Wintervoid

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  1. Wintervoid

    Elec/Elec Dom?

    Quote:
    Originally Posted by Pinny View Post
    Considering electric/electric doesn't benefit from permadom nearly as much as the other combinations, I don't understand why people are so fixated on "PERMADOM OR YOU'RE USELESS!" especially for a set that only effects like what? 2-3 powers?
    In most ways you are right. But one thing Electric hates is to be stunned/held and have Conductive Aura shut off. Not only do the Mobs regain End while you are stunned, but you have to wait for CA to recharge.
  2. Okay, it has been a while since I played my Mind/Psy, but I do remember needing a blue every once in a while. Everyone is telling me I am wrong, so I wanted to log in and check it out. I also ran numbers using Mids (yes, I know not the most reliable source for numbers)

    First, Mids tells me that I can run all those powers, and have a bit of time for some movement, but not much. That makes sense, since I had build my toon as AoE centric and not having to move too much. I.E, lock some from a distance, jump to the middle, and spam PSW and DP until the mobs thin out enough that I have to move again. I am sure I could reposition myself more often for better effect at times, but I remember having to frantically push out AoE Control/PSW to mimimize damage.

    Second, using a crude spreadsheet, it seems like if I hit 3+ mobs w/ DP I am golden, but 2 or less and my end will start to drain away with this usage. In most cases, I am in position to hit well over 3+, but I am sure that there have been times that I have not due to scatter, bad positioning, etc and that is most likely where my End Woes (not really woes, but need to pop an occasional blue) come from.

    Okay, then I logged in. Right away, I noticed a few things. First, I do not have Soul Drain, but Assault instead. Second, I was running @ +2/x8. Third, when I started playing again, I noticed that I tend to leave on SuperSpeed the first 5-10 seconds while locking down w/ Mass Confusion and Hypnosis which drains a bit more end.

    After playing for a bit, I did notice that I do not have issues w/ end at the start of fights as I have lots of targets to hit. I did notice I have a reluctance to DP near then end of fights when there are maybe 5-6 mobs left, but scattered, and I probably would not get more then 2 in a hit w/o alot of positionining (Which is time I could be using to rush the next group with my playstyle) I kind of need the +Regen on DP when I first hit a fresh group to handle the DPS from mobs my hard controls do miss, so I want it up as soon as I hit a new group*. I am pretty sure that is where my perception that I needed an occasional Blue came from.

    *Oh, and as a side note, there are mobs I miss at +2/X8, even with spamming all the controls. Yes, I could be more cautious (Or maybe better) and get everything locked down w/ careful positioning before I come out of invis...but I play w/ a more Brutish playstyle in most cases, and I prefer to see how much chaos I can create and then control instead.

    Also, I vaguely remember looking though and trying to find powers I would prefer to have that I could replace fitness w/ that would improve my character. What I came up with was that until I had 5 LotG (only have 2), that I would not get much milage out of other powers that I would not have to slot. Looking again, I can see a few that I would probably take now, namely Vengence and Recall Friend, but at the time I tended to solo alot due to erracticc time from havin a new baby.

    So...in closing, I very well may be doing something wrong, and there probably are better picks then fitness. I was going off memory from months and months ago, shortly after PSW was nerfed. I did remember eating an occasional blue. This stood out to me because I was suprised I ever needed to with all the + end in the build.

    I never meant to create such a ruckuss
  3. I am pretty much either spamming an AoE attack or an AoE control. Solo vs +1/x8 the fights run long and I do run Maneuvers and Tactics as well as a Shield. I do not slot for any End reductions besides what I get in sets (And in Manuevers, that is just a LotG)

    Look, In 30 seconds I can go through MC (19 end) 2x Terrify (34 end) Total Domination (12 end) Psychic Shockwave x 5 times (70 end) Mass Hynosis (15 End) Drain Psyche (7 End) Soul Drain (11 End) Obliteration (15 End) Pychic Scream (12 End) and Running Manuevers (10 End), Tactics (6 end) and Dark Embrace (7 end).

    That is about 220 end spent in the first 30 seconds. I recover at about 3 end per second w/ Stamina. After normal stamina, that puts me down to about -30 end (Or more if Hasten drops) in thirty seconds which DP or Dom firing normally cover. There have been times that I have missed w/ DP, not positioned properly, had mobs killed before it went off etc. that I have had to eat blues. Of course, I do not always get all these off or need to in the first 30 seconds, but I can and have.

    With all that said, I know perfectly well that I could slot/play a bit more intelligently and probably not need stamina at all. But I like putting myself in a very fluid and frantic environment that I need all my tools to survive, and I like not having to pay (much) attention to my blue bar. Oh, and Stamina does help for single hard targets and/or running lots of toggles.

