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Demon/Storm MM Build - Lets compare notes!


Crysis

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So in searching through the forums, there's a -LOT- of conversation about Demons/Storm and Thugs/Storm.  I have one of each and have found, in most situations, that the Thugs/Storm is the slightly more potent combination of the two.  But the Demon/Storm ain't no slouch either.

 

What's surprising to me however is that there are virtually -NO- Demon/Storm MM builds posted.  Or if there are, it's someone making a first time build asking for an assist and then nobody replies to actually assist them.

 

So, I'll submit mine here for review.  Like just about Anything/Storm, it's murder on the Endurance bar.  I also had Hurricane until around lvl 32 and then respecced out of it.  The thing with /Storm MM's is that you tend to be more focused on getting the maximum damage out of your pets and your storm powers, so in general "herdercaning" isn't really all that viable as you move up in ranks.  That said, I recognize many stormies just see that as a signature power, and it's a great -TOHIT debuff so more power to you if you want it.  I just don't.

 

Softcapped S/L +DEF, high resists.  I think I've got good damage coming out of the henchmen as well and have managed to work in every single one of the Pet unique proc's and both MM sets.  With all the Winter sets in here, and several purples, it's not a cheap build and it doesn't shine until you hit 50 given how many need to be the Superior versions before all the bonuses kick in.  But...it's pretty good I think. 

 

But you tell me....how would you improve my build here, and/or post your own for comparison?

 

Thanks!

 

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: Storm Summoning
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Summon Demonlings -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(3), SprCmmoft-Acc/Dmg/Rchg(3), SprCmmoft-Dmg/EndRdx/Rchg(5), EdcoftheM-PetDef(5), SlbAll-Build%(27)
Level 1: Gale -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(46)
Level 2: Lash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(9), Hct-Dam%(9), SprBlsCol-Rchg/HoldProc(11)
Level 4: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(13)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Kick -- Empty(A)
Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(13), LucoftheG-Def(15), StdPrt-ResKB(15), StdPrt-ResDam/Def+(17)
Level 12: Summon Demons -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(17), SprMarofS-Acc/EndRdx(19), SprMarofS-EndRdx/+Resist/+Regen(19), SprCmmoft-Acc/Dmg/EndRdx/Rchg(21), SprCmmoft-Rchg/PetAoEDef(21)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 16: Freezing Rain -- AchHee-ResDeb%(A), Rgn-Acc/Rchg(45), Rgn-Knock%(46)
Level 18: Hell on Earth -- ExpRnf-Acc/Rchg(A), CaltoArm-+Def(Pets)(23), ExpRnf-+Res(Pets)(25), ExpRnf-Acc/Dmg(25), ExpRnf-Dmg/EndRdx(27)
Level 20: Tactics -- GssSynFr--Build%(A)
Level 22: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(29), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), ShlWal-Def(33), ShlWal-Def/EndRdx(33), Rct-ResDam%(33)
Level 26: Summon Demon Prince -- SprMarofS-Acc/Dmg(A), SprMarofS-Acc/Dmg/EndRdx(34), ImpSwf-Dam%(34), SvrRgh-PetResDam(34), SvrRgh-Acc/Dmg(36), SvrRgh-Dmg/EndRdx(36)
Level 28: Crack Whip -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(36), SprFrzBls-Acc/Dmg/EndRdx(37), SprFrzBls-Rchg/ImmobProc(37)
Level 30: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(37)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Tornado -- FrcFdb-Rechg%(A), AchHee-ResDeb%(39), OvrFrc-Dmg/End/Rech(39), OvrFrc-Acc/Dmg/End(39), OvrFrc-Dam/KB(40), OvrFrc-Acc/Dmg/End/Rech(40)
Level 38: Web Envelope -- GrvAnc-Immob/EndRdx(A), GrvAnc-Immob(40), GrvAnc-Immob/Rchg(42), GrvAnc-Acc/Immob/Rchg(42), GrvAnc-Acc/Rchg(42)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(43), LucoftheG-Def/Rchg(43)
Level 44: Web Cocoon -- UnbCns-Acc/Hold/Rchg(A), UnbCns-Dam%(45)
Level 47: Lightning Storm -- SuddAcc--KB/+KD(A), GldJvl-Acc/Dmg(48), GldJvl-Dam/Rech(48), GldJvl-Dam%(48), FrcFdb-Rechg%(50), GldJvl-Acc/Dmg/End/Rech(50)
Level 49: Burnout -- RechRdx-I(A)
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 -- Clr-Stlth(A)
Level 1: Supremacy 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(45), NmnCnv-Regen/Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50)
Level 1: Ember Demon 
Level 1: Fiery Demonling 
Level 12: Hellfire Gargoyle 
Level 26: Hellfire Demonling 
Level 50: Pyronic Core Final Judgement 
Level 50: Longbow Core Superior Ally 
Level 50: Reactive Core Flawless Interface 
Level 50: Clarion Total Core Invocation 
Level 50: Cardiac Core Paragon 
Level 50: Support Core Embodiment 
Level 1: Cold Demonling 
Level 26: Demon Prince 
------------

