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Demon/Storm MM


kito

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The first toon I made on HC was a demon storm. The ideas being it was a hellion girlfriend that "escaped" and was hiding as a hero. My very rough idea was it would play as a "defender" for rp stuff and solo would be a mastermind still after a few years it has no incarnates and just sits on the shelf. I would just like a build for it that works at this point I can post my build later if needed but it's mostly a mess. 

 

Maby it is just me maby I just hate the mm play stile and just need to give up on the toon. So any how to play master mind guides would be nice as well.  

 

My main issue with it is when playing as a mastermind as a "defender" it works fine storms does good control and dmg to be useful to a team and o2 boost lets me keep teammate healthy. When I swap over to mm mode my Minions just die over and over I don't have the end to keep summoning them and do an attack chain. 

 

Any help would be nice.

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   The Demon/Storm bringer of chaos.......this was my first toon I created when I logged on to HC for the first time and my first 50 as well. Such a fun combo with so much mayhem going on with tornado, lightning storm, freezing rain and all the demons going crazy.  With the MM playstyle and storms the biggest issue will be endurance so you'll need to keep that in mind, the MM's truest attack chain are the pets with your attacks being the added seasoning to the chaos and with LS,FR and nado offering extra damage........well it's the cherry on top.

 

   As for how to play the AT and pairing........that's up to what works for you and how you like to play but I've found MM's can't really be pigeonholed into a specific role and are more "all things" type of creation. You can control with some builds, defend with others, bring insane damage, keep everyone safe with healing or shields and last but certainly not least you can be an insane buffer or debuffer while still bringing damage.

 

  I'll log onto my other computer that has my builds and post my demon/storm. While she may not be the prettiest she is quite nasty to give you an idea.

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This Villain build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Storm Summoning
Power Pool: Sorcery
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Summon Demonlings

  • (A) Superior Mark of Supremacy - Damage/Endurance
  • (3) Superior Mark of Supremacy - Accuracy/Endurance
  • (3) Superior Command of the Mastermind - Damage/Endurance/Recharge
  • (5) Superior Command of the Mastermind - Accuracy/Damage/Recharge
  • (5) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge
  • (7) Superior Command of the Mastermind - Accuracy/Damage

Level 1: Gale

  • (A) Force Feedback - Chance for +Recharge

Level 2: Lash

  • (A) Hecatomb - Damage
  • (7) Hecatomb - Chance of Damage(Negative)
  • (9) Hecatomb - Damage/Recharge
  • (9) Hecatomb - Damage/Recharge/Accuracy
  • (11) Hecatomb - Recharge/Accuracy

Level 4: Mystic Flight

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 6: Enchant Demon

  • (A) Endurance Reduction IO

Level 8: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (15) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

Level 10: Steamy Mist

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (17) Reactive Defenses - Scaling Resist Damage
  • (19) Reactive Defenses - Defense
  • (19) Reactive Defenses - Defense/Endurance

Level 12: Summon Demons

  • (A) Soulbound Allegiance - Damage/Recharge/Accuracy
  • (21) Soulbound Allegiance - Recharge/Accuracy
  • (21) Soulbound Allegiance - Chance for Build Up
  • (23) Soulbound Allegiance - Damage
  • (23) Superior Mark of Supremacy - Accuracy/Damage
  • (25) Superior Mark of Supremacy - Accuracy/Damage/Endurance

Level 14: Hasten

  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO

Level 16: Freezing Rain

  • (A) Superior Frozen Blast - Accuracy/Damage
  • (27) Superior Frozen Blast - Damage/Endurance
  • (27) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (29) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (29) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (31) Superior Frozen Blast - Recharge/Chance for Immobilize

Level 18: Hell on Earth

  • (A) Sovereign Right - Resistance Bonus
  • (31) Edict of the Master - Defense Bonus
  • (31) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (33) Call to Arms - Defense Bonus Aura for Pets
  • (33) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura
  • (33) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen

Level 20: Hurricane

  • (A) Force Feedback - Chance for +Recharge

Level 22: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (34) Reactive Defenses - Defense
  • (34) Reactive Defenses - Defense/Endurance
  • (34) Reactive Defenses - Defense/RechargeTime

Level 24: Tactics

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge

Level 26: Summon Demon Prince

  • (A) Sovereign Right - Accuracy/Damage
  • (37) Sovereign Right - Accuracy/Endurance
  • (37) Sovereign Right - Accuracy/Damage/Endurance
  • (37) Ice Mistral's Torment - Chance for Cold Damage
  • (39) Unbreakable Constraint - Chance for Smashing Damage
  • (39) Impeded Swiftness - Chance of Damage(Smashing)

