/Pain MM?


Adeon Hawkwood

 

Posted

jsut a quick easy question...

Do the powers from the /Pain set that work on friendlies work on all MM pets? powers like "Painbringer"?

ty!


 

Posted

I would assume yes.


50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy

Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.

 

Posted

Conduit of Pain does not work (obviously) and pets will not benefit from the recharge buff in Enforced Morale but other than that they work.


 

Posted

Yes they all work, save for the Rez power.

Great thing about Pain + Bodyguard mode, is your spreading all that dmage around to your pets, and Suppress Pain is giving them all big Reg boosts and of course Aura Heals.
Add in World of Pain Res boosts, and IO Res boosts. You have your damage being spread out to pets that are very resistance and reg quickly.


Main: Praetor Imperium Elec/SS/Mu

 

Posted

Assault is a good thing to get as well. It's low number but spread over 8 attack sources it adds up.


 

Posted

The best power to combine with /Pain is Oppressive Gloom (the stun aura from patron). It works wonderful! You have constant +regen and just set your aoe heal on auto. I just run into the crowd and try to stun as many minions as I can. The radius for MM is 12' which is larger than Brute/Stalker's 8' radius.

I run duo Necro/Pain with my friend sometimes and both of us use OP aura. It's fun to stun even bosses!


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

No Mastermind build combination should have to worry about Oppressive Gloom because Body Guard reduces it by 75% anyways. It's the same as how Share Pain's self damage is spread amongst all of the pets, which is probably the best aspect of /Pain with a MM. You don't get to heal yourself after Share Pain, but this is countered by MMs having the largest HP pool and a 400% regeneration rate from Suppress Pain. Pain Corruptors have a different version of Suppress Pain that heals, so when they use Share Pain it can get pretty dicey.


 

Posted

Quote:
Originally Posted by _Klaw_ View Post
Assault is a good thing to get as well. It's low number but spread over 8 attack sources it adds up.
I never understand why people say this. It's a percentage increase, so the fact that the damage is spread across multiple sources is practically meaningless.

Some made up numbers for demonstration:

Suppose one character does 100 units of damage, and takes assault, for a 15% damage increase. That character is now doing 115 units of damage.

Now suppose a mastermind has 5 pets that do 20 units of damage each, for a total of 100 damage. That character also takes assault, so the pets deal a total of (20 X 1.15 X 5) 115 units of damage. It doesn't matter that lots of individual entities are dealing that damage.

Of course none of this considers other damage improvements such as enhancements. Masterminds actually get comparably less from assault than most other ATs, since the bonus they get is relatively little and they already provide a damage bonus to pets through supremacy.


Dark Armor/Stone Melee Tank Guide [I12]

 

Posted

Quote:
Originally Posted by Pyromantic View Post
Of course none of this considers other damage improvements such as enhancements. Masterminds actually get comparably less from assault than most other ATs, since the bonus they get is relatively little and they already provide a damage bonus to pets through supremacy.
And pets have low base damage so 15% damage buff on them don't feel as potent as 15% on a scrapper/blaster.

But I think a lot of MMs take leaderships because they don't plan on attacking on their own and it really fits the theme. When I made my first MM, the term "Leadership" really stands out. You figure... you are a Master and you provide Leadership to the pets (little did I know that MM's Assault value is quite low. LOL).


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Jibikao View Post
But I think a lot of MMs take leaderships because they don't plan on attacking on their own and it really fits the theme.
I mainly take it to get Tactics for +Perception and Confusion protection. And yes, Confusion is a rare thing for NPCs to have but it can really hurt on an MM when you do run into it.


Arc #40529 : The Furies of the Earth

 

Posted

I agree that leadership feels thematic for MMs and that's probably one reason why it's so popular. And I'm not saying it's a bad pool for MMs; both maneuvers and tactics are very useful for a lot of builds. I just think assault is often overrated for them. The notion that a MM "feels" like a team just because their damage is split amongst multiple entities does not make assault a better pick for one. It's simply decent; a way to squeeze out a little more damage and buff the (actual) team when you're not solo.


Dark Armor/Stone Melee Tank Guide [I12]

 

Posted

Quote:
Originally Posted by Pyromantic View Post
Suppose one character does 100 units of damage, and takes assault, for a 15% damage increase. That character is now doing 115 units of damage.
Most characters can boost all their damage with ordinary IO set bonuses, without sacrificing a power slot or paying endurance for another toggle. Pretty lackluster, if you aren't a mastermind.

Quote:
Originally Posted by Pyromantic View Post
Now suppose a mastermind has 5 pets that do 20 units of damage each, for a total of 100 damage. That character also takes assault, so the pets deal a total of (20 X 1.15 X 5) 115 units of damage. It doesn't matter that lots of individual entities are dealing that damage.
Yes, and that's a huge exception to the usual rule that it DOES matter, rendering most damage boosts almost useless to masterminds.

Quote:
Originally Posted by Pyromantic View Post
Of course none of this considers other damage improvements such as enhancements.
Well, it goes without saying you should slot all your pet summoning powers for damage, up to the ED limits. But that's only three powers. If you want more damage, what ELSE are you going to put in your build that is so important you can't fit assault in? I doubt you can find a personal attack power that actually competes with 15% of the base damage of ALL of your fully equipped and upgraded pets put together, especially with an endurance cost as light as assault. And even if that attack power existed, why not get it AND assault?


 

Posted

Quote:
Originally Posted by Jibikao View Post
But I think a lot of MMs take leaderships because they don't plan on attacking on their own and it really fits the theme.
The main reason I find to take Leadership on an MM is for Tactics. I tend to slightly prefer Maneuvers over Assault for the pre-requisite (and will take both if I have room) but at the end of the day Tactics is the critical one.

With the upcoming change to MMs in Incarnate Trials the importance of Tactics decreases a bit but it's still pretty important while working on your level shifts and it's always useful in regular content for ensuring that your lower ranked minions can consistently hit.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
The main reason I find to take Leadership on an MM is for Tactics. I tend to slightly prefer Maneuvers over Assault for the pre-requisite (and will take both if I have room) but at the end of the day Tactics is the critical one.

With the upcoming change to MMs in Incarnate Trials the importance of Tactics decreases a bit but it's still pretty important while working on your level shifts and it's always useful in regular content for ensuring that your lower ranked minions can consistently hit.
Yeah. Tactics is good. I've been trying to mix-match procs with Jounins while trying to keep his Damage enhancement value over 93% and having at least 40% -endurance as Ninjas use a lot of endurance. Well, I slot AH Proc and Negative Damage Proc but to get to 93% damage and 43% -end, my accuracy will be lower. To counter this, I took Tactics to make sure my Jounins can hit often on +3 and +4. Their ninja blade has -defense so once they hit once, the rest should be very easy to land.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.