Pain Domination Guide


FreshFish

 

Posted

A Guide for Pain Domination Masterminds and Corruptors. Descriptions taken from Paragonwiki.com, and the numbers from Mids. My experience is from playing a Pain mm.

The Powers

Nullify Pain

Nullify Pain will heal nearby allies for some hit points by numbing the pain caused by their wounds. Nullify Pain is not as potent as Soothe, but can heal multiple targets at once.

EndCost: 16.1
Rech: 8 sec
Range (pbaoe): 25
Cast time: 2.03 sec
Heal: 11.7%

Rating:
Comments: Typical empathy-style aoe heal. Incredibly useful for masterminds. I often find myself using it before my single target heal for a mastermind, as i dont have to target a pet, and it helps to counter-act any damage the other pets might take while i am healing the first one.


Soothe

You heal an ally by numbing their pain and calming their mind. You cannot use this power on yourself.

EndCost: 16.1
Rech: 4 sec
Range: 80
Cast time: 2.27 sec
Heal: 22.9%

Rating:
Comments: Typical empathy style ST (single target) heal.


Share Pain

Share Pain draws away some of an ally's anguish caused by their wounds, but damages the user. The pain caused by this power causes the user to go into a frenzy, briefly increasing their damage out put.

EndCost: .52
Rech: 15 sec
Range: 80
Cast time: 2.27 sec
Effects: heal target- 46.9%, user cant be healed for 15 secs, dam to self: 54-ish for mms, 83-ish for corrs; and self dam% buff- 19% for mms, 25% for corrs

Rating:
Comments: Empathy style absorb pain power. It heals a lot, but you cant be healed after using it, and it damages you a litte (i believe you can even kill yourself using it, so be careful). I would say any person trying to be a team's full time healer should take this without thinking, but as for masterminds who arent trying to specifically be a team healer, i didnt find it necessary at all for the pets; they simply dont have enough health for it be that useful.


Conduit of Pain

You revive a fallen ally by becoming a Conduit of Pain and transferring the pain that was inflicted upon them back upon your enemies. This will briefly empower you increasing your damage output, recovery rate, attack rate and chance to hit. After a minute the effect will wear off leaving you weakened for 30 seconds. Your damage, attack rate and chance to hit will all be reduced during this period.

EndCost: 32.2
Rech: 180 sec
Range: 15
Cast time: 3.2 sec
Effect to Caster: 175% recov bonus, 22.5% damage buff, 75% recharge buff, 15% tohit buff- for one minute.

Rating:
Comments: Like empathy rez, but better- it buffs you quite a bit. I hear its decent for helping a mastermind re-setup during a tough fight; but still, its a single target rez- some find it worth space in their builds, others dont. I had other powers i wanted to fit in there over it, so thats what i did.


Enforced Moral

Frees an ally from any Disorient, Hold, Sleep, Fear, Confuse and Immobilize effects and leaves them resistant to such effects for a good while. Also, grants target clearer Perception to see hidden foes, and a minor recharge and movement speed boost. Protection and Movement boost will improve with Multiple applications and as you advance in level, although the Recharge and Movement boost will only apply for the first few applications. If the ally is not damaged, Enforce Morale will cause them some pain before granting its benefits.

EndCost: 6.24
Rech: 4 sec
Range: 70
Cast: 3.1 sec
Duration: 90 sec

Rating:
Comments: Clear mind from the empathy set, but this one has a small +rech and +movement speed buff (recharge is only 5%, even though its stackable 5 times). I find it useful and its in my build, though i use it much more on players than i do my henchmen. Certainly better than stimulant, and can help with those annoying arachnos smoke bomb grenades.


Suppress Pain/Soothing Aura

While this power is active all nearby allies will be healed by Soothing Aura every couple of seconds for a small portion of their health (Masterminds get a regen aura instead).

EndCost: .18 End/sec
Rech: 10 sec
Range (pbaoe): 15
Cast time (toggle-turn on): 1.67 sec
Effect: 200% regen for mms, 4.12% heal every 4 secs for corr

Rating:
Comments: I havent used this power on a corruptor, and it is probably better on them, but for masterminds it seems like a questionable power. It does 400% regen slotted, which is good, but it pales in comparison to your aoe heal, and its affects dont really go noticed. One could probably do fine without it, but 400% is still nothing to snort at, and it affects the whole team in range, as well as simply being more healing for your hench, so I took it.