Level 28: Spirit Ward

  • (A) Preventive Medicine - Chance for +Absorb
  • (39) Preventive Medicine - Heal

Level 30: Enflame

  • (A) Annihilation - Chance for Res Debuff
  • (40) Ragnarok - Chance for Knockdown
  • (40) Bombardment - Chance for Fire Damage
  • (50) Ragnarok - Damage

Level 32: Abyssal Empowerment

  • (A) Endurance Reduction IO

Level 35: Tornado

  • (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • (40) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
  • (42) Overwhelming Force - Damage/Endurance/Recharge
  • (42) Overwhelming Force - Accuracy/Damage/Endurance
  • (42) Overwhelming Force - Accuracy/Damage

Level 38: Lightning Storm

  • (A) Superior Winter's Bite - Accuracy/Damage
  • (43) Superior Winter's Bite - Damage/RechargeTime
  • (43) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (43) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (45) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (45) Sudden Acceleration - Knockback to Knockdown

Level 41: Dark Embrace

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (45) Gladiator's Armor - TP Protection +3% Def (All)
  • (46) Gladiator's Armor - End/Resist
  • (46) Gladiator's Armor - Resistance

Level 44: Oppressive Gloom

  • (A) Stupefy - Chance of Knockback
  • (46) Stupefy - Endurance/Stun

Level 47: Soul Storm

  • (A) Apocalypse - Chance of Damage(Negative)
  • (48) Apocalypse - Damage
  • (48) Apocalypse - Damage/Recharge
  • (48) Apocalypse - Damage/Recharge/Accuracy
  • (50) Apocalypse - Recharge/Accuracy

Level 49: Rune of Protection

  • (A) Unbreakable Guard - +Max HP

Level 1: Supremacy 


Level 1: Brawl
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does the incarnate matter at all?

On 1/17/2023 at 2:28 AM, DocMidknight said:

This Villain build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Storm Summoning
Power Pool: Sorcery
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Summon Demonlings

  • (A) Superior Mark of Supremacy - Damage/Endurance
  • (3) Superior Mark of Supremacy - Accuracy/Endurance
  • (3) Superior Command of the Mastermind - Damage/Endurance/Recharge
  • (5) Superior Command of the Mastermind - Accuracy/Damage/Recharge
  • (5) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge
  • (7) Superior Command of the Mastermind - Accuracy/Damage

Level 1: Gale

  • (A) Force Feedback - Chance for +Recharge

Level 2: Lash

  • (A) Hecatomb - Damage
  • (7) Hecatomb - Chance of Damage(Negative)
  • (9) Hecatomb - Damage/Recharge
  • (9) Hecatomb - Damage/Recharge/Accuracy
  • (11) Hecatomb - Recharge/Accuracy

Level 4: Mystic Flight

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 6: Enchant Demon

  • (A) Endurance Reduction IO

Level 8: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (15) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

Level 10: Steamy Mist

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (17) Reactive Defenses - Scaling Resist Damage
  • (19) Reactive Defenses - Defense
  • (19) Reactive Defenses - Defense/Endurance

Level 12: Summon Demons

  • (A) Soulbound Allegiance - Damage/Recharge/Accuracy
  • (21) Soulbound Allegiance - Recharge/Accuracy
  • (21) Soulbound Allegiance - Chance for Build Up
  • (23) Soulbound Allegiance - Damage
  • (23) Superior Mark of Supremacy - Accuracy/Damage
  • (25) Superior Mark of Supremacy - Accuracy/Damage/Endurance

Level 14: Hasten

  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO

Level 16: Freezing Rain

  • (A) Superior Frozen Blast - Accuracy/Damage
  • (27) Superior Frozen Blast - Damage/Endurance
  • (27) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (29) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (29) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (31) Superior Frozen Blast - Recharge/Chance for Immobilize

Level 18: Hell on Earth

  • (A) Sovereign Right - Resistance Bonus
  • (31) Edict of the Master - Defense Bonus
  • (31) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (33) Call to Arms - Defense Bonus Aura for Pets
  • (33) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura
  • (33) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen

Level 20: Hurricane

  • (A) Force Feedback - Chance for +Recharge

Level 22: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (34) Reactive Defenses - Defense
  • (34) Reactive Defenses - Defense/Endurance
  • (34) Reactive Defenses - Defense/RechargeTime

Level 24: Tactics

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge

Level 26: Summon Demon Prince

  • (A) Sovereign Right - Accuracy/Damage
  • (37) Sovereign Right - Accuracy/Endurance
  • (37) Sovereign Right - Accuracy/Damage/Endurance
  • (37) Ice Mistral's Torment - Chance for Cold Damage
  • (39) Unbreakable Constraint - Chance for Smashing Damage
  • (39) Impeded Swiftness - Chance of Damage(Smashing)

