SmalltalkJava Posted September 23, 2019 Posted September 23, 2019 Now that I have my Beast/Nature in a place where I like it. I have set my sights on Demons/Nature. I'm just starting the process but I've settled on a few initial builds. But as with my Beast/Nature getting Recharge was the first goal. Then filling in any extras that I could get. Build 1. Almost direct port of my beast/nature. The overall purpose of this build will be to give me an estimate of how damage from Demons and Beasts relate to each other. Granted I can't slot them exactly the same, but i can get pretty close. I still have some refining to do in regards to the attack slotting. I also might drop corruption and pick up Crack Whip for an extra ability to use Force Feedback proc in. Overgrowth Recharge: 65.23 Seconds, without Force Feedback procing 🙂 Wild Bastion Recharge: 65.08 Seconds 🙂 Knockback resist is just 4. so its a little lower than what I prefer. But it matches my beast build that doesn't have hover. Def S/L 35.6 Energy: 28.4 Resists with the 2 Demon Shields active and Wild Growth. S/L 35.9 Fire/Toxic: 46.7 Cold 36.2 Rest are just 14.2 Mids Import Link Spoiler Hero Plan by Mids' Reborn : Hero Designer 2.6.0.4https://github.com/ImaginaryDevelopment/imaginary-hero-designer Demons Nature Stuff: Level 50 Science Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Nature Affinity Power Pool: Leadership Power Pool: Speed Power Pool: Leaping Ancillary Pool: Mace Mastery Hero Profile: ------------ Level 1: Summon Demonlings (A) Superior Mark of Supremacy - Accuracy/Damage (3) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen (3) Soulbound Allegiance - Damage (5) Soulbound Allegiance - Accuracy/Damage/Recharge (5) Soulbound Allegiance - Chance for Build Up (7) Edict of the Master - Defense Bonus Level 1: Corrosive Enzymes (A) Accuracy IO Level 2: Regrowth (A) Panacea - Heal/Endurance (7) Panacea - Endurance/Recharge (9) Panacea - Hea/Recharge (9) Panacea - Heal/Endurance/Recharge (11) Panacea - Heal Level 4: Wild Growth (A) Steadfast Protection - Resistance/+Def 3% (13) Steadfast Protection - Knockback Protection (15) Steadfast Protection - Resistance/Endurance (15) Unbreakable Guard - +Max HP (17) Gladiator's Armor - TP Protection +3% Def (All) Level 6: Enchant Demon (A) Endurance Reduction IO Level 8: Corruption (A) Gladiator's Javelin - Chance of Damage(Toxic) (17) Apocalypse - Damage/Endurance (19) Apocalypse - Accuracy/Damage/Recharge (19) Apocalypse - Accuracy/Recharge (21) Apocalypse - Damage (21) Apocalypse - Chance of Damage(Negative) Level 10: Lash (A) Crushing Impact - Accuracy/Damage (23) Crushing Impact - Damage/Endurance (23) Crushing Impact - Damage/Recharge (25) Crushing Impact - Accuracy/Damage/Recharge (25) Crushing Impact - Accuracy/Damage/Endurance (27) Force Feedback - Chance for +Recharge Level 12: Summon Demons (A) Superior Mark of Supremacy - Accuracy/Damage/Endurance (27) Superior Mark of Supremacy - Damage (29) Call to Arms - Accuracy/Damage/Recharge (29) Call to Arms - Damage/Endurance (31) Call to Arms - Accuracy/Damage (31) Call to Arms - Defense Bonus Aura for Pets Level 14: Spore Cloud (A) Dark Watcher's Despair - To Hit Debuff/Endurance Level 16: Lifegiving Spores (A) Panacea - +Hit Points/Endurance (31) Panacea - Heal/Endurance (33) Panacea - Hea/Recharge (33) Panacea - Heal/Endurance/Recharge (33) Panacea - Heal Level 18: Hell on Earth (A) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge (34) Superior Command of the Mastermind - Damage/Endurance/Recharge (34) Soulbound Allegiance - Accuracy/Recharge Level 20: Wild Bastion (A) Preventive Medicine - Heal (34) Preventive Medicine - Heal/Endurance (36) Preventive Medicine - Endurance/RechargeTime (36) Preventive Medicine - Heal/RechargeTime (36) Preventive Medicine - Heal/RechargeTime/Endurance (37) Preventive Medicine - Chance for +Absorb Level 22: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (37) Red Fortune - Defense (37) Red Fortune - Defense/Endurance (39) Red Fortune - Defense/Recharge (39) Red Fortune - Endurance (39) Red Fortune - Defense/Endurance/Recharge Level 24: Hasten (A) Recharge Reduction IO (40) Recharge Reduction IO Level 26: Summon Demon Prince (A) Superior Mark