Painbringer Slotting ?
It's a 6 slotter in my opinion. If you're looking to save slots, this is *not* the power where I'd do that. As far as enhancement priorities with this power, the most important thing in my opinion is recharge, followed by heal, and endmod only at the end. The biggest concern is to get this up as frequently as possible thanks to the mondo buffs it provides. Second is heal because, while there comes a point where you physically can't spend endurance faster than you gain it, there's no limit on how fast you can take damage. More regeneration is always good. Finally, getting a small amount of endurance mod in the power can be useful, because if you can get the recovery over 1000%, it'll negate the -recovery period after a nuke.
I personally would slot it with 5 level 30ish doctored wounds (all but the endredux/rech) and a level 44 or higher efficacy adaptor endmod/rech. The 5 doctored wounds net you a 5% recharge bonus that sticks around exemplaring all the way down to level 27, you end up with effectively capped recharge and heal along with a bit of endredux, and the endmod enhancement is just barely enough to lift you over 1000% recovery bonus.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
What is the standard Painbringer slotting ? Are the buffs from it high enough that End Redux is fine to slot or do people slot Inventions in it ?
I went 4 slot with 2 heal Inventions and 2 End Mod Inventions for the Recovery bonuses from each set. But I am thinking IF 2 Endurance Reduction Inventions are good enough, then I can possibly use the other 2 slots in a better place.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives