range. It seems like overkill but it can be useful as a 1-2 sureshot hold on a Paragon Protector before he MoGs or a Fake Nemesis before he raises his personal forcefield.
As for Alpha, T4 Intuition Radial would work well for you and your pets. 33% hold (Petrify Gaze/Soul Storm/Dark Servant), 33% damage (Pets), 33% slow (Tar Patch/Howling Twilight/misc pet powers), 20% Tohit debuffs (Fearsome Stare/Darkest Night/Twilight Grasp/Dark Servant), 20% range (several powers). The only thing not providing you bonuses is the 33% defense debuff effect.
Phew! Now here's my recommendation. No changes in powers, if that's what you like then go with it:
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A few things I wanted to identify with your build:
-Pets need more damage. Try to get around 60% accuracy, 95% damage and 40-55% endurance (Depending on the what pet). Make sure to get the def and dam res auras to make your pets stronger. -Twilight Grasp needs accuracy. It has a tohit/acc check whenever you cast it. Frankenslot it with Touch of the Nictus/Theft of Essense IOs -Tar Patch. The most important part of the power is the damage resist debuff. It is an unenhanceable -30%. The slow effect is just bonus. Slot it for recharge so you can cast it at least once per mob. -Enchant Demon/Abyssal Empowerment - Single slot for end reduction. They only need to be cast once until you resummon dead pets which hopefully is not often. -Darkest Night. High end cost toggle that should be used with every mob. Slot it for end reduction and tohit debuff. -Howling Twilight. One of the best powers in the set. Use it as an offensive power, do not wait for teammates to die to use it. It offers -500% regen on your enemy target, an autohit target AoE stun, AoE slow, and AoE fear effect. It also rezzes allies but use it before hand and nobody should die. Slot it for stun and recharge so you can use it often and the duration will last longer. -Hell on Earth. Slot it with Recharge Intensive Pet IOs. Make sure to have the defense and dam res auras to make you pets stronger. -Fearsome Stare. I prefer to slot it for -tohit debuff. Between FS and Darkest Night, you can give a group of enemies -30 tohit and with your exisiting defense from Maneuvers, Shadow Fall etc, you and your pets should have softcap defense. -Dark Servant. I slot him with Cloud Senses, I like the set bonuses. -Soul Tentacles. I do not really like this power on DM. It's damage is low and immobilizes. With fear, slows and stuns, topping it with immobilize is overkill that you do not really need. -Soul Storm. A crappier version of Petrifying Gaze. More end cost, longer recharge and longer cast time. the only thing better is the 10' longer range. It seems like overkill but it can be useful as a 1-2 sureshot hold on a Paragon Protector before he MoGs or a Fake Nemesis before he raises his personal forcefield. As for Alpha, T4 Intuition Radial would work well for you and your pets. 33% hold (Petrify Gaze/Soul Storm/Dark Servant), 33% damage (Pets), 33% slow (Tar Patch/Howling Twilight/misc pet powers), 20% Tohit debuffs (Fearsome Stare/Darkest Night/Twilight Grasp/Dark Servant), 20% range (several powers). The only thing not providing you bonuses is the 33% defense debuff effect. Phew! Now here's my recommendation. No changes in powers, if that's what you like then go with it: Code:
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Edit: whoo some expensive stuff in there, better get started eh? and I actually went Vigor but I can take a look at intuition, if I drop teleport (which Im tempted to) what power would you sub for it?
if I drop teleport (which Im tempted to) what power would you sub for it?
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A lot of MMs like Oppressive Gloom and/or Provoke but I do not feel I need them on my DM. I actually have Provoke in my current build and do not use it at all. As soon as I hit 47, it's gone. Some players like to take an attack but the damage seem trivial compared to pets and teammates that it's not worth while especially since you would take slots away from other areas to enhance it. But a whip is pretty cool.
If you were willing to drop 2 powers, you could grab Super Speed and Burnout. Cast a double Hell on Earth for more pets and insta-recharge Howling Twilight if you've used it and someone actually dies afterwards. But the side effects are pretty bad, -50% endurance for 1 minute.