Level 28: Spirit Ward

  • (A) Preventive Medicine - Chance for +Absorb
  • (39) Preventive Medicine - Heal

Level 30: Enflame

  • (A) Annihilation - Chance for Res Debuff
  • (40) Ragnarok - Chance for Knockdown
  • (40) Bombardment - Chance for Fire Damage
  • (50) Ragnarok - Damage

Level 32: Abyssal Empowerment

  • (A) Endurance Reduction IO

Level 35: Tornado

  • (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • (40) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
  • (42) Overwhelming Force - Damage/Endurance/Recharge
  • (42) Overwhelming Force - Accuracy/Damage/Endurance
  • (42) Overwhelming Force - Accuracy/Damage

Level 38: Lightning Storm

  • (A) Superior Winter's Bite - Accuracy/Damage
  • (43) Superior Winter's Bite - Damage/RechargeTime
  • (43) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (43) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (45) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (45) Sudden Acceleration - Knockback to Knockdown

Level 41: Dark Embrace

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (45) Gladiator's Armor - TP Protection +3% Def (All)
  • (46) Gladiator's Armor - End/Resist
  • (46) Gladiator's Armor - Resistance

Level 44: Oppressive Gloom

  • (A) Stupefy - Chance of Knockback
  • (46) Stupefy - Endurance/Stun

Level 47: Soul Storm

  • (A) Apocalypse - Chance of Damage(Negative)
  • (48) Apocalypse - Damage
  • (48) Apocalypse - Damage/Recharge
  • (48) Apocalypse - Damage/Recharge/Accuracy
  • (50) Apocalypse - Recharge/Accuracy

Level 49: Rune of Protection

  • (A) Unbreakable Guard - +Max HP

Level 1: Supremacy 


Level 1: Brawl

 

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On 1/17/2023 at 1:28 AM, DocMidknight said:

This Villain build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Storm Summoning
Power Pool: Sorcery
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Summon Demonlings

  • (A) Superior Mark of Supremacy - Damage/Endurance
  • (3) Superior Mark of Supremacy - Accuracy/Endurance
  • (3) Superior Command of the Mastermind - Damage/Endurance/Recharge
  • (5) Superior Command of the Mastermind - Accuracy/Damage/Recharge
  • (5) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge
  • (7) Superior Command of the Mastermind - Accuracy/Damage

Level 1: Gale

  • (A) Force Feedback - Chance for +Recharge

Level 2: Lash

  • (A) Hecatomb - Damage
  • (7) Hecatomb - Chance of Damage(Negative)
  • (9) Hecatomb - Damage/Recharge
  • (9) Hecatomb - Damage/Recharge/Accuracy
  • (11) Hecatomb - Recharge/Accuracy

Level 4: Mystic Flight

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 6: Enchant Demon

  • (A) Endurance Reduction IO

Level 8: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (15) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

Level 10: Steamy Mist

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (17) Reactive Defenses - Scaling Resist Damage
  • (19) Reactive Defenses - Defense
  • (19) Reactive Defenses - Defense/Endurance

Level 12: Summon Demons

  • (A) Soulbound Allegiance - Damage/Recharge/Accuracy
  • (21) Soulbound Allegiance - Recharge/Accuracy
  • (21) Soulbound Allegiance - Chance for Build Up
  • (23) Soulbound Allegiance - Damage
  • (23) Superior Mark of Supremacy - Accuracy/Damage
  • (25) Superior Mark of Supremacy - Accuracy/Damage/Endurance

Level 14: Hasten

  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO

Level 16: Freezing Rain

  • (A) Superior Frozen Blast - Accuracy/Damage
  • (27) Superior Frozen Blast - Damage/Endurance
  • (27) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (29) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (29) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (31) Superior Frozen Blast - Recharge/Chance for Immobilize

Level 18: Hell on Earth

  • (A) Sovereign Right - Resistance Bonus
  • (31) Edict of the Master - Defense Bonus
  • (31) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (33) Call to Arms - Defense Bonus Aura for Pets
  • (33) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura
  • (33) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen

Level 20: Hurricane

  • (A) Force Feedback - Chance for +Recharge

Level 22: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (34) Reactive Defenses - Defense
  • (34) Reactive Defenses - Defense/Endurance
  • (34) Reactive Defenses - Defense/RechargeTime

Level 24: Tactics

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge

Level 26: Summon Demon Prince

  • (A) Sovereign Right - Accuracy/Damage
  • (37) Sovereign Right - Accuracy/Endurance
  • (37) Sovereign Right - Accuracy/Damage/Endurance
  • (37) Ice Mistral's Torment - Chance for Cold Damage
  • (39) Unbreakable Constraint - Chance for Smashing Damage
  • (39) Impeded Swiftness - Chance of Damage(Smashing)