 

 

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I have almost completely abandoned my Thugs/Storm for Demons/Cold but I can still see some things.

 

I take it you have The AoE Immo to keep things in the Tornado The problem is the duration is only 15 seconds with an 11 second cooldown. So double stacking it to beat an AV CCs resist (3) is hard or for EBs (6) impossible. If they are higher level then you your duration will be penalized making actually Immobilizing hard targets almost impossible.

 

Lightning Storm does not need KB to KD. The Lightning Bolt only has a Mag 1 KB. They are not going to send targets flying across the screen. Needs much more Recharge and Endurance reduction.

 

Both your other key powers could do with more recharge and in the case of Freezing Rain some end cost reduction.

 

The power of /Storm is that you can stack it's 3 big powers: LS, Tornado and Rain. Double even triple stack them. You build does not have the recharge to get a full double stack and even if you did your End bar would not be able to handle it.

 

Here is my out of date Demons/Storm:

 

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|-------------------------------------------------------------------|

 

I honestly see a lot of ways I could improve mine from what I have learnt from my Demons/Cold but its decent.

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40 minutes ago, Maxzero said:

 

I have almost completely abandoned my Thugs/Storm for Demons/Cold but I can still see some things.

 

I take it you have The AoE Immo to keep things in the Tornado The problem is the duration is only 15 seconds with an 11 second cooldown. So double stacking it to beat an AV CCs resist (3) is hard or for EBs (6) impossible. If they are higher level then you your duration will be penalized making actually Immobilizing hard targets almost impossible.

 

Lightning Storm does not need KB to KD. The Lightning Bolt only has a Mag 1 KB. They are not going to send targets flying across the screen. Needs much more Recharge and Endurance reduction.

 

Both your other key powers could do with more recharge and in the case of Freezing Rain some end cost reduction.

 

The power of /Storm is that you can stack it's 3 big powers: LS, Tornado and Rain. Double even triple stack them. You build does not have the recharge to get a full double stack and even if you did your End bar would not be able to handle it.

 

Here is my out of date Demons/Storm:

 

 


| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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I honestly see a lot of ways I could improve mine from what I have learnt from my Demons/Cold but its decent.

Good stuff and thanks for sharing.  Care to elaborate what else you'd do to improve it?

 

Although on the AOE Immob, I'm slotted identical to you, so not sure where you see the difference?

 

You most definitely have better END surplus going for you than I do.  Almost 50% more net END/s between Recovery and END usage.  That's very attractive to me since it means I can forgo Alpha/Cardiac.  That's usually how I address my /Storm MM's sacrificial blue bars.

 

One last question....Tactics?  I've found from 45+ I'm routinely going against +4's, and that creates a lot more whiffing than I'd like without Tactics.  Yes I'm aware of the bonus we get from Supremacy, but I still haven't found it enough.  You do OK without Tactics?

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22 hours ago, Crysis said:

Good stuff and thanks for sharing.  Care to elaborate what else you'd do to improve it?

 

Although on the AOE Immob, I'm slotted identical to you, so not sure where you see the difference?

 

You most definitely have better END surplus going for you than I do.  Almost 50% more net END/s between Recovery and END usage.  That's very attractive to me since it means I can forgo Alpha/Cardiac.  That's usually how I address my /Storm MM's sacrificial blue bars.

 

One last question....Tactics?  I've found from 45+ I'm routinely going against +4's, and that creates a lot more whiffing than I'd like without Tactics.  Yes I'm aware of the bonus we get from Supremacy, but I still haven't found it enough.  You do OK without Tactics?

 

Sorry I am an idiot was looking at the Hold instead of the Immo. My bad.

 

As for the missing part, that's part of the stacking. Each Tornado has -15% defence. Plus I am using Radial Musculature Alpha which gives me a 33% enchancement to that. So that's -20% def per Tornado and -47% Def per Freezing Rain.

