Sets and priorities for Drain Psyche


Doctor_Kumquat

 

Posted

I've got an Electric/Mental blaster who just hit 23 and is looking to figure out what to do with Drain Psyche. My goal for the character is to emphasize the debuffs in the several sets along with damage.

To be honest, I didn't even notice when I took the power that it also functioned as a self heal. As a self heal, it seems fairly adequate, and even unslotted restores most of my hit points when it hits several targets. Then again, I only have two or three hit points to begin with, so that's not hard to do.

I had planned on using cheap endurance mod sets to slot for acc, recharge, and end mod, to use the power to refill my own endurance and to add to my -end debuffing abilities. Should I prioritize the heal instead? What are some good ways to slot this power?



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Slot it for health. The base recovery (75%) with just 1 target is pretty good. The base regen with just 1 target isn't.

I would either slot it with Accurate Healing sets (the +end proc in Theft of Essence is interesting) or 1 Acc, 5 x Doctored Wounds. You want good accuracy, recharge, healing and end reduction in that relative order.


 

Posted

Drain Psyche, with one target in range and not slotted for end mod, still provides a recovery boost 50% stronger than slotted stamina. Generally speaking, unless you plan on running a ton of toggles and/or not slotting anything for endurance reduction, it works fine as a recovery mechanism if you ignore end mod. If you slot for healing, however, Drain Psyche is like a 30 second version of Instant Healing whenever you tag a decently sized group, and this is the approach I would suggest. End mod sets are still useful in that they can offer acc/rech pieces which DP desperately craves, but not for the actual end mod value - I would advise frankenslotting it with pieces from Accurate Healing, Healing, and End Mod sets to max out its healing and recharge values with fairly high accuracy; any end mod boost you get would be a side effect.

The one reason I could suggest maxing it out for end mod would be that a target-saturated Drain Psyche could potentially out-weigh the endurance crash from Thunderous Blast and let you recover endurance immediately after nuking. This does not strike me as a particularly reliable tactic, but if you're a nuking addict it's worth considering.


Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.

 

Posted

Thanks. I know I have some odd pieces from some of the accurate healing sets. Health it is, then.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

I wound up slotting Accurate Heal and End Mod sets. The only reason I wanted the end mod was to be able to overcome the crash of a nuke. Currently, if I hit 7 foes, combined with stamina, I can overcome the crash of a nuke. This is more viable on my Rad/MM blapper softcapped to S/L.

I went with:

Efficacy: End/Acc/Rech, End/Rech, End/Acc
Touch of Nictus: Heal/Rech, Acc/End/Rech

Gives me bonuses of:
68% Acc
21% End Redux
73.78% End Mod
26.5% Heal
91.78% Rech

Set Bonuses of:
+1.12% HP
+1.5% Recovery
+1.87% HP

However, if I didn't care to be able to have a crashless nuke, I'd slot for healing.


 

Posted

As mentioned, Drain Psyche can quickly cap your end recovery- unless, that is, you have the 1000% debuff from nuking, in which case you can actually, under perfect conditions, recover end without a blue.

I did this occasionally on my Sonic/Mental, but it was a lot of steps to get it working perfectly: Drain Psyche, check for 7 guys, if so, BU/Aim/Nuke . It was FUN though.

Normally, I'd recommend just getting the regen up. It's effectively a heal over time that requires you to aggro a lot of guys at pointblank range, so when I was first playing with it I died a lot. Handle with care.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

I originally had DP slotted for max heal, max rech and enough accuracy, but I decided to add some end mod to help survive my nuke crash and I came up with this:

Touch of the Nictus: Heal/Rech
Touch of the Nictus: Accuracy/Heal
Numina's Convalescence: Heal/Rech
Numina's Convalescence: Heal/End/Rech
Efficacy Adapter: EndMod/Rech
Efficacy Adapter: EndMod/Acc/Rech

which gives me these enhancements:

+47.7% Accuracy
+21.2% End Discount
+47.7% End Mod
+95.11% Heal
+98.21% Recharge

Which I'm really happy with


 

Posted

Quote:
Originally Posted by Yoshitomo View Post
I originally had DP slotted for max heal, max rech and enough accuracy, but I decided to add some end mod to help survive my nuke crash and I came up with this:

Touch of the Nictus: Heal/Rech
Touch of the Nictus: Accuracy/Heal
Numina's Convalescence: Heal/Rech
Numina's Convalescence: Heal/End/Rech
Efficacy Adapter: EndMod/Rech
Efficacy Adapter: EndMod/Acc/Rech

which gives me these enhancements:

+47.7% Accuracy
+21.2% End Discount
+47.7% End Mod
+95.11% Heal
+98.21% Recharge

Which I'm really happy with
That looks like a reasonably solid plan - I know I have a few Touch of the Nictus in storage. My main concern is not so much adding to my own recovery after a nuke crash, as much as it is to maximize the cumulative endurance drain as well as the damage of my own powers. My understanding is that many of the powers in Electric and Mental have a base accuracy bonus, which gives you a bit of leeway to slot for the secondary effects.

This character is a bit of an experiment, a blastrolfender. I want to give her enough drain to be noticeable in a long fight while keeping the damage high enough that the character can solo. My main concern now is getting enough melee survivability while doing all that to live after I follow the tank into the herd.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Quote:
Originally Posted by Heraclea View Post
This character is a bit of an experiment, a blastrolfender. I want to give her enough drain to be noticeable in a long fight while keeping the damage high enough that the character can solo. My main concern now is getting enough melee survivability while doing all that to live after I follow the tank into the herd.
Post APP, I'd definitely go cold mastery and stack on more S/L defense sets. Luckily, you can get some decent numbers without breaking the bank with Rectified Recticle, Lethargic Repose and Enfeebled Operation.

Pick up flash freeze, sleep your enemies, run in and use DP. You also have hoarfrost for some extra HP if you need it, plus with stacked S/L def, you're fairly tough against a lot of things in this game.

If you're not looking at surviving a nuke crash, you don't even have to slot for end mod, because hitting 2-3 mobs will be plenty of recovery. The only reason to do so may be for frankenslotting an Efficacy Acc/Rech.

As for adding some control take a look at both Ice Blast and Ice Manipulation sometime. You don't have to pair them, but you might find some very attractive controls in those two sets. Sleeps, AoE KD's, Holds and Slows are all available in that set.

With all that said, Drain Psyche is awesome, and is useful for yourself and potentially for -regen of hard targets.


 

Posted

Quote:
Originally Posted by Tonality View Post
With all that said, Drain Psyche is awesome, and is useful for yourself and potentially for -regen of hard targets.
This is very important when going after REALLY hard targets. I recently did a Synapse with my Fire/MM Blaster. Drain Psyche let us defeat Babbage with a team of 6 or so. It's a 250% Regen debuff that is improved if you slot for Healing. That means it can be as powerful as Lingering Radiation, which is a 500% Regen debuff.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304