of Supremacy - Damage/Endurance (40) Superior Mark of Supremacy - Accuracy/Endurance (40) Superior Command of the Mastermind - Accuracy/Damage (42) Superior Command of the Mastermind - Accuracy/Damage/Recharge (42) Superior Command of the Mastermind - Damage/Endurance (42) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura Level 28: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 30: Tactics (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (43) Gaussian's Synchronized Fire-Control - To Hit Buff (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance Level 32: Abyssal Empowerment (A) Endurance Reduction IO Level 35: Entangling Aura (A) Superior Entomb - Recharge/Chance for +Absorb (45) Superior Entomb - Accuracy/Hold (46) Superior Entomb - Hold/Recharge (46) Superior Entomb - Accuracy/Hold/Endurance (46) Lockdown - Chance for +2 Mag Hold Level 38: Overgrowth (A) Recharge Reduction IO (48) Recharge Reduction IO Level 41: Scorpion Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (48) Red Fortune - Defense/Endurance (48) Red Fortune - Defense (50) Red Fortune - Defense/Recharge (50) Red Fortune - Defense/Endurance/Recharge (50) Red Fortune - Endurance Level 44: Assault (A) Endurance Reduction IO Level 47: Power Boost (A) Recharge Reduction IO Level 49: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Run Speed IO Level 1: Supremacy Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Miracle - +Recovery (11) Numina's Convalesence - +Regeneration/+Recovery Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Performance Shifter - Chance for +End (13) Performance Shifter - EndMod Level 0: Ember Shield Owner Level 0: Ember Shield ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1514;709;1418;HEX;| |78DA6594CB6F125114C6EFC050E4D1F22C7D4181D60AB67400352ED5DAAA8929A60| |95A758508433B09050234B14B172E7C441337BEE263E173E3DAB8D2687DFC0B9AA8| |7165D556B7BAC1C39CCF42C224E43773EEFDCEFDCE3740EACC8CFDE9A1B37B85E49| |C2E666BB54C2A5BABABD525AD9437A7739A5ACAA9822ECF8CBA542ED54247B2F5E5| |AA1A4AD7970B0533D5C3ADED99F4F212ED51F49D78D04A0BC1B61DFB49A5708BCC5| |4A1A095B4FA8A70CC95CB456556CDE6D56A6D51AB58F5E7744555F3F6FF4B156A64| |D31F0E16B585C5BAFF4045CB296D9D53D99C0AEB2BFDE42B4A9F1B4E81AB6112F3B| |2104959184E827B0C448B90F781D306BDDEB546DB23B2F830BAA9156250E86B1FA9| |26714D96FC465DD715606E1906834C6B88799E34468935C63EBA09C8C2DECFECF18| |17F8C7A7FE70EE62DF26DC2D9A6309F7D9D6A66CC628E617F82BDBB15F6EE8E33BD| |31AE7B93FC7C93B416682DA7B89F2F0B9E66F6E7C03C73F01C6B6F93D606ADED046| |7377894E9FF62D0FDFB3F33873F815F991768F66ECCD1FD9CFB5DA49A03193AC29C| |D130B20C21C310320C21C33BE4C1C51A83EB1DCF1E7E0B4E71DF4BD4D7C3399B3CD| |FB0B6C61CFD0EFE007F32B7AE335D146C2FB4BDCD9BE65A0F68656EB3810EB09B39| |42DA3ED64A7D1342F71B01EF92EF016437708C338B1C075FF3D9DBDF80ABE07BA68| |FFA0E715F31044F1EAA05D02FF084E71EBF0F3E041F30638FC0C7CC7BE425887711| |C477EA326536827731B2CABE622F64DDFBE44BF015F897FB5C21CD186BA431CC190| |79F91F528728CC2731CF9C59167123926915F1279BA69B609CC3B017F1B76211478| |56708697F625504BE00CBFDCF65B6DD025C63B2A898E4AB2A3B2B3A3B2ABA332DB5| |E99649FA956AD31276FFE470849575828792356D7ADB48A2925A87FB56A927458D2| |FF7DACF33CD946FBFE28EFFFDDBEFF1ABF15FB5566F3C0C66E5773890FAC3A5BF7F| |F000470F2F8| |-------------------------------------------------------------------| Build 2. I just noticed that I over-wrote a Provoke build that I was working on. So I will have to start over theory crafting it. It was based on a Beast/Nature build that @AurianArchive posted in his archive thread. It didn't have Regrowth, but it has Provoke and the Resists when ported to Demons were absolutely insane. What I was trying to do was to play with the Resists slotting a bit to lower them a smidge, because with Demons it was way over capped resists for S/L and a few others. I also was trying see what I could do with the concept and get the recharge up a bit more. I like my Overgrowth recharge to be sub 70 second range. In his builds he uses the incarnate to increase recharge. Baseline MM Henchmen Defenses and Resist Values MM - Beast Pets - Pet Attack usage and some quick proc testing
ParaBruce Posted September 24, 2019 Posted September 24, 2019 Oh neat! Going to be following this with great curiosity.
