Fire/Pain


je_saist

 

Posted

So, i'm working on a build with friends and i'm attempting to maximize my survivability while playing the role of support without gimping myself too much on damage output.
I'm on the fence on whether I should be taking enforced moral or vengeance. Enforced Moral offers significant mez protection and perception to teammates; however veng is always welcomed on any team and I could probably use it to slot yet another lotg and KB protection proc.

The build is mostly for running SFs perferably speed ITFs, Baracuda, LRSF

Any and all input is appreciated.

Villain Plan by Mids' Villain Designer 1.601
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Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Pain Domination
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery

+10% DamageBuff(Smashing)
+10% DamageBuff(Lethal)
+10% DamageBuff(Fire)
+10% DamageBuff(Cold)
+10% DamageBuff(Energy)
+10% DamageBuff(Negative)
+10% DamageBuff(Toxic)
+10% DamageBuff(Psionic)
+3.13% Defense(Energy)
+3.13% Defense(Negative)
+6.25% Defense(Ranged)
+4.5% Max End
+35% Enhancement(RechargeTime)
+20% Enhancement(Heal)
+9% Enhancement(Accuracy)
+5% FlySpeed
+216.9 HP (20.2%) HitPoints
+5% JumpHeight
+5% JumpSpeed
+Knockback (Mag -20)
+Knockup (Mag -20)
+MezResist(Confused) 25%
+MezResist(Held) 38.2%
+MezResist(Immobilize) 30.5%
+MezResist(Sleep) 29.4%
+MezResist(Stun) 29.4%
+MezResist(Terrorized) 27.2%
+20% Perception
+7.5% (0.13 End/sec) Recovery
+48% (2.15 HP/sec) Regeneration
+1.26% Resistance(Fire)
+1.26% Resistance(Cold)
+1.26% Resistance(Energy)
+1.26% Resistance(Negative)
+9% RunSpeed

Villain Profile:
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Nullify Pain -- Numna-Heal/EndRdx(A), Numna-Heal(7), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(9), Numna-EndRdx/Rchg(9)
Level 2: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(13)
Level 4: Share Pain -- Numna-Heal/EndRdx(A), Numna-Heal(15), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(17), Numna-EndRdx/Rchg(17)
Level 6: Hurdle -- Jump-I(A), Jump-I(19)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 10: Combat Jumping -- Zephyr-ResKB(A), Ksmt-ToHit+(25), Krma-ResKB(27), LkGmblr-Rchg+(34)
Level 12: Aim -- AdjTgt-ToHit(A), AdjTgt-Rchg(34), AdjTgt-ToHit/Rchg(36), AdjTgt-EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(40)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(37)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal/EndRdx(37), Mrcl-Heal(39), Mrcl-Rcvry+(39)
Level 18: Blaze -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(21), Dev'n-Dmg/Rchg(25), Dev'n-Acc/Dmg/Rchg(33), Dev'n-Acc/Dmg/EndRdx/Rchg(37)
Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod(40), P'Shift-End%(40)
Level 22: Soothing Aura -- RgnTis-Heal/EndRdx(A), RgnTis-Regen+(23), RgnTis-Heal/Rchg(23), RgnTis-Heal/EndRdx/Rchg(27), RgnTis-EndRdx/Rchg(33)
Level 24: Enforced Morale -- EndRdx-I(A)
Level 26: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(33)
Level 28: World of Pain -- TtmC'tng-ResDam/EndRdx/Rchg(A), TtmC'tng-ResDam(29), TtmC'tng-ResDam/Rchg(29), TtmC'tng-ResDam/EndRdx(31), ImpSkn-Status(31), S'fstPrt-ResKB(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(34), Rec'dRet-Pcptn(43)
Level 35: Anguishing Cry -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(48), ShldBrk-Acc/Rchg(50), ShldBrk-Acc/DefDeb(50), ShldBrk-Acc/EndRdx/Rchg(50)
Level 38: Painbringer -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Rchg(48)
Level 41: Shark Skin -- TtmC'tng-ResDam/EndRdx/Rchg(A), TtmC'tng-ResDam/Rchg(42), TtmC'tng-ResDam/EndRdx(42), TtmC'tng-ResDam(42), ImpSkn-Status(43), S'fstPrt-ResKB(43)
Level 44: Spirit Shark Jaws -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Acrobatics -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge



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Posted

as much as I hate to say it, unless you're planning on converting to Hero during Going Rogue, enforced morale is probably skippable.

On the hero side of the game, only two archtypes get reliable mez protection, tank and scrapper. On the villain side... mez protection isn't as... required. Dominators Domination provides mez protection. Masterminds can single out a mezzer and safely send in their army... leaving corruptors as really the only villain AT that will suffer the effects of most mezzing attacks.

There is the counter view though that Vengeance requires one of your team-mates to die. Now, you might not feel this way about it... but if a Pain-Dom is doing their job right... team-mates won't be dying. If players are dying on a regular basis, it's likely the team-members will come to the conclusion that the pain-dom is spending too much time attacking... and not enough time healing / buffing.


 

Posted

If you're playing primarily with a set group of friends than the team makeup should determine whether Enforced Morale is worth taking over vengeance. I tend to use it only on corruptors which is nice because it's not hard to maintain. Occasionally it comes in handy on other AT's that do not have status resistance to terror.

If your team doesn't really need the status resistance help than vengeance is a great way to go. Charge someone willing to die for the cause into a mob and use your vengeance followed by conduit of pain and enjoy the buffage!


 

Posted

Quote:
Originally Posted by Tokyo View Post
So, i'm working on a build with friends and i'm attempting to maximize my survivability while playing the role of support without gimping myself too much on damage output.
I'm on the fence on whether I should be taking enforced moral or vengeance. Enforced Moral offers significant mez protection and perception to teammates; however veng is always welcomed on any team and I could probably use it to slot yet another lotg and KB protection proc.

The build is mostly for running SFs perferably speed ITFs, Baracuda, LRSF

Any and all input is appreciated.
Really both enforced morale and vengeance are worth having. I would drop acrobatics, you already have decent kb protection with IOs slotted elsewhere. Then you can take both veng and EM.