World of Pain

When this power is activated the user and all nearby team members will gain a moderate damage, resistance, and to-hit bonus. Additionally those affected by this power will have their resistance to placate effects improved.

EndCost: 13
Rech: 240 sec
Range (pbaoe): 35
Cast time: 2.03 sec
Duration: 90 sec
Effects: 11.3% resist buff, 12% damage buff, 7.5% tohit buff, placate resist

Rating:
Comments: This power is all its cracked up to be. It gives 18% resistance fully slotted, which means it slices off like 1/5 of all the damage the team will be taking. It really helps henchmen not get one-shotted, which is just what an empathy-type set would need to be able to get to the henchmen for the ST heals. The damage buff and tohit buffs are nice to have as well, as you dont have to worry about picking up tactics if your a mastermind. I only started noticing accuracy issues for my hench when they were facing +4's.


Anguishing Cry

You let out an Anguishing Cry causing a great deal of pain in your foes reducing their resistance and defense to damage for a short time.

EndCost: 16.2
Rech: 120 sec
Range (pbaoe): 25
Cast time: 1.97 sec
Duration: 30 sec
Effect: -22.5% Def, -22.5% Resist

Rating:
Comments: This is a decent power as well, good -def and -resist. My only issues with it is it cant be made perma (though can be up basically every spawn), and that it is centered on the caster, meaning you have to go into melee range to use it. Other than that, very worthwhile power.


Painbringer

You transform an ally to pain incarnate turning them into an inexhaustible killing machine. While the character is imbued with this power they will benefit from incredible health regeneration, endurance recovery and improved damage potential for a short time.

EndCost: 13
Rech: 300 sec
Range: 80
Cast time: 2.27 sec
Duration: 90 sec
Effect: 500% regen, 800% recov, 37.5% damage bonus

Rating:
Comments: This is the icing on the cake. Empathy has a power roughly the same called Adrenaline Boost, but painbringer does +dam, while AB does +rech. The regen rates on this power, 1000% slotted, mean you often wont have to heal whoever you put it on (player), unless its a teir 2 hench or lower, or taking heavy fire. Also, the recov boost is a huge boon, as you are able to help out that brute or stalker that sucks endurance like crazy. Unfortunately, it has like a minute downtime 3 slotted for recharge, but with hasten and some set bonuses, it can be made near perma or perma (the latter taking a lot).

In my next post, ill talk about some helpful binds, thoughts, and will post my ninja/pain dom build, for anyone who wants to look at a sample build.


 

Posted

Okay, so the first thing all the masterminds are wondering is "How the heck do I make a bind to heal a specific pet?" Let me tell ya, there is a big difference once you can do this, and the command that will allow us to do this is 'petselect'. A full bind will look like this (answer in the brackets) [/bind key "petselect_name petsname$$powexec_name healpowername"], key stands for what button you want to bind it to, petsname is where your pet's name will go (make SURE you dont put a space after your pets name, because the game will read this as your real pet having a space after its name, which means it will try to heal a pet that doesnt exist), and healpowername is typically going to be soothe or share pain, the single target heals, though i think soothe would typically be the only one u need to make a bind for. My bind for my pet named Firak, to be healed by Soothe, looks like this (answer is in brackets) [/bind n "petselect_name Firak$$powexec_name soothe"]. I make a separate button for each of the pets, that way i have a quick heal for each one. You can change the bind to heal the pet in a certain slot in the pet window by changing the 'petselect_name yadayada' to 'petselect_1' i believe, where the 1 stands for what slot the pet is in, which means you would need to make a 1, 2, 3, 4, 5, and 6. I use the d-pad to move around, because i laptop and no mouse, so my heal keys are bound to right control, right alt, right shift, forward slash, period, and i believe i will add Oni to ' (dont remember the name for that one, hyphen i think) when I get him (religious convictions, dont want to use a demon, and cant change his biography to say otherwise).

As for corruptors, I believe a similar command can be used for the teamslots, the bind involves team_select (dont quote me on this one, havent used it before), so a bind for soothe would look like [/bind key "team_select 1$$powexec_name soothe"]. That should allow u to use soothe on whoever is in the first spot on your team list; the number 1 can be replaced by 2, 3, 4, 5, 6, 7, or 8, and each separate key u make will heal the person in that team position/slot. If you just want to target them, and then be able to use whatever power u want, erase the $$ and onward in the above bind, but leave the last ", because it finishes the command. $$ tells the game that there is a second command coming, and that it is to do that after the first command is done.

