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BGSacho

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  1. Powerboosted farsight + maneuvers is not enough to softcap the defense on pets by the way. The most you can get is around 35%(~21% farsight, ~4% maneuvers, 10% MM auras) still pretty far from softcap. /Time is really good for MMs in general. It's an all-around solid set. However, here's some pros and cons of Demons/Time compared to other top picks - Demons/Cold and Demons/Dark: + Time has a lot of free tohit to reduce the need of accuracy on pets. Cold has decent -def debuffs to do the same thing. Dark struggles here. + Time has a nice AoE heal, but not as good as Dark's. Cold has no heal. - Time has very little -regen, both Cold and /Dark can maintain an effective -500%. + Time has some endurance regen, but not a lot. Dark consumes a lot of endurance, but has ways to mitigate it(Theft of Essence). Cold doesn't know what this "endurance" thing is and why people complain about it. + Time offers decent protection for the MM for tankerminding. /Dark offers a mix of protection and debuffs which can help you tank. Cold is more of a support set for the Demons themselves + Time offers good defense, but so does Cold, without requiring to go into Power Boost. Power Boost means no Bonfire, or no Epic Armor for the MM. One nice thing about Demons is that Ember Shield + Epic Armor gets you to capped res without requiring you to take fighting. - Time offers some -res, but the least out of the three. Dark can stack tar patches and Cold can stack sleet, and also has Heat Loss. You can also compare Time to Thermal - Thermal has an AoE heal, decent -res, decent -regen, and it maxes out the existing durability of demons. In general, Time's a solid choice, but so are many of the others. It doesn't have so many downsides as much as it's just not the best at anything in particular.
  2. The maximum uptime Gaussian BU can have is about 50%(well, 52.5%), since toggles trigger procs every 10 seconds and Gaussian lasts 5.25 seconds. On enforcers this gives you a maximum damage contribution from it to about 42% damage(52.5% chance for 80% damage). Even at 50% ED, Enforcers would gain about 11 dps vs about 16 from a proc. Gaussian might be worth it over regular acc/dmg if the uptime is high enough. You already want to slot achilles heel and the 2 damage procs into enforcers, and probably at least 1 +def, so there's not much room for stuff anyway.
  3. This question used to bug me a lot. Initially I was very dismissive of assault - MM pets already have about 225% damage, so assault can't be contributing that much. When I finished my pet damage calculator I went back and did the numbers on assault vs a fully slotted and procced out damage power. For reference, Lash does about 40 dps at 1.8 EPS(endurance per second), assuming you're spamming it on cooldown with a reasonable amount of global recharge(100%-ish). Demons do about 80 baseline dps(before enhanced damage, procs, etc), so assault is giving you about 9 dps at 0.27 EPS(assuming you just slot 1 endurance in it). This actually makes it a very efficient power for damage if you have power slots to spare and are struggling for enhancement slots. For the rest of your questions, I've also spent hours upon hours tweaking the final slots and powers in my build, and I don't really have a definitive answer. Gloom is really nice, you're going to be in the thick of it if you're tanking already, combos well with Howling Twilight(mag 4 aoe stun!), and is fairly cheap. I play solo a lot so I don't put a lot of value on vengeance, but it might be really good for you. I've actually taken Victory Rush in many of my builds, especially before they're completely kitted out - you can go full ham on the damage spam for 2 minutes, really helps mission clear times. Here's some other powers I've experimented with: CROSS PUNCH - this is my favourite power ever, but it's so unthematic for a Demons/Dark "sorcerer". Cross Punch does so many things for you: - it gives you access to the pbaoe -res proc, which MMs don't really have access to(noone takes charge mastery). This