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  1. Lash and Crack Whip are great attacks, the Cross Punch thing was just a suggestion(since I saw you were quite focused on picking up recharge in your sets). I normally run Lash and Crack Whip with epic armor builds since I don't take fighting.
  2. You have 60% damage in your summon demons, which is an unnecessary loss of damage on them. You could switch accuracy/recharge SA to acc/dmg/recharge. You are also not capping out the bonus to your ember shield, which means a loss of about 2% resistance, which at the level of resistance most of your pets will have(75-80%) can be 8-10% less damage taken. I'd take a slot away from Darkest Night, put it in Hell on Earth and move the proc there, adding a second damage resistance to the demons. I like what you've done with the Twilight Grasp slotting, although I don't think the damage proc is worth it over more accuracy(you have 90% accuracy vs +4s). Also love the multi-proc slotting in Lash, but you have a bit low accuracy(75% vs +4). I personally like to play with 2 attacks, and I like having at least one of them being an AoE, since demons put out way more ST dps than AoE. I have a suggestion for you, which works better in the 2nd build - drop lash and petrifying gaze, pick up cross punch. It also has a FF proc, but it also offers 10% recharge per mob hit when you have both boxing/kick for synergy. It also has Fury of the Gladiator, providing more -res than lash. I'm not a huge fan of saccing Hell on Earth(I like slotting it with the 4/6 ComM + 2 auras), it's a decent source of damage. I also personally think resistances are much better than defense on /Dark, due to having an extremely powerful heal and strong -hit(also, the hits that do go through your defense hurt the pets a lot more). It also obviously synergizes better with cardiac, but eh, it's a personal preference.
  3. Since the proc in question is lethal damage, and the increased enforcer damage is also lethal, resistance doesn't really factor into the equation. The maximum uptime you can get of Gaussian is ~50%(procs every 10 seconds, lasts 5? seconds). I believe the buff is less than 80%, but let's just go with that for ballpark numbers - so Gaussian is like a 40% dmg buff to Enforcers. Adding 40% ED to enforcers increases their "baseline dps"* by ~7.5 each. Adding a damage proc increases their "baseline dps" by ~12.5 each. Assuming ~100% uptime(which is fairly reasonable in my experience), and a same level opponent(so no debuff resistance shenanigans), Achilles Heel would increase the "baseline dps" of Enfocers by 12.5 each. So I would rank various damage increases like this: Achilles Heel - A must slot, unless you have an incredibly reliable way to apply it in an AoE. Easily worth over 150% ED. Damage proc - ~60% ED Gaussian - ~40% ED Musculature Alpha - ~40% ED Single slot of +Damage - ~40% ED Radial Interface - needs more testing, I would ballpark it around ~60% ED as well, without counting the secondary effect. While these numbers are specific to enforcers, they're in the ballpark for many of the other pets as well. For example, Gargoyle + Ember Demon benefit from a very similar 15 "baseline dps" from 40% ED, and having a theoretical proc affect most of their attacks contributes about 25 "baseline dps" as well. * - You don't really need to know more about "baseline dps" in order to evaluate the difference between a damage proc and gaussian(since they are additive effects), but comparing it to Achilles requires a bit more explanation. The "baseline dps" in this case is assuming fully slotted enforcers with 145% ED(achieved with a +damage alpha, capped ED and supremacy) and their 2 damage procs. If you were actually evaluating exactly how much damage Achilles Heel contributes, it'd be fairly tricky, but the ballpark number is so far above any other slot that it doesn't really matter for most cases.
