Necro/Pain Help


Ategenos Project

 

Posted

I was wondering if this build would be worth anything on TFs/Trials. It's pure support with buffed heals, ToHit buffs, minions that debuff, an AoE debuff and a decent CC.

Any help would be appreciated!

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Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Pain Domination
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Chill Mastery

Villain Profile:
Level 1: Zombie Horde

  • (A) Sovereign Right - Resistance Bonus
  • (5) Blood Mandate - Accuracy
  • (5) Blood Mandate - Accuracy/Damage
  • (7) Blood Mandate - Damage
Level 1: Nullify Pain
  • (A) Numina's Convalescence - Heal/Endurance
  • (13) Numina's Convalescence - Heal/Endurance/Recharge
  • (13) Numina's Convalescence - Heal/Recharge
  • (15) Numina's Convalescence - Heal
Level 2: Soothe
  • (A) Numina's Convalescence - Heal/Endurance
  • (3) Numina's Convalescence - Heal/Endurance/Recharge
  • (3) Numina's Convalescence - Heal/Recharge
  • (34) Numina's Convalescence - Heal
Level 4: Share Pain
  • (A) Healing IO
Level 6: Maneuvers
  • (A) Red Fortune - Defense/Endurance
  • (11) Red Fortune - Defense
  • (33) Red Fortune - Endurance
  • (34) Red Fortune - Defense/Recharge
  • (37) Red Fortune - Defense/Endurance/Recharge
Level 8: Aid Other
  • (A) Numina's Convalescence - Heal
  • (9) Numina's Convalescence - Heal/Endurance
  • (9) Numina's Convalescence - Heal/Recharge
  • (11) Numina's Convalescence - Heal/Endurance/Recharge
Level 10: Hasten
  • (A) Recharge Reduction IO
  • (15) Recharge Reduction IO
Level 12: Conduit of Pain
  • (A) Endurance Reduction IO
Level 14: Aid Self
  • (A) Miracle - Heal
  • (40) Miracle - Heal/Endurance
  • (45) Miracle - Heal/Recharge
  • (48) Miracle - Heal/Endurance/Recharge
Level 16: Grave Knight
  • (A) Edict of the Master - Defense Bonus
  • (17) Touch of Lady Grey - Defense Debuff
  • (23) Touch of Lady Grey - Defense Debuff/Recharge
  • (37) Touch of Lady Grey - Defense Debuff/Endurance
  • (37) Accuracy IO
  • (40) Achilles' Heel - Chance for Res Debuff
Level 18: Tactics
  • (A) Adjusted Targeting - To Hit Buff/Endurance
  • (40) Adjusted Targeting - To Hit Buff
  • (50) Adjusted Targeting - To Hit Buff/Recharge
  • (50) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (50) Adjusted Targeting - Endurance/Recharge
Level 20: Suppress Pain
  • (A) Numina's Convalescence - Heal
  • (21) Numina's Convalescence - Heal/Endurance
  • (21) Numina's Convalescence - Heal/Endurance/Recharge
  • (23) Numina's Convalescence - Heal/Recharge
Level 22: Enforced Morale
  • (A) Endurance Reduction IO
Level 24: Resuscitate
  • (A) Numina's Convalescence - Heal/Endurance
  • (33) Numina's Convalescence - Heal/Endurance/Recharge
  • (33) Numina's Convalescence - Heal
  • (34) Numina's Convalescence - Heal/Recharge
Level 26: Lich
  • (A) Cloud Senses - ToHit Debuff
  • (27) Cloud Senses - Accuracy/ToHitDebuff
  • (31) Cloud Senses - Accuracy/Recharge
  • (45) Cloud Senses - ToHit Debuff/Endurance/Recharge
Level 28: World of Pain
  • (A) Adjusted Targeting - Recharge
  • (29) Adjusted Targeting - To Hit Buff/Endurance
  • (29) Adjusted Targeting - To Hit Buff
  • (31) Adjusted Targeting - To Hit Buff/Recharge
  • (31) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (48) Resist Damage IO
Level 30: Soul Extraction
  • (A) Call to Arms - Defense Bonus Aura for Pets
  • (42) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (42) Expedient Reinforcement - Accuracy/Damage
  • (43) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (45) Expedient Reinforcement - Damage/Endurance
Level 32: Dark Empowerment
  • (A) Endurance Reduction IO
Level 35: Anguishing Cry
  • (A) Analyze Weakness - Defense Debuff
  • (36) Analyze Weakness - Accuracy/Defense Debuff
  • (36) Analyze Weakness - Defense Debuff/Endurance/Recharge
  • (36) Analyze Weakness - Accuracy/Endurance/Recharge
Level 38: Painbringer
  • (A) Miracle - Heal/Endurance/Recharge
  • (39) Miracle - Heal/Endurance
  • (39) Miracle - Endurance/Recharge
  • (39) Miracle - Heal/Recharge
Level 41: Flash Freeze
  • (A) Call of the Sandman - Accuracy/Recharge
  • (42) Call of the Sandman - Sleep/Range
  • (43) Call of the Sandman - Endurance/Sleep
  • (43) Call of the Sandman - Accuracy/Endurance
  • (48) Call of the Sandman - Accuracy/Sleep/Recharge
Level 44: Hoarfrost
  • (A) Miracle - Heal
  • (46) Miracle - Heal/Recharge
  • (46) Miracle - Heal/Endurance/Recharge
  • (46) Miracle - Endurance/Recharge
Level 47: Enchant Undead
  • (A) Recharge Reduction IO
Level 49: Recall Friend
  • (A) Endurance Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 1: Supremacy
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (19) Miracle - Heal
  • (19) Miracle - Heal/Endurance
  • (25) Miracle - Heal/Recharge
  • (25) Miracle - +Recovery
  • (27) Regenerative Tissue - +Regeneration
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Endurance Modification IO
  • (7) Performance Shifter - Chance for +End
  • (17) Performance Shifter - EndMod
------------
Set Bonus Totals:
  • 12% DamageBuff(Smashing)
  • 12% DamageBuff(Lethal)
  • 12% DamageBuff(Fire)
  • 12% DamageBuff(Cold)
  • 12% DamageBuff(Energy)
  • 12% DamageBuff(Negative)
  • 12% DamageBuff(Toxic)
  • 12% DamageBuff(Psionic)
  • 10% Defense
  • 1.88% Defense(Fire)
  • 1.88% Defense(Cold)
  • 0.94% Defense(AoE)
  • 4.5% Max End
  • 33.8% Enhancement(RechargeTime)
  • 18% Enhancement(Accuracy)
  • 5% Enhancement(Sleep)
  • 50% Enhancement(Heal)
  • 5% FlySpeed
  • 87.3 HP (10.9%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 7.2%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 7.2%
  • MezResist(Terrorized) 5%
  • 14% (0.23 End/sec) Recovery
  • 70% (2.34 HP/sec) Regeneration
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 21.3% Resistance(Fire)
  • 21.3% Resistance(Cold)
  • 22.5% Resistance(Energy)
  • 22.5% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
  • 5% RunSpeed