 

Even with AV resists that's alot of -Def.

 

As for what I could improve on: its all the small tweaks you can do to eak out a little more performance.

 

For example here is my current obsession Demon/Cold:

 

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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|-------------------------------------------------------------------|

 

I edit my Mids to only show the 2 min buffs for Barrier (like I do for Ageless) to give me an accurate minimum.

 

It has more recharge, defence, resist with better proc slotting, etc. 1% here, 1% there it adds up. I tweaked my Demon/Cold so much it corrupted the build in Mids and I had to rebuild it from scratch (which I could do with perfect clarity purely from memory).

 

I could probably do the same thing for Demon/Storm if I just sat down for hours tweaking and tweaking.

 

Maybe I will after I finish my Demon/Cold.

 

Feel free to take any thing you want from it. It's probably the best build I have ever made.

Edited by Maxzero
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I respecc’ed into your build last night.  Endurance is definitely far less of an issue.  Demons seem to do about the same amount of damage.  I did throw a FF +Recharge proc into Gale and still use it (always did with my build) more as a soft control and simply way to get more Recharge.  Overall very happy with your build vs. mine.  Thanks again.

 

I do, however, miss Tactics.  The accuracy of my henchmen and myself isn’t bad up to +2, but at +3 and higher, lots of “Miss” signs over heads of targets.  I didn’t have that issue with my build since I was running tactics.


It’s not a huge issue, but does concern me a bit.  What was your experience with running minus Tactics?  Storm powers have enough ACC slotting that they should be fine, but the pets concern me, especially the T1/T2 henchmen since they are already lower level than the Prince and I.

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5 hours ago, Crysis said:

I respecc’ed into your build last night.  Endurance is definitely far less of an issue.  Demons seem to do about the same amount of damage.  I did throw a FF +Recharge proc into Gale and still use it (always did with my build) more as a soft control and simply way to get more Recharge.  Overall very happy with your build vs. mine.  Thanks again.

 

I do, however, miss Tactics.  The accuracy of my henchmen and myself isn’t bad up to +2, but at +3 and higher, lots of “Miss” signs over heads of targets.  I didn’t have that issue with my build since I was running tactics.


It’s not a huge issue, but does concern me a bit.  What was your experience with running minus Tactics?  Storm powers have enough ACC slotting that they should be fine, but the pets concern me, especially the T1/T2 henchmen since they are already lower level than the Prince and I.

 

Honestly if it bothers you putting in Tactics is fine.

 

For me if all that -Def stacking is not enough you just have to wonder if your pets did hit how much damage they are doing at +3 and +4. You could make a case for T2 but for T1s the only one I care about is the Hellfire because he debuffs.

 

My philosphy is that T1s are only a small part of my overall DPS just how much am I willing to give up to give 15-20% of my damage (at most) a 5% boost?


 

Edited by Maxzero
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5 hours ago, Crysis said:

I respecc’ed into your build last night.  Endurance is definitely far less of an issue.  Demons seem to do about the same amount of damage.  I did throw a FF +Recharge proc into Gale and still use it (always did with my build) more as a soft control and simply way to get more Recharge.  Overall very happy with your build vs. mine.  Thanks again.

 

I do, however, miss Tactics.  The accuracy of my henchmen and myself isn’t bad up to +2, but at +3 and higher, lots of “Miss” signs over heads of targets.  I didn’t have that issue with my build since I was running tactics.


It’s not a huge issue, but does concern me a bit.  What was your experience with running minus Tactics?  Storm powers have enough ACC slotting that they should be fine, but the pets concern me, especially the T1/T2 henchmen since they are already lower level than the Prince and I.

 

Honestly thinking it through more you may have swayed me on Tactics.

 

On my Thugs/Storm it was not an issue since Thugs have higher base accuracy and Enforcers have Tactics and -Def debuffs.

 

On Demons though they don't have that high inbuilt base hit chance.

 

Honestly I might cut Burnout simply because I use it so rarely (9min CD plus the end penalty make it awkward to use) and missing is something I am noticing now and is something I am worried about in the future.

 

I could then drop Super Speed as my travel power (which I hate) and use Ninja Run (while slower is actually far more easier to use) and combine it with Sprint with Stealth IO for when I want PvE stealth.

 

Edited by Maxzero
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Yeah but Superspeed is the only Knockback defense I’ve got.

