Necro/Pain Question


Alkirin

 

Posted

I have a level 13 Necro/Pain MM who's leveling up nicely. I have some nice heals (NP, Soothe, and Share Pain), but wanted to see the best way to buff my minions or de-buff enemies. I'm planning on taking Manuevers at 14, Tactics at 24, and Assault at 30. Are there any other powers I should consider (the Presence pool, etc.) in order to maximize my pets' effectiveness?

Also, I just got a Kismet 6% Acc drop during a battle. Does this accuracy work on my pets, too, if I slot it in Manuevers?

Also, since Gloom has a to-hit debuff component to it, and I like taking one attack power, should I slot this up for to-hit debuff or damage?

Thanks.


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Posted

Personally, I'd take tactics first, then assault, then maneuvers.

With slotting in tactics, you can free up space in all of your pets that won't need as much Acc. Assault is a very welcome stack of damage that you'll notice immediately; and maneuvers is something you'll likely not notice until later - where those few extra points will do more for you.

Popular slotting in tactics is Adjusted Targeting.

Zombies should be slotted with 1 acc and all damage. It's all they're good for.

Grave Knights...About the same. If you're a fan of their knockup, toss something in for that too.

Lich is good to frankenslot towards whatever he does that you want to improve. Don't need damage on him, but he fears, holds, heals, and debuffs plenty.


 

Posted

Good to know. I'm up to level 22 now and he's rolling along nicely. I got an Achilles Heel -Res proc during a fight and slotted it in Grave Knight, and it makes a nice difference when it goes off.

Gloom is still slotted with 1 Acc 1 Rechg. Should I slot for damage next, or just to-hit debuffs? I usually click on my Zombies to attack and then hit Gloom to soften up the enemy as they move in.


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Posted

Quote:
Originally Posted by Alkirin View Post
Personally, I'd take tactics first, then assault, then maneuvers.

With slotting in tactics, you can free up space in all of your pets that won't need as much Acc. Assault is a very welcome stack of damage that you'll notice immediately; and maneuvers is something you'll likely not notice until later - where those few extra points will do more for you.

Popular slotting in tactics is Adjusted Targeting.

Zombies should be slotted with 1 acc and all damage. It's all they're good for.

Grave Knights...About the same. If you're a fan of their knockup, toss something in for that too.

Lich is good to frankenslot towards whatever he does that you want to improve. Don't need damage on him, but he fears, holds, heals, and debuffs plenty.
Just as a note - you can't take Tactics until you have taken Assault or Manuevers. So I would suggest Assault and then Tactics.


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Posted

Quote:
Originally Posted by Tired Angel View Post
Just as a note - you can't take Tactics until you have taken Assault or Manuevers. So I would suggest Assault and then Tactics.
Derp.

Yeah...Whoops.


Quote:
Originally Posted by GGG247 View Post
Good to know. I'm up to level 22 now and he's rolling along nicely. I got an Achilles Heel -Res proc during a fight and slotted it in Grave Knight, and it makes a nice difference when it goes off.

Gloom is still slotted with 1 Acc 1 Rechg. Should I slot for damage next, or just to-hit debuffs? I usually click on my Zombies to attack and then hit Gloom to soften up the enemy as they move in.
Ouch. I'd have thrown the -Res in your Lich. He does all of your AoEing. The reason why it's popular in the Thugs Lt's is because of their AoE attacks.

For Necro: Zombies do general debuffing, Grave Knights deal your damage, Lich has all of your controls.

With this in mind, I want to double-back on my earlier statement regarding Zombie slotting. I had another Derp moment...and while it isn't a BIG deal, it may be worth slotting one or two Hit Debuffs in your Zombies.

Gloom should have 1 Acc PERIOD. Don't slot that power. Gloom is only suitable for filler attacks or because some just don't like not having an attack on their MM. All in all, it's not worth anything more than it's debuff. Slot one acc, one debuff, call it a night.


 

Posted

Quote:
Originally Posted by Alkirin View Post
Ouch. I'd have thrown the -Res in your Lich. He does all of your AoEing. The reason why it's popular in the Thugs Lt's is because of their AoE attacks.

I don't recall Lich's doing any -def necessary to slot the -res proc.


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Posted

I don't really recommend taking an attack, pain is fairly end heavy, especially with pets that are going to feel very squishy solo from the 20s until the late 30s and you're going to have to heal endlessly. But having said that -to hit is your best weapon on necromancy, so you might as well add it up.

Where are you going to get all the endurance you plan on using? You're talking already by level 30 running FOUR toggles (I'd hope you would get the regen aura, it's so much better than the corruptor version, very nice addition to a team), using 2 heals and an attack. That's... intense.

Since you want Leadership I'd recommend taking maneuvers, for sure. Your pets' (and your) survivability is based on your heals, and their -to hit. You can't ever debuff any of their ability to hurt you with your secondary, and you can only do a little RES buff. So you need to get hit as little as often. -to hit and DEF are what you should aim for. It's a toss up between assault and tactics... I'd probably go assault I guess, since Lich isn't a damager you want to push out as much as you can from the Grave Knights. If you want to put in -To Hit instead of Accuracy, though, that makes tactics more worth taking, to let you remove accuracies. I dunno, there is merit to adding all of them... especially with Fitness becoming inherent. It's more of a matter of whether you can afford the end cost of all of it.

Pain has a very selfish Rez, so if you take that you should also consider taking Vengeance, as you already would have 2 (or more...) leadership powers. You'll be very glad when someone dies (pretend you're sorry) between Vengeance and Conduit of Pain.