Ninja/Pain MM Comments and Build

Overall, as a Pain mm, ive found that having provoke from the presence pool helps a ton. U can stand on one side of the enemy and have him taunted to attack u, and this saves your pets from getting hit by a lot of aoe damage. If they get in trouble, u can usually just hop in, aoe heal, and hop back out and they will be fine again. A note on this though, if you choose to not go jumping pool for acrobatics like i did, and even if u do, i would suggest picking up at least the Aegis set: +mez resist/psy resist. I have both that and a 7.5% unique from another set, and it makes a noticeable difference in how long i am mezzed, which is incredibly important if your using provoke.

I also picked up the aoe and st fears from the presence pool. I dont necessarily say that this is dah uber for everyone, but ive found taking out the enemy minions with one power to be quite beneficial, and i use the st fear on a boss or leui right after to keep a decent amount of enemies not attacking as much. The aoe fear also only has a 60 second recharge, which is awesome. You could also replace the fears with Oppressive Gloom (toggle mag 2 pbaoe disorient) from Ghost Widow as a patron, and then use the ST hold to try to take out anything higher than the minions. Oh, and Whirlwind from the speed pool is good for control as well. I kept four tank swipers out of the battle for some time with just whirlwind, though eventually my endurance ran low from using it.

I took thunderstrike and charged armor and enjoy them both. My build will have like 60% s/l/e resists, which is very nice, and thunderstrike's knockdown and 50% chance for mag 3 stun are nice to help with damage mitigation as well.

As for Nin/pain, ninjas are nice because they have caltrops, which help so that you dont have to heal as much, but u will still have to heal a lot, because ninjas, at least the genin, have the worst defensive rating out of all the teir 1 hench (taking into account the buffs other teirs give them). Its a strong combination, and i prefer it over my nin/forcefield, as people can hit through defense, but heals automatically take care of any damage that got through. Not to mention forcefield doesnt give damage buffs, and it can be a horribly stressing pain to try to do something like bubble all of your henchmen and then bubble the team as well. With Pain dom, the aoe heal and +resist affect everyone in range (on the team only for world of pain), and i can put painbringer on whoever i want.

Oh, and i strongly suggest four sets of doctored wounds (at least 5 slotted) so u can get a nice 16% heal bonus, as well as 20% recharge bonus, and some fire/cold resist, slotted into the aoe heal, soothe, regen aura, and painbringer. Helps to make u stronger overall, and it gets painbringer and world of pain up faster.

Notes on the build itself: +recharge from named sets does currently increase the pet's attacks' recharges as well as the pet's summoning recharge from the same IO. This is why i slotted some of the knockback set into Genin, and have the soulbound set +rech into the other two pets. Knockback sets will only affect attacks with knockback, defense debuff sets will only affect attacks with defense debuff, and etc though, so my genin only get crane kick increased by 26.5% recharge (but its okay, because i love seeing it). Soulbound i believe affects any attack that can take the other portion of the IO, so if the IO gives acc and rech, any power that takes acc will get its rech boosted as well. Same goes for dam. Soulbound may affect the majority or all of a pets powers, but i havent confirmed this yet, so i cant say for sure. (first tested on my mercs mastermind, and the long recharge powers they have made it noticeable). Also, this is a respec build, u will probably want to take enforced moral earlier than 49, as it is useful. Also, if u wanted slow resistance, u could slot a winter's kiss unique into superspeed; I dont get slowed that much in p vs e for it to be worth it to me, so i went for the ability to invis through mishs instead.

Set bonuses give: 16% extra to base heals, 50% rech bonus, 13.5% to health, roughly 30% to 1/3 off of mez on u, 33% acc bonus, 5.5% recov (not counting the slotted miracle unique), and 7.6% f/c resist, among other things.