 

I can actually drop Hover and change Lash back to a 4 or 5 set bonus and make up the loss of both the LOTG +Recharge and still keep S/L softcapped to DEF.  Then I have room for both Tactics and Burnout both.  But Tactics really drains END again, so now I’m sort of back to square one.

 

Looks like I’ll be fiddling with MIDS for awhile tonight.

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So here's what I've come up with thus far.  Moved some power timing around, yanked a proc out of Mace Volley and shoved it into Stamina, etc.  Actually ended up with better S/L +DEF and better +END as well, although I had to go crazy with some Hami-O's in Tactics.  In reality, I'd likely just take the as-is +Tohit and go with two 50+5 ENDREDUX. 

 

Let me know what you think.

 

http://www.cohplanner.com/mids/download.php?uc=1613&c=773&a=1546&f=HEX&dc=78DA65544B4F135114BE339D52A6E5516C7949299D96674B5F0AA21B4904342A3568C1C7C290110AD450DAB44384A50BF74A34468D8F954B5726203B57C6DFA0F1B5312E14E3635D4FE73BD2493A69FBDD7BEE775EDFB99DD4C664C38B5337C785E49E58D54BA5F9945E3232C55C766DD1714E37D68BFAAAA0C795367423BB1048AFE40D07EDB52A6D3EBD9ECBE5D7629319FAE54D766DB9C7C238B1BEB4144B1BF962AE7A2E9A67F2F9D5D874465FCC144B2BD982D3DCA70B99CC62A3B93C995D5E3188D9F09F58A08D6FAA905D885962A7F4850C17BDD9419525E8FBC02DF829DBC5454588A422E42B8C9F6421BA55A17C04D67FE0FD970A2AA240342199BE42DC924D9F876E3689B222DDAEC45145DD1DC4ABDB023AEF02B57BC01692C9863892AD5502C70B7C44F1EC8827EC9A306D21E23B98EF7887BCF5EF81250AA9E2CCAE9AB154D1E60576B8817E3FE1802A021AB037087C4CB95CECEBBA8CDA1A6619D9A7897D9AD8A7E32F6A0A524D8D5C5363449879C28C068568460F72F3A86CDADC5F6DC031EC9F50EE16D6AD650FB603BF187F03BD7FD063DB5B1BE643393DACBF87F5B791AD1536B9B55D32E7153804FE40123915E2B4739FEDAC919FB509B0EEDA59F8684AA54F8708D7039F529D9DECDB7909DA1C9C633C8E3A7D13A8C5F75C32EF89FF1BD10714E1A1BC5DAC5197066D8646091D3621B71195E7DCCDBA3DA35C3D6CEBE1D9DFA05441BEAFC1CFA831348EBC21D6A9F70DDB5FD3DEA3885ED666837CFBB8F6BE28B8FD09C63838FD3199B56264DF6D0A39C8F319BC009FA134E32C307C1E189D83CF2BF289209F12D9464FC32F1977D0CFF0266A8C729E5DF289717F31D62F7E1A67F129F415D7614FE630ABE475CC6E878E13AC6F82E79AE4BBEF53F6FFE7F4A147846B2C891A4BB2C672B8C632526399B65A54D49EAABE2BCA33CAFE3B424811E8A0D2AC6DB095BF3BE99CEFB514825E7B559B2469D0C17B4632EFD50F2B7F10F17E5AF9F7514374AB820E71D5695666E6BA6659EB96F58C653D16DEEFA73C6A591FA17527AF8FD2DAC5EB690FA5E15E472CFC6316FE3F9D54FE21

Edited by Crysis
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7 hours ago, Crysis said:

So here's what I've come up with thus far.  Moved some power timing around, yanked a proc out of Mace Volley and shoved it into Stamina, etc.  Actually ended up with better S/L +DEF and better +END as well, although I had to go crazy with some Hami-O's in Tactics.  In reality, I'd likely just take the as-is +Tohit and go with two 50+5 ENDREDUX. 

 

Let me know what you think.