Level 28: Spirit Ward

  • (A) Preventive Medicine - Chance for +Absorb
  • (39) Preventive Medicine - Heal

Level 30: Enflame

  • (A) Annihilation - Chance for Res Debuff
  • (40) Ragnarok - Chance for Knockdown
  • (40) Bombardment - Chance for Fire Damage
  • (50) Ragnarok - Damage

Level 32: Abyssal Empowerment

  • (A) Endurance Reduction IO

Level 35: Tornado

  • (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • (40) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
  • (42) Overwhelming Force - Damage/Endurance/Recharge
  • (42) Overwhelming Force - Accuracy/Damage/Endurance
  • (42) Overwhelming Force - Accuracy/Damage

Level 38: Lightning Storm

  • (A) Superior Winter's Bite - Accuracy/Damage
  • (43) Superior Winter's Bite - Damage/RechargeTime
  • (43) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (43) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (45) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (45) Sudden Acceleration - Knockback to Knockdown

Level 41: Dark Embrace

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (45) Gladiator's Armor - TP Protection +3% Def (All)
  • (46) Gladiator's Armor - End/Resist
  • (46) Gladiator's Armor - Resistance

Level 44: Oppressive Gloom

  • (A) Stupefy - Chance of Knockback
  • (46) Stupefy - Endurance/Stun

Level 47: Soul Storm

  • (A) Apocalypse - Chance of Damage(Negative)
  • (48) Apocalypse - Damage
  • (48) Apocalypse - Damage/Recharge
  • (48) Apocalypse - Damage/Recharge/Accuracy
  • (50) Apocalypse - Recharge/Accuracy

Level 49: Rune of Protection

  • (A) Unbreakable Guard - +Max HP

Level 1: Supremacy 


Level 1: Brawl

This is looks to be a good build.   I've never played /Storm, but from what I see, Doc is on point here.

 

I know Doc cherishes my input on his builds, so I'll make 3 suggestions on how to improve an already solid build.  First, you don't need 17 KB Protection for PvE.  Take out that Steadfast slot in Dark Embrace and place the slot elsewhere.   Second, with your Demon Prince, remove the Unbreakable Constraint proc.  The prince has 7 attacks he uses.  Only 1 is a Hold, so the proc can only go off when he uses that 1 attack.  Ok, he does like to open with this Hold attack, but its not worth a proc slot.  Third, in regard to the power Stamina.  You're wasting that 3rd slot - that's all I'm saying about that.

 

Oh, and whats the deal with Hurricane?   Is that a power actively used or is it situational?  I don't understand what is going on with the slotting.

Edited by bellona100
Stamina slotting
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5 hours ago, kito said:

does the incarnate matter at all?

 

Of course it does.  Worry about all that after ya hit level 50 - if ya hit 50 with this guy.

 

Also, I recommend following this player StrikerFox.  He plays /Storms quite a bit and actually goes on the Test server and toys around with 'em.  I also recommend you only take the builds players post on these forums as "what I'm doing" and not sage advice.

 

There are quite a few players on these forums that throw up a build that they played a year ago and tell ya that it rocks.  When in fact the build lacks in many ways.  Take Doc's build here for instance.  I know very little about /Storms and yet I found 3 slots that are either wasted or of little use.  On these forums, always consider the source.

 

 

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4 hours ago, bellona100 said:

This is looks to be a good build.   I've never played /Storm, but from what I see, Doc is on point here.

 

I know Doc cherishes my input on his builds, so I'll make 3 suggestions on how to improve an already solid build.  First, you don't need 17 KB Protection for PvE.  Take out that Steadfast slot in Dark Embrace and place the slot elsewhere.   Second, with your Demon Prince, remove the Unbreakable Constraint proc.  The prince has 7 attacks he uses.  Only 1 is a Hold, so the proc can only go off when he uses that 1 attack.  Ok, he does like to open with this Hold attack, but its not worth a proc slot.  Third, in regard to the power Stamina.  You're wasting that 3rd slot - that's all I'm saying about that.

 

Oh, and whats the deal with Hurricane?   Is that a power actively used or is it situational?  I don't understand what is going on with the slotting.

 

   First things first......I appreciate all input on my builds both good and bad as it shows me what I'm doing right and/or wrong. Mostly I like a different view point then my own to open my eyes to different avenues that I may not have thought of.

 

    Now on to the points @bellona100has made............they are correct on all points and I agree with them on most of them but the hold proc in demon prince is more of a choice than a necessity based on my optics of seeing the Demon Prince cast their hold power a lot.....now again I have been told I play like a blind man and may not be seeing things clearly so take that for what it's worth.