on its own pretty much makes it a top tier pick, as -20% res is a bigger damage contribution than pretty much anything else you can slot, even vs AVs it's better than a damage proc. - it actually does respectable single target damage - it's about 20% worse than Lash at 32 dps, 1.98 eps. However, it's not a single target power, and you can quite often engineer hitting more than 1 enemy with it - speaking of hitting stuff with it, every enemy hit gives you a +10% recharge buff for 6 seconds. Yeah, every enemy you hit. Fooling around with this and fold space, I've managed to hit up to 5 enemies with it. It also casually gives +5% tohit for each enemy hit, because why not. - 50% recharge not enough for you? You can also slot force feedback into it. I heard you like recharge, so I put some recharge on your recharge. The drawbacks of Cross Punch, especially for Demons/Dark, is that it takes a lot of power slots(5), plus you don't really need fighting. But the power is so powerful, it tempts me all the time. Speaking of -res, one thing Demons/Dark doesn't have access to is Achilles Heel, which is why thugs aren't too far behind in terms of -res. Experimentation has Corrosive Vial, which can fit both Annihilation and Achilles Heel, and proc them very reliably. Unfortunately, it's also quite expensive and doesn't really have 100% uptime, and the AoE is not too impressive. There's also the question of what to take to get to it - injection is kinda sorta useful for minions, but requires way too much micromanagement, maybe if it lasted 2 or 3 minutes instead of 1. Toxic Dart is just crap for MM. Adrenal Booster is kinda meh. I'd rate Experimentation roughly on the same level as sorcery. Weaken Resolve is another way to grab Achilles Heel for bosses, but it really doesn't do anything else, and you need to dedicate a few slots to get the accuracy up to par...meh. The rest of the pool isn't very interesting, but Unleash is pretty good for /Dark, if you use it to softcap your defenses just before tough fights. Aid Self + Field Medic is a great way to restore your endurance, but it feels like a huge waste on /Dark - you take 3 powers just to recover endurance, since you don't care at all about the healing. That's all I've experimented with.
  4. What to do with the rest of the slots is a good question. Here's some options: - some +def - CJ, hover(+fly optional). Makes up for the loss of Weave and gets you close enough on defense that you can pop a purple to softcap yourself in tough fights. - the new teleport powers - especially fold space is great at bunching up stuff. Fold space, root them in place, blast their face. Works well with hover, since you can hover-aim your Fearsome Stare/Tentacles/Crack Whip to hit everyone. - sorcery? Not really a powerful pick, but thematic. Enflame is very good DPE, arcane bolt can replace Lash/Soul Storm(it uses the same purple proc as Soul Storm, but Lash + Arcane Bolt is heavy on the endurance). Spirit Ward is meh but it's okay on the gargoyle(the prince has enough def to shrug off most hits compared to it). Rune of Protection is nice in tough fights, and just as a quick break free, plus it's one more place to slot more unbreakable guard!@# There's a theoretical 50% res, 45% def build replacing the epic armor with fighting + sorcery + mace mastery, but it's pretty far away from your current concept, and requires a lot of slot and power sacrifices.
  5. You're right, you can reduce the endurance usage significantly by just dropping fighting. You only need ember shield + your epic armor(dark embrace) to reach 75% S/L + 1(negative in this case) res. Weave isn't really getting you to def softcap, you'll be relying on your debuffs for that anyway. You'd need to slot Summon Demons with some +resistance to achieve this, I usually slot Res + Res/End from Unbreakable Guard. Unbreakable Guard is an amazing resistance set for /Dark. x2 UG gives end discount, which scales all your end recovery. x4 gives +S/L/Melee defense and +Max HP. I also use that in the epic armor. I think your build has taken way too many primary attacks, especially for /Dark, you just won't have