    I am not saying that a Mind/Psi needs Stamina, just that it can be a luxury w/ some playstyles.
  4. Just a quick note on Stamina. I have a 50 Mind/Psi w/ Stamina, and I still can run out of end. Granted, I play more like a brute and rush large groups ahead of everyone else (or solo) and spam all my AoEs, but even w/ Perma Dom coming up every 80ish seconds and DP, I eat a few blues now and then.

    IMO, if you are not not running out of end on most builds, you are not trying hard enough.
  5. Just curious on what looked like an inconsistency.

    For the record, I really do not care what powers a toon has as long as they contribute to a team, even if all they contribute to a team is some witty remarks. I would say play what you want, how you want, as long as you are not actively endangering your team.
  6. Quote:
    Originally Posted by Gypsy_of_Paradox View Post
    Sorry my Doms are all perma'd w/o help, so I don't personally see most of your argument as truely valid. IMO those doms need to grind and get perma'd so they don't need a kin.
    You expect Dom's to grind and adjust their entire build to be Perma'd, but do not like the fact that others expect a Kin to use a power pick on SB?

    Interesting.
  7. I just started an Fire/Earth myself for this weekend, but so far only have him to 18. So far he has been doing pretty well. Not as smooth as my Mind/Psi did, but a bit quicker kills (This was before /Psi was adjusted)

    I am currious what level you are at now, and if mainly solo or teamed.

    A few things I would say on your build from my persective:

    Tremor is not that great imo. Slow, not much Aoe damage, and not great Mitigation. Of course, if you are teaming mostly, some Aoe is better then none, as long as you do not grab aggro.

    Pretty much same thing for Fire cages, although there can be an argument made for Firecages when you have Flashfires slotted up. Cages stops any knockdown of your attacks, so in a way it can negate some of your control from your secondary. But, on the other side, it does keep everyone together for Hot Feet. Which brings me to my next point.

    Hot Feet has been excellent for me so far. The damage per end is actually fairly decent vs one mob, and great as an AoE. It also gives a fair amount of protection with the fear effect. I am eagerly waiting stacking this and Mud Pots for some decent activation free damage. Of course, it is fairly end intensive. But by turning off when not needed, and between rest and Domination, it has not been an issue. Of course, having Domination up more helps which brings me to...

    Hasten. You really should fit it in sooner. Even if you do not care about using it for your attack chain, it brings up Domination quicker, along with your longer recharge AoE controls. Of course, it does help your attack chain since you can almost stop using Stone Spears and rely on Char and Stone Mallet for most of your chain. BTW, slotting Char for damage early on is not a bad idea. It is comparable w/ Stone Mallet for DPA.

    As far as synergy, here is where I see the synergy. A melee based AOE Machine w/ Hotfeet, Mudpots and Fissure. Also, I think the build could be decent vs AVs when permaed. You have a quick activating Hold, Powerboost to help add some Mag durration if you miss, a second Hold in Seismic Smash to slip in between Chars and activation Free damage w/ Hotfeet/Mud Pots running. Not sure if it will work in game as well as it does on paper though. I know my Mind/Psi could hold AVs, but it was tough to maintain. It was easier to use sleeps when the triangles were up. But, it is definately a possiblity unlike most other builds.
  8. Great for most EBs. Even when PToD are up you can Levitate, Mind Probe, Sleep and repeat without them ever getting a shot in. (This may only be while in Domination though, I haven't tried one w/o Dom up that I can remember)

    Works on Bosses as well. But Bosses are generally not an issue. You just Lev, Dominate, Sleep, Lev and Dominate if Domination is not available.

    EBs that are KB resistant you can generally sleep until the PoTD are down, and go on a damage spree when they drop. You may or may not be able to chain sleep them at a distance, depending on their attacks. They will still get an action, but if you are at distance, often that action may be just a step forward.

    Oh, they are also a good cheap space for a +6.25 sleep recharge slot. (Although later, you may want to swap out for a +6.25 damage IO set). I was able to get my Mind/Psy barely Permaed @ 43 fairly cheap w/o any farming or playing the market, just being patient and low bidding the recipes. I am not positive how Mind/Fire compares, but I would imagine it would be similar.

    Really, it is a good thing to have the Hold, Sleep, Confuse and Knck-up, as that means that you should always have some form of control that will affect the tough Bosses/EBs.
  9. [ QUOTE ]
    Also a minor quibble: your minions do not receive "more damage" if fewer of them are on Bodyguard; only the MM receives more damage.