  4. Enforcers. They are sturdy, provide great buffs, amazing DPS(at range, and AoE!), they use their skills well. Really no complaints. Runner-ups: - Demon Prince - a great toolkit - slows and a hold, high dps, but he loves spamming Shiver too much, and overuses Frozen Aura, reducing his dps. - Bruiser - amazing skills, sturdy, high dps, but he can get stuck using Hurl if the mob just moves slightly out of melee range, which really craters his perfomance. - Hellfire Gargoyle. No muss, no fuss, one of the highest T2 damage pets without having to resort to procs, also a great offtank. The only problem he has is not using his Corruption(-res) ability too often, which is a shame. - Jounin - great dps, but you really have to fiddle with them to avoid toxic dart spam. It hurts when you smoke flash and see them not using the right skills - Grave Knights - ditto, they'll happily overuse dark blast/slash instead of their higher DPA skills. Performance can vary significantly depending on what they decide to use. They're also the least tanky of the "best T2 pets" list. Pets that seem to suck but are actually good - Ember Demon - on paper his DPS looks really bad, but due ot the way pet AI works he is one of the few pets that actually manages to use all their skills on CD. Also, ember shield is amazing for tankerminding and pet survivability - Zombies - for the same reason as the Ember Demon, their DPS is actually higher than you would expect just looking at the numbers. - Soldiers & Spec Ops - without procs, they are absolute garbage. With procs, they claw Mercs from the trash pile straight to mediocre level. The damage difference is huge. Pets that seem good but actually suck - Demonlings - in theory, their DPS is top of the line for a T1, but in practice they are really bad at using their skills properly. A lot of their DPS is tied to claw rake, which they struggle to use due to bumping into their gigantic brethren in melee. Also, when they do go in for claw rake, they will rarely hit more than 1 mob with their breaths(as opposed to punks/enforcers who just stay at range and spray the good stuff on everyone).
  5. I'm fairly sure the res debuff stacks across powers(that is, you can have corruption + lash + crack whip giving the -res debuff). As far as the natural -res goes, these powers are actually weaker than a -def power slotted with achilles. Lash and Crack Whip are some of the best PPM powers that MMs have access to. Lash because it is a rare "melee attack"(allowing use of the melee purple), and Crack Whip because it is a fairly cheap AoE with a well-balanced cooldown(high enough for high proc%, low enough to be able to reapply it constantly). Both powers also have a KB modifier, which means you can slot Force Feedback(!) in them, which is the best way to achieve +recharge if your build needs it. Corruption is the weakest of the 3, since it's a ranged attack with no special effects(so not enough procs). Here's some theorycrafted numbers to evaluate the powers compared to your pets and each other. The assumptions for the pets are "standard" proc slotting, 145% ED(max ED + alpha, supremacy). The assumption for the MM is 100% global recharge(trivially achieved with hasten). These DPS values are vs +0 enemies, with no -res debuffs, etc. Demon Prince: 50 - 60 DPS Hellfire Gargoyle: ~40 DPS Rough total pet damage(assuming targets around +0-1): ~200 DPS -10% res debuff(all the demon powers): ~20 DPS increase for pets Using Corruption on CD with 2 procs(1 purple): 31 DPS, 25% fill rate*, 1.9 EPS* Using Lash on CD with 4 procs(1 purple): 43 DPS, 20% fill rate, ~1.75 EPS Using Crack Whip on CD with 4 procs(0 purple): 23 DPS, 15% fill rate, ~1.8 EPS fill rate - how much of your total time available you use by activating the skill whenever it's off CD EPS - endurance per second usage From these theorycrated numbers, you can tell that properly slotting Lash and using it on cooldown essentially adds another T3's damage to your arsenal. My experience playing demons/dark tells me that I can fit 2 of these powers in my builds(usually Lash and Crack Whip) and still have plenty of room to use my secondary's powers. The end drain is rough, but manageable, and the result is significantly faster kill speed.
  6. If this helps the decision: for most pets, the contribution of Assault Radial is the equivalent of 80% - 150% ED, although some skills(usually AoE) are beyond that, up to 200% ED. The marginal increase is difficult to pin down, due to uneven access to procs for most pets. But here's rough ballpark numbers - assuming 145% ED on pets(Supremacy, Radial Damage Alpha, maxed ED), degen radial and reasonable proc slotting, adding Assault Radial on top of that would yield a damage increase of: Demons - ~40% Thugs - ~35% Necromancy - ~35% Ninjas - ~35% Beasts - ~35% Bots - ~65%(!!) Mercs - ~50% Of course, it's not up all the time, so the average damage over time is half of that, although in practice you'd tend to use it when you really need to overwhelm something with damage. I think it's definitely worth considering, but like Zeraphia said, it depends if your build heavily benefits from Support, and if you can deal with the resummoning bit. By the way, you don't need to resummon the pets every time you use Assault - only if they've died or you've zoned. If you've "primed" them with an Assault usage already, then the next time it will actually work on them without resummoning.