the endurance to spam them, and it's putting a lot of pressure on your slotting. I would drop Tentacles down to 2 slots(x2 Annihilation for the end bonus, which is actually superior to end recovery in your build) and consider if you really want to keep Lash and Crack Whip both, depending on whether you feel you need more ST or more AoE(I always prefer more ST). I don't think the full sets in Lash/Crack Whip are as good as frankenslotting the powers. Use force feedback to make up the lost recharge, you will still come out ahead on damage. Fill in as many procs as you can, enough accuracy to hit reliably(~30%-ish) and damage/endurance if there's nice 2 or 3 slot bonuses. For example, my regular slotting for Crack Whip is x2 Annihilation, x2 Positron, FF, 1 damage proc(bombardment/javelin/explosive, doesn't really matter). If you use soul tentacles often and use crack whip for damage, you might even consider dropping x2 Annihilation for 1 damage proc + 1 acc/dmg/end slot instead. Similarly, Lash can be slotted with Hecatomb x2, force feedback, 2 more damage procs and something that gives acc/dmg. Same idea for Soul Storm, except here you can also take recharge to hit slot bonuses without worry. The major difference between Lash and Soul Storm is a tradeoff between damage and endurance. Lash is significantly more DPS, but also significantly worse DPE(damage per endurance). Since you're suffering from both slot and endurance problems, I'd drop Lash or Crack Whip in favor of Soul Storm. Once you drop 1 or 2 of the damage powers, you'll have some slots to work with. Here's some powers I think are underslotted or overslotted: Twilight Grasp - needs one more Acc/Healing to cap out accuracy, this is one of your most spammed powers so it's worth it. The slot bonus also gives +9% global accuracy which is nice as well. Fearsome Stare - doesn't really need the damage proc unless you plan on spamming it, the damage contribution is fairly small Dark Servant vs Darkest Night - Night is actually a pretty weak power and not worth slotting IMO. It's useful for tough fights because it layers -damage on top of your powers, but you wouldn't really want to use it all the time. If you are using it all the time, I'd definitely drop one more of the attacks. Instead, the slots should go to Dark Servant for 5 Siphon + Cloud Senses damage proc. The Dark Servant produces a *ton* more -hit and -damage, it's way better to buff that and have enough recharge to keep it up constantly. Speaking of recharge, you can take hasten instead of focusing so much on slotting recharge sets. I think Tar Patch deserves an extra recharge slot, it's a bigger damage contribution to have it up all the time, or even better, to be able to stack it(yes, the -res stacks!). I normally slot Howling Twilight more(more end and recharge) because I use it often, but that's more of a personal preference. I think the pet slotting could use a bit of optimization. You can slot 4/6 Command into Hell on Earth + 2 auras - I think that's more efficient than the current slotting. The rest of the summons don't really need the recharge, and with enough fiddling, you can fit 1 aura in demonlings and 1 aura in prince or demons. Here's the build with some of my suggestions. The pets still need more fiddling to achieve acc/dmg/end goals - I normally slot them with Intuition Radial in mind so I don't have a slotting ready without incarnates. There's a lot more that can be done with the build, and I think it's definitely worth dropping 1 more attack so you can fill those unused power slots with useful stuff(CJ, hover, fly, plenty of other choices to be made). Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Mutation Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Dark Miasma Power Pool: Leadership Power Pool: Speed Ancillary Pool: Soul Mastery Villain Profile: Level 1: Summon Demonlings -- ExpRnf-+Res(Pets)(A), Empty(3), SprMarofS-Dmg(3), SprMarofS-Acc/Dmg(5), SprMarofS-Acc/EndRdx(5), SprMarofS-EndRdx/+Resist/+Regen(7) Level 1: Twilight Grasp -- ThfofEss-+End%(A), TchoftheN-Heal(7), TchoftheN-Acc/EndRdx/Heal/HP/Regen(9), TchoftheN-Acc/Heal(9) Level 2: Lash -- Hct-Dam%(A), Hct-Dmg/EndRdx(11), TchofDth-Acc/Dmg(11), TchofDth-Dam%(13), FrcFdb-Rechg%(13), GldStr-%Dam(15) Level 4: Darkest Night -- EndRdx-I(A) Level 6: Enchant Demon -- EndRdx-I(A) Level 8: Crack Whip -- FrcFdb-Rechg%(A), Bmbdmt-+FireDmg(19), Ann-Acc/Dmg/EndRdx(21), PstBls-Acc/Dmg/EndRdx(21), PstBls-Dam%(23), Ann-ResDeb%(23) Level 10: Tar Patch -- RechRdx-I(A), RechRdx-I(43) Level 12: Summon Demons -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/Dmg/EndRdx(25), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(27), Empty(27), Empty(29) Level 14: [Empty] -- Empty(A) Level 16: Shadow Fall -- LucoftheG-Def/Rchg+(A), GldArm-ResDam(29), Rct-Def/EndRdx(31), Rct-Def(31), GldArm-3defTpProc(31), GldArm-End/Res(33) Level 18: Hell on Earth -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Acc/Dmg/EndRdx/Rchg(19), SprCmmoft-Dmg/EndRdx/Rchg(33), SprCmmoft-Acc/Dmg/Rchg(33), SvrRgh-PetResDam(34), CaltoArm-+Def(Pets)(34) Level 20: Fearsome Stare -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(34), SphIns-Acc/Rchg(36), SphIns-ToHitDeb/EndRdx/Rchg(36), SphIns-Acc/EndRdx/Rchg(36) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(37), Rct-ResDam%(37), Ksm-ToHit+(37), ShlWal-ResDam/Re TP(43) Level 24: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(39) Level 26: Summon Demon Prince -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(39), SlbAll-Dmg/EndRdx(39), Empty(40), SlbAll-Build%(40), ImpSwf-Dam%(40) Level 28: [Empty] Level 30: Howling Twilight -- RechRdx-I(A) Level 32: Abyssal Empowerment -- EndRdx-I(A) Level 35: Hasten -- RechRdx-I(A), RechRdx-I(42) Level 38: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-Max HP%(42), UnbGrd-ResDam/EndRdx/Rchg(46), StdPrt-ResDam/Def+(50) Level 41: Soul Tentacles -- Ann-ResDeb%(A), Ann-Acc/Dmg/EndRdx(43) Level 44: Soul Storm -- GldJvl-Dam%(A), GhsWdwEmb-Dam%(45), NrnSht-Dam%(45), Apc-Dam%(45), UnbCns-Dam%(46), UnbCns-Acc/Rchg(46) Level 47: Dark Servant -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(48), SphIns-Acc/Rchg(48), SphIns-ToHitDeb/EndRdx/Rchg(48), SphIns-Acc/EndRdx/Rchg(50), CldSns-%Dam(50) Level 49: [Empty] -- Empty(A) Level 1: Supremacy Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(15), Pnc-Heal/+End(17) Level 2: Stamina -- PrfShf-End%(A), SynSck-EndMod(17) Level 2: Cold Demonling Level 26: Demon Prince Level 12: Ember Demon Level 2: Fiery Demonling Level 2: Hellfire Demonling Level 12: Hellfire Gargoyle 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 4: Ninja Run ------------
  6. Tankerminding is extremely effective with certain secondaries, like /Dark and /Time, which have an AoE heal and decent personal defenses. While the tl;dr of tankerminding is "just tank for your pets", there's a lot more to it if you really dedicate yourself to the playstyle. Let's take Demons/Dark/Mu for example - a pretty classic build where the pets have 80% S/L res, you have 75% SLE res, and about 20%-ish def(can get to 32% S/L def as well). So what does tankerminding there mean? Well, the prince will have almost 45% def and 75% res, so he's a tanky boy already - you don't need to take care of him. So you're actually 2 tanks and 5 dps. The gargoyle is also fairly tanky, sporting 80% res and lower def, so he's going to be your offtank. The ember demon is not tanky at all, but it doesn't have a melee attack, so it will keep at range by itself. The demonlings are the most problematic - while they are tanky-ish(75%-80% res), they don't have a lot of hp so they can be gibbed easily. What does tankerminding mean in this case? You go in an take the alpha, the prince and gargoyle following behind you. You keep the demonlings at a goto behind you while you're setting up fearsome stare/darkest night/tar pit. You spam your attacks(Lash, Crack Whip, electric shackles) on the most dangerous mobs to keep threat on them. Once you have "control" over the fight, you can push in with the demonlings to allow them to use their breaths and melee attacks. While doing all of this, you need to make sure you're keeping all your pets in your twilight grasp range for emergency heals. All in all, the fights are very dynamic and fun.