SmalltalkJava Posted September 25, 2019 Author Posted September 25, 2019 (edited) Hmm. Not what I was expecting. So far the Demons kill time is way way longer than what Beasts was doing. About twice as long. As a matter of fact, I went over my build 3 times to see if i slotted something wrong. I'm talking in the 4 minute range as compared to beasts 2:20 to 2:30ish range. And this is pretty much the exact same build as what I was running on my Beast/Nature. About the only actual difference I can see is the -Res proc in the T1 Beasts. But I was expecting the inhereint -res in Demons to make up for that. I will do some tests with an Impeded Swiftness proc to see if that help. I'm really surprised. I was expecting Demons to faster than Beasts or at least close. - edit- with impeded swiftness proc I got a 2:50 kill and a 2:44 kill. Still 😞 not that impressive. One of the problems, with Demons/Nature is that the demons tend to stay in range mode. So it is difficult to get them all in pbaoe buff range. I have to manually relocate them with the "goto" command. Then when I do they will get knocked back and I have to do it all over again. They appear to get knocked back more often and take longer to recover than beasts. So not really that good of synergy, at least for pylons. Edited September 25, 2019 by SmalltalkJava Baseline MM Henchmen Defenses and Resist Values MM - Beast Pets - Pet Attack usage and some quick proc testing
Tater Todd Posted September 25, 2019 Posted September 25, 2019 29 minutes ago, SmalltalkJava said: Hmm. Not what I was expecting. So far the Demons kill time is way way longer than what Beasts was doing. About twice as long. As a matter of fact, I went over my build 3 times to see if i slotted something wrong. I'm talking in the 4 minute range as compared to beasts 2:20 to 2:30ish range. And this is pretty much the exact same build as what I was running on my Beast/Nature. About the only actual difference I can see is the -Res proc in the T1 Beasts. But I was expecting the inhereint -res in Demons to make up for that. I will do some tests with an Impeded Swiftness proc to see if that help. I'm really surprised. I was expecting Demons to faster than Beasts or at least close. Maybe Beasts kill faster as an offset? Like a high risk-High Reward Scenario? From what I've been told Demons are a good middle ground and they have a lot of variety and they are safe. I'm going by word of mouth mind you so take what I said with a grain of salt.
SmalltalkJava Posted September 25, 2019 Author Posted September 25, 2019 (edited) Well, After messing around a bit. Demons definitely kill groups of mobs faster than beasts. the portal PI mission, the demons just rock it. at +3x8. I haven't bumped it to +4 because i'm not level shifted yet. The demons shred them. I did a few more Pylons where i made sure that the demons were grouped for the buffs. I fired Hell on Earth near the beginning. Pretty consistent times. 2:50 2:44 2:47 My prior runs 2 runs of 2:44 and 2:50. Funny that two times matched. I guess probability would show that it would occur. The times are pretty tight and you would get duplicate times in such a short finish range. So given this particular build and the port over. Demons are a little slower for single target, but better for close range AOE when looking at my test runs on the PI groups. For this build the Power Boosted Absorb granted is 680.7 HP to myself and the pets. Unboosted: 511 HP Build as played: Spoiler Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5https://github.com/ImaginaryDevelopment/imaginary-hero-designer Demons Nature Stuff: Level 50 Science Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Nature Affinity Power Pool: Leadership Power Pool: Speed Power Pool: Leaping Ancillary Pool: Mace Mastery Hero Profile: ------------ Level 1: Summon Demonlings (A) Superior Mark of Supremacy - Accuracy/Damage (3) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen (3) Soulbound Allegiance - Damage (5) Soulbound Allegiance - Accuracy/Damage/Recharge (5) Soulbound Allegiance - Chance for Build Up (7) Impeded Swiftness - Chance of Damage(Smashing) Level 1: Corrosive Enzymes (A) Accuracy IO Level 2: Regrowth (A) Panacea - Heal/Endurance (7) Panacea - Endurance/Recharge (9) Panacea - Hea/Recharge (9) Panacea - Heal/Endurance/Recharge (11) Panacea - Heal Level 4: Wild Growth (A) Steadfast Protection - Resistance/+Def 3% (13) Steadfast Protection - Knockback Protection (15) Steadfast Protection - Resistance/Endurance (15) Unbreakable Guard - +Max HP (17) Gladiator's Armor - TP Protection +3% Def (All) Level 6: Enchant Demon (A) Endurance Reduction IO Level 8: Corruption (A) Gladiator's Javelin - Chance of Damage(Toxic) (17) Apocalypse - Damage/Endurance (19) Apocalypse - Accuracy/Damage/Recharge (19) Apocalypse - Accuracy/Recharge (21) Apocalypse - Damage (21) Apocalypse - Chance of Damage(Negative) Level 10: Lash (A) Crushing Impact - Accuracy/Damage (23) Crushing Impact - Damage/Endurance (23) Crushing Impact - Damage/Recharge (25) Crushing Impact - Accuracy/Damage/Recharge (25) Crushing Impact - Accuracy/Damage/Endurance (27) Force Feedback - Chance for +Recharge Level 12: Summon Demons (A) Superior Mark of Supremacy - Accuracy/Damage/Endurance (27) Superior Mark of Supremacy - Damage (29) Call to Arms - Accuracy/Damage/Recharge (29) Call to Arms - Damage/Endurance (31) Call to Arms - Accuracy/Damage (31) Call to Arms - Defense Bonus Aura for Pets Level 14: Spore Cloud (A) Dark Watcher's Despair - To Hit Debuff/Endurance (46) Dark Watcher's Despair - To Hit Debuff Level 16: Lifegiving Spores (A) Panacea - +Hit Points/Endurance (31) Panacea - Heal/Endurance (33) Panacea - Hea/Recharge (33) Panacea - Heal/Endurance/Recharge (33) Panacea - Heal Level 18: Hell on Earth (A) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge (34) Superior Command of the Mastermind - Damage/Endurance/Recharge (34) Soulbound Allegiance - Accuracy/Recharge Level 20: Wild Bastion (A) Preventive Medicine - Heal (34) Preventive Medicine - Heal/Endurance (36) Preventive Medicine - Endurance/RechargeTime (36) Preventive Medicine - Heal/RechargeTime (36) Preventive Medicine - Heal/RechargeTime/Endurance (37) Preventive Medicine - Chance for +Absorb Level 22: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (37) Red Fortune - Defense (37) Red Fortune - Defense/Endurance (39) Red Fortune - Defense/Recharge (39) Red Fortune - Endurance (39) Red Fortune - Defense/Endurance/Recharge Level 24: Hasten (A) Recharge Reduction IO (40) Recharge Reduction IO Level 26: Summon Demon Prince (A) Superior Mark of Supremacy - Damage/Endurance (40) Superior Mark of Supremacy - Accuracy/Endurance (40) Superior Command of the Mastermind - Accuracy/Damage (42) Superior Command of the Mastermind - Accuracy/Damage/Recharge (42) Superior Command of the Mastermind - Damage/Endurance (42) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura Level 28: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 30: Tactics (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (43) Gaussian's Synchronized Fire-Control - To Hit Buff (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance Level 32: Abyssal Empowerment (A) Endurance Reduction IO Level 35: Entangling Aura (A) Basilisk's Gaze - Accuracy/Hold (45) Basilisk's Gaze - Endurance/Recharge/Hold (46) Basilisk's Gaze - Recharge/Hold (46) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold Level 38: Overgrowth (A) Recharge Reduction IO (48) Recharge Reduction IO Level 41: Scorpion Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (48) Red Fortune - Defense/Endurance (48) Red Fortune - Defense (50) Red Fortune - Defense/Recharge (50) Red Fortune - Defense/Endurance/Recharge (50) Red Fortune - Endurance Level 44: Assault (A) Endurance Reduction IO Level 47: Power Boost (A) Recharge Reduction IO Level 49: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Run Speed IO Level 1: Supremacy Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Miracle - +Recovery (11) Numina's Convalesence - +Regeneration/+Recovery Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Performance Shifter - Chance for +End (13) Performance Shifter - EndMod Level 0: Ember Shield Owner Level 0: Ember Shield ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1509;705;1410;HEX;| |78DA65944B6C12511486EFC050E455A0F44979D74A2D7400352ED5DAAA8929A6095| |A758508433B49A1046862972E5CF888266E7CC5C742AB6E5C1AE3DAE7DEA8D1448D| |2B5FAD6E5DE161CE6F216112F2CDFCF7FCE79EFB0F903E356D7F74E0F46E21B9A61| |673B55A369DABD5D56A492B17CC99BCA696F3AAA0CB33AD9696CAB5D0A15C7DB9AA| |8632F5E562D14C7AB8559ECD2C97A846D12BF1A095E7836D157BC9A5708BEC64B1A| |895B5FA8A70CE2E2D2D2A336AAEA0566B0B5AC5AA3F672AAA5AB0FF5FAA50239BFE| |B07F519B5FA8FBF655B4BCD2D6399DCBAB187D6590E68AD2E79A4BE06A98C49C2C4| |44A1686E3E02E03D122E43DE09441D7BB562521FCB2F830B2E115C22BF4B58FA449| |ACC992CFA8FBBAFCCC4D0130C8B4869867C96394D8631CE0DEF64166773FF8D7A8F| |7776D63DEA0B94DD8DB14E6BDAF9266C659CC71D42779F61E8567EF49307BE3ACF7| |A6F8F93A792DF05A4E70BFFE1C78923998070B4CEF19F6DE24AF0D5EDB31CECE7B9| |8E9FB62D0E7F77D66063E815F99E7E8EC0EF64A8EA7DC6FE231F33CAD3991A533CC| |5905906908598690650859DEA259DCEC31B85F7106E197E024F7BD407D3D9CB7C9F| |30D6BDF99233FC09FE02FE6E635A69B02EE83B7AF79D35CEB06ADCC2D36D0093A98| |11F20EB0571A88097DDE28789BE61E4286434738BBE851F019EFBDF505F81C7CCDE| |CA7BEC3DC570C63260F697EF4F33FE4738FDF0557C17BCCF87DF001F30ECD12C477| |2B88EFD645CA2CC27B18236FF8DDC5DF356911136FC1F7CC4B543B8A773A8AF325C| |02734F218F21BC3AC09E496408E29E497426E29E4D843678AE19C31CCB56E1742C1| |AC0AF6E8A5BA24B424F6F0C96DBFD5065D62BC43497628A90E657B87B2A34399695| |72678CE744B6BCCCA1BFF1142D21D164ADC88D5352BADE29412DCBF5B9A241DA49B| |A82CAC737CB2F5F6FA31AEFFD35E7F85DFAAFD3273A7BBA9F25E5557EBFE1F5F4CE| |D65| |-------------------------------------------------------------------| Edited September 25, 2019 by SmalltalkJava Baseline MM Henchmen Defenses and Resist Values MM - Beast Pets - Pet Attack usage and some quick proc testing
Redlynne Posted September 26, 2019 Posted September 26, 2019 4 hours ago, SmalltalkJava said: For this build the Power Boosted Absorb granted is 680.7 HP to myself and the pets. Unboosted: 511 HP So ... Power Boost added a whopping +169.7 HP to the Absorb ... which across 7 $Targets (Mastermind + 6 Pets) that's 1187.9 HP for the lot of you, which very nearly equates to an "extra Mastermind green bar" worth of increase in a Tankermind scenario. 1 Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.
SmalltalkJava Posted September 26, 2019 Author Posted September 26, 2019 (edited) 3 hours ago, Redlynne said: which across 7 $Targets (Mastermind + 6 Pets) that's 1187.9 HP for the lot of you, which very nearly equates to an "extra Mastermind green bar" worth of increase in a Tankermind scenario. Interesting you should mention that. Today after finishing my demons/nature damage experiment. My next thought was to do a Tankermind with Nature. I was thinking along the lines of @Crysis's teleportation scenario style of play that he uses with his Bots/Time. Except with Nature you'd port in and let Entangling Aura start its mojo to lock things down. I was thinking either Bots or Demons. Bots would give some +def shield to make it easier to softcap the more prevalent defenses, then nature would add addtional layers via resists and absorb. Demons/Nature on the otherhand could cap the major resistances and get the rest in the 50+ range. I was initially leaning towards Bots, but the trick would be to get Teleport and then have to mitigate the knockback from the bots and still get enough recharge to make nature usefull. I'd probably have to go with the incarnate to reduce recharge. I’ll probably go demons. Since I can respec Edited September 26, 2019 by SmalltalkJava Baseline MM Henchmen Defenses and Resist Values MM - Beast Pets - Pet Attack usage and some quick proc testing
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