  7. You can change the base accuracy in mids options(options - configuration - exemping and base values). I have it at 39%, which I think is the base accuracy vs +4 mobs.
  8. Hey, I really appreciate this guide - it's something I have always wanted to do and never actually put the effort into doing. I'm a huge fanboy for /Dark on MM, and in my mind it is the top secondary set. I hope what follows doesn't sound like nitpicking, it's just minor corrections to what I hope would be the premier /Dark guide on the forum. As anyone who's played /Dark knows, the set is very end hungry. This makes Theft of Essence one of the best things you can add to TG, since it makes the power practically free. Another thing to note is that the TG debuffs stack with each cast and also stack with Dark Servant. This means that with both of you spamming it, you can reliably get 6 stacks of -regen, -hit and -damage, severely neutering any boss that lives long enough for this to matter. This really is one of the strongest powers in the game. I think Tar Patch was scaled down to -22.5% as part of the same change that reduced Grasp's healing. I think, at least the -regen debuff only lasts 30 seconds. To be honest, the skill is already amazing, if the debuff lasted 90 seconds it would be completely overpowered. I didn't want to give any specific comments on detailed builds, but I think it's worth mentioning one thing you didn't touch on in the guide - Siphon Insight. Two of your powers are perfect for it - Fearsome Stare and Dark Servant. It has all the bonuses they need - acc/end/rech/tohit debuff, just like Cloud Senses, but I think its bonuses are generally better if you're going for a 5-slot. They give you two really useful things - global accuracy and very high +S/L defense. The global accuracy helps you save slots for all the tohit powers you have(particularly useful if you take MM attacks), and the S/L defense, properly stacked, can reach up in the 30s, giving you great tankermind potential.
  9. The difference in damage between Core and Radial is massive, due to RNG DoT mechanics. The way RNG DoT mechanics work is that each tick rolls a hit chance, and the dot is canceled if the tick "misses". Just look at the ratio of these numbers: 25% hit chance, CancelOnMiss, 5 ticks, 10 damage - ~3.3 damage per proc 75% hit chance, CancelOnMiss, 5 ticks, 10 damage - ~22.8 damage per proc I don't know the exact proc chance of interface dots - it could either be a set%, or even worse for Core, be the hit chance(e.g. 75% chance to proc, and then apply a 75% hit chance 5 tick RNG DoT). Either way, you always want Radial. On pylon tests with kitted out pets, interface would easily produce 10-20% of a pet's DPS(depending on its tier).
  10. Assault is not that strong on MM due to our low base dmg, high ED% our reliance on procs. You're adding 11.25% base damage on top of the standard slotting 100-110% ED on pets + Alpha, + Supremacy(25%). This means that assault is actually at most a ~5% dmg increase(11.25% / 225%) to the non-proc attacks only. This is probably the strongest on demons, since their non-proc dmg is the highest among all primaries, but it's still a questionable take if you have endurance problems. IIRC, the last time I crunched the numbers, using the end from Assault on a primary attack instead(e.g. Lash, Cross Punch) yields more dps/endurance (of course, slotting an attack is more expensive than assault, but it's also more focused DPS which helps you tank, and is less reduced in +4 content, etc etc). I hadn't thought too much about experimentation, so these is an off-the-cuff take: Having access to a -Def(bonus points AoE) is *great* for Demons/Dark, as they have no other way to get Achilles Heel. It seems like you could also proc it out a decent amount to get a nice snap aggro opener. I really like it. The only problem is you essentially need to pick 1 dead power(neither Toxic Dart nor Injection are really good for MM), and 1 meh power(super speed, at least can slot -4KB in it). Regen is absolutely meh for pets(they have lower hp than you, the lowest hp class already, and regen scales off max health), plus, you have one of the best heals in the game. The more useful effect from injection would possibly be the status effect resistance on demon prince or gargoyle when wading into mobs with high CC. Adrenal Booster is very tempting for /Dark, since you don't have softcapped defenses up front. In a rough fight, you can pop it up front, walk in, take the alpha, then spread your debuffs. You can get the cd down to 3 minutes without too much work, so it'd be up fairly often.