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Danke: Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Pain Domination
Power Pool: Speed
Power Pool: Fitness
Power Pool: Presence
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Call Genin <ul type="square">[*] (A) HamiO:Nucleolus Exposure[*] (11) HamiO:Nucleolus Exposure[*] (11) Sovereign Right - Accuracy/Damage/Endurance[*] (17) Sovereign Right - Resistance Bonus[*] (19) Kinetic Crash - Recharge/Endurance[*] (33) Edict of the Master - Defense Bonus[/list]Level 1: Nullify Pain <ul type="square">[*] (A) Doctored Wounds - Heal[*] (3) Doctored Wounds - Heal/Endurance[*] (3) Doctored Wounds - Endurance/Recharge[*] (5) Doctored Wounds - Heal/Recharge[*] (5) Doctored Wounds - Heal/Endurance/Recharge[/list]Level 2: Aimed Shot <ul type="square">[*] (A) Apocalypse - Accuracy/Damage/Recharge[*] (17) Apocalypse - Chance of Damage(Negative)[*] (29) Apocalypse - Accuracy/Recharge[/list]Level 4: Soothe <ul type="square">[*] (A) Doctored Wounds - Heal[*] (7) Doctored Wounds - Heal/Endurance[*] (7) Doctored Wounds - Heal/Endurance/Recharge[*] (9) Doctored Wounds - Heal/Recharge[*] (9) Doctored Wounds - Endurance/Recharge[/list]Level 6: Train Ninjas <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 8: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (27) Recharge Reduction IO[*] (27) Recharge Reduction IO[/list]Level 10: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 12: Call Jounin <ul type="square">[*] (A) Soulbound Allegiance - Accuracy/Recharge[*] (13) Blood Mandate - Damage/Endurance[*] (13) HamiO:Nucleolus Exposure[*] (15) Soulbound Allegiance - Chance for Build Up[*] (15) Touch of Lady Grey - Chance for Negative Damage[*] (19) Soulbound Allegiance - Accuracy/Damage/Recharge[/list]Level 14: Health <ul type="square">[*] (A) Miracle - +Recovery[/list]Level 16: Super Speed <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 18: Provoke <ul type="square">[*] (A) Accuracy IO[*] (33) Accuracy IO[*] (33) Mocking Beratement - Taunt/Recharge/Range[*] (34) Mocking Beratement - Taunt/Range[/list]Level 20: Stamina <ul type="square">[*] (A) Efficacy Adaptor - EndMod[*] (21) Efficacy Adaptor - EndMod/Recharge[*] (21) Efficacy Adaptor - EndMod/Accuracy[/list]Level 22: Suppress Pain <ul type="square">[*] (A) Doctored Wounds - Heal[*] (23) Doctored Wounds - Heal/Endurance[*] (23) Doctored Wounds - Heal/Recharge[*] (25) Doctored Wounds - Heal/Endurance/Recharge[*] (25) Doctored Wounds - Endurance/Recharge[/list]Level 24: Maneuvers <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (40) Luck of the Gambler - Defense/Endurance[*] (43) Luck of the Gambler - Defense/Endurance/Recharge[*] (43) HamiO:Cytoskeleton Exposure[/list]Level 26: Oni <ul type="square">[*] (A) Soulbound Allegiance - Damage/Endurance[*] (34) Soulbound Allegiance - Damage/Recharge[*] (36) HamiO:Endoplasm Exposure[*] (36) HamiO:Nucleolus Exposure[*] (36) HamiO:Endoplasm Exposure[/list]Level 28: World of Pain <ul type="square">[*] (A) Aegis - Resistance/Recharge[*] (29) Reactive Armor - Resistance/Recharge[*] (34) Titanium Coating - Resistance/Recharge[*] (37) Titanium Coating - Resistance/Endurance/Recharge[*] (37) Impervious Skin - Status Resistance[*] (37) Titanium Coating - Resistance[/list]Level 30: Intimidate <ul type="square">[*] (A) Glimpse of the Abyss - Accuracy/Recharge[*] (31) Glimpse of the Abyss - Endurance/Fear[*] (31) Glimpse of the Abyss - Accuracy/Endurance[*] (31) Glimpse of the Abyss - Fear/Range[*] (46) Glimpse of the Abyss - Accuracy/Fear/Recharge[/list]Level 32: Kuji In Zen <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 35: Anguishing Cry <ul type="square">[*] (A) Analyze Weakness - Accuracy/Recharge[*] (40) Analyze Weakness - Accuracy/Endurance/Recharge[*] (43) Shield Breaker - Accuracy/Recharge[*] (48) Achilles' Heel - Chance for Res Debuff[/list]Level 38: Painbringer <ul type="square">[*] (A) Doctored Wounds - Heal[*] (39) Doctored Wounds - Heal/Endurance[*] (39) Doctored Wounds - Recharge[*] (39) Doctored Wounds - Heal/Recharge[*] (40) Doctored Wounds - Endurance/Recharge[/list]Level 41: Invoke Panic <ul type="square">[*] (A) Glimpse of the Abyss - Accuracy/Recharge[*] (42) Glimpse of the Abyss - Endurance/Fear[*] (42) Glimpse of the Abyss - Accuracy/Endurance[*] (42) Glimpse of the Abyss - Fear/Range[*] (46) Glimpse of the Abyss - Accuracy/Fear/Recharge[*] (50) Nightmare - Accuracy/Fear/Recharge[/list]Level 44: Charged Armor <ul type="square">[*] (A) HamiO:Ribosome Exposure[*] (45) HamiO:Ribosome Exposure[*] (45) HamiO:Ribosome Exposure[*] (45) Aegis - Psionic/Status Resistance[*] (46) Impervious Skin - Status Resistance[/list]Level 47: Thunder Strike <ul type="square">[*] (A) Armageddon - Accuracy/Recharge[*] (48) Armageddon - Accuracy/Damage/Recharge[*] (48) Armageddon - Damage/Recharge[*] (50) Armageddon - Damage/Endurance[*] (50) Armageddon - Chance for Fire Damage[/list]Level 49: Enforced Morale <ul type="square">[*] (A) Endurance Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Accuracy IO[/list]Level 1: Sprint <ul type="square">[*] (A) Celerity - +Stealth[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Supremacy