  7. My favourite is Demons/Dark. I think choosing that as my first character when I started here really helped me stick with the game - Dark is a blast to play from level 1. It also feels like you have real impact on what's happening, and the skills you use and decisions you make matter in the outcome of the fight - landing fearsome stare on everything in the opener, always keeping in range of all pets for twilight grasp, clutch howling twilights to rez allies and disable rough spawns, basically every Dark skill you cast feels good to use. The animations of Lash and Crack Whip feel like they have real impact, like you're really hurting your opponents. The demons are also very varied and each has a different role to play, so there's always more to pay attention to and micro if you want, but they're also good enough at doing things on their own so it's not required. The whole set also feels like a coherent roleplay choice. I also often pick Sorcery with it, to add to the fantasy, although I don't think that's the best choice from a powergaming POV(even with the recent buffs). It also helps that there's some really cool looking "evil sorcerer" robes, and the badass "broken wings" that you can put on your character to make you really look like a demonic sorcerer from hell commanding his underlings. It just feels cool.
  8. Yes, and it's recommended to do so, alongside the 2 +def auras and optionally the 2 +res auras. Where to slot them is more complicated and really depends on the rest of your slotting, but generally each pet requires around 4 slots to get its acc/dmg/end to reasonable levels, and then it has 2 slots for procs(jounin) or auras(genin/oni).
  9. I'm encountering some buggy behavior with Arcane Power. Initially it was working normally, but after some testing in the Rikti War Zone, it appears to have gone haywire. Rarely, I'll get the Arcane Power proc, and it will work normally. Example: 2021-04-09 22:20:15 Readying Arcane Bolt. 2021-04-09 22:20:17 Arcane Bolt is still recharging. 2021-04-09 22:20:17 Arcane Power bursts through your body! 2021-04-09 22:20:17 Arcane Bolt missed! 2021-04-09 22:20:17 MISSED Crey Juggernaut!! Your Arcane Bolt power had a 95.00% chance to hit, you rolled a 95.31. 2021-04-09 22:20:18 Arcane Bolt is recharged. 2021-04-09 22:20:18 You activated the Arcane Bolt power. 2021-04-09 22:20:18 Readying Arcane Bolt. 2021-04-09 22:20:20 Arcane Bolt is still recharging. 2021-04-09 22:20:21 HIT Crey Juggernaut! Your Arcane Bolt power was forced to hit by streakbreaker. 2021-04-09 22:20:21 You hit Crey Juggernaut with your Arcane Bolt for 88.26 points of Energy damage. 2021-04-09 22:20:21 You hit Crey Juggernaut with your Arcane Bolt for 88.26 points of Energy damage [ARCANE]. Most often, it seems to not trigger the extra damage, but instead it recharges Arcane Bolt twice in a row: 2021-04-09 22:14:52 You activated the Arcane Bolt power. 2021-04-09 22:14:54 Arcane Power bursts through your body! 2021-04-09 22:14:54 HIT Crey Juggernaut! Your Arcane Bolt power had a 95.00% chance to hit, you rolled a 2.00. 2021-04-09 22:14:54 You hit Crey Juggernaut with your Arcane Bolt for 81.47 points of Energy damage. 2021-04-09 22:14:55 Arcane Bolt is recharged. 2021-04-09 22:14:56 You activated the Arcane Bolt power. 2021-04-09 22:14:59 HIT Crey Juggernaut! Your Arcane Bolt power had a 95.00% chance to hit, you rolled a 20.12. 2021-04-09 22:14:59 You hit Crey Juggernaut with your Arcane Bolt for 81.47 points of Energy damage. 