------------
Set Bonuses:
Sovereign Right
(Zombie Horde)
  • 10% Resistance(All)
Blood Mandate
(Zombie Horde)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
Numina's Convalescence
(Nullify Pain)
  • 12% (0.4 HP/sec) Regeneration
  • 15.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
Numina's Convalescence
(Soothe)
  • 12% (0.4 HP/sec) Regeneration
  • 15.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
Red Fortune
(Maneuvers)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Numina's Convalescence
(Aid Other)
  • 12% (0.4 HP/sec) Regeneration
  • 15.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
Miracle
(Aid Self)
  • 2.5% (0.04 End/sec) Recovery
  • 15.1 HP (1.88%) HitPoints
  • 5% Enhancement(Heal)
Edict of the Master
(Grave Knight)
  • 5% Defense
Touch of Lady Grey
(Grave Knight)
  • 12 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Adjusted Targeting
(Tactics)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Numina's Convalescence
(Suppress Pain)
  • 12% (0.4 HP/sec) Regeneration
  • 15.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
Numina's Convalescence
(Resuscitate)
  • 12% (0.4 HP/sec) Regeneration
  • 15.1 HP (1.88%) HitPoints (Exceeded 5 Bonus Cap)
  • 6% Enhancement(Heal)
Cloud Senses
(Lich)
  • Status Resistance 2.5%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Adjusted Targeting
(World of Pain)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Call to Arms
(Soul Extraction)
  • 5% Defense
Expedient Reinforcement
(Soul Extraction)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 10% Resistance(All)
Analyze Weakness
(Anguishing Cry)
  • 10% (0.33 HP/sec) Regeneration
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
Miracle
(Painbringer)
  • 2.5% (0.04 End/sec) Recovery
  • 15.1 HP (1.88%) HitPoints (Exceeded 5 Bonus Cap)
  • 5% Enhancement(Heal)
Call of the Sandman
(Flash Freeze)
  • 5% Enhancement(Sleep)
  • 15.1 HP (1.88%) HitPoints (Exceeded 5 Bonus Cap)
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Miracle
(Hoarfrost)
  • 2.5% (0.04 End/sec) Recovery
  • 15.1 HP (1.88%) HitPoints (Exceeded 5 Bonus Cap)
  • 5% Enhancement(Heal)
Miracle
(Health)
  • 2.5% (0.04 End/sec) Recovery
  • 15.1 HP (1.88%) HitPoints (Exceeded 5 Bonus Cap)
  • 5% Enhancement(Heal)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed




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Posted

Quote:
I was wondering if this build would be worth anything on TFs/Trials.
I'll apologize in advance for what I'm sure will be a harsh tone, but the short answer is "no", this build, as show in the OP, will underperform in any content compared to a more "standard" build.

The entire Medicine Pool: Aid Other, Aid Self, Resuscitate, a complete waste of picks and slots on a /Pain Dom. The heals in your secondary are more than adequate.

Emphasizing -tohit on the zombies completely over damage saddens me. The Knights have Broadsword attacks that will not benefit at all from your slotting, since those don't debuff to-hit. Further, those attacks are probably your best source of single target damage, and you've completely gimped them.

Taking your first upgrade (Enchant Undead) at level 47 means you can not exemp. I know you're trying to get your build so your last 2 picks use just 1 slot, but I must advise taking this particular power when it's first offered, even if you don't anticipate exemping, because you never know.

I would also advise 5 slotting Doctored Wounds in Heals over 4 slotting Numinas. I know the Numina set has better heal bonuses, but recharge is good for PD and DW gives that bonus.


Global = Hedgefund (or some derivation thereof)

 

Posted

Thanks for the response, and not to sound harsh, but um, for one, the zombies are not slotted for -tohit, second the knights don't have -tohit either, they are slotted for defense debuff and chance for resistance debuff, which, in fact, do work with broadsword...third, the reason I got the medicine pool was for an extra rez and a self heal, as well and heal boosts from set bonuses.

I do like the idea of doctored wounds though. I can unslot resuscitate and add one to the lower heals and get the last 2, 5% redux bonuses.

Also, this build is not designed to do damage, but support with heals and debuffs.


 

Posted

Quote:
Originally Posted by Ategenos Project View Post
Also, this build is not designed to do damage, but support with heals and debuffs.
That's pretty much what makes it useless. This is a flat out terrible build considering your goals. In fact, considering just about any goals, this is a terrible build.

I don't see the first upgrade to your henchmen. What are you thinking? EDIT: There it is, at level 47. What are you thinking?

The Grave Knights are your largest source of damage and have no damage enhancement.

You took Chill Mastery, but bypassed its best power, the defense shield.

Heals are completely overstated. The medicine pool needs to go.

Defense debuffs, especially in powers that require a tohit check, are all but worthless. If you need the defense debuff, it's because you can't hit your target. If you can't hit your target, you can't land the debuff.

Seriously, I cannot overstate how awful this build is, but I'll try anyway.