 

Posted

I'd have to rate this guide 2/10.

You OBVIOUSLY have no experience with Pain Domination on a corruptor, as you so blatantly stated that you BELIEVE something works a specific way.

YOUR NUMBERS FAIL as they are Mastermind numbers!

This is more a MM Pain Dom guide, so you should edit out any reference of Corruptors. They aren't the same.

And yes, this may seem incredibly harsh, but I'd prefer it that people who looked your guide over wouldn't be mislead or misinformed about Pain Domination.

And for CHRIST'S sake, its PAIN DOMINATION, not freaking EMPATHY.


 

Posted

[ QUOTE ]


A Guide for Pain Domination Corruptors. The numbers are from Mids.

The Powers

[u]Nullify Pain[u]

Nullify Pain will heal nearby allies for some hit points by numbing the pain caused by their wounds. Nullify Pain is not as potent as Soothe, but can heal multiple targets at once.

EndCost: 13
Rech: 8 seconds
Range: 25 foot radius PBAoE
Cast time: 2.03 seconds
Heal: 11%

Rating:***
Comments: This is your tier 1 Pointblank Area of Effect style heal. Works pretty well teamed or solo. Typical slotting can be from 4-6. If you find yourself using this often, throw an EndRdx in there.


[u]Soothe[u]

You heal an ally by numbing their pain and calming their mind. You cannot use this power on yourself.

EndCost: 13
Rech: 4 seconds
Range: 80 feet
Cast time: 2.27 seconds
Heal: 21.6%

Rating:****
Comments: This is a basic single target heal. Slotted 4-6 slots and have atleast one EndRdx as its cost can added up.


[u]Share Pain[u]

Share Pain draws away some of an ally's anguish caused by their wounds, but damages the user. The pain caused by this power causes the user to go into a frenzy, briefly increasing their damage out put.

EndCost: .52
Rech: 15 seconds
Range: 80 feet
Cast time: 2.27 seconds
Effects: Massive tank heal with some drawbacks and benefits. Firstly, it gives you -100% regeneration and -100% heal resistance, meaning, unless you have health or +regen, you won't recover any health while you're affected. However, in turn, you get a 25% damage buff.

Rating:****
Comments: THIS IS NOT ABSORB PAIN. Its better. Yes, you can kill yourself with it, and yes you can stack the damage buff, but having a massive heal like this can bring a brute from almost dead to completely alive. As for slotting? No EndRdx needed here! Only Heals and RechargeRdx, 4-6 slots though, depending on playstyle.


[u]Conduit of Pain[u]

You revive a fallen ally by becoming a Conduit of Pain and transferring the pain that was inflicted upon them back upon your enemies. This will briefly empower you increasing your damage output, recovery rate, attack rate and chance to hit. After a minute the effect will wear off leaving you weakened for 30 seconds. Your damage, attack rate and chance to hit will all be reduced during this period.