    [/ QUOTE ]

    Actually, they do. Not total damage, but damage per pet.

    Ex: 100 points of damage coming in.

    MM w/ 6 pets in BG mode. MM takes 2/8s or 25 points, and each pet takes 12.5 points of damage.

    MM w/ 2 pets in BG mode. MM takes 2/4s or 50 points, and each pet takes 25 points of damage.
  10. [ QUOTE ]
    I still think it is a level 32 Power like Unstoppable that you are giving out for free at level one, well better than Unstoppable really since MM's do more damage and get Defender powers to boot.

    Maybe it should be. At level 32. "After patient training over the past 32 levels your inherent power Supremacy, has improved. You now have the Bodyguard ability."

    Have you ever been to Sirens Call? You should spend some time there watching the MMs use Bodyguard and decide for yourself.

    [/ QUOTE ]

    A MM has many vulnerabilities, TP foe and AoEs being the best known ones, but not the only ones by far.

    As time goes on, and people learn how to fight MMs, the advantage will go away.
  11. [ QUOTE ]
    I appologies if this question has already been answered, but I havent seen it yet, so here goes...

    Pets and Oil Slick. Is it a bug that pets will not enter the area of the slick? Even after the power has dissapated? Or is this intentional.. Either way it really bites.

    [/ QUOTE ]

    I completely Agree. I thought I remembered seeing that they had a fix in I-7...but....no luck. Anyone hear if there is an ETA for a fix..or if it has become a backburner Issue? Cause...w/o a fix, I would prefer NOT to light the slick about 95% of the time, and that seems like I am losing about 1/2 the usage of the power.
  12. You know....I would be happy if I could light it w/ another Arrow from Trick arrow.
  13. Couple of quick questions. What travel power do you want, and what kind of playstyle? DPS, Control, AoE, Single Target, Balanced? Let me know, and then I will post what I would build for a PvE Solo build.
  14. [ QUOTE ]
    [ QUOTE ]
    Masterminds having the set borders on broken but the villains need something like this set among their sets. It should have been a corruptor set, but that was not to be.


    [/ QUOTE ]

    Heh, totally agree on that... I got a TA/A up to 38 before I finally gave in that TA just sucked for Defenders. When CoV came out, I told everyone to avoid TA for Masterminds like the plague, figuring it'd be just as bad as it is for Defenders.

    Then I finally made a Ninja/TA MM... oh my gawd... I've never seen such an overpowered combo. The two sets mesh together so perfectly, it's sickening. I rather think that TA was designed for MM's, and just given to Defenders as a bone... But, that's just a conspiracy theory, hehe.

    [/ QUOTE ]

    I have played several MMs, and although /TA works well for a MM, by no means would I say it is overpowered. MMs are overpowered in PvE, esp solo. I tried /TA because /Traps and /Dark were way too easy.

    Anyway, the reason that I think /TA works for a MM has been stated. The animation times do not affect a MM at all, since you have pets to do damage and manage aggro. I can pretty much spend an entire fight just debuffing and reapplying debuffs. Many times I have felt for the /TA Defenders that must choose to only Debuff, or lose some debuffs for some offense.

    With that said, I really think that if they lowered the animation times, it would help Defenders quite a bit. It also wouldnt overpower MMs, since we can not use that extra time to increase our DPS as a Defender could. Not sure how well that would work for a Controller though.

    Anyway...the other problem is /TA is weak early. Since Flash Arrow is mainly meant for a stealth now, I would suggest moving it to Disruption Arrows Slot, moving Disruption to Acid Arrow, and moving Acid arrow to the Flash Spot. That give a /TA earlier useful debuffing, and a more situational power is moved back later.
  15. Something I would like to add to the guide as far as Fear and Holds.

    If you have used Fearsome Stare, and successfully feared a boss with it, you can hold him without and return attack. The key to this is to get Petrifing Gaze to land and then Frezze Ray. Pet Gaze Does no damage, so it will not break the fear effect. By the time that Frezze Ray hits (which the damage will break Fearsome Stare for a singel return attack) the Boss will be held, so then he will not get a return attack.

    This 'should' work in PvP as well. I have had good succcess with Fear landing, but havent tried the holds yet. I would highly reccomend Aim before the FS/PG/FR combo though. When Patron Powers come out, that will add a 3rd hold as well, although it looks like those holds will do damage.
  16. Here is an Ice/Dark that I did a while back that could be added

    http://boards.cityofheroes.com/showf...part=1#5063729
  17. Ice/Dark is a great combo that is very versatile and very active in combat. You can cover several roles in combat, often switching roles many times in one battle. I/D is also arguably the best Controlling Corruptor. The level of control can even approach a Dominator, but you will have to work much harder then a Dom to achive similar results.

