tellania Posted Thursday at 01:56 AM Posted Thursday at 01:56 AM Three questions actually: 1. Any information on the best proc for each MM pet? Example Lich takes hold, immob, fear, accurate to-hit buff, and knockback. If I slot a proc, which would be best. Not a question specific to only Lich, but all pet summon powers, I'm not sure how often each power is used. I can see immob/hold/fear being used in one power, and tohit debuf used in 4 powers . Sadly, no listings for damage or proc chance (ergo, if I need to give up some damage, better damage IO, endurance IO, proc, or Mezz IO). Another example https://homecoming.wiki/wiki/Robotics , shows 5 powers (2 upgrades) but 2 have knockback, but how often does it cycle for each power? If you upgrade, does it ONLY use the upgraded powers, or rotate through basic, first upgrade, second upgrade powers? 2. Is it better to use IO's (eg franken IO's) and procs, or go for set bonus? If I let my pets do most of the fighting, do I need that sweet superior mark of supremancy 6 slot bonus ( 6% SL/Fire-cold/EN-neg resistance,), 3. Pet proc build up proc, bet in T1 (you have 3 of them) or T3 (hits harder)?
JediDave Posted Thursday at 01:03 PM Posted Thursday at 01:03 PM 1. As a general rule of thumb, whichever proc will be triggered by the most powers that particular pet has. Lich, as an example, can trigger the damage proc for accurate to hit debuff (I'm awful at remembering set names and I can't open mids at work to check) in almost all of its powers, but the fear/immob/hold each in only 1 power, so the Lich will get much more out of the accurate to hit debuff proc. I don't have them all memorizes, but big demon and big wolf take slow, a lot of pets take -def with merc T1 and necro T2 sticking out, and zombies are good with the chance to add knockdown since their vomit is pretty reliable when 3 of them are swarming a group. 2. For the pet powers specifically, frankenslot. Sets like demons/necro/thugs have a power at 18 that allows more slotting pet sets, which helps out a lot. Things like /traps seeker drones and /storm tornado also allow pet sets, which is nice since you'll likely want to cram in the 5 uniques for +res and +def, one of which is a MM ato. I like to split the MM ato into 2pc per summon power to hit that 10% rech bonus 3 times, then fill out damage/acc to cap with as much end red as I can squeeze in. Then remaining slots give procs or things like +def for thug T2 or bots. It's a puzzle to slot them where you're happy with everything, but alpha slot helps once you get to end game. I'm partial to vigor on MM (and most proc heavy builds) for the accuracy and endurance that procs usually don't allow much room for slotting. The heal is nice if it applies, but it's not the main reason I'd suggest it. Pets can still run out of end and will sometimes pause attacks until they get a tick up from 0. 3. I would say T3 but that one is pure preference. Mainly because the T1 need more acc slotting to begin with, so there's less room to squeeze in another (imo) unnecessary slot. And the T3 usually hits significantly harder. Exception would be necro where you'd actually probably be better off with T2, but since they want a couple -def procs, you again get the issue of too many enhancements and not enough slots. 1
tidge Posted Thursday at 01:26 PM Posted Thursday at 01:26 PM IMO, %damage in henchmen and pets should only be considered based on how many attacks the henchmen/pet will make that might trigger that %proc. City of Data and the Wiki can make this clearer. Dark Servant has a def debuff component in almost all of its attacks, so the Cloud Senses %damage piece is a good choice for it. Some specific advice for pets that have a variety of controls: The Hami-O pieces that incorporate "control" will work to improve all of the control aspects, as opposed to a set-specific control. In other words, if a pet has both a sleep and a hold, you could choose to use a HO to boost the duration of both, instead of slotting just for Hold duration or Sleep duration. For MMs, I almost always try to slot the %BuildUp piece in the T1s. If I have room, I like to have the T1s also slotted with the Overwhelming Force KD piece 1
Auroxis Posted Thursday at 01:47 PM Posted Thursday at 01:47 PM Using Necromancy Lich as an example, in City of Data you'll see the power that summons the lich ("Lich"), and two powers that grant powers to the lich ("Enchant Undead", "Dark Empowerment"). You'll have to go through three of these to find all powers the lich eventually possesses. The Lich power summons the lich, which starts with the following powers: 1. Torrent - Enhanceable by Knockback procs 2. Dark Blast - Enhanceable by -ToHit procs The Enchant Undead power grants the following powers to the lich: 1. Petrifying Gaze - Enhanceable by Hold procs 2. Tenebrous Tentacles - Enhanceable by Immobilize and -ToHit procs The Dark Empowerment power grants the following powers to the lich: 1. Life Drain - Enhanceable by Heal and -ToHit procs 2. Fearsome Stare - Enhanceable by Fear and -ToHit procs So the theme here is apparent. -ToHit procs apply to 4/6 of the Lich's attacks, meaning you should slot the Cloud Senses damage proc into Lich. 1
laudwic Posted Thursday at 02:08 PM Posted Thursday at 02:08 PM One fun Proc to add to minions is Overwhelming Force Dam/Chance for Knockdown/Knockback to Knockdown Three minions with each of their attacks having a chance for knockdown is nice damage mitigation.