This build is phenomenally, monumentally bad. Crossing the streams bad. Straight into the air and blow up like Challenger kind of bad. New Jersey air quality bad.

...

It's worse than The Last Airbender was.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Taking Enchant Undead at lvl 47???!!!

Is this your first Mastermind?

I don't care what kind of build you are trying to achieve, but taking first upgrade at lvl 47 is just bad. If you hate upgrades that much, you are better off taking the 2nd upgrade at 47. The first upgrade gives you more reliable attacks than the 2nd. Your zombies will have two pukes and your Grave Knights have Gloom.


Edited: You didn't even slot +damage/acc for Grave Knight? Well, I think you might have just achieved "the build is not meant to do damage". You aren't getting any damage in the end I can tell you that.


What are you trying to achieve exactly? A healer?


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 Ategenos Project View Post
Thanks for the response, and not to sound harsh, but um, for one, the zombies are not slotted for -tohit, second the knights don't have -tohit either, they are slotted for defense debuff and chance for resistance debuff, which, in fact, do work with broadsword...third, the reason I got the medicine pool was for an extra rez and a self heal, as well and heal boosts from set bonuses.
My apologies for incorrectly stating your Grave Knights were gimped by slotting -tohit. Rather, they are gimped by slotting -def, actually that makes them more gimped, as Dechs mentioned above about the paradox of -def.


Global = Hedgefund (or some derivation thereof)

 

Posted

I am sorry but Grave Knights are not meant to be "debuffers". They are meant for doing damage. I say majority of your Necro damage is from Grave Knight. In fact, if you don't take Ninja's critical into consideration, Grave Knight can out-damage Jounins because they have Dark Blast and Gloom for range and if they cycle Head Splitter and Disem correctly, they have the highest ST damage of all MM pets.

The debuffs from their attacks are just gravy since Grave Knights also have bad resistance. They don't have lethal/smashing.


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

Hey, I'd like to apologize for my initial post here. Your build is still terrible, but you didn't deserve such a harsh response. I admit I let emotion type for me. It's not your first post, but your second that set me off. You asked for feedback, then flat out ignored most of the feedback you got and threw the rest of it back at him.

"You won't need any more heals than the /pain ones."
"But I got Medicine for the extra heals!"

You see how this sounds?

It's almost as if you came here saying "Tell me my build is great" and not "What could be wrong with my build?"

All that said, welcome to the forums. I hope you can take some of the criticism from this thread and work up a better build. Look around, there are a few other Necro/pain threads that could give you some guidance too.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

I wasn't trying to sound like a jerk in my second post. I have no desire to play an mm outside of solely healing and throwing out some buffs/debuffs. If that makes it bad, then I will play another class, lol. the reason behind med pool was for a big self heal since the aoe heal is the only one that you can cast on yourself. Anguishing cry will have around 200% chance to hit, and reduces defense as well as resists. I moved enchanted undead to level 10 by moving things around.

I guess it just looked good on paper and heals are overrated in coh vs other games. Thanks for the help =).


 

Posted

Quote:
Originally Posted by Ategenos Project View Post
I wasn't trying to sound like a jerk in my second post. I have no desire to play an mm outside of solely healing and throwing out some buffs/debuffs. If that makes it bad, then I will play another class, lol. the reason behind med pool was for a big self heal since the aoe heal is the only one that you can cast on yourself. Anguishing cry will have around 200% chance to hit, and reduces defense as well as resists. I moved enchanted undead to level 10 by moving things around.

I guess it just looked good on paper and heals are overrated in coh vs other games. Thanks for the help =).
Your best bet is Dark/Pain Corruptor. You get the best of both worlds. Corr's pain is better and dark blast can debuff more efficiently as you can line up the cones. Just focus more on putting +tohit debuff in your blasts.

I guess some of us just don't understand why you would want to pick Mastermind if you have no desire to use the pets to their fullest potential.


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

Now I have access to Mids, so let's take a deeper look shall we?