 

http://www.cohplanner.com/mids/download.php?uc=1613&c=773&a=1546&f=HEX&dc=78DA65544B4F135114BE339D52A6E5516C7949299D96674B5F0AA21B4904342A3568C1C7C290110AD450DAB44384A50BF74A34468D8F954B5726203B57C6DFA0F1B5312E14E3635D4FE73BD2493A69FBDD7BEE775EDFB99DD4C664C38B5337C785E49E58D54BA5F9945E3232C55C766DD1714E37D68BFAAAA0C795367423BB1048AFE40D07EDB52A6D3EBD9ECBE5D7629319FAE54D766DB9C7C238B1BEB4144B1BF962AE7A2E9A67F2F9D5D874465FCC144B2BD982D3DCA70B99CC62A3B93C995D5E3188D9F09F58A08D6FAA905D885962A7F4850C17BDD9419525E8FBC02DF829DBC5454588A422E42B8C9F6421BA55A17C04D67FE0FD970A2AA240342199BE42DC924D9F876E3689B222DDAEC45145DD1DC4ABDB023AEF02B57BC01692C9863892AD5502C70B7C44F1EC8827EC9A306D21E23B98EF7887BCF5EF81250AA9E2CCAE9AB154D1E60576B8817E3FE1802A021AB037087C4CB95CECEBBA8CDA1A6619D9A7897D9AD8A7E32F6A0A524D8D5C5363449879C28C068568460F72F3A86CDADC5F6DC031EC9F50EE16D6AD650FB603BF187F03BD7FD063DB5B1BE643393DACBF87F5B791AD1536B9B55D32E7153804FE40123915E2B4739FEDAC919FB509B0EEDA59F8684AA54F8708D7039F529D9DECDB7909DA1C9C633C8E3A7D13A8C5F75C32EF89FF1BD10714E1A1BC5DAC5197066D8646091D3621B71195E7DCCDBA3DA35C3D6CEBE1D9DFA05441BEAFC1CFA831348EBC21D6A9F70DDB5FD3DEA3885ED666837CFBB8F6BE28B8FD09C63838FD3199B56264DF6D0A39C8F319BC009FA134E32C307C1E189D83CF2BF289209F12D9464FC32F1977D0CFF0266A8C729E5DF289717F31D62F7E1A67F129F415D7614FE630ABE475CC6E878E13AC6F82E79AE4BBEF53F6FFE7F4A147846B2C891A4BB2C672B8C632526399B65A54D49EAABE2BCA33CAFE3B424811E8A0D2AC6DB095BF3BE99CEFB514825E7B559B2469D0C17B4632EFD50F2B7F10F17E5AF9F7514374AB820E71D5695666E6BA6659EB96F58C653D16DEEFA73C6A591FA17527AF8FD2DAC5EB690FA5E15E472CFC6316FE3F9D54FE21

 

Honestly looks super solid.

 

Honestly I would just put Cyto's in the tactics.

 

The difference we are talking about are 0.01 and 0.02 end/sec. You won't even notice the End but the extra +hit will make a difference.

 

What you will notice is that you have no End reduction in Freezing Rain. It's probably your most general purpose and most used power. You will use pretty much on cooldown and at the start of most fights. It's 23 End gone at the start of every fight, no wonder you are having End issues.

 

The key to end management isn't putting end reduction into toggles. Sure if you have the free slots go for it but the 0.4 or 0.5 savings here and there are not going to make or break your build. What kills your end is your massively inflated End costs especially for your AoEs. It's the Rain/Tornado/LS that really hit your blue bar.

 

So I did a few changes:

 

I took your Endmod out of Stamina. It gives like 0.12 End/sec. I reslotted your Freezing Rain for recharge and end saving you 0.56 end/sec. So you actually gained better end efficiency after taking out that End Mod out of Stamina.

 

I took the procs out of Rain and removed the damage slotting. Freezing Rain does 25 base damage over 30 seconds. That is literally less then 1 dam/sec. Why bother trying to boost that? I took the procs out because they are awful with rain powers like this. The procs only have a chance to proc 1 once every 10 seconds and due to Rain's large spherical AoE the proc chance is extremely low. Like 10-15% low. Instead I put the -res proc in Mace Beam Volley. Due small Arc its proc chance is around 60% (I didn't do the math but it should be around that mark) so it will actually have some decent uptime.

 

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Edited by Maxzero
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11 hours ago, Maxzero said:

 

Honestly looks super solid.

 

Honestly I would just put Cyto's in the tactics.

 

The difference we are talking about are 0.01 and 0.02 end/sec. You won't even notice the End but the extra +hit will make a difference.

 

What you will notice is that you have no End reduction in Freezing Rain. It's probably your most general purpose and most used power. You will use pretty much on cooldown and at the start of most fights. It's 23 End gone at the start of every fight, no wonder you are having End issues.

 

The key to end management isn't putting end reduction into toggles. Sure if you have the free slots go for it but the 0.4 or 0.5 savings here and there are not going to make or break your build. What kills your end is your massively inflated End costs especially for your AoEs. It's the Rain/Tornado/LS that really hit your blue bar.

