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Posted
8 hours ago, Parallel said:

Is it worth slotting Damage Res in Enchant Demon now? Or Healing in Abyssal Empowerment?

 What are you slotting in them now?

Posted (edited)
12 hours ago, Parallel said:

Is it worth slotting Damage Res in Enchant Demon now? Or Healing in Abyssal Empowerment?


Yes.
 

Quote
  • Enchant Demons

    • Now takes Resistance enhancement and Sets

    • No longer has a recharge time

    • No longer grants Abyssal Mending to the Ember Demon

    • Resist enhancements in this power should improve Ember Demon's Ember Shield

  • Abyssal Empowerment

    • Now takes Healing Enhancements and Sets

    • No longer has a recharge time

    • Now grants Abyssal Mending to the Ember Demon

    • Healing enhancements in this power should improve Ember Demon's Abyssal Mending and Abyssal Reconstruction


You'll have to weigh the additional enhancement slot investment up against other things... but I think it's fair to say that having to cram fewer non-damage-output-related IOs (like Heal and Resistance sets) into the summoning powers is a good thing. 

Worst case, you can just throw your Unbreakable Guard and Preventive Medicine Globals into the base slots.
 

Edited by Maelwys
Posted (edited)

For better or worse, I put a steadfast knockback protection into enchant undead for a new necro / storm MM. Three pieces of the unbreakable guard set (including the global) go into an armor instead.

 

Since that MM is still leveling, I've put the full overwhelming force set into zombies so pets have somewhat more than 1 knockback protection from a set bonus; ruin mages are a little less ruinous when their earthquakes don't make all the pets keep falling over. I'll put 3 pieces of the gladiator PvP resistance set into an armor at level 47 or later and replace the overwhelming force set in the zombies after my new necro / storm MM reaches level 50. 

Edited by EnjoyTheJourney
Posted
On 11/28/2025 at 6:59 AM, tidge said:

 What are you slotting in them now?

I already respeced, but I think it was just end rdx in there since it didn't take any sets.

 

On 11/28/2025 at 8:34 AM, Maelwys said:


Yes.
 


You'll have to weigh the additional enhancement slot investment up against other things... but I think it's fair to say that having to cram fewer non-damage-output-related IOs (like Heal and Resistance sets) into the summoning powers is a good thing. 

Worst case, you can just throw your Unbreakable Guard and Preventive Medicine Globals into the base slots.
 

Thanks! I did end up slotting a Res set in enchant demon and it added about 5%ish res to ember demon's aura. Seems pretty worth it. Also, like you said it is always nice to have the base slots available for IO mule now.

 

  • Pizza (Pineapple) 1
Posted

The current release on Open Beta opens up a lot more options for all players, it even looks like it makes some alternate slotting choices for my main MM (which is highly optimized for my purposes.

 

The one area that now looks like I can make modifications is with that MM's focus on +MaxEnd, Endurance Discount, and Recovery... because of the reduction in Blue spend for MM primaries and secondaries. I play this MM through some long, drawn-out combat: multiple GMs, multiple AVs, etc. while using the MM to try to keep aggro on it (instead of on the henchmen)... so running out of blue would be a real problem. Minimally: I should be able to repurpose one slot from Stamina, and I think I should be able to change at least one enhancement set.

 

The henchmen haven't achieved there (prior to current Live) levels of damage output on (current) open beta, but they easier survive content.

Posted

kinda looking forward to life without taking teleport on most masterminds now.  the t1 summoning them all to your location really removes the need for teleport target and team teleport

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