Help with Necro/Pain build


Berzerker_NA

 

Posted

The thing is a fiarly straightforward Tankermind build with capped ranged defence, and a secondary focus on bonus hit points.

I feel fairly good about it, but I do wish I could get the recharge down on Anguishing Cry and Painbringer - I've always been iffy about buffs and debuffs that cant be at least /near/ perma. Any advice?

Thanks, as always, in advance - the people on these forums are wonderful!



Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/

Valentyna: Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Pain Domination
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Mu Mastery

Villain Profile:
------------
Level 1: Zombie Horde
(A) Blood Mandate - Accuracy/Damage
(3) Blood Mandate - Damage/Endurance
(3) Blood Mandate - Accuracy/Endurance
(5) Blood Mandate - Accuracy/Damage/Endurance
(5) Blood Mandate - Accuracy
(7) Blood Mandate - Damage


Level 1: Nullify Pain
(A) Numina's Convalescence - Heal/Recharge
(37) Numina's Convalescence - Heal/Endurance/Recharge
(39) Numina's Convalescence - Heal


Level 2: Dark Blast
(A) Apocalypse - Damage
(21) Apocalypse - Accuracy/Damage/Recharge
(21) Apocalypse - Accuracy/Recharge
(31) Apocalypse - Damage/Endurance
(33) Apocalypse - Chance of Damage(Negative)
(33) Gladiator's Javelin - Chance of Damage(Toxic)


Level 4: Gloom
(A) Thunderstrike - Accuracy/Damage
(7) Thunderstrike - Damage/Endurance
(9) Thunderstrike - Damage/Recharge
(9) Thunderstrike - Accuracy/Damage/Recharge
(19) Thunderstrike - Accuracy/Damage/Endurance
(19) Thunderstrike - Damage/Endurance/Recharge


Level 6: Enchant Undead
(A) Endurance Reduction IO


Level 8: Soothe
(A) Numina's Convalescence - Heal/Recharge
(40) Numina's Convalescence - Heal/Endurance/Recharge
(40) Numina's Convalescence - Heal


Level 10: Hover
(A) Luck of the Gambler - Recharge Speed
(11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(11) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 12: Grave Knight
(A) Blood Mandate - Accuracy/Damage
(13) Blood Mandate - Damage/Endurance
(13) Blood Mandate - Accuracy/Endurance
(15) Blood Mandate - Accuracy/Damage/Endurance
(15) Blood Mandate - Accuracy
(17) Blood Mandate - Damage


Level 14: Fly
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance


Level 16: Swift
(A) Flight Speed IO


Level 18: Health
(A) Miracle - +Recovery
(36) Panacea - +Hit Points/Endurance


Level 20: Stamina
(A) Efficacy Adaptor - EndMod
(33) Efficacy Adaptor - EndMod/Recharge
(34) Efficacy Adaptor - EndMod/Accuracy/Recharge
(34) Efficacy Adaptor - Accuracy/Recharge
(34) Efficacy Adaptor - EndMod/Accuracy
(36) Efficacy Adaptor - EndMod/Endurance


Level 22: Suppress Pain
(A) Numina's Convalescence - Heal/Endurance
(23) Numina's Convalescence - Endurance/Recharge
(23) Numina's Convalescence - Heal/Recharge
(25) Numina's Convalescence - Heal/Endurance/Recharge
(25) Numina's Convalescence - Heal
(31) Numina's Convalescence - +Regeneration/+Recovery


Level 24: Assault
(A) Endurance Reduction IO


Level 26: Lich
(A) Blood Mandate - Accuracy/Damage
(27) Blood Mandate - Damage/Endurance
(27) Blood Mandate - Accuracy/Endurance
(29) Blood Mandate - Accuracy/Damage/Endurance
(29) Blood Mandate - Accuracy
(31) Blood Mandate - Damage


Level 28: World of Pain
(A) Steadfast Protection - Resistance/+Def 3%
(37) Titanium Coating - Resistance/Endurance
(40) Titanium Coating - Resistance/Endurance/Recharge
(43) Titanium Coating - Resistance