With your current slotting, Nullify Pain (PBAOE heal) recharges in 3.18 seconds, cast time of 2.03 seconds. Soothe, the ally heal, recharges in 1.6 seconds, cast time of 2.27 seconds.

In my experience, if I'm in some super-reactive mode needing to focus on healing, then Soothe> NP > Sooth is seemless. That doesn't even get into using Share Pain.

Aid Other has a cast time of 3.93 seconds and (this is important) is interuptable, not just by enemy fire, but by you accidentally hitting a move button. I honestly don't know how I'd fit Aid Other into my "heal chain" if I took it.

I'll concede that Aid Self will restore more of your hp than NP will. Again, it's interuptable and will only heal you. Personally, I find with NP, Suppress Pain (+regen) and bg mode, I always have a full supply of green insps (since I don't consume them). I usually take Aid Self with my MMs, but not for my /PD.

As for the rez, if it's that important to you, I'd put 2 recharge IOs into Conduit of Pain. That gets you a rez every 62 seconds as opposed to 2 every 88 seconds with your current build. If you're spamming rezzes like that, something's wrong that's not build related. That's not a jab at you, it's at your hypothetical team's tactics.

Other notes -

To a high regen build, the +regen proc doesn't do a lot and Suppress Pain really amps up your regen. With the proc you regen 25.43 hp/sec, without, it's 24.5 hp/sec.

I added some higher priced items, but I don't think they're too high priced - Lysosome HOs so you get Acc, -tohit and -def all in one slot, freeing up your henchmen to do some actual damage. The purple pet set isn't terribly expensive. At 3 slots it provides the highest +HP bonus in the game (3%) so I always slot 2 sets of 3. The sleep purple is trivially cheap, so I went for that.

I kept your power selection as is, including Medicine, except I swapped Resuscitate for Veng. Believe me, veng will be more helpful to your team's survival than a second rez. It's not the build I would make for a Necro/PD I'd build for myself, but it's how I'd modify your build to satisfy what you're looking for, while still providing a satisfactory level of MM performance. I'd make more changes given the time and inclination to do so.

To illustrate my point about +hp being more imporant than +regen on a high regen build - Though I lowered your regen, your hp/sec increased to 26.98 (from 25.43) due to more +hp.

Villain Plan by Mids' Villain Designer 1.94
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: Medicine
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Chill Mastery

Villain Profile:
Level 1: Zombie Horde -- SvgnRt-PetResDam(A), EdctM'r-Acc/Dmg(5), EdctM'r-Acc/Dmg/EndRdx(5), EdctM'r-Dmg(7), HO:Lyso(15)
Level 1: Nullify Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15)
Level 2: Soothe -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(3), Numna-Heal/Rchg(3), Numna-Heal(34)
Level 4: Share Pain -- Heal-I(A)
Level 6: Maneuvers -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(9), RedFtn-Def(11), RedFtn-EndRdx/Rchg(11), RedFtn-EndRdx(33), RedFtn-Def/Rchg(34)
Level 8: Aid Other -- Numna-Heal(A)
Level 10: Enchant Undead -- EndRdx-I(A)
Level 12: Conduit of Pain -- RechRdx-I(A), RechRdx-I(27)
Level 14: Aid Self -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(40), Mrcl-Heal/Rchg(45), Mrcl-Heal/EndRdx/Rchg(48)
Level 16: Grave Knight -- HO:Lyso(A), S'bndAl-Dmg(17), S'bndAl-Build%(23), S'bndAl-Dmg/Rchg(37), HO:Lyso(37), Achilles-ResDeb%(40)
Level 18: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(40), AdjTgt-ToHit/Rchg(50), AdjTgt-ToHit/EndRdx/Rchg(50), AdjTgt-EndRdx/Rchg(50)
Level 20: Suppress Pain -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Heal/EndRdx/Rchg(21), Numna-Heal/Rchg(23)
Level 22: Enforced Morale -- EndRdx-I(A)
Level 24: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(34), LkGmblr-Def/EndRdx/Rchg(37)
Level 26: Lich -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Acc/Dmg/Rchg(27), S'bndAl-Acc/Rchg(31), EdctM'r-PetDef(33), EdctM'r-Acc/Dmg/EndRdx(33), EdctM'r-Dmg/EndRdx(45)
Level 28: World of Pain -- AdjTgt-Rchg(A), AdjTgt-ToHit/EndRdx(29), AdjTgt-ToHit(29), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31)
Level 30: Soul Extraction -- C'Arms-+Def(Pets)(A), ExRmnt-+Res(Pets)(42), ExRmnt-Acc/Dmg(42), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-Dmg/EndRdx(45)
Level 32: Dark Empowerment -- EndRdx-I(A)
Level 35: Anguishing Cry -- LdyGrey-DefDeb/Rchg(A), AnWeak-Acc/DefDeb(36), LdyGrey-Rchg/EndRdx(36), AnWeak-Acc/Rchg/EndRdx(36)
Level 38: Painbringer -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/EndRdx(39), Mrcl-EndRdx/Rchg(39), Mrcl-Heal/Rchg(39)
Level 41: Flash Freeze -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Acc/Rchg(43), FtnHyp-Sleep/EndRdx(43), FtnHyp-Plct%(48)
Level 44: Hoarfrost -- Mrcl-Heal(A), Mrcl-Heal/Rchg(46), Mrcl-Heal/EndRdx/Rchg(46), Mrcl-EndRdx/Rchg(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Recall Friend -- Winter-ResSlow(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(19), Mrcl-Heal/EndRdx(19), Mrcl-Heal/Rchg(25), Mrcl-Rcvry+(25)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(7), P'Shift-EndMod(17)



