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Posted

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

 

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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.  

 

 

Posted (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 by SmalltalkJava
Posted
  On 9/25/2019 at 6:07 PM, 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.

 

Expand  

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.

Posted (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:
 

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Edited by SmalltalkJava
Posted
  On 9/25/2019 at 8:10 PM, SmalltalkJava said:

For this build the Power Boosted Absorb granted is 680.7 HP to myself and the pets.

Unboosted:  511 HP

Expand  

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.

  • Like 1

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Posted (edited)
  On 9/26/2019 at 1:10 AM, 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.

Expand  

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 by SmalltalkJava

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