2021-04-09 22:14:59 Enflame is recharged. 2021-04-09 22:14:59 Arcane Bolt is recharged. 2021-04-09 22:15:01 You activated the Arcane Bolt power. 2021-04-09 22:15:03 Headman MISSES! Rikti Rifle power had a 5.75% chance to hit, but rolled a 46.10. 2021-04-09 22:15:04 HIT Crey Juggernaut! Your Arcane Bolt power had a 95.00% chance to hit, you rolled a 57.43. 2021-04-09 22:15:04 You hit Crey Juggernaut with your Arcane Bolt for 81.47 points of Energy damage. 2021-04-09 22:15:04 You knock Crey Juggernaut off their feet with your Arcane Bolt! 2021-04-09 22:15:04 Arcane Bolt is recharged. Or here: 2021-04-09 22:21:55 You activated the Arcane Bolt power. 2021-04-09 22:21:56 Crab Spider Slicer MISSES! Longfang power had a 5.00% chance to hit, but rolled a 49.83. 2021-04-09 22:21:57 Tarantula Mistress MISSES! Mental Blast power had a 5.75% chance to hit, but rolled a 67.06. 2021-04-09 22:21:57 Crab Spider Slicer MISSES! Longfang power had a 5.00% chance to hit, but rolled a 88.97. 2021-04-09 22:21:57 Arcane Power bursts through your body! 2021-04-09 22:21:57 HIT Tarantula Mistress! Your Arcane Bolt power had a 95.00% chance to hit, you rolled a 80.13. 2021-04-09 22:21:57 You hit Tarantula Mistress with your Arcane Bolt for 82.38 points of Energy damage. 2021-04-09 22:21:58 Arcane Bolt is recharged. 2021-04-09 22:21:59 Tarantula Mistress MISSES! Telekinetic blast power had a 5.75% chance to hit, but rolled a 72.30. 2021-04-09 22:22:00 You activated the Arcane Bolt power. 2021-04-09 22:22:02 HIT Tarantula Mistress! Your Arcane Bolt power had a 95.00% chance to hit, you rolled a 13.60. 2021-04-09 22:22:02 You hit Tarantula Mistress with your Arcane Bolt for 82.38 points of Energy damage. 2021-04-09 22:22:02 You knock Tarantula Mistress off their feet with your Arcane Bolt! 2021-04-09 22:22:03 Tarantula Mistress MISSES! Mental Blast power had a 5.75% chance to hit, but rolled a 90.94. 2021-04-09 22:22:03 Arcane Bolt is recharged. I haven't been able to trigger the behavior by using other skills, although they have their own problem. I seem to get a lot of "dud" Arcane Power procs: 2021-04-09 22:27:08 Arcane Bolt is recharged. 2021-04-09 22:27:08 You hit Chief Mentalist with your Lash for 18.87 points of Toxic damage over time. 2021-04-09 22:27:12 You activated the Arcane Bolt power. 2021-04-09 22:27:13 Infantry MISSES! Rikti Pistol power had a 5.00% chance to hit, but rolled a 78.00. 2021-04-09 22:27:13 Improved Drone MISSES! Drone Blast power had a 6.00% chance to hit, but rolled a 73.61. 2021-04-09 22:27:13 Lash is recharged. 2021-04-09 22:27:14 HIT Chief Mentalist! Your Arcane Bolt power had a 95.00% chance to hit, you rolled a 74.61. 2021-04-09 22:27:14 You feel Arcane Power crackle at your fingertips. <-- arcane bolt doesn't recharge 2021-04-09 22:27:14 You hit Chief Mentalist with your Arcane Bolt for 76.04 points of Energy damage. 2021-04-09 22:27:15 You activated the Lash power. 2021-04-09 22:27:16 HIT Chief Mentalist! Your Lash power had a 95.00% chance to hit, you rolled a 35.95. 2021-04-09 22:27:16 You hit Chief Mentalist with your Lash for 78.09 points of Fire damage. 2021-04-09 22:27:17 You hit Chief Mentalist with your Lash for 18.87 points of Toxic damage over time. 2021-04-09 22:27:17 Chief Mentalist MISSES! Mesmerize power had a 6.50% chance to hit, but rolled a 41.47. 2021-04-09 22:27:17 You feel Arcane Power crackle at your fingertips. <-- arcane bolt still doesn't recharge 2021-04-09 22:27:18 You hit Chief Mentalist with your Lash for 18.87 points of Toxic damage over time. 2021-04-09 22:27:18 Arcane Bolt is still recharging. <-- ! 