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Global = Hedgefund (or some derivation thereof)

 

Posted

Take less damage with body guard and I like the regenerate aura more than the pulse heal corruptors have lol


 

Posted

Thanks for all that, I will take a look at it.

How would you build it?


 

Posted

Quote:
Originally Posted by Ategenos Project View Post
Thanks for all that, I will take a look at it.

How would you build it?
Since you asked so nicely:

Villain Plan by Mids' Villain Designer 1.94
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: Fighting
Power Pool: Speed
Ancillary Pool: Chill Mastery

Villain Profile:
Level 1: Zombie Horde -- SvgnRt-PetResDam(A), EdctM'r-Acc/Dmg(5), EdctM'r-Acc/Dmg/EndRdx(5), EdctM'r-Dmg(7), HO:Nucle(15)
Level 1: Nullify Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15)
Level 2: Soothe -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(45)
Level 4: Share Pain -- RgnTis-Regen+(A)
Level 6: Maneuvers -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(9), RedFtn-Def(11), RedFtn-EndRdx/Rchg(11), RedFtn-EndRdx(33), RedFtn-Def/Rchg(34)
Level 8: Kick -- Empty(A)
Level 10: Enchant Undead -- EndRdx-I(A)
Level 12: Conduit of Pain -- RechRdx-I(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(27), S'fstPrt-ResDam/EndRdx(40)
Level 16: Grave Knight -- HO:Lyso(A), S'bndAl-Dmg(17), S'bndAl-Build%(23), S'bndAl-Dmg/Rchg(37), HO:Lyso(37), Achilles-ResDeb%(40)
Level 18: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-EndRdx/Rchg(19), AdjTgt-ToHit(40), AdjTgt-ToHit/Rchg(50), AdjTgt-ToHit/EndRdx/Rchg(50)
Level 20: Suppress Pain -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Heal/EndRdx/Rchg(21), Numna-Heal/Rchg(23)
Level 22: Enforced Morale -- EndRdx-I(A)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(37)
Level 26: Lich -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Acc/Dmg/Rchg(27), S'bndAl-Acc/Rchg(31), EdctM'r-Acc/Dmg(31), EdctM'r-PetDef(33), EdctM'r-Acc/Dmg/EndRdx(33)
Level 28: World of Pain -- TtmC'tng-ResDam/Rchg(A), TtmC'tng-ResDam(29), TtmC'tng-ResDam/EndRdx/Rchg(29)
Level 30: Soul Extraction -- C'Arms-+Def(Pets)(A), ExRmnt-Acc/Rchg(31), ExRmnt-+Res(Pets)(42), ExRmnt-Acc/Dmg(42), ExRmnt-Acc/Dmg/Rchg(43)
Level 32: Dark Empowerment -- EndRdx-I(A)
Level 35: Anguishing Cry -- LdyGrey-DefDeb/Rchg(A), AnWeak-Acc/DefDeb(36), LdyGrey-Rchg/EndRdx(36), AnWeak-Acc/Rchg/EndRdx(36)
Level 38: Painbringer -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/EndRdx(39), Mrcl-EndRdx/Rchg(39), Mrcl-Heal/Rchg(39)
Level 41: Flash Freeze -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Acc/Rchg(43), FtnHyp-Sleep/EndRdx(43), FtnHyp-Plct%(45)
Level 44: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Rchg(46), Dct'dW-Heal(46)
Level 47: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def/Rchg(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal/EndRdx(19), Mrcl-Heal/Rchg(25), Mrcl-Rcvry+(25)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-End%(7), P'Shift-EndMod(17)