Level 30: Provoke
(A) Perfect Zinger - Chance for Psi Damage
(37) Perfect Zinger - Taunt/Recharge
(39) Perfect Zinger - Taunt/Recharge/Range
(46) Perfect Zinger - Accuracy/Recharge


Level 32: Dark Empowerment
(A) Endurance Reduction IO


Level 35: Anguishing Cry
(A) Recharge Reduction IO
(36) Recharge Reduction IO


Level 38: Painbringer
(A) Recharge Reduction IO
(39) Recharge Reduction IO


Level 41: Charged Armor
(A) Gladiator's Armor - Resistance
(42) Gladiator's Armor - Resistance/Rech/End
(42) Gladiator's Armor - End/Resist
(42) Gladiator's Armor - TP Protection +3% Def (All)
(43) Gladiator's Armor - Recharge/Endurance
(43) Gladiator's Armor - Recharge/Resist


Level 44: Electrifying Fences
(A) Trap of the Hunter - Accuracy/Recharge
(45) Trap of the Hunter - Endurance/Immobilize
(45) Trap of the Hunter - Accuracy/Endurance
(45) Trap of the Hunter - Immobilize/Accuracy
(46) Trap of the Hunter - Accuracy/Immobilize/Recharge
(46) Trap of the Hunter - Chance of Damage(Lethal)


Level 47: Tactics
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(50) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 49: Maneuvers
(A) Luck of the Gambler - Recharge Speed
(50) HamiO:Enzyme Exposure


------------
Level 1: Brawl
(A) Accuracy IO


Level 1: Sprint
(A) Unbounded Leap - +Stealth


Level 2: Rest
(A) Recharge Reduction IO


Level 1: Supremacy
Level 4: Ninja Run
------------
Set Bonus Totals:
9% DamageBuff(Smashing)
9% DamageBuff(Lethal)
9% DamageBuff(Fire)
9% DamageBuff(Cold)
9% DamageBuff(Energy)
9% DamageBuff(Negative)
9% DamageBuff(Toxic)
9% DamageBuff(Psionic)
7.25% Defense(Smashing)
7.25% Defense(Lethal)
18.5% Defense(Fire)
18.5% Defense(Cold)
24.4% Defense(Energy)
24.4% Defense(Negative)
6% Defense(Psionic)
8.5% Defense(Melee)
39.1% Defense(Ranged)
22.6% Defense(AoE)
5% Enhancement(Immobilize)
16% Enhancement(Accuracy)
6% Enhancement(Heal)
42.5% Enhancement(RechargeTime)
9% FlySpeed
138.5 HP (17.3%) HitPoints
9% JumpHeight
9% JumpSpeed
Knockback (Mag -7)
Knockup (Mag -7)
MezResist(Confused) 5% (in PvP)
MezResist(Held) 11.1%
MezResist(Immobilize) 5% (in PvP)
MezResist(Repel) 1000% (10% chance, in PvP)
MezResist(Sleep) 7.2%
MezResist(Stun) 9.95%
MezResist(Terrorized) 7.75%
15.5% (0.26 End/sec) Recovery
72% (2.41 HP/sec) Regeneration
10% ResEffect(FlySpeed) (in PvP)
10% ResEffect(RechargeTime) (in PvP)
10% ResEffect(RunSpeed) (in PvP)
1.58% Resistance(Toxic)
1.58% Resistance(Psionic)
9% RunSpeed






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Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

Another question: is it worth it at all enhancing Lich for damage? Or should I use a debuff set?


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

I went for global recharge bonuses on my necro/pain. I also didn't take any of the personal attacks - I took provoke instead so I could use it for tankerminding when in bodyguard mode. If you want to keep the attacks I would suggest trying to replace the thunderstrike sets with decimation sets for the global recharge.

On my lich I pushed his to hit debuff up with a set of Cloud Senses, which let me slot accuracy and to hit debuff and get 6.25% global recharge.

Here is my current build at L40:

Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Pain Domination
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Flight
Power Pool: Presence
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Zombie Horde -- U'Loyal-Acc/Dmg(A), EdctM'r-Acc/Dmg(3), BriL'shp-Acc/Dmg(3), BldM'dt-Dmg(5), SvgnRt-PetResDam(5)
Level 1: Nullify Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17)
Level 2: Soothe -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(34)
Level 4: Share Pain -- H'zdH-Heal/Rchg(A), RgnTis-Heal/Rchg(11)
Level 6: Enchant Undead -- EndRdx-I(A), EndRdx-I(11)
Level 8: Assault -- EndRdx-I(A)
Level 10: Swift -- Run-I(A)
Level 12: Grave Knight -- U'Loyal-Acc/Dmg(A), EdctM'r-Acc/Dmg(13), BriL'shp-Acc/Dmg(13), BldM'dt-Dmg(15), LdyGrey-%Dam(15), Achilles-ResDeb%(19)
Level 14: Hover -- Krma-ResKB(A)
Level 16: Fly -- Flight-I(A)
Level 18: Health -- Heal-I(A), Empty(43), Empty(43)
Level 20: Suppress Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(21), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(37)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(33)
Level 24: Provoke -- Zinger-Taunt/Rchg(A), Acc-I(25), Zinger-Acc/Rchg(25), Zinger-Taunt(33), Empty(43)
Level 26: Lich -- Cloud-Acc/ToHitDeb(A), Cloud-ToHitDeb(27), Cloud-Acc/EndRdx/Rchg(27), Cloud-ToHitDeb/EndRdx/Rchg(31), Hold-I(31), SipInsght-Acc/ToHitDeb(33)
Level 28: World of Pain -- TtmC'tng-ResDam/Rchg(A), ImpArm-ResDam/Rchg(29), RctvArm-ResDam/Rchg(29), RechRdx-I(31), ToHit-I(40)
Level 30: Soul Extraction -- ExRmnt-+Res(Pets)(A), Empty(34), Empty(40)
Level 32: Dark Empowerment -- Empty(A), Empty(34)
Level 35: Anguishing Cry -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(36), ShldBrk-Acc/Rchg(36), RechRdx-I(36), LdyGrey-%Dam(37), LdyGrey-Rchg/EndRdx(37)
Level 38: Painbringer -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/EndRdx(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(40)
Level 41: Dark Embrace -- Empty(A), Empty(42), Empty(42), Empty(42)
Level 44: Oppressive Gloom -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46), Empty(46)
Level 47: Soul Tentacles -- Empty(A), Empty(48), Empty(48), Empty(48), Empty(50)
Level 49: Soul Storm -- Empty(A), Empty(50), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 0: Ninja Run




Globals: @Midnight Mystique/@Magik13

 

Posted

Doesnt neglecting defence impede your ability to absorb the wrath of angry 8-player spawns, somewhat? OR do you find your effective hit point/healing pool is so great with BG that you're effectively unkillable even without it?


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

I haven't played /Pain but with all that self healing I would think getting about 30% ranged defence and going for as much recharge as possible may be a slightly better plan. The ranged defence means that a lot of stuff misses you, and the last 15% defence is usually so hard to get you can probably fit in 40-50% global recharge instead (Guessing the numbers by the way).


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
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Posted

Hmm, anyone who's used the set have any comment? I mighstart building for defence and just stop when it gets to the point that I feel I can more ro less solo anything, then move on to recharge at that point.


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

Why would you leave out Life Drain if you want to be a tanker mind? That's the best self heal any mastermind has access to. On the other hand, Suppress Pain doesn't really do too much. Only + Regen. I mean, it's nice, but the survivability of your tanker mind would seem to benefit more from Life Drain.

You could put the Convalescence set on Nullify Pain, I think. The proc lasts for two minutes after each activation, so it would still be running on you.


 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
Why would you leave out Life Drain if you want to be a tanker mind? That's the best self heal any mastermind has access to. On the other hand, Suppress Pain doesn't really do too much. Only + Regen. I mean, it's nice, but the survivability of your tanker mind would seem to benefit more from Life Drain.

You could put the Convalescence set on Nullify Pain, I think. The proc lasts for two minutes after each activation, so it would still be running on you.
The regen in suppress pain is nearly 400% when fully slotted (between 380% and 390% with ED) - that is almost twice as much regen as integration, which gives you about 250% when fully slotted, so it does a lot more than you seem to think, as it gives that to you and your pets. Life drain, while probably nice on anything but a /pain MM is completely overpowered by nullify pain which does a slightly higher heal for less end on a faster recharge, get's both you and your pets and doesn't rely on a to hit check.

Currently my necro/pain relies on suppress pain + nullify pain + world of pain to take alpha's and does pretty well. I don't run at hugely inflated difficulty levels (+2x1 or +2x2 depending on my mood) but a lot of that is because the pets are fairly single target focused so I have bumped up my level rather than the mob count. I suppose if you want to try and build a serious farm character you could pick up scorpion shield in mace mastery and slot up for smashing/lethal def but if you want a farming MM you are better off with thugs or bots, not necro.

My current plan is to pick up dark embrace to stack with WoP, oppressive gloom to reduce the alpha from minions and get both WoP and anguishing cry up as often as possible, which means slotting for recharge bonuses. Except for a few sets it is hard to slot for both recharge and defense. Since pain domination doesn't offer any def powers as a base it is going to be even harder to build up enough def unless you take scorpion shield - and to build on that you have to slot for smashing/lethal def, not ranged which is going to be hard without melee attacks to slot kinetic combat or smashing haymaker.


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by EricHough View Post
The regen in suppress pain is nearly 400% when fully slotted (between 380% and 390% with ED) - that is almost twice as much regen as integration, which gives you about 250% when fully slotted, so it does a lot more than you seem to think, as it gives that to you and your pets. Life drain, while probably nice on anything but a /pain MM is completely overpowered by nullify pain which does a slightly higher heal for less end on a faster recharge, get's both you and your pets and doesn't rely on a to hit check.
Hmm... never thought of it that way. I'm working on a /pain MM right now. Maybe I'll give it a try and see how I like it.

She could keep them both perhaps by giving up Maneuvers. It's only like a 5% def bonus, even fully slotted. Personally, I'd rather have the additional heal, and the def debuff on Life Drain will be more than 5% worth of the enemy's attack anyway.




Quote:

Currently my necro/pain relies on suppress pain + nullify pain + world of pain to take alpha's and does pretty well. I don't run at hugely inflated difficulty levels (+2x1 or +2x2 depending on my mood) but a lot of that is because the pets are fairly single target focused so I have bumped up my level rather than the mob count. I suppose if you want to try and build a serious farm character you could pick up scorpion shield in mace mastery and slot up for smashing/lethal def but if you want a farming MM you are better off with thugs or bots, not necro.
From the sounds of things, she's focusing on directional defense instead (ranged/melee/AOE), so she might do better to take the damage resistance power from Mu Mastery, since it will stack with the resistance she's already getting from World of Pain.

Un-enhanced, her damage resistance vs. smashing/lethal would be 26% + 11% = 37%, which is not bad.

[/quote]
My current plan is to pick up dark embrace to stack with WoP, oppressive gloom to reduce the alpha from minions and get both WoP and anguishing cry up as often as possible, which means slotting for recharge bonuses. Except for a few sets it is hard to slot for both recharge and defense. Since pain domination doesn't offer any def powers as a base it is going to be even harder to build up enough def unless you take scorpion shield - and to build on that you have to slot for smashing/lethal def, not ranged which is going to be hard without melee attacks to slot kinetic combat or smashing haymaker.[/QUOTE]

Can always slot Siphon Insight to your attack debuff powers. Same bonus as kinetic combat, except you need 5 from the set instead of just 4.


 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
Hmm... never thought of it that way. I'm working on a /pain MM right now. Maybe I'll give it a try and see how I like it.

She could keep them both perhaps by giving up Maneuvers. It's only like a 5% def bonus, even fully slotted. Personally, I'd rather have the additional heal, and the def debuff on Life Drain will be more than 5% worth of the enemy's attack anyway.
And a LotG set mule, but you're right, its mostly tere ato make up the final difference to bring my ranged defence up to 45%+ The question, though, is where I would get the slots to suitably enhance another attack (or heal)?


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

Quote:
Originally Posted by Valentyna View Post
And a LotG set mule, but you're right, its mostly tere ato make up the final difference to bring my ranged defence up to 45%+ The question, though, is where I would get the slots to suitably enhance another attack (or heal)?
Good point. I don't know why I didn't notice this sooner, but why don't you give up gloom or Dark Blast for it instead, and then just slot it with the same things you had planned to put on the power you give up? I noticed you take Soothe at level 8, so you could move it up, and take it at level 2 or 4 instead, then take Life Drain at level 8.

I'm sure it has a slower recharge and less damage, but .... it's healing you every time you use it. Here's for comparison:

Dark Blast: End 6.50, Rech 4 seconds, damage 30.59 (at 50), debuff 5.63/6 seconds.
Gloom: End 10.66, Rech 8 seconds, damage 53.84 (at 50), debuff 5.63/10 seconds.
Life Drain: End 19.50, Rech 15 seconds,damage 30.59 (at 50), debuff 5.63/10 seconds.

As a pure attack, it's quite a bit worse than either of the other two, so it depends on whether you're trying to deal all the damage yourself, or let your pets do it. I guess I can see why someone would drop it. It just seems like such a waste, because necro is the only set that gives you something like that, so perfect for the tanker mind.

It's not even quite half as powerful as your Nullify Pain, though.

80.32 points of healing every 15 seconds vs. 94.24 points every 8 seconds. .....So maybe it's not worth it.... :-Z


 

Posted

Because it has too long a recharge to construct an attack chain with just it, and one other power.


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

Quote:
Originally Posted by Valentyna View Post
Because it has too long a recharge to construct an attack chain with just it, and one other power.
Yeah. It's too bad it doesn't fit, but I guess it doesn't add much in your particular case. Used as an attack, it's very end-hungry too.


 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
Yeah. It's too bad it doesn't fit, but I guess it doesn't add much in your particular case. Used as an attack, it's very end-hungry too.
Its worth noting that the attack chain isn't really complete now, either - there's sitll a bit of a gap. I may re-work the build to take it, moving some slots around and lowering defence a bit to gain more recharge.

EDIT: The more I play around though, its going to take a LOT of recharge to make Painbringer or the other one even near-perma. Im starting to wonder f its worth the effort. Does anyone with pain just not bother to take them?


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

Quote:
Originally Posted by Valentyna View Post
Its worth noting that the attack chain isn't really complete now, either - there's sitll a bit of a gap. I may re-work the build to take it, moving some slots around and lowering defence a bit to gain more recharge.

EDIT: The more I play around though, its going to take a LOT of recharge to make Painbringer or the other one even near-perma. Im starting to wonder f its worth the effort. Does anyone with pain just not bother to take them?
Painbringer is going to take a lot (233% recharge total) but World of Pain will only require 166% recharge and you can get 95% of that from slotting, so you will only need about 70% global recharge to get it perma, hasten plus about 20% to 30% in global recharge would probably do that. Also, with that much recharge Anguishing cry will be up a lot more often.

I wouldn't worry to much about putting together a complete attack chain on an MM - if you want life drain for the heal and debuff, take it for that but at best even with all 3 attacks you are going to be doing 1/7th of your total damage (maybe 1/6th on a necro since the lich doesn't do so much) and thats a small contribution considering the number of slots you have to invest to get it. Honestly, from a debuff standpoint the other two attacks are better - as I noted earlier between supress pain (400% regen) and nullify pain you are NOT going to be short on healing and spamming nullify pain (which heals your pets as well as you) is going to be better use of your time than spamming life drain.