Air Superiority has a 100% knockdown. Stimulant to help with mezzed pets/teammates. Recall Friend if you need to... Oh yeh...
Some players like to take an attack but the damage seem trivial compared to pets and teammates that it's not worth while especially since you would take slots away from other areas to enhance it. But a whip is pretty cool.
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I checked my DS/DM/Soul build and will not share it, as it uses the old HO exploit (using damage HO to buff both Damage and Damage resist :P ), and since I shelved this char 2 months ago, im not bothering with rebuilding it :P Sorry
I don't know. There are probably a few powers you can sub for it. If you like to fly while fighting, take Hover to help save on your endurance (Instead of using Fly while fighting) even if DM is not really end heavy. Adds a little defense and use it as a mule for a Luck of the Gambler 7.5% recharge.
A lot of MMs like Oppressive Gloom and/or Provoke but I do not feel I need them on my DM. I actually have Provoke in my current build and do not use it at all. As soon as I hit 47, it's gone. Some players like to take an attack but the damage seem trivial compared to pets and teammates that it's not worth while especially since you would take slots away from other areas to enhance it. But a whip is pretty cool. If you were willing to drop 2 powers, you could grab Super Speed and Burnout. Cast a double Hell on Earth for more pets and insta-recharge Howling Twilight if you've used it and someone actually dies afterwards. But the side effects are pretty bad, -50% endurance for 1 minute. Air Superiority has a 100% knockdown. Stimulant to help with mezzed pets/teammates. Recall Friend if you need to... Oh yeh... |
In whip case, you get a cool -res debuff to stack with tar patch, so you atacking one time = all your pets dealing more damage for a bit. Not bad
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Stick with Recall Friend. It's useful for anyone with a stealth power (Shadowfall). Add a Celerity/Unbound Leap +stealth IO into Sprint and only a select few adversaries will be able to see you (Rikti Drones, Knives of Artemis, some Rularuu, the Cabal, snipers, Longbow Eagles etc.).
Good choice!
Yeh, I was looking at that and Crack Whip would be better than the other attacks since it can hit multiple targets with it's 30' cone. Unfortunately it has an end cost of 17.94 and Mids' indicates the damage resist debuff only lasts for 2.1s. Most pets will get one attack during that duration, possibly two. Some may get none if they are switching targets at the time. I would only take Crack Whip if Soul Storm is dropped so it can be properly slotted with some end reduction and recharge so it can be spammed.
Stick with Recall Friend. It's useful for anyone with a stealth power (Shadowfall). Add a Celerity/Unbound Leap +stealth IO into Sprint and only a select few adversaries will be able to see you (Rikti Drones, Knives of Artemis, some Rularuu, the Cabal, snipers, Longbow Eagles etc.). Good choice! |
one last question, if I did take a whip attack, would you advice Crack whip?
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It might be better to just take Corruption. Only single target but has a significantly lower end cost (6.5), and the duration of the dam res debuff is 5s. With it's quick recharge, the res debuff can constantly be refreshed. Just use it for the boss, EB, AV etc.
Yes, to be able to hit as many targets as you can with it but I would not take it if it creates a lot of endurance issues. DM is pretty good on endurance. It does not have many powers that needs to be spammed. Summon/enhance pets once, Twilight Grasp is random, Fearsome Stare every 20s, Howling Twilight every 70s, Tar Patch every 30s, Dark Servant/Hell on Earth every 4 mins and Petrifying Gaze/Soul Storm when you need it. Definitely would not work well after using Burnout.
It might be better to just take Corruption. Only single target but has a significantly lower end cost (6.5), and the duration of the dam res debuff is 5s. With it's quick recharge, the res debuff can constantly be refreshed. Just use it for the boss, EB, AV etc. |
one last question, if I did take a whip attack, would you advice Crack whip?
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Take the ST whip attack which causes the longer -res duration (Lash?), you will only need it for big, tough mobs, where your demons will be focusing fire
Okay so I respected out of Soul as Mace mastery seemed interesting, so I took Scorpian shield and 5 slotted it and plan to put Luck of the gamblers in that, 3 slooted power boosts with recharge, and 1 slotted mace volley with end reduc. Any advice on differences? Oh and I dropped teleport and burnout.. though perhaps dropping mace volley for burnout would be wise? I dont know.