 

So I did a few changes:

 

I took your Endmod out of Stamina. It gives like 0.12 End/sec. I reslotted your Freezing Rain for recharge and end saving you 0.56 end/sec. So you actually gained better end efficiency after taking out that End Mod out of Stamina.

 

I took the procs out of Rain and removed the damage slotting. Freezing Rain does 25 base damage over 30 seconds. That is literally less then 1 dam/sec. Why bother trying to boost that? I took the procs out because they are awful with rain powers like this. The procs only have a chance to proc 1 once every 10 seconds and due to Rain's large spherical AoE the proc chance is extremely low. Like 10-15% low. Instead I put the -res proc in Mace Beam Volley. Due small Arc its proc chance is around 60% (I didn't do the math but it should be around that mark) so it will actually have some decent uptime.

 


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Like how you think, I was paying less attention to reducing END on high recharge powers like FR.

 

So I made one more tweak here.  Since Musculature boosts ENDMOD's, and we have a smidge over S/L DEF softcap, I took the DEF/ENDREDUX out of Maneuvers and put that slot back into Stamina.  At least per MIDS (I know it's not 100% accurate), but that's a boost of about another 13% Recovery.  Net difference to EndDrain is the zilch, it's the same.  But Recovery goes from 166% to 179%, at the cost of roughly .6% S/L and 10% Regen.   That's a YMMV thing I'm sure for most players, but seems like a fair tradeoff to me.   

 

Thanks again for all the thinking out loud with me.  I hope others who want to try Demon/Storm will find this thread helpful as I really could find so very little build-wise on the topic.

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31 minutes ago, Crysis said:

Like how you think, I was paying less attention to reducing END on high recharge powers like FR.

 

So I made one more tweak here.  Since Musculature boosts ENDMOD's, and we have a smidge over S/L DEF softcap, I took the DEF/ENDREDUX out of Maneuvers and put that slot back into Stamina.  At least per MIDS (I know it's not 100% accurate), but that's a boost of about another 13% Recovery.  Net difference to EndDrain is the zilch, it's the same.  But Recovery goes from 166% to 179%, at the cost of roughly .6% S/L and 10% Regen.   That's a YMMV thing I'm sure for most players, but seems like a fair tradeoff to me.   

 

Thanks again for all the thinking out loud with me.  I hope others who want to try Demon/Storm will find this thread helpful as I really could find so very little build-wise on the topic.

 

The one good thing about Mids being a little inaccurate is that it is overestimating the end costs.

 

Check how much End Mids has your defense toggles costing then check in game.

 

I noticed when I made my build in game that things were actually better then Mids said they would be.

 

It's also why I don't focus on slotting End rdx in toggles. The cheaper they are the less effective slotting End rdx actually is.

Edited by Maxzero
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  • 1 year later
On 3/31/2022 at 1:13 PM, Grim Bacon said:

@Crysis, I'd love to see your final final final build you ended up rocking. I love storm so much and i'd love to be able to use it with the demons. Thanks!

 

Normally I'd just pop into game and then use /buildsave to export the build and then File/Open it in Mids, but for some reason, the exported build isn't opening in the latest version of Mids Reborn.....I get errors.

 

Here's my /buildsave file, and I'll see if I can figure out how to convert it into Mids from here for you.

 

 

build.txt

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Got around to fixing the /buildsave.

 

Here's the final version of my Demon/Storm MM with much assistance from @Maxzero and others who have posted builds before.

 

Couple of notes:

 

-Makes heavy use of Enh boosters to get native S/L Defense over softcap.  In reality, once you take your Hybrid Support, you'll find you really don't need these.  Likewise, if money is an issue for you, you can grab easy +DEF boost to everything by just grabbing a Combat Defense Amplifier.  I've done the math and it's actually a little cheaper to go the Combat Defense Multiplier, although some people think of that as a "cheat."  If you don't, look at both options.  Also don't forget your Demons will throw you an Ember Shield which helps your Resistance.  You can use the Mids Reborn app to look at how various Pet powers impact your stats.

 

-Endurance management, as I've said with all stormies, is really brutal until you get Ageless.  You'll be taking Musculature so won't get a lot of help for END bar until Destiny Ageless.  But once you get that....you are a meat grinder.

 

Otherwise, S/L defcapped, crazy high recharge + Burnout for all stormy chaos you'd ever want, all storm powers are driving +Recharge and healthy damage and Demons are just plain awesome.

