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Demon/Traps Help.


DocMidknight

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  I'm looking for some help with my demon/traps build, demon's is pretty straight forward but traps is a different beast entirely for me. I've got 2 builds I'm deciding between with them both being concept builds for a demonic entity being trapped inside of an A.I construct.

 

  Build 1 is more defensive and I believe I have most of the must have for traps but not entirely sure if it's right for the pairing

 

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: Traps
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Summon Demonlings

  • (A) Blood Mandate - Accuracy/Damage
  • (3) Blood Mandate - Damage/Endurance
  • (3) Blood Mandate - Accuracy/Endurance
  • (11) Blood Mandate - Accuracy/Damage/Endurance
  • (11) Blood Mandate - Accuracy
  • (13) Blood Mandate - Damage

Level 1: Caltrops

  • (A) Bombardment - Chance for Fire Damage
  • (39) Javelin Volley - Chance of Damage(Lethal)
  • (40) Ragnarok - Chance for Knockdown
  • (45) Annihilation - Chance for Res Debuff
  • (48) Ice Mistral's Torment - Chance for Cold Damage

Level 2: Lash

  • (A) Hecatomb - Chance of Damage(Negative)
  • (23) Hecatomb - Damage/Recharge
  • (25) Hecatomb - Damage/Recharge/Accuracy
  • (39) Hecatomb - Recharge/Accuracy
  • (43) Hecatomb - Damage/Endurance

Level 4: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (5) Reactive Defenses - Defense
  • (5) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (7) Reactive Defenses - Scaling Resist Damage
  • (7) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (9) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

Level 6: Enchant Demon

  • (A) Endurance Reduction IO

Level 8: Fly

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (9) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 10: Acid Mortar

  • (A) Achilles' Heel - Defense Debuff
  • (42) Achilles' Heel - Defense Debuff/Recharge
  • (42) Achilles' Heel - Chance for Res Debuff
  • (43) Annihilation - Chance for Res Debuff
  • (43) Annihilation - Accuracy/Damage/RechargeTime

Level 12: Summon Demons

  • (A) Soulbound Allegiance - Chance for Build Up
  • (13) Superior Command of the Mastermind - Accuracy/Damage/Recharge
  • (15) Superior Command of the Mastermind - Accuracy/Damage
  • (15) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge
  • (17) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura
  • (17) Soulbound Allegiance - Damage

Level 14: Combat Teleport

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 16: Force Field Generator

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (34) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Defense/Endurance
  • (39) Luck of the Gambler - Defense/Recharge

Level 18: Hell on Earth

  • (A) Edict of the Master - Defense Bonus
  • (19) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (19) Call to Arms - Defense Bonus Aura for Pets
  • (21) Sovereign Right - Resistance Bonus
  • (21) Sovereign Right - Accuracy/Damage/Endurance
  • (23) Sovereign Right - Accuracy/Damage

Level 20: Poison Trap

  • (A) Lockdown - Chance for +2 Mag Hold
  • (33) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (33) Lockdown - Accuracy/Hold
  • (33) Lockdown - Accuracy/Recharge
  • (34) Lockdown - Recharge/Hold
  • (34) Lockdown - Endurance/Recharge/Hold

Level 22: Triage Beacon

  • (A) Preventive Medicine - Chance for +Absorb
  • (37) Preventive Medicine - Endurance/RechargeTime
  • (46) Preventive Medicine - Heal/RechargeTime/Endurance
  • (46) Preventive Medicine - Heal
  • (46) Preventive Medicine - Heal/RechargeTime
  • (48) Preventive Medicine - Heal/Endurance

Level 24: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (40) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Defense/Endurance

Level 26: Summon Demon Prince

  • (A) Superior Mark of Supremacy - Accuracy/Endurance
  • (27) Superior Mark of Supremacy - Accuracy/Damage/Endurance
  • (27) Superior Mark of Supremacy - Damage/Endurance
  • (29) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
  • (29) Ice Mistral's Torment - Chance for Cold Damage
  • (31) Impeded Swiftness - Chance of Damage(Smashing)

Level 28: Teleport Target

  • (A) Warp - Range / Increased Perception

Level 30: Tactics

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance

Level 32: Abyssal Empowerment

  • (A) Endurance Reduction IO

Level 35: Trip Mine

  • (A) Superior Avalanche - Recharge/Chance for Knockdown
  • (36) Superior Avalanche - Accuracy/Damage
  • (36) Superior Avalanche - Accuracy/Damage/Endurance
  • (36) Superior Avalanche - Accuracy/Damage/Recharge
  • (37) Superior Avalanche - Accuracy/Damage/Endurance/Recharge

Level 38: Fold Space

  • (A) Accuracy IO
  • (40) Recharge Reduction IO

Level 41: Boxing

  • (A) Accuracy IO

Level 44: Tough

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

Level 47: Scorpion Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (48) Luck of the Gambler - Defense/Endurance
  • (50) Luck of the Gambler - Defense

Level 49: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (50) Luck of the Gambler - Defense/Endurance
  • (50) Luck of the Gambler - Defense

Level 1: Supremacy 


Level 1: Brawl
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  Here's build 2......while they're both very similar with a few exceptions with 1 a bit more defensive and the other more with resist. Thanks for any assistance helping me either choose between the builds or blow them up for something completely new and exciting

 

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: Traps
Power Pool: Flight
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Field Mastery

Villain Profile:
Level 1: Summon Demonlings

  • (A) Blood Mandate - Accuracy/Damage
  • (5) Blood Mandate - Damage/Endurance
  • (7) Blood Mandate - Accuracy/Endurance
  • (7) Blood Mandate - Accuracy/Damage/Endurance
  • (9) Blood Mandate - Accuracy
  • (9) Blood Mandate - Damage

Level 1: Caltrops

  • (A) Ragnarok - Chance for Knockdown
  • (34) Positron's Blast - Chance of Damage(Energy)
  • (36) Annihilation - Chance for Res Debuff
  • (36) Bombardment - Chance for Fire Damage

Level 2: Lash

  • (A) Hecatomb - Chance of Damage(Negative)
  • (33) Hecatomb - Damage/Recharge
  • (33) Hecatomb - Damage/Recharge/Accuracy
  • (34) Hecatomb - Recharge/Accuracy
  • (34) Hecatomb - Damage/Endurance

Level 4: Triage Beacon

  • (A) Preventive Medicine - Chance for +Absorb
  • (11) Preventive Medicine - Heal/RechargeTime/Endurance
  • (11) Preventive Medicine - Heal
  • (17) Preventive Medicine - Heal/Endurance
  • (31) Preventive Medicine - Endurance/RechargeTime
  • (33) Preventive Medicine - Heal/RechargeTime

Level 6: Enchant Demon

  • (A) Endurance Reduction IO

Level 8: Fly

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

Level 10: Acid Mortar

  • (A) Achilles' Heel - Chance for Res Debuff
  • (37) Achilles' Heel - Defense Debuff
  • (37) Achilles' Heel - Defense Debuff/Recharge
  • (37) Annihilation - Damage/RechargeTime
  • (48) Annihilation - Chance for Res Debuff

Level 12: Summon Demons

  • (A) Superior Mark of Supremacy - Accuracy/Damage
  • (13) Superior Mark of Supremacy - Accuracy/Damage/Endurance
  • (13) Superior Mark of Supremacy - Damage/Endurance
  • (15) Superior Mark of Supremacy - Damage
  • (15) Superior Mark of Supremacy - Accuracy/Endurance
  • (17) Soulbound Allegiance - Chance for Build Up

Level 14: Hover

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (36) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (43) Shield Wall - Defense
  • (48) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (48) Reactive Defenses - Scaling Resist Damage

Level 16: Force Field Generator

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (40) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense
  • (50) Luck of the Gambler - Defense/Recharge

Level 18: Hell on Earth

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

Level 20: Poison Trap

  • (A) Lockdown - Chance for +2 Mag Hold
  • (39) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (39) Lockdown - Accuracy/Hold
  • (39) Lockdown - Accuracy/Recharge
  • (40) Lockdown - Recharge/Hold
  • (40) Lockdown - Endurance/Recharge/Hold

Level 22: Summon Demon Prince

  • (A) Sovereign Right - Accuracy/Damage/Endurance
  • (23) Sovereign Right - Accuracy/Endurance
  • (25) Sovereign Right - Accuracy/Damage
  • (27) Sovereign Right - Damage/Endurance
  • (27) Impeded Swiftness - Chance of Damage(Smashing)
  • (29) Ice Mistral's Torment - Chance for Cold Damage