2021-04-09 22:27:19 You hit Chief Mentalist with your Lash for 18.87 points of Toxic damage over time. 2021-04-09 22:27:19 Improved Drone MISSES! Drone Blast power had a 6.00% chance to hit, but rolled a 63.53. 2021-04-09 22:27:20 You hit Chief Mentalist with your Lash for 18.87 points of Toxic damage over time. 2021-04-09 22:27:20 Infantry MISSES! Rikti Pistol power had a 5.00% chance to hit, but rolled a 38.51. 2021-04-09 22:27:20 Arcane Bolt is recharged. <-- full 7s recharge 2021-04-09 22:27:20 You activated the Arcane Bolt power. 2021-04-09 22:27:22 You feel Arcane Power crackle at your fingertips. <-- yet another dud 2021-04-09 22:27:22 Arcane Bolt missed! 2021-04-09 22:27:22 MISSED Chief Mentalist!! Your Arcane Bolt power had a 95.00% chance to hit, you rolled a 97.95. 2021-04-09 22:27:24 Chief Mentalist MISSES! Dominate power had a 6.50% chance to hit, but rolled a 78.58. 2021-04-09 22:27:25 Lash is recharged. 2021-04-09 22:27:26 Improved Drone MISSES! Drone Blast power had a 6.00% chance to hit, but rolled a 21.96. 2021-04-09 22:27:26 Infantry MISSES! Rikti Pistol power had a 5.00% chance to hit, but rolled a 49.61. 2021-04-09 22:27:26 Chief Mentalist MISSES! Mental Blast power had a 6.50% chance to hit, but rolled a 9.81. 2021-04-09 22:27:28 Chief Mentalist MISSES! Mesmerize power had a 6.50% chance to hit, but rolled a 14.85. 2021-04-09 22:27:29 Arcane Bolt is recharged. <-- notice full 7s recharge
  10. Ah ok, that's exactly the values I was seeing. Where can I find the ranged_heal modifier table?
  11. Spirit Ward's absorb seems to be calculated differently than it used to be on live. On live, the absorb value depended on the MaxHP of your target. Now, the absorb value seems to depend on...well, it's unclear what exactly, but it for sure does not depend on the MaxHP of the target. This might be an unintended nerf. The patch notes don't really give a good idea about the intended mechanics, so here's a quick breakdown for a level 50 MM: Live Spirit Ward: 10% absorb of target's MaxHP every 3 seconds, 5 times total(15 seconds). Each shield overwrites the last one. Beta Spirit Ward: 21 absorb every 3 seconds, stacks up to 10 times. For an MM's level of hp, that's about 2.5% hp per tick. The max is about 25% then. Compare casting live spirit ward at the start of combat, vs having a fully-stacked beta spirit ward coming into combat: Live Spirit Ward: 10% * 5 = 50% max healing, assuming you're losing 10% of your hp every 3 seconds Beta Spirit Ward: 25% + 2.5% * 5 = 37.5% absorb, assuming you've lost 12.5% of your hp over the duration I think the only thing I dislike about the new version is that it doesn't scale with the target's MaxHP. Please address whether this is intentional in future patch notes.
  12. Thugs also do lethal damage and they're most likely our highest damage primary. Merc damage is really really bad and quite easy to fix if the devs wish to. Like others said, you can literally just increase the damage of all their powers, across the board, by at least 50%, and you'd still be roughly middle of the pack. Even with all the MM tricks to slot procs in them, they still suck. In my MM damage spreadsheet all the primaries perform reasonably close to each other, within 10-15%, except for mercs and bots. Bots at least have the AoE patch damage stacking and protector bot bubbles, mercs just have nothing.