tellania Posted Thursday at 02:11 PM Author Posted Thursday at 02:11 PM so, do the pets just cycle through their powers, eg, lich will start with torrent, then end with fearsome stare, then repeat? I remember reading about the arsonist (early levels) throwing fire, then running up with brawl. Overall thanks. I mostly play tanks, so I'm very maximize defense/resist/regen/ survival mode, but I notice it plays less with pets, they survive, I survive, Franken slotting, with the exception of a few of the ATO bonus (2 slot for 10% is very tempting). Does everyone try to get in the ATO +def or +res IO's, or stick only with their strong point (eg defense for bots, resists for demons, or slot both to help maximize)
tellania Posted Thursday at 02:13 PM Author Posted Thursday at 02:13 PM 3 minutes ago, laudwic said: One fun Proc to add to minions is Overwhelming Force Dam/Chance for Knockdown/Knockback to Knockdown Three minions with each of their attacks having a chance for knockdown is nice damage mitigation. I thought about that one, but my highest MM is a lvl 43 bots/time, so decent amount of KD there, but I have a lvl 36 demon/kin, and probably slot one in those T1 Prepping from IO's to a serious build, and a bit surprised how unsure I am in this, since I mostly league/team with the MM.
tidge Posted Thursday at 10:57 PM Posted Thursday at 10:57 PM 8 hours ago, tellania said: Overall thanks. I mostly play tanks, so I'm very maximize defense/resist/regen/ survival mode, but I notice it plays less with pets, they survive, I survive, Franken slotting, with the exception of a few of the ATO bonus (2 slot for 10% is very tempting). Does everyone try to get in the ATO +def or +res IO's, or stick only with their strong point (eg defense for bots, resists for demons, or slot both to help maximize) My default/starting point is: Tier 1: (A) Superior Mark of Supremacy - Damage: Level 50 (*) Superior Mark of Supremacy - Accuracy/Damage/Endurance: Level 50 (*) Soulbound Allegiance - Chance for Build Up: Level 50 (*) Expedient Reinforcement - Resist Bonus Aura for Pets (*) Sovereign Right - Accuracy/Endurance: Level 50+5 (*) Sovereign Right: Resistance Bonus Tier 2: (A) Superior Mark of Supremacy - Damage/Endurance: Level 50 (*) Superior Mark of Supremacy - Accuracy/Endurance: Level 50 (*) FREEBIE (*) Call to Arms: Defense Aura for Pets (*) Call to Arms: Accuracy/Damage (*) Edict of the Master: Defense Bonus Tier 3: (A) Superior Command of the Mastermind - Accuracy/Damage: Level 50 (*) Superior Command of the Mastermind - Damage/Endurance: Level 50 (*) Superior Command of the Mastermind - Damage/Endurance/Recharge: Level 50 (*) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura: Level 50 (*) Superior Mark of Supremacy: Accuracy/Damage: Level 50 (*) Superior Mark of Supremacy: Endurance, +Resist (All) +Regen(Pets): Level 50 If I have another power that can take some of the global pieces, I will add them their (so for Demons: Hell on Earth). If T1 has a good opportunity for a %proc (Robots and KD for example) I will move the Freebie slot to T1 and move a global to T2. As I noted above, this is just a common starting point for my MMs. In my Experience, the T2 can benefit from a little more Endurance reduction to keep pace with the other tiers, but that will depend on some other factors. I typically value Recovery more than Regen on MMs, so that 's my explanation for which ones get catalyzed and which ones do not. Some folks like the %BuildUp in the T3, but I prefer it in the three T1, who need extra help because of level shifts.