Any advice welcome and appreciated.. thanks.
My demon/dark/soul mastermind is at 49.5 (finally! I shall have a 50!) and so I figured I'd post his build and get some advice on it (I have him IO'd out) and get some incarnate advice (I don't have a clue about incarnates) I've never used IO sets so my slotting could be horrible. All advice and critiques would be welcome, thanks. I know I accidentally overslotted Assault, I'll respec out of that next time. I cant really remember when I took teleport friend, but I know it's in there so I tossed in at level 47
Edit: Just hit 50 and 3 slotted Hasten with Recharge, Any advice for an Alpha slot for this combo?
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Polaris Zeppelin: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Summon Demonlings -- CmdPres-Acc/Dmg(A), CmdPres-Dmg/EndRdx(3), CmdPres-PetRes(3), CmdPres-Acc/EndRdx(5), EndRdx-I(5)
Level 1: Twilight Grasp -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(9), Mrcl-Rcvry+(9), Mrcl-Heal(11)
Level 2: Tar Patch -- TmpRdns-Acc/EndRdx(A), TmpRdns-Dmg/Slow(11), TmpRdns-Rng/Slow(13), TmpRdns-Acc/Dmg/Slow(13), TmpRdns-EndRdx/Rchg/Slow(15), TmpRdns-Acc/Slow(15)
Level 4: Fly -- Empty(A)
Level 6: Enchant Demon -- RechRdx-I(A), RechRdx-I(19), Range-I(19)
Level 8: Darkest Night -- DampS-ToHitDeb(A), DampS-Rchg/EndRdx(21), DampS-ToHitDeb/Rchg/EndRdx(21)
Level 10: Howling Twilight -- Rope-Acc/Stun/Rchg(A), Rope-Stun/Rng(23), RechRdx-I(23), RechRdx-I(25)
Level 12: Summon Demons -- EdctM'r-Acc/Dmg(A), EdctM'r-Acc/Dmg/EndRdx(25), EdctM'r-Acc/EndRdx(27), EndRdx-I(27), ResDam-I(29), ResDam-I(29)
Level 14: Maneuvers -- DefBuff-I(A), DefBuff-I(31), EndRdx-I(31)
Level 16: Shadow Fall -- EndRdx-I(A), EndRdx-I(31), EndRdx-I(33)
Level 18: Tactics -- ToHit-I(A), EndRdx-I(39), ToHit-I(40)
Level 20: Hell on Earth -- ToHit-I(A), RechRdx-I(33)
Level 22: Assault -- EndRdx-I(A), EndRdx-I(33), EndRdx-I(34)
Level 24: Fearsome Stare -- N'mare-Acc/Fear/Rchg(A), N'mare-Acc/EndRdx(34), N'mare-Fear/Rng(34), N'mare-Acc/Rchg(36), N'mare-Acc/Fear(36)
Level 26: Summon Demon Prince -- CmdPres-PetRes(A), CmdPres-Acc/Dmg(36), CmdPres-Acc/EndRdx(37), Acc-I(37), EndRdx-I(37)
Level 28: Petrifying Gaze -- Empty(A), Empty(39), Empty(39)
Level 30: Vengeance -- ToHit-I(A), ToHit-I(45)
Level 32: Abyssal Empowerment -- RechRdx-I(A), RechRdx-I(40)
Level 35: Dark Embrace -- ResDam-I(A), ResDam-I(40), EndRdx-I(42)
Level 38: Dark Servant -- RechRdx-I(A), RechRdx-I(42)
Level 41: Soul Tentacles -- Posi-Dam%(A), Posi-Acc/Dmg(42), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Dmg/EndRdx(43)
Level 44: Soul Storm -- Acc(A), Empty(45), Empty(45)
Level 47: Recall Friend -- Empty(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EnManip-EndMod/Rchg(A), EnManip-Stun%(17), EnManip-EndMod(17)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals: