My attempt at a DS Pain Tankermind
First, you want to put the resist/defense pet set auras in that build. They will make a huge difference (+20% resistance to all, +10% defense to all with all 4).
Second, your hover will be painfully slow with no speed enhancers.
I have a DS/Pain that I am levelling, and another problem I see with your hover route is its inability to keep your pets in range of Suppress Pain and Nullify Pain. When you are in full body guard mode, Suppress Pain is granting 400% regeneration to a pool of up to 5000+ hit points. Hover and ranged defense is nice, but it's pretty superfluous with a sack of 5000 HP at 400% regeneration, +37% resistance to all (pet auras + World of Pain), +10% defense to all, and a 180 point heal spamming every 4 seconds. Then you also have Absorb Pain, Heal Other, a healing Lt. class pet, and Pain Bringer boosting one of the pets to 1400% regeneration when layered with Suppress Pain. So, why hover?
I would find the hover route annoying and actually a hindrance to my overall survivability and damage dealing capabilities with the pain set. Force Field, however, would benefit immensely.
First, you want to put the resist/defense pet set auras in that build. They will make a huge difference (+20% resistance to all, +10% defense to all with all 4).
Second, your hover will be painfully slow with no speed enhancers. I have a DS/Pain that I am levelling, and another problem I see with your hover route is its inability to keep your pets in range of Suppress Pain and Nullify Pain. When you are in full body guard mode, Suppress Pain is granting 400% regeneration to a pool of up to 5000+ hit points. Hover and ranged defense is nice, but it's pretty superfluous with a sack of 5000 HP at 400% regeneration, +37% resistance to all (pet auras + World of Pain), +10% defense to all, and a 180 point heal spamming every 4 seconds. Then you also have Absorb Pain, Heal Other, a healing Lt. class pet, and Pain Bringer boosting one of the pets to 1400% regeneration when layered with Suppress Pain. So, why hover? I would find the hover route annoying and actually a hindrance to my overall survivability and damage dealing capabilities with the pain set. Force Field, however, would benefit immensely. |
The point around hover is to force mobs into a Ranged attack mode. I can hover right above mobs heads and still be in range to offer the pets the regen benefit. Otherwise with Provoke and no Hover I would be forcing mobs into melee range which I am much weaker in. Or I would have to rework the build for Melee defense which seem much tougher to obtain with these particular power sets.
As for the IOs your mentioning those bonuses only affect the pets not me, so they offer no benefit to my survivability. I can see for the pets being good. But being a tankermind I am going to be pulling aggro onto myself and have the pets used as weapons.
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
Ahh-- cool. We just have different strategies for Tanking with Pain. What you wrote definitely makes sense and works great (I have a FF MM that does the same).
Even though you are using provoke, definitely look into at least using the two resistance IOs. This will place all your pets at 70%+ smashing/lethal resistance. Your pets' hit points amount to 5/7ths of your total HP when in full body guard mode, so anything that increases their survivability increases yours because you can never hold 100% of the agro with Provoke. No matter how you use Provoke, it's only hitting 5 targets at a time and you have no precise control over who it hits beyond the first target.
DS/Pain is probably one of the most powerful builds I have ever played so far, and IOs allow for some pretty silly things to happen.
Concept is hover out of range.
I do this with my Dark Electric Defender, I just hover just above the mobs heads which causes them to attempt to range me. I have been testing this out with werewolves in the portal corps missions and it seems to be working..
I went with Presence pool
Minions have a Protection of 1. Lts are 2. Bosses are 3. Elite Bosses are 6.
Copied from Wiki
I have done some testing against some purple con mobs and noticed my regen is good enough to withstand the attacks of 1 or 2 mobs and I am only in SOs atm. No pets, just hovering and taking the beating. My defenses are close to cap numbers but not capped atm. Basically high enough to get some misses that allow my regen to work. I think the IO build will dramatically improve this.
So enough babbling.. here is the build. Tell me what you think or don't.
Any ideas where I can improve ? or swap around for some better numbers ?