 

    Now to hurricane........I very rarely use it but I take it because it looks cool and every now and then the urge to pop hurricane and trap things in a small corner then pop LS and nado is too much to resist. It's more of a why not or got nothing else to take power for me.

 

   Finally, Stamina and it's 3rd slot......cause with this build I gas out a lot........I have too much fun propping storm powers and attacking so I tend to run outta gas.

4 hours ago, bellona100 said:

There are quite a few players on these forums that throw up a build that they played a year ago and tell ya that it rocks.  When in fact the build lacks in many ways.  Take Doc's build here for instance.  I know very little about /Storms and yet I found 3 slots that are either wasted or of little use.

 

    I will agree with this statement also.......I'll never tell you my build rocks or is the most ultimate this or that but I will say that the majority of the builds I post are still actively played and I find them fun.....which to me is the most important thing. Can I solo TF's or AV's on a lot of them......not very likely. Do I enjoy them.....without a doubt.......well except my demon/thermal, not sure why though.....never mind that rant is for another time. Point is, us the the builds to get an idea, test things out, find what works for you and then make that.   

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Have to agree with everything @DocMidknightsaid. Pretty much said the same thing to a player this morning. Use the posted builds to give you ideas not to flat out copy it power pick for pick and the exact same enhances. Open mids, put in the powers you want/find fun, throw sets in, see what you end up with and then shuffle stuff til your happy. Fun isn't defined by mini/maxed builds. Just look at the trapdoor/pylon thread for those, awesome builds but would you really want to run through all the content in the game with them, how d'you think they would fare on a level 10 arc. If it works for you its irrelevant if it will work for someone else.

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9 hours ago, bellona100 said:

Also, I recommend following this player StrikerFox

 

Me? I don't know what I'm doing half the time.

 

4 hours ago, DocMidknight said:

... but the hold proc in demon prince is more of a choice than a necessity based on my optics of seeing the Demon Prince cast their hold power a lot.....

 

The Demon Prince does use Block of Ice (BoI) often as it has a quick cooldown. But BoI is also a slow power. Impeded Swiftness, Ice Mistral, Unbreakable Guard, Widow's Embrace etc, all have the same chance to proc when BoI is used. Advantage of slow procs is every Demon Prince power can activate them, except Frozen Aura. 

 

Did a 2 minute test VS a pylon (Attached). Only the Demon Prince (Named Glacial Peril), slotted with acc, dam, end, 2 slow procs and Unbreakable Constraint.

 

-Impeded Swiftness proc triggered 25 times in 2 mins for 57.39 dam each
-Ice Mistral proc triggered 31 times in 2 mins for 57.39 dam each
-Unbreakable Constraint triggered 7 times in 2 mins for 85.66 dam each

 

chatlog 2023-01-18.txt

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15 hours ago, bellona100 said:

Of course it does.  Worry about all that after ya hit level 50 - if ya hit 50 with this guy.

 

Also, I recommend following this player StrikerFox.  He plays /Storms quite a bit and actually goes on the Test server and toys around with 'em.  I also recommend you only take the builds players post on these forums as "what I'm doing" and not sage advice.

 

There are quite a few players on these forums that throw up a build that they played a year ago and tell ya that it rocks.  When in fact the build lacks in many ways.  Take Doc's build here for instance.  I know very little about /Storms and yet I found 3 slots that are either wasted or of little use.  On these forums, always consider the source.

 

 


the toon is 50 and over 4 years old. I never got there incarnates because I don't play them A lot but they can get them.

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18 hours ago, kito said:

 

Well then is there a guide for good incarnates for a master mind? or do they need different/special one? I feel like the would get bobble one?

 

Alpha - For pets, usually Musculature Core/Radial or Intuition Radial are the best. Just to boost their damage. Other Alpha picks might help the odd pet or a particular power they have, but overall not as useful. Musculature Radial also provides end mod, so it will help with Storm's heavy end use. Intuition improves slow powers which will help your Demon Prince, Coldling and Freezing Rain.

 

Judgement - Whatever you prefer. I usually go the radial side. Vorpal for the +def buff. Mighty/Void for their mitigation. The rest for mez. For Storm, I would choose a TAoE or cone instead of PBAoE. I'm usually on the outer edge of a fight, taking a PBAoE would make me want to go to the center to maximize targets.

 

Interface - Degenerative Radial or Reactive Radial. They've been tested in the past and they provide the most damage for pets. Degenerative being slightly better.

 

Lore - Your own preference. I usually pick them according to character theme. Like for my Necro, I took Phantoms, Mercs/Storm I took Storm Elementals, Time with Cimerorans etc. I'm not sure if it's still the same but I think Longbow, Cimerorans, Banished Pantheans and Warworks had the most damage among Lore pets. I always pick the Core side and never experimented with the Radial buff pet.