  11. This is my starter theorycrafting build for Demons/Dark - this is what I use to springboard specific build ideas and it contains my most commonly used slotting. Here's some key points: - Mark of Supremacy has amazing set bonuses. Here I'm using 4/6 + 2/6 for the extra +sl def and accuracy - All the pet auras are required for MM play. I've slotted all of them except call to arms, which you can fit in the empty slots. - Slotting ember shield is very strong for Demons' survival. With the pet auras, slotting in ember shield improves 70-75% S/L res to 75-80% - a 15-20% damage reduction. It also gives the MM an extra ~7.5% S/L res, which makes it much easier to cap without tough. - Slotting Siphon Insight twice pulls quadruple useful duty - pushes your S/L def, gives you strong -Hit debuffs, global accuracy and even a little bit of +regen to boot. - Twilight Grasp with Theft of Essence is essentially free; Spam it liberally. - Hell on Earth is worth slotting; on balance, taking recharge into account, they deal about as much as your T1 pets. The intention of the build is to soak up the alpha from a pull, then spread fearsome stare/Dark Servant -hit debuffs. Focus on Lts and Bosses to hold aggro on them, let the pets deal with minions. This covers most of the pet durability issues. Make sure you have all the pet auras + slotted ember shield, with 80% res the pets are fairly sturdy. As far as end issues go, this build can cycle TG + Lash indefinitely. Adding an AoE attack or a 2nd ST is recommended, but can put a bit of a strain on your endurance. I would wager a guess that the reason why you're having end issues is 1) low dps from pets and 2) pets dying and forcing you to resummon in combat(a huge end drain). Once you shore up those issues, the build starts flowing much more naturally. It's important to know where most of MM's damage comes from - it's procs, procs and procs. I would have 5-slotted Lash with procs if I could pull more accuracy and endurance. The proc in Demon Prince is essential for him to reach good DPS numbers. Alpha is good(I like Intuition here), but Interface(Radial, not Core) is just as important. Hybrid Assault, if you know how to set it up, is great to supercharge your DPS in tough encounters. If you add more damage powers, remember that the maximum DPS is to cram as many procs as you can fit in them. I can't give you more specific pointers without seeing your current build. Villain Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Dark Miasma Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mu Mastery Villain Profile: Level 1: Summon Demonlings -- SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Acc/Dmg(3), Empty(3), Empty(5), OvrFrc-Dam/KB(5), EdcoftheM-PetDef(7) Level 1: Twilight Grasp -- ThfofEss-+End%(A), TchoftheN-Heal(7), TchoftheN-Acc/Heal(9), TchoftheN-Acc/EndRdx/Heal/HP/Regen(9) Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(11) Level 4: Lash -- GldStr-Acc/Dmg(A), GldStr-%Dam(11), Hct-Dmg/EndRdx(13), Hct-Dam%(13), ExpStr-Dam%(15), FrcFdb-Rechg%(15) Level 6: Enchant Demon -- EndRdx-I(A) Level 8: Darkest Night -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitDeb(42) Level 10: Howling Twilight -- EndRdx-I(A), RechRdx-I(34) Level 12: Summon Demons -- ResDam-I(A), ResDam-I(31), SprMarofS-Acc/Dmg/EndRdx(31), SprMarofS-Dmg/EndRdx(33), Empty(33), Empty(33) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(21), Rct-Def(23), Rct-Def/EndRdx(23), Ksm-ToHit+(42), ShlWal-ResDam/Re TP(43) Level 16: Shadow Fall -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(17), RedFrt-Def(17), GldArm-3defTpProc(19), GldArm-End/Res(19), GldArm-ResDam(21) Level 18: Hell on Earth -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Acc/Dmg/EndRdx/Rchg(43), SprCmmoft-Dmg/EndRdx/Rchg(43), SprCmmoft-Acc/Dmg/Rchg(45), ExpRnf-+Res(Pets)(45), SvrRgh-PetResDam(45) Level 20: Fearsome Stare -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(34), SphIns-Acc/Rchg(34), SphIns-ToHitDeb/EndRdx/Rchg(37), SphIns-Acc/EndRdx/Rchg(37) Level 22: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(25) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Summon Demon Prince -- SprMarofS-Acc/EndRdx(A), SprMarofS-Dmg(27), SlbAll-Build%(27), SlbAll-Dmg/EndRdx(29), ImpSwf-Dam%(29), Empty(31) Level 28: [Empty] Level 30: [Empty] Level 32: Abyssal Empowerment -- EndRdx-I(A) Level 35: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(36), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(36), StdPrt-ResDam/Def+(37) Level 38: Dark Servant -- SphIns-Acc/EndRdx/Rchg(A), SphIns-ToHitDeb(39), SphIns-Acc/ToHitDeb(39), SphIns-Acc/Rchg(39), SphIns-ToHitDeb/EndRdx/Rchg(40), CldSns-%Dam(40) Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- 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 -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(40) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(42) Level 1: Cold Demonling Level 1: Fiery Demonling Level 1: Hellfire Demonling Level 12: Ember Demon Level 12: Hellfire Gargoyle Level 26: Demon Prince Level 50: Intuition Radial Paragon ------------
  12. BGSacho

    Extra Pet

    Yes, this is exactly what needs to happen. You need to heal the pet on the exact tick it dies, then use the summon power again and you'll gain an extra pet. Unfortunately, IIRC it doesn't last through zoning.
  13. Bots are not really the best MM primary. I don't think they're a great choice for a new player, because you will struggle to really output any damage until you get the assault bot kitted out(i.e. 32). Even then the bots rely almost entirely on the assault bot's damage, and struggle with single target DPS. Demons and Thugs are both more versatile and more powerful overall - bots require very specific circumstances to shine. That being said, the four main strengths of Traps are: Def(FFG), Mez Protection(FFG, but missing critical KB protection), -Regen(Poison Trap), Stackable debuffs(Acid Mortar). Time has +def(Farsight), no mez protection, little -regen, and you can't stack Slowed Response(the alternative to Acid Mortar). However, bots already provide decent -regen. Time also has the benefit of +recharge(not extremely valuable for MM), and an AoE heal(nice addition but not critical for a the high-def, mostly ranged bots). Looking at it from a powergaming perspective, both sets are relatively equal. This leaves the decision to the supporting powers(e.g. Caltrops, Seeker Drones, Mines vs Distortion Field, Time's Juncture) and playstyle - much you want to micromanage all the Traps pets vs the fire-and-forget effects in Time. I personally prefer /Time because it is very hands-off, leaving more time for personal attacks to supplement the poor ST dps of bots. It also lends itself nicely to "Tankerminding"(where you try to hold aggro on the highest damage targets) thanks to the combination of Bodyguard spreading out damage and Time's AoE heal. Bots/Time/Mu gives you with a very tanky MM(75% SL, high E, softcap Def) and a slow, grind-out playstyle.
  14. The best thing about Time isn't being able to softcap pets like Thugs(like you said, lots of sets can do that), it's having a mostly-passive set with good defenses which you can springboard into using 2-3 personal attacks. For example, Thugs/Time(-Res AoE, 2 sources of Achilles Heel) + Cross Punch(Fury of the Gladiator) + Mu Root(Annihilation) is a decent chunk of -Res you can apply , most of it in AoE. You also have high AoE dps(enforcers) and high ST dps(Cross Punch + Mu Hold from MM, Bruiser ST DPS). Storm's damage may be higher, but /Time isn't necessarily much further behind. The main thing /Time is really missing is -regen, which Storm also lacks.
  15. BGSacho

    MM Duo?

    Demons/Dark and X/Nature have great synergy, but it comes late. The three skills to focus on are Wild Growth(+resists), Bastion(absorb) and Overgrowth(+damage, end redux). Once the Beasts/Nature can get these going with reasonable recharge, your pets will both shoot up in damage and survivability, while also solving all your endurance problems. Dark should be carrying you through the early levels - Twilight Grasp is a great heal, and Tar Patch should keep mobs reasonably clumped until you kill them. With some patience you should end up with a great combo. The only issue with the combo I can see is that beasts + demons may crowd out each other vs small targets in melee, but it's something you can probably live with. It would also encourage you to blob up, which helps keep everything within your auras and within Twilight Grasp heal range. I think you should stick with your current combo and see it through.
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