As a side note when I can I will use lash to get the proc to work which can put some powers into perma states while active.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Pain Domination
Power Pool: Fighting
Power Pool: Presence
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Summon Demonlings
- (A) Blood Mandate - Accuracy/Damage
- (3) Blood Mandate - Damage/Endurance
- (3) Blood Mandate - Accuracy/Endurance
- (7) Blood Mandate - Damage
- (11) Blood Mandate - Accuracy/Damage/Endurance
- (21) Blood Mandate - Accuracy
Level 1: Nullify Pain- (A) Numina's Convalescence - Heal/Endurance
- (5) Numina's Convalescence - Heal/Endurance/Recharge
- (7) Numina's Convalescence - Heal/Recharge
Level 2: Lash- (A) Force Feedback - Chance for +Recharge
Level 4: Soothe- (A) Doctored Wounds - Heal/Recharge
- (5) Regenerative Tissue - Heal/Recharge
- (11) Harmonized Healing - Heal/Recharge
Level 6: Enchant Demon- (A) Endurance Reduction IO
Level 8: Kick- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (9) Kinetic Combat - Damage/Recharge
- (17) Kinetic Combat - Knockdown Bonus
Level 10: Conduit of Pain- (A) Recharge Reduction IO
Level 12: Summon Demons- (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
- (25) Blood Mandate - Damage
Level 14: Provoke- (A) Mocking Beratement - Taunt
- (25) Mocking Beratement - Taunt/Recharge
- (34) Mocking Beratement - Taunt/Recharge/Range
- (39) Mocking Beratement - Accuracy/Recharge
- (42) Mocking Beratement - Taunt/Range
- (46) Mocking Beratement - Recharge
Level 16: Intimidate- (A) Glimpse of the Abyss - Accuracy/Recharge
Level 18: Hell on Earth- (A) Blood Mandate - Accuracy/Damage
- (19) Blood Mandate - Damage/Endurance
- (19) Blood Mandate - Accuracy/Endurance
- (23) Blood Mandate - Damage
- (31) Blood Mandate - Accuracy/Damage/Endurance
- (31) Blood Mandate - Accuracy
Level 20: Suppress Pain- (A) Numina's Convalescence - Heal/Endurance
- (21) Numina's Convalescence - Heal
- (33) Numina's Convalescence - Endurance/Recharge
- (33) Numina's Convalescence - Heal/Recharge
- (33) Numina's Convalescence - Heal/Endurance/Recharge
- (40) Numina's Convalescence - +Regeneration/+Recovery
Level 22: Hover- (A) Red Fortune - Defense
- (37) Red Fortune - Defense/Endurance
- (48) Red Fortune - Defense/Recharge
Level 24: Invoke Panic- (A) Nightmare - Accuracy/Recharge
- (48) Nightmare - Endurance/Fear
- (48) Nightmare - Accuracy/Endurance
Level 26: Summon Demon Prince- (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%
- (40) Recharge Reduction IO
- (42) Recharge Reduction IO
Level 30: Maneuvers- (A) Red Fortune - Defense/Endurance
- (34) Red Fortune - Endurance
- (36) Red Fortune - Defense/Recharge
- (37) Red Fortune - Endurance/Recharge
- (37) Red Fortune - Defense
- (39) Red Fortune - Defense/Endurance/Recharge
Level 32: Abyssal Empowerment- (A) Endurance Reduction IO
Level 35: Tough- (A) Reactive Armor - Resistance/Endurance
- (36) Reactive Armor - Resistance/Recharge
- (36) Reactive Armor - Resistance/Endurance/Recharge
- (50) Reactive Armor - Endurance
- (50) Reactive Armor - Resistance
Level 38: Weave- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense
- (40) Luck of the Gambler - Defense/Endurance
Level 41: Tactics- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
Level 44: Scorpion Shield- (A) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Recharge
- (45) Red Fortune - Endurance
- (45) Red Fortune - Defense
- (46) Red Fortune - Endurance/Recharge
- (50) Red Fortune - Defense/Endurance/Recharge
Level 47: Anguishing Cry- (A) Recharge Reduction IO
Level 49: Painbringer- (A) Recharge Reduction IO
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: SupremacyLevel 6: Ninja Run
Level 2: Swift
- (A) Empty
Level 2: Hurdle- (A) Empty
Level 2: Health- (A) Healing IO
- (34) Healing IO
Level 2: Stamina1. 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