 

Destiny - Again your own preference. Pick according to what's needed to round out the build. I usually take Rebirth Radial if my MM does not have a heal. I avoid Barrier if my MM/pets already have softcap def or damage res. I'm a fan of Clarion for it's mez protection which MM/pets often need.

 

Hybrid - Imo, Support Core is the best, followed by Support Radial. Will probably want this for your Storm build as it provides a passive end discount to all powers. Assault Radial is pretty good but it mostly only works if activated before summoning pets (Which is a hassle).

 

Edited by StrikerFox
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  • 2 weeks later

Well Tried the build and no luck for me. pets just die in seconds, I'm to Squishy to last more then a few seconds my dmg output is lower then all my other toons, I guess mastermind is not for me. Thank you all for the help.

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Compared to a Scrapper?  A Blaster?  A Corruptor?

 

I’ll admit that MM’s aren’t likely the simple “press three buttons and blow the whole spawn down.”  But if you want easy mode this isn’t the right class.  You want some challenge…..this is the right class.

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4 hours ago, kito said:

Well Tried the build and no luck for me. pets just die in seconds, I'm to Squishy to last more then a few seconds my dmg output is lower then all my other toons, I guess mastermind is not for me. Thank you all for the help.

 

Don't give up! Someone once recommended to, "Slot up Gale and put it on auto." Once I did that, everything became much better. Seriously overpowered vs enemies with little to no KB protection, and that feels like 90% of the game. 

 

Slot Gale with the Sudden Acceleration KB2KB, Annihilation debuff proc, acc, end and range. Get it's recharge down to around 3 seconds and targets can be KB again as soon as they get up. 

 

Here's a vid of Mercs/Storm fighting +4x8 Council. Note that my build isn't respec with the i27.5 changes. Pets have no res/def slotted in their upgrades; Serum cooldown is quite long. I was pretty lazy with the O2 Boost. At the very end, I die as soon as I bump into enemies with KB resistance.

 

 

 

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Idk I tried Every MM combo over 4 years, I tried them on live.  I just never found a way to make them work for me, I can sit still and baby sit my pets witch is dull to me or I can resummon then 100 times a map. Again it just is probably a conflict to my playstyle but also every time I play a MM I don't feel like I'm needed. my team could do it all without me I'm almost in the way.  I'll give it a few more attempts but I think I might just need to cross off MM as a AT I can play. not bad out of like 17 At in the game I only dislike one.

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5 hours ago, Crysis said:

Compared to a Scrapper?  A Blaster?  A Corruptor?

 

I’ll admit that MM’s aren’t likely the simple “press three buttons and blow the whole spawn down.”  But if you want easy mode this isn’t the right class.  You want some challenge…..this is the right class.


Idk probably to literally anything 🙂 I think my Defender does more damage.  But it's not just about doing dmg its about being needed on the team or having a roll and knowing what I need to do if things start to go bad. as the MM It just seems to be turtle and hope the team stick with you. again I could be playing it wrong.

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3 hours ago, kito said:


Idk probably to literally anything 🙂 I think my Defender does more damage.  But it's not just about doing dmg its about being needed on the team or having a roll and knowing what I need to do if things start to go bad. as the MM It just seems to be turtle and hope the team stick with you. again I could be playing it wrong.

 

Being needed on the team is totally down to the content run and what rep its being run at and usually what server your on. If its excel you have the 0 rep speed run all content/tf or the 4* hard mode, rarely will you see something like Yin run at +2 or higher requiring teams to stay and work together and even then there'll be someone running a 50 incarnate that can solo the whole thing. Then you have the opposite, a quiet server like reunion/indom where it takes time  assemble a team so stuff gets run high rep and steamrolled, very little speeding, everyone staying together.

 

CoH doesn't 'need' specific AT's/powersets unless its extreme hardmode content, you can play your demons/storm and if you made it a team friendly build (convert all your knockbacks to knockdowns) you have one of the higher dps mm's you can make. But dps is pretty much all /storms bring, freezing rain is a good debuff, hurricane is a no no on teams, snow storm slows mobs down, gale keeps them flattened in place, but you aren't bringing anything major to a team in the same way a /kin or /cold would. Its just the damage. Storm is the most fun secondary by a mile but not many teams enjoy having one along as they basically create chaos scattering/causing mobs to run away. Thats also a problem on melee pets if you can't find a way to keep the mob close. Nothing worse than watching demons/necro/nin/beasts chasing down a couple of minions on the edge of your freezing rain out of supremacy range.