EndCost: 26
Rech: 180 seconds
Range: 15 feet
Cast time: 3.2 seconds
Effect to Caster: As a corruptor, you'll get a 20% tohit buff, 30% damage buff, 75% recharge buff, and 175% recovery buff. However, after the 60 seconds of buffs, you'll be hit with a debuff of damage, tohit, and recharge for 30 seconds.

Rating:***
Comments: This power is situational and requires a dead player body to use. As such, depending on your role as a corruptor, it can be skipped, taken, or put off til later. No need to add extra slots. A recharge will help with down time.


[u]Enforced Moral[u]

Frees an ally from any Disorient, Hold, Sleep, Fear, Confuse and Immobilize effects and leaves them resistant to such effects for a good while. Also, grants target clearer Perception to see hidden foes, and a minor recharge and movement speed boost. Protection and Movement boost will improve with Multiple applications and as you advance in level, although the Recharge and Movement boost will only apply for the first few applications. If the ally is not damaged, Enforce Morale will cause them some pain before granting its benefits.

EndCost: 5.2
Rech: 4 seconds
Range: 70
Cast: 3.1 seconds
Duration: 90 seconds

Rating:****
Comments: Gives you a small movement buff, recharge buff, perception, and resistance to all mezzes. If the target of your buff is full health or close to it, Enforced Morale will inflict small damage on them. Its helpful for squishy teammates or those who don't have some sort of mezz protection. Again, depending on what role you have as a corruptor, it can be skipped, taken asap, or put off. No need to add extra slots, however and EndRdx will help when casting.


[u]Soothing Aura[u]

While this power is active all nearby allies will be healed by Soothing Aura every couple of seconds for a small portion of their health.

EndCost: .2 End/sec
Rech: 10 seconds
Range : 15 ft Radius PBAoE
Cast time: 1.67 sec
Effect: 4.12% heal every 4 seconds

Rating:*
Comments: This power, in my humble opinion, is nearly useless. Sure it provides small dosage of healing every 4 seconds, but you can heal for a lot more than that with on activation of Nullify Pain. Its a nice place holder for uniques or to get set bonuses.

[u]World of Pain[u]

When this power is activated the user and all nearby team members will gain a moderate damage, resistance, and to-hit bonus. Additionally those affected by this power will have their resistance to placate effects improved.

EndCost: 10.2
Rech: 240 seconds
Range: 35 foot radius PBAoE
Cast time: 2.03 seconds
Duration: 90 seconds
Effects: 11.3% resist to all, 10% ToHit buff, 16% Damage buff, Placate resistance

Rating:*****
Comments: A powerful PBAoE buff that affects 3 areas (Dmg, ToHit, Res) that can be perma'd! Sign me up! This is a powerful buff and I recommend taking this ASAP. 6 Slot this baby and for basic IO slotting, I recommend 2 tohit, 2 res, and 2 RcgRdx.

[u]Anguishing Cry[u]

You let out an Anguishing Cry causing a great deal of pain in your foes reducing their resistance and defense to damage for a short time.

EndCost: 13
Rech: 120 seconds
Range: 25 fot radius PBAoE
Cast time: 1.97 seconds
Duration: 30 seconds
Effect: -30% Defense Debuff, -22.5% Resistance Debuff

Rating:*****
Comments: This power is a prime debuffer, affecting both resistance and defense. Sure, its PBAoE, but for with a self heal in Nullify Pain and a resistance buff in World of Pain, setting AC off is no problem. 6 slot this bad boy and don't forget to slot some accuracy.


[u]Painbringer[u]

You transform an ally to pain incarnate turning them into an inexhaustible killing machine. While the character is imbued with this power they will benefit from incredible health regeneration, endurance recovery and improved damage potential for a short time.

EndCost: 10.4
Rech: 300 seconds
Range: 80 feet
Cast time: 2.27 seconds
Duration: 90 seconds
Effect: 500% regen, 800% recov, 50% damage bonus

Rating:*****
Comments: This is your ability to turn some lucky individual into a god. You can give this enough +recovery to overcome Tier 9 crashes (such as Nova, Elude, etc). 6 slot with emphasis in recharge and endurance and a little health.



[/ QUOTE ]

fixt. Now you can add a corruptor perspective.