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Really the main difference between what I had before and this is substituting Fighting pool over Medicine.

Just fyi, the concept of "I want to be a healer and not do damage" is a "hot button" topic on the forums and the game in general. If you'd started this on the Defender forums a 10-page flamefest would have erupted by now. Oddly enough, I think this actually is the right AT to play a "heal focused" character. Defenders and Corruptors that want to heal but not attack are derided as playing half a character, likewise for Controllers, though the "healer troller" is pretty rare. The MM however, can indeed sit back, throw out heals, not use attacks and be pretty darn effective, that is as long as the buffs/debuffs are actively used and the pets are engaged.

Back to the changes I made, I want to point out the s/l def is a smidge over 34%, 33 is a "magic number" of sorts for being one small inspiration away from the defense soft-cap. Resists are also respectable, 36% for s/l/f (almost) and 55% for cold. I honestly believe that you would contribute far more to your team by having the self-sufficiency of a build that combines decent defense, resists, regen and hp that keeps you alive than having a 2nd heal and rez.


Global = Hedgefund (or some derivation thereof)

 

Posted

I like it, I really appreciate your help. I realize that a "heal only" character seems backwards in this game, but as you pointed out, I thought a MM could pull it off better than any other character.

I have never done a trial yet, but from what I hear, they are decently tough, and I figured a good set of heals would always be a plus.

A couple questions, if I may.

Is it worth running a 3rd set of Soulbound in the zombies later on?
Is the lower amount of recovery and higher amount of used endurance per second going to be an issue? (Though I suppose in a TF/Trial someone else will have a recovery buff)

Now I just gotta calculate how much extra it's gonna cost, hehe.


 

Posted

The purple IOs are unique. You can't slot any more Soulbounds. The Apocolypse set has a 3% HP bonus but 3 of those are probably as expensive as the entire build I just posted.

I did gimp your blue bar a bit, I admit. I think it's sufficient as is and, anyway these days I think folks are going to be eager to dust off their kins for the new buffs. I think Cardiac would be the alpha you'd want to go for anyway (for endurance and resists), and that will solve any endurance issues. Looks like it would take your s/l resists to 41%.


Global = Hedgefund (or some derivation thereof)

 

Posted

Ah yes, I forgot the purples are unique, my bad.

And yes, I was looking at either cardiac or spiritual for my alpha. Spiritual looked nice because it would put me at 5.5 seconds from perma hasten, 4.2 seconds from perma anguishing cry with hasten, and would put me at 4.5 seconds from perma World of Pain without hasten even up. I'd also get the little extra to heals.

But like you said, the blue bar is gimped a little, which means the extra recharge probably wouldn't matter due to not having enough endurance to use skills.

It's a toss up.

Also, what about another Achilles' Heel Resist Debuff in Anguishing Cry, since defenses can't go below 0% anyway, and resists can go negative? And what about removing Hoarfrost for Provoke?