 

If your used to playing on low rep speed runs then your fender will be doing way more damage, pets are slow, your always waiting for them to arrive and by the time they do the mobs wiped and everyones on to the next one. Any other AT you can just go with the team and blast away. The game is 99% easy mode, the best way to figure out if you like what your playing is to set a high rep and solo a bit or pick something challenging to test yourself against like a tf/sf with a decent av in it, that way you quickly learn what you can do and what you can't and you'll realise mm's are fantastic, they just aren't fantastic playing in teams until you figure them out.

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9 hours ago, Meknomancer said:

 

Being needed on the team is totally down to the content run and what rep its being run at and usually what server your on. If its excel you have the 0 rep speed run all content/tf or the 4* hard mode, rarely will you see something like Yin run at +2 or higher requiring teams to stay and work together and even then there'll be someone running a 50 incarnate that can solo the whole thing. Then you have the opposite, a quiet server like reunion/indom where it takes time  assemble a team so stuff gets run high rep and steamrolled, very little speeding, everyone staying together.

 

CoH doesn't 'need' specific AT's/powersets unless its extreme hardmode content, you can play your demons/storm and if you made it a team friendly build (convert all your knockbacks to knockdowns) you have one of the higher dps mm's you can make. But dps is pretty much all /storms bring, freezing rain is a good debuff, hurricane is a no no on teams, snow storm slows mobs down, gale keeps them flattened in place, but you aren't bringing anything major to a team in the same way a /kin or /cold would. Its just the damage. Storm is the most fun secondary by a mile but not many teams enjoy having one along as they basically create chaos scattering/causing mobs to run away. Thats also a problem on melee pets if you can't find a way to keep the mob close. Nothing worse than watching demons/necro/nin/beasts chasing down a couple of minions on the edge of your freezing rain out of supremacy range.

 

If your used to playing on low rep speed runs then your fender will be doing way more damage, pets are slow, your always waiting for them to arrive and by the time they do the mobs wiped and everyones on to the next one. Any other AT you can just go with the team and blast away. The game is 99% easy mode, the best way to figure out if you like what your playing is to set a high rep and solo a bit or pick something challenging to test yourself against like a tf/sf with a decent av in it, that way you quickly learn what you can do and what you can't and you'll realise mm's are fantastic, they just aren't fantastic playing in teams until you figure them out.

 

I play on everlasting i run all my solo stuff on +4/8  with my MM I run it at +2/0  I have played every TF on it and most the SF I have played it on and off for over 4 years now all my powers are slotted now with the build above.  

 

But ya on all the high LVL stuff I more or less just follow the line of people and cast my spells I have literally done full itf runs where I did not bother to summon my demons after they died because of how unneeded they where.   

 

I'm glad you find them fantastic again I'll keep at it but I would be shocked it it just clicked in now I am hopeful as all my fave villans to rp match better as a mastermind then others ATs  

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31 minutes ago, kito said:

 

I play on everlasting i run all my solo stuff on +4/8  with my MM I run it at +2/0  I have played every TF on it and most the SF I have played it on and off for over 4 years now all my powers are slotted now with the build above.  

 

But ya on all the high LVL stuff I more or less just follow the line of people and cast my spells I have literally done full itf runs where I did not bother to summon my demons after they died because of how unneeded they where.   

 

I'm glad you find them fantastic again I'll keep at it but I would be shocked it it just clicked in now I am hopeful as all my fave villans to rp match better as a mastermind then others ATs  

 

 

By the build above do you mean the one @DocMidknightposted or are you running your own build? When you say your pets were unneeded do you mean for damage? If you have them out, even if you just run them in BG mode they contribute to your survival, especially pets like demons that have thermal buffs. Only problem i have with demons right now is the same one i have with beasts and thugs, they feel like lesser pets compared to the ones that got the page 5 treatment, simple because their upgrades don't take sets.

 

+2/1 is a pretty low rep, its a lot more fun with big mobs especially on stormys, minions melt after you drop FR, Tornado and Lightning Storm, lieuts dont last much longer and then its just a couple of bosses. Even something like +1/8 gives you a better feel for how your build is working with mm's. 

 

+4/8 can be rough on any mm in teams the pets suffer from fighting stupidly high level enemies i've often seen mine just putting out tics of 1 damage from the t1's when up against +7's and just faceplanting when they get tickled. T4 barrier helps but with storms i often get stuck running ageless. If thats the case, especially on stuff like itf/lg/tinpex i try to run with mace mastery and powerboost and get my s/l/e defence high enough that the pets don't have to be run in bodyguard mode and i can take the alpha for them. That way i'm not resummoning every mob. Its great having a themed build but its not always workable unless you really know the mechanics of the content and how to maximise pets survival, i do love soul mastery but if i have to skip fighting pool its not enough to keep me alive the way i play, which is to hop into the centre of every mob and dump the debuffs.