One of the reasons I decided to go for recharge on my necro/pain is because the secondary lends itself to that very well (and very cheaply). Doctored wounds sets give you great enhancement values in heals and give you 5% recharge. If you want the attacks, I would suggest slotting them with cloud senses - gives you 6.25% recharge for 4 pieces and will allow you to enhance the to hit debuff in the power, which is going to help a lot to stack with the lich. If you then slot your lich with to hit debuff enhancements (he also takes cloud senses) that will add to your defenses considerably. Then you can get a decent amount of def without having to push towards the softcap. Keep in mind with the kind of regen that suppress pain gives you combined with the resistance in world of pain a reasonable amount of def (20% say) will give you similar defenses to a willpower scrapper.


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Posted

Hmm... I hadnt thought about Hasten, really. But I could get it if I removed Hover/fly. Im used to using it on ranged defence builds from blasters, but I suppose that with a real, honest, AoE imob, I may not actually need it. Anyone who's ever actually tried t pull that off care to comment?


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Posted

Also, what powers does Lich actually have? Slotting him with Cloud Senses would be very worth it if he has any sort of AoE -acc - and it would let me lower my defence, since the debuff will effectively softcap me anyway. If its only ST, then its not much use, really, is it?


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Posted

Quote:
Originally Posted by Valentyna View Post
Hmm... I hadnt thought about Hasten, really. But I could get it if I removed Hover/fly. Im used to using it on ranged defence builds from blasters, but I suppose that with a real, honest, AoE imob, I may not actually need it. Anyone who's ever actually tried t pull that off care to comment?
I'd suggest going with Black Scorpion for an easier time into capped S/L defence instead. The fact that his aoe immo does not negate kb is actually a plus for necro users, since your pets will only do knockdown or up.

Quote:
Originally Posted by Valentyna View Post
Also, what powers does Lich actually have? Slotting him with Cloud Senses would be very worth it if he has any sort of AoE -acc - and it would let me lower my defence, since the debuff will effectively softcap me anyway. If its only ST, then its not much use, really, is it?
There's an easy way to peak into your powers: just open up the char gen screen in-game and find the info from there. That said the lich has 3 aoes that deal -tohit: torrent, tenebrous tentacles and fearsome stare. So yes slotting for -tohit is definitely worth it.


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Posted

Torrent does knockback, I thought?


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Posted

Also, does Lich have the full debuff values of a mastermind with the same powers? I seem to recall Fearsome Stare had a /very/ high tohit debuff once upon a time, for a secondary effect - something like 10% base. That would certainly take care of defence problems rather well.


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Posted

Quote:
Originally Posted by Valentyna View Post
Torrent does knockback, I thought?
It used to, but it was changed to knockdown for quite a while now (only for the lich though).

Quote:
Originally Posted by Valentyna View Post
Also, does Lich have the full debuff values of a mastermind with the same powers? I seem to recall Fearsome Stare had a /very/ high tohit debuff once upon a time, for a secondary effect - something like 10% base. That would certainly take care of defence problems rather well.
Actually it's better: the lich's fearsome stare does a whopping -18.75% tohit base, compare this to an mm with dark miasma, who will only do -11.25% base.

So in all your lich will do:

Torrent: 80ft long/30 deg cone for -9.38%
Ten. Tentacles: 40ft long/30 deg cone for -9.38%
F. Stare: 70ft long/30 deg cone for -18.75%

So yes, you are going to be VERY safe against anyone hit with all 3, and that's not including the rest of the lich's ST stuff either.

That said unless you are the master of micro-management, in practice it can be tricky keeping large spawns contained within the aoes. That and that sometimes -tohit debuffs just plain don't work (AV resistances), I would still recommend softcapping if it's within your budget, it's just that with a necro you can put it off later.


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Posted

Quote:
Originally Posted by Valentyna View Post
Torrent does knockback, I thought?
The lich's torrent is 'special'. To this day it aggrivates me and my dark blast toons.


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Posted

They fixed that? Fially? Squee! aThen you're ight - i might want to go with a different imob. I still dont have a lot of faith in SL defence, though. Ive tried it before and there are jsut too many things it doesn't work on.


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Posted

Another in my line of annoying questions: is soul extraction any good? I really cant sem to find what powers the ghost has either. I cant even se to find ow long it lasts in Mid's.


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Posted

Nobody even knwos how long it lasts? I suppose it cant be much good if no one uses it. XD


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