Maelwys Posted 20 hours ago Posted 20 hours ago (edited) 19 hours ago, tellania said: Does everyone try to get in the ATO +def or +res IO's, or stick only with their strong point (eg defense for bots, resists for demons, or slot both to help maximize) (i) Get their accuracy up to scratch (they need 95% Hit Chance vs foes that are +3 to YOU) (ii) ED-Cap Damage aspect (iii) Handle any Endurance Reduction requirements (example: for Bots the T2 and T3 pets guzzle Endurance but the T1s are fine) (iv) Fit in the Aura IOs (typically four for me; but it depends on the powersets and buff potential - if you're going to overshoot the hard/softcaps there's not much point) (v) Fit in -res and/or damage procs (the usefulness of each proc varies wildly; depending on how many attacks each pet possesses that inherit various enhancement types. As an example: Mercs T1 and T2 pets gain a lot from -Def damage and Achilles Heel procs because almost all their attacks inflict -Def and inherit Defense Debuff enhancement) (vi) Fit in the "Soulbound Allegiance: Chance for Build Up" Proc - sticking it in the T1 pet will affect all three of them; but they will only get +60% Damage when it procs... whereas if you stick it in the T3 pet they'll get +100% when it procs. Which is "best" will depend what level of mobs you're fighting (T1s are 2 levels below you so get negatively affected much more by the Purple Patch; especially whenever you're fighting enemies that are +3 to you or higher) Often you can accomplish all of the above whilst also picking up a few set bonuses; but it's unlikely that you'll get everything covered optimally before you hit level 50 and can pick up "superior" ATOs, purple IOs and HOs and boost them all. I find that a good generic starting point is something like: Acc/Dam HO + Dam Superior Mark Of Supremacy + Acc/End Superior Mark Of Supremacy. Acc/Dam HO + Acc/Dam/End Superior Mark Of Supremacy + Dam/End Superior Mark Of Supremacy. Acc/Dam HO + Acc/Dam Superior Mark Of Supremacy + Superior Mark Of Supremacy Proc + Overwhelming Force (or Cupid's Crush) Proc. That leaves 8 free enhancement slots for 4x Aura IOs; a Soulbound Allegiance and 3x Procs (or other boosts like +def or +acc); whilst providing +30% global recharge. However your T1 Henchmen will likely need a bit more accuracy (or the Soulbound Proc) unless you have additional +ToHit buffs or -Defense debuffs. On Henchmen Accuracy Slotting: Since your pets don't gain the benefit of your Kismet +ToHit or Accuracy set bonuses; they'll need some help in order to hit things reliably. And in non-incarnate content the T1 pets (that spawn at -2) need considerably more help than the T2 pets (which spawn at -1) which in turn need more than the T3 pets (which spawn at your level). In short; if you're NOT taking Tactics nor have any allied +ToHit buffs other than Supremacy; then you want ED-capped accuracy AND a Soulbound proc on the T1 pet (because they need "+135% accuracy"; which is unfeasible to reach via enhancement aspect slotting); ~94% accuracy on the T2 pet and ~64% on the T3 pet. However; if you ARE taking Tactics then you can get away with considerably less - even with just a single Cytoskeleton HO in the base slot of Tactics (providing +9.23% additional allied ToHit) you'll only need ~93% accuracy on the T1 pet; ~64% accuracy on the T2 pet and ~42% accuracy on the T3 pet. With Tactics six-slotted with a full Gaussian set (providing +12.01% allied ToHit) it's ~83% accuracy for the T1 pet, ~56% for the T2 pet and ~36% for the T3 pet. And if your powers (including those of your henchmen) inflict -Defense then the accuracy requirements will drop accordingly - unless you're fighting AV/GMs. Edited 19 hours ago by Maelwys 1
tidge Posted 17 hours ago Posted 17 hours ago The level shifts can be really problematic if you don't plan for it. As @Maelwys notes, Tactics is pretty important once you have all three tiers of henchmen, as it's a toggle and it can also be used as a good indicator how close the henchmen are to you (alongside Maneuvers). There are only limited cases where I'd consider NOT taking the Leadership pool on a MM, part of such a case might be... ...If you only planned to use ONLY the T3 henchman, you can be slightly more frivolous with how you leverage the slotting of the T1 and T2 powers (to hold global pieces)... you take those powers as mules, you simply never cast them. Using only a T3 isn't a great performing strategy but it can be fun for role-play and it might be all you want if you take a MM to some trials.
TooManyButtons Posted 14 hours ago Posted 14 hours ago Fun fact: Kismet is the only defense set enhancement that is a proc. So if you happen to have a training power that gives your minions a passive, always-on defensive buff (ninjas and mercs), they will get that +6% ToHit. Always. For free. For a single enhancement slot.
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