 

It sounds obvious but try a different build if that ones not working for you, sometimes a respec can make a toon into a whole different beast, if its not working as a squishy build it as a tank and vice versa.

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3 hours ago, Meknomancer said:

 

 

By the build above do you mean the one @DocMidknightposted or are you running your own build? When you say your pets were unneeded do you mean for damage? If you have them out, even if you just run them in BG mode they contribute to your survival, especially pets like demons that have thermal buffs. Only problem i have with demons right now is the same one i have with beasts and thugs, they feel like lesser pets compared to the ones that got the page 5 treatment, simple because their upgrades don't take sets.

 

+2/1 is a pretty low rep, its a lot more fun with big mobs especially on stormys, minions melt after you drop FR, Tornado and Lightning Storm, lieuts dont last much longer and then its just a couple of bosses. Even something like +1/8 gives you a better feel for how your build is working with mm's. 

 

+4/8 can be rough on any mm in teams the pets suffer from fighting stupidly high level enemies i've often seen mine just putting out tics of 1 damage from the t1's when up against +7's and just faceplanting when they get tickled. T4 barrier helps but with storms i often get stuck running ageless. If thats the case, especially on stuff like itf/lg/tinpex i try to run with mace mastery and powerboost and get my s/l/e defence high enough that the pets don't have to be run in bodyguard mode and i can take the alpha for them. That way i'm not resummoning every mob. Its great having a themed build but its not always workable unless you really know the mechanics of the content and how to maximise pets survival, i do love soul mastery but if i have to skip fighting pool its not enough to keep me alive the way i play, which is to hop into the centre of every mob and dump the debuffs.

 

It sounds obvious but try a different build if that ones not working for you, sometimes a respec can make a toon into a whole different beast, if its not working as a squishy build it as a tank and vice versa.

 

 

Yes I literally copied the build that doc midnight posted. Then tried it for a few weeks even finally got my incarnates after sitting on them for a few years. 

 

I don't run my mm on any tf anymore they just don't feel good to play. They mostly just get a pl to 50 and hangout in pocket d using the pets for rp. And if I am going to do a Tf or something with a team I'll swap the toon to it's "battle mode" normally just the same toon but a different AT. 

 

I have tried so many build on this one mm over the years. Like I said it was the first villan I made for HC. It was maby the 7th I got to LVL 50. It has been in maby 25 sgs (probably closer to 7) over the years. And done every TF at last 2-3 times I have tried any and all build I could think of. I have had friends who mostly play mm make up build and walk me threw them. My Ill/storm  toon (the battle mode of this mm) has had much less issues and feels better in every way for me to play.  

 

But I'll try it for another 2 weeks I have that video striker fox was nice enough to post to you with and maby I will lower the diff to +1 from +2 see if it helps any. But that still won't fix my lack of roll in a team feeling.  

 

 

But I do want to say thank you for walking threw all this with me. I am truly hopeful I can find a mm play style I can fit with and use as I love the idea of the mm. And sorry if I sound negative in anyway.

Edited by kito
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@kitonothing to apologise for. You don't come across as negative so much as a bit down about how effective the toon is. Nothing wrong with just using it as an rp toon, i never did understand the whole rp thing but i see players enjoying themselves in PD when i pass through, but i don't think it matters what level you are for that?

 

One last thought, have you considered playing it aggressively? Instead of following the team about, get to the mobs first, stormy is a debuff/dps set. If you get to the mob first you have time to gale/freezing rain/tornado/lightning storm/allow pets to catch up, that way your helping the team out by taking the alpha, debuffing the mob and dishing out the damage. 

 

Hope you find a way to enjoy the toon. If not its not something to worry about, i have a load of toons i love but don't play because i never got the right build for them or i'm waiting on HC to update sets and make them more playable. 

 

@StrikerFoxjust noticed the mercs names on your stormy, classics, reminded me of the original Transformers cartoons i was watching way back when. I was playing with one of these on beta and respecced into it as soon as page 5 came out, beats out my /dark /time mercs mm's easily and is one of my most fun toons.

Went a different way with mine, lacking imagination. Lackeys 1-5 and the medic who i just call That Idiot.

 

Edited by Meknomancer
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  • 1 year later

I play this build (with a few slots changed around) and it's so strong for my playstyle. I wish I could take Crack Whip, just because I like how it looks but I never could figure out what to remove except hover maybe and I always seem to forget to use rune of protection. I like all the the powers except maybe those two.  The damage is good, threat of death is small and it's hard to want to stop killing with it. It's like a combo of a blaster and a brute all in one for me, which were/are my main characters since Live. I have tried so many masterminds over many years but this specific combination has the right vibe, it's just a lot of fun and makes most things trivial.  Thanks @DocMidknight for sharing it.

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