 

Enjoy!

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Seventh Trumpet: Level 50 Natural Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Storm Summoning
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Summon Demonlings -- SprMarofS-Acc/Dmg(A), SprMarofS-EndRdx/+Resist/+Regen(3), CaltoArm-Acc/Dmg/Rchg(3), CaltoArm-Dmg/EndRdx(5), CaltoArm-Acc/Dmg(5), CaltoArm-+Def(Pets)(7)
Level 1: Gale -- FrcFdb-Rechg%(A)
Level 2: Lash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9), SprBlsCol-Rchg/HoldProc(11)
Level 4: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(13)
Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(15), RctArm-ResDam/EndRdx(17), RctArm-ResDam(17), RctArm-ResDam/EndRdx/Rchg(19)
Level 12: Summon Demons -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg(19), RctArm-ResDam/EndRdx(21), RctArm-ResDam(21), RctArm-ResDam/EndRdx/Rchg(23), SvrRgh-PetResDam(23)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 16: Freezing Rain -- TchofLadG-DefDeb/Rchg/EndRdx(A), TchofLadG-Rchg/EndRdx(25), UndDfn-Rchg/EndRdx(27)
Level 18: Hell on Earth -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(27), ExpRnf-EndRdx/Dmg/Rchg(29), ExpRnf-+Res(Pets)(29), SprCmmoft-Rchg/PetAoEDef(31)
Level 20: Kick -- FrcFdb-Rechg%(A)
Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), GldArm-End/Res(31)
Level 24: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(33), ShlWal-ResDam/Re TP(33), GifoftheA-Def/EndRdx(33), GifoftheA-Def(34), LucoftheG-Def(46)
Level 26: Summon Demon Prince -- SprMarofS-Acc/EndRdx(A), SprMarofS-Dmg/EndRdx(34), SlbAll-Dmg(34), SlbAll-Build%(36), ImpSwf-Dam%(36), EdcoftheM-PetDef(36)
Level 28: Tactics -- GssSynFr--Build%(A), HO:Cyto(37)
Level 30: Burnout -- RechRdx-I(A)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Tornado -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg(37), ExpRnf-EndRdx/Dmg/Rchg(37), OvrFrc-Acc/Dmg/End(39), AchHee-ResDeb%(39), FrcFdb-Rechg%(39)
Level 38: Lightning Storm -- Apc-Dmg/Rchg(A), Apc-Dmg/EndRdx(40), Apc-Acc/Rchg(40), Apc-Acc/Dmg/Rchg(40), Apc-Dam%(42), FrcFdb-Rechg%(42)
Level 41: Web Envelope -- GrvAnc-Acc/Immob/Rchg(A), GrvAnc-Acc/Rchg(42), GrvAnc-Immob/EndRdx(43), GrvAnc-Immob/Rchg(43), GrvAnc-Hold%(43)
Level 44: Mace Beam Volley -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Dmg/EndRdx(45), PstBls-Dam%(45), ExpStr-Dam%(45), FrcFdb-Rechg%(46), Ann-ResDeb%(46)
Level 47: Web Cocoon -- ImpSwf-Dam%(A), UnbCns-Dam%(48), GldNet-Dam%(48), NrnSht-Dam%(48), GhsWdwEmb-Dam%(50), GhsWdwEmb-Acc/EndRdx(50)
Level 49: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50)
Level 1: Supremacy 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(11)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
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 
Level 50: Musculature Radial Paragon 
Level 50: Ageless Core Epiphany 
Level 50: Portal Jockey 
Level 50: The Atlas Medallion 
Level 50: Task Force Commander 
Level 50: Freedom Phalanx Reserve 
Level 1: Cold Demonling 
Level 26: Demon Prince 
Level 12: Ember Demon 
Level 1: Fiery Demonling 
Level 1: Hellfire Demonling 
Level 12: Hellfire Gargoyle 
Level 8: Speed Phase 
Level 50: Support Core Embodiment 
Level 50: Pyronic Core Final Judgement 
Level 50: Degenerative Core Flawless Interface 
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  • 1 year later

@Crysis I just started building a MM Demons/Storm Summoning of my own and came across this post, and I was just curious as to why you put Force Feedback into Lightning Storm.  Does it (have a chance to) grant you a stack of Force Feedback every time the Storm strikes an enemy?  Or does it apply the stack to the Storm itself so that it can attack more often?

 

I have the same question about the Tornado summon.

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12 hours ago, Mallador said:

@Crysis I just started building a MM Demons/Storm Summoning of my own and came across this post, and I was just curious as to why you put Force Feedback into Lightning Storm.  Does it (have a chance to) grant you a stack of Force Feedback every time the Storm strikes an enemy?  Or does it apply the stack to the Storm itself so that it can attack more often?

 

I have the same question about the Tornado summon.

Yes.  Normally I'll cast tornado, wait about 10 seconds, then cast lightning storm.  Both will always trigger FF, which will give you 20 seconds of the buff.  

This is why you'll always see FF procs in both.  But don't forget endurance reduction... They are super thirsty.

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@evetsleep Since Force Feedback last 5 seconds, wouldn't you get 10 seconds of the buff total?  One stack after using each ability, or do they refresh multiple times, which leads up to 20 seconds?

 

Also, a quick clarification question about Force Feedback itself... when used, it reduces the recharge rate of all abilities, but then after the 5 second buff wears off all your abilities' recharge rates go back to "normal," right?  So it's only beneficial if it's constantly active?  Or, does the 5 seconds of the buff have a lingering effect that reduces your abilities' recharge rates by X amount of seconds after it's worn off?

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34 minutes ago, Mallador said:

@evetsleep Since Force Feedback last 5 seconds, wouldn't you get 10 seconds of the buff total?  One stack after using each ability, or do they refresh multiple times, which leads up to 20 seconds?

 

Also, a quick clarification question about Force Feedback itself... when used, it reduces the recharge rate of all abilities, but then after the 5 second buff wears off all your abilities' recharge rates go back to "normal," right?  So it's only beneficial if it's constantly active?  Or, does the 5 seconds of the buff have a lingering effect that reduces your abilities' recharge rates by X amount of seconds after it's worn off?

You're right it is 5 seconds of a 100% increase in global recharge.  When it expires your recharge does go back to normal, but you still have shaved off time of other powers that were recharging.

 

If anything login to the test server and try it out.  It tends to be worth it for all my storm characters.

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1 hour ago, Mallador said:

Since Force Feedback last 5 seconds, wouldn't you get 10 seconds of the buff total?  One stack after using each ability, or do they refresh multiple times, which leads up to 20 seconds?

 

As @evetsleepmentioned, even the brief window 100% recharge is active is helpful, as during that time your powers are ticking down more quickly. This is most meaningful on longer recharge powers.

 

Note that the buff stacks up to 10 seconds, so you can "bank" it a bit. It won't stack beyond 10 seconds, but will keep refreshing up to this point if you get another proc.

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The real key to playing /Storm on a MM that I think most players don’t quite grasp is that you are NOT a defender and you shouldn’t try to use Storm’s defensive powers to “protect the team” or your henchmen.  That’s fine for a Defender, and even to some extent for a Controller, but on a MM you really want to maximize your firepower/DPS.  This is why the Devs in their original design of the AT nerfed our damage output so harshly and gave our henchmen level shifts.  They KNEW how devastatingly OP a MM could be with pets on auto-pilot attacks.

 

So what you do with /Storm is build for +Recharge.  Lots of it.  From set bonuses and all those FF +Rech procs.  It’s not uncommon for me to go from spawn to spawn at a sustained 200-225% +Recharge.  That means Tornado/LS is up almost all the time, and casting it gives me more +Rech to get it out there yet again.  So double Tornado and double LS is very possible.  On my Thugs/Storm I have Burnout as well which takes the stupid-long recharge of GangWar and lets me get those buggers out about every third spawn.  

 

Of course, this comes at a price…Endurance.  I tend to load up on all the temp powers for +END (Survival Amplifier, Base temp powers, Recovery Serums…the works) until I can get Ageless Incarnate, or Cardiac if you prefer.  Yes, +RECH does nothing for your henchmen, and I think this is what throws a lot of MM’s who think “Well why do I care about +RECH if my pets don’t benefit?”  They don’t…but LS and Tornado -are- pets in a fashion, and the more you have of them out the more damage you and your pets are doing together.  With the new changes that give you even more benefit by taking your personal attacks….also more DPS to throw out there.  And since you won’t be taking Hurricane, Snowstorm, etc….your slots are free for personal attacks as well.

 

So get all the +RECH you possibly can.  Trust me…you’ll understand quickly why the Devs haven’t tweaked up our damage or given us even-leveled henchmen.  The MM AT has the potential to be game breaking, and the closest you’ll get to seeing that is a high Recharge /Storm MM.

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