Level 24: Boxing

  • (A) Empty

Level 26: Abyssal Empowerment

  • (A) Endurance Reduction IO

Level 28: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (29) Gladiator's Armor - TP Protection +3% Def (All)
  • (31) Gladiator's Armor - Resistance

Level 30: Trip Mine

  • (A) Force Feedback - Chance for +Recharge
  • (43) Superior Avalanche - Accuracy/Damage/Recharge
  • (45) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (46) Superior Avalanche - Accuracy/Damage
  • (46) Superior Avalanche - Damage/Endurance
  • (46) Superior Avalanche - Accuracy/Damage/Endurance

Level 32: Teleport Target

  • (A) Warp - Range / Increased Perception

Level 35: Combat Teleport

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 38: Fold Space

  • (A) Recharge Reduction IO
  • (42) Accuracy IO

Level 41: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (42) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Defense/Endurance

Level 44: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (45) Luck of the Gambler - Defense/Endurance
  • (45) Luck of the Gambler - Defense

Level 47: Tactics

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance

Level 49: Temp Invulnerability

  • (A) Aegis - Resistance
  • (50) Aegis - Resistance/Endurance
  • (50) Aegis - Resistance/Recharge

Level 1: Supremacy 


Level 1: Brawl
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I like your builds a lot, especially build 2. Build 1 is softcap to M/R/A so Scorpion Shield isn't as important. So I'm just going to talk about build 2.

 

-Charged Armor from the Mu Mastery pool would be much better than Temp Invulnerability. You can still cap S/L resistance and gain a lot of Energy resist as well.

-You have so much S/L resist that you can still hit the 75% cap without Tough toggled on. Leave it off and just have Tough as a mule for Steadfast and Glad Armor. Moving the second Glad Armor slot to Stamina would produce a higher amount of recovery than GA's set bonus.

-I don't think the Gaussian BU proc is worth it in Combat TP. It probably won't work on sussudiopets and your only attack is Lash.

-I'm not a fan of Traps + Fly since several powers requires the player to be grounded to use. Triage, Mortar, Poison and Trip would be useless if flying higher than a few feet off the surface.

-Acid Mortar needs accuracy to hit it's targets. It's base -def debuff is probably good enough. Only keep the Achilles' proc and 3 or 4 slot Annihilation. Triple slot Blessing of the Zeyphr in Hover to gain that +AoE def back.

-Tier 2 pets, Demons, are so far into the red for damage. I recommend to swap their slotting with the Demonlings. Drop the damage Superior Mark of Supremacy for Overwhelming KD to give them more mitigation. Being able to knockdown their targets actually helps a lot. Or swap damage SMoS for a resist IO, slotting in Demon Prince can be changed and the build would still be S/L res capped.

 

Are you planning on getting incarnate powers? It will likely change your build a bit. Regardless I think the builds will play well even if you changed nothing.

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@StrikerFox,   Thanks for the advice you gave and after looking through everything you posted I made changes to build 2 based on it.

 

  - I swapped out fly for TP and went the whole TP travel route with only keeping hover for the defense boost in combat with the added 3rd BotZ piece for AoE defense. Even added team tp for a pop in moment into the middle of mobs, this should be really interesting if it works like I'm seeing in my head

  - Acid mortar slotting was changed as well

  - Swapped slotting a bit with demons and demon prince, thought about your suggestion with the demonlings but couldn't seem to pull that swap as I usually like the build up proc in my demons.

 

   Here's the updated build and again thanks for the advice it was very helpful

 

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: Traps
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Summon Demonlings

  • (A) Blood Mandate - Accuracy/Damage
  • (5) Blood Mandate - Damage/Endurance
  • (7) Blood Mandate - Accuracy/Endurance
  • (7) Blood Mandate - Accuracy/Damage/Endurance
  • (9) Blood Mandate - Accuracy
  • (9) Blood Mandate - Damage

Level 1: Caltrops

  • (A) Ragnarok - Chance for Knockdown
  • (34) Positron's Blast - Chance of Damage(Energy)
  • (36) Annihilation - Chance for Res Debuff
  • (36) Bombardment - Chance for Fire Damage

Level 2: Lash

  • (A) Hecatomb - Chance of Damage(Negative)
  • (33) Hecatomb - Damage/Recharge
  • (33) Hecatomb - Damage/Recharge/Accuracy
  • (34) Hecatomb - Recharge/Accuracy
  • (34) Hecatomb - Damage/Endurance

Level 4: Hover

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (11) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (17) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (31) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (33) Shield Wall - Defense

Level 6: Enchant Demon

  • (A) Endurance Reduction IO

Level 8: Teleport

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

Level 10: Acid Mortar

  • (A) Achilles' Heel - Chance for Res Debuff
  • (31) Annihilation - Chance for Res Debuff
  • (37) Annihilation - Accuracy/Damage/RechargeTime
  • (37) Annihilation - Accuracy/Damage/Endurance/RechargeTime
  • (37) Annihilation - Damage/RechargeTime

Level 12: Summon Demons

  • (A) Sovereign Right - Accuracy/Damage
  • (13) Sovereign Right - Accuracy/Damage/Endurance
  • (13) Sovereign Right - Accuracy/Endurance
  • (15) Soulbound Allegiance - Chance for Build Up
  • (15) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • (17) Resist Damage IO

Level 14: Triage Beacon

  • (A) Preventive Medicine - Chance for +Absorb
  • (31) Preventive Medicine - Heal/RechargeTime/Endurance
  • (36) Preventive Medicine - Heal
  • (43) Preventive Medicine - Heal/Endurance
  • (48) Preventive Medicine - Endurance/RechargeTime
  • (48) Preventive Medicine - Heal/RechargeTime

Level 16: Force Field Generator

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (40) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense
  • (50) Luck of the Gambler - Defense/Recharge

Level 18: Hell on Earth

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

Level 20: Poison Trap

  • (A) Lockdown - Chance for +2 Mag Hold
  • (39) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (39) Lockdown - Accuracy/Hold
  • (39) Lockdown - Accuracy/Recharge
  • (40) Lockdown - Recharge/Hold
  • (40) Lockdown - Endurance/Recharge/Hold

Level 22: Summon Demon Prince

  • (A) Superior Mark of Supremacy - Accuracy/Endurance
  • (23) Superior Mark of Supremacy - Accuracy/Damage/Endurance
  • (25) Superior Mark of Supremacy - Damage/Endurance
  • (27) Superior Mark of Supremacy - Accuracy/Damage
  • (27) Ice Mistral's Torment - Chance for Cold Damage
  • (29) Impeded Swiftness - Chance of Damage(Smashing)

Level 24: Teleport Target

  • (A) Accuracy IO

Level 26: Abyssal Empowerment

  • (A) Endurance Reduction IO

Level 28: Fold Space

  • (A) Accuracy IO
  • (29) Recharge Reduction IO

Level 30: Trip Mine

  • (A) Force Feedback - Chance for +Recharge
  • (43) Superior Avalanche - Accuracy/Damage/Recharge
  • (45) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (46) Superior Avalanche - Accuracy/Damage
  • (46) Superior Avalanche - Damage/Endurance
  • (46) Superior Avalanche - Accuracy/Damage/Endurance

Level 32: Team Teleport

  • (A) Warp - Range / Increased Perception

Level 35: Boxing

  • (A) Accuracy IO

Level 38: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (42) Gladiator's Armor - TP Protection +3% Def (All)

Level 41: Weave

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

Level 44: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (45) Luck of the Gambler - Defense/Endurance
  • (45) Luck of the Gambler - Defense

Level 47: Tactics

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance

Level 49: Charged Armor

  • (A) Aegis - Resistance
  • (50) Aegis - Resistance/Endurance
  • (50) Aegis - Resistance/Recharge

Level 1: Supremacy 


Level 1: Brawl
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13 hours ago, DocMidknight said:

  - I swapped out fly for TP and went the whole TP travel route with only keeping hover for the defense boost in combat with the added 3rd BotZ piece for AoE defense. Even added team tp for a pop in moment into the middle of mobs, this should be really interesting if it works like I'm seeing in my head

 

Unfortunately Triage and Mortar doesn't TTP. They just stay in the same spot they were dropped. Left behind. I imagine Poison and Trip would be the same. FFG and Seeker will teleport though. I guess anything planted on the ground stays there.

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2 hours ago, StrikerFox said:

Unfortunately Triage and Mortar doesn't TTP

 

    That's fine, figure I'd pop in with the demons and FFG up and then lay down the mortar and triage as needed.........again it's a concept build and the TTP feature of poof in the middle of a mob sounds fun for the build

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