  13. So back to feedback on the changes. I think these changes are really good. One thing that wasn't mentioned is the effect they have on new/undergeared MMs, who will be resummoning way more than the ones with completed builds, and thus not bottoming out their endurance anymore. MMs face many unique challenges in handling pets, and I think I can enumerate a few for the devs to mull over: - the uneven effect of purple patch scaling - I think pets should not lose levels, as the interaction between losing levels and purple patch doesn't seem to be an intended effect. To compensate, the baseline effectiveness of pets can be reduced across the board(e.g. by 10%). This would still be a buff to MMs where they struggle the most, e.g. +4/x. - scaling pets with IOs - I don't think this is just a problem for MMs, I think this is a general problem with the game. IOs just provide too much survivability and turn everything into tanks; I don't think this is worth solving as an individual MM issue. - MM auras are a burden to most primaries and just a minor slot tax for the "privileged" ones(demons, thugs, necro). I think this can be addressed without too many changes. - Due to 'auras', MMs are encouraged to always move their pets in one big clump. I don't think this is interesting gameplay. I think 3) and 4) can be addressed by a single, bold change: - equip powers no longer give pets their abilities - just allow pets to use all their abilities or introduce them by level. - equip powers are now a layered buff, similar to destiny incarnate(barrier, clarion). The "baseline" buff can be the same or different for every primary(for flavor reasons). This gives you the effect devs are aiming for - newly summoned pets will be missing the buffs and be much weaker(but not unevenly crippled by missing some of their powers) - you can slot the existing auras into equip powers - this won't affect the other pet classes but will equalize the MM primaries a little bit - (wishful thinking) - sets you can slot into the equip powers would modify the buff, allowing you to choose more offensive/defensive power, to tailor to your secondary. For example, a storm player might want 2 strong defensive buffs for their pets, whereas an FF player would focus on offensive buffs. - since these buffs will be a unique effect for MMs, they can be tailored accordingly without upsetting the balance of other pet users. Hopefully, if the buff powers are expanded enough, this would reduce the requirement for every MM to pick up crutches like tactics and maneuvers just to buff pets *somehow*. It would also allow players to move around their pets a bit more loosely, rather than the rigid deathball that you are forced into now. I know the end goals of my idea are difficult to reach, but I think even the most basic implementation - allowing MMs to slot pet auras into "equip" powers, would be at least beneficial to the weaker primaries.
  14. One thing to keep in mind is that focusing your build on perma gang war might be very underwhelming with Traps. It's difficult to contain the gang in the FFG bubble, and Traps really doesn't have the healing to keep the gang alive - all it would take is 1-2 aoes to go through and your boys will be dead. Time can work if you can align Farsight with Gang War casts, and you have a nice AoE heal. Dark is also quite good at keeping perma Gang War alive, due to the spammed AoE heal and the heavy -hit debuffs which give the boys a chance to survive. All in all the boys are actually not that high of a DPS - they add up to about as much as your T1 pets, or spamming a single well-procced MM attack, so permaing them is a bit of a whatever; They only deal massive DPS when combined with a Radial Interface and Hybrid Radial Assault. This isn't necessarily the case, it largely depends on your build. If you have the endurance for it, some properly slotted attacks can produce about as much DPS as a T3 pet, and keeping your T3 pet out all the time is uncontroversial. But in order to achieve that DPS, you are looking for a power that can abuse damage procs, with at least 1(and optimally 2) purple damage procs, at least 3(optimally 4-5) slots dedicated on procs overall. Dual Wield is okay at that, it's fast, with an OK recharge and can be procced up with a decent amount of procs. Cross Punch is also a great example, because it can not only deliver decent damage, but also -res(leading to way higher DPS than its pure damage numbers) and +recharge(great for your perma-Gang War plan). Having enough endurance, time, and willingness(!) to spam these powers determines how good they are. You can take some inspiration from threads like the Offender "proc monster" builds, where a class with a similarly low damage scale can output decent damage numbers by abusing procs. Also, proccing up attacks has been discussed in this forum many times already, it shouldn't be too hard to search for. Personally, I think the most important thing is to experience MM play at first, experiment with the "basic controls", especially managing your pets, and see what works for you and what doesn't. That will really inform your builds. For example, if you can micromanage your pets well enough that you can keep them in FFG, avoid murderous AoEs and keep them alive, then Thugs/Traps can be very rewarding with its high offensive potential. On the other side of the coin, Thugs/Time's Farsight is easy to keep up on all the pets and might require a lot less micromanagement, but /Time is pretty anemic in terms of offense. Using personal attacks can boost your DPS by quite a lot, but it also draws attention away from using your support powers, and can put you in personal danger. There's a bunch of choices you can make in an MM build, primarily driven with what kind of playstyle you like, and these choices are driven by fairly unique considerations that I think require you to experience MM a bit before you can make an informed decision.
  15. 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.
  16. 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.
  17. 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.
  18. 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).
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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).
  24. 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.
  25. 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 2.6.0.7 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 ------------
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