    First, let me give a rundown of the powers and my experience with them.

    Single Target attacks: Ice Bolt, Ice Blast, Bitter Ice Blast

    I will comment on all together, since they are basically very similar in use. With the three strung together and fully slotted, they will take down a White con minion. The one important thing on this attack chain is to have Ice Bolt be the last in your chain if possible. This is your smallest attack, and should almost always Scourge when it hits vs a White Minion as the last part of the chain. Without that Scourge, the three attacks will NOT take out a White minion. Of course, depending on the target, buffs and debuffs, this may not be the optimal attack chain to achieve Scourges, but in most cases, having your lowest damage attack hit last will significantly improve your overall damage.

    One other main feature of the Ice Blasts is that the activations are very fast (about 1 second each). This gives you more time in combat then other sets that have longer activation times. Although not really a down side, the fast activation of the chain and the 12 second recharge on BIB means that you will have a wait between when the chain ends, and when you can start it again. If you want a seemless attack chain, you will need to add Power Pool attacks and/or several Recharges in the powers.

    As far as Slotting, I have run 2 Acc and 1 Acc & Tactics with good results. This hits fairly reliably up to +3 to +4s. Damage I believe is an automatic 3 Dam for all of these. For the last 1-2 spots, recharge or End Rd are good choices. The amount of recharges is a bit personal preferance, but the more that you can fit in the better imo. Of course, you will want to find a balance between the added End usage of the quicker attack chain vs maximized damage.

    AoE Damage: Frost Breath, Ice Storm & Blizzard

    Frost breath I have the least expereince with. I tried it a bit on test, and I was not that impressed. It is a fairly narrow cone, and it takes a few seconds to line up to get more then 1-2 mobs. So, in reality, it is going to be about 4 seconds to use effectivly. In my mind, in that time I can get off a full chain of single target attacks, Fearsome Stare+Twilight Grasp or something else. In my mind, I would only take it if my main concern was to maximize AoE damage or to fill out an attack chain. For the attack chain, I would probably just take Air Superiority instead.

    Ice Storm will generally provide more damage then Blizzard thoughout the night. Now, the reason I say this is that even though it does considerably less then Blizzard, with the recharge differences, you will be able to use it approx 6 times as often. The reason I bring this up is that alot of people just see the string of 1s for damage, and assume that IS is not doing that much damage. This just is not true. When slotted for Damage and Accuracy, it will do approx 1/3 of the damage as a BIB. As you can see, if you are hitting 4+ targets, the damage can really add up. Add to this the fact that each tick of damage has a chance to scourge, and it is a very useful damage tool. I/D also has the advantage of Tar Patch to help insure that most all of the ticks actually hit (Along w/ adding damage.)

    One question that comes up often is why do -res debuffs not seem to affect damage. The reason is that each tick is rounded to the nearest whole number. The added damage is being applied, it is just that each tick is so small that you normally will not see a difference in each individual tick. Also, until I7 comes out, IS is considered a pet for damage, so many buffs such as Aim will not affect IS. I believe that Assault and Tactics will affect IS, but have been to lazy to actually test it as of yet.

    The second feature is that IS will cause a panic in the mobs, and will scatter them. This can be used to your advantage as a minor form of crowd control, as the paniced mobs will have reduced attacks as they flee the area. I have used this many times to buy a few seconds when a second group aggros.

    One other use of IS is that since it does not require Line of Sight, then you can use it to pull without recieving an Alpha Strike. Of course, you will have all the aggro from the pulled group, so you need to be very careful if you use this tactic.

    The downside, of course, is that IS will gain you lots of aggro from this power. Normally, this makes the best use of this power after a brute or MM has collected some aggro so you will not draw all the fire when the mobs escape the panic area.

    As far as slotting, it depends what you are using it for. I believe that 3 Damage and 1 Acc will get you the best damage results. Some will slot slows, but I feel that it is a waste since I/D gets Tar Patch as well.

    Blizzard is the last power in the Ice set, and it is a very good Nuke power. Pretty much, alot that was said for IS applies to Blizzard as well. It has great synergy w/ Tar Patch, and really can take down +2 minions w/ ease. I really had fun with this power.

    With that said, I did respec out of it. The reason is that although the damage is incredible, the End Drain was very problematic in groups. I had found that I was generally more valuable doing the normal Crowd Control, single target damage and Debuffs then the added damage that Blizzard added. Of course, keeping stock of Catch a Breaths would aleviate that, but I hate having to rely on having a specific inspiration to make a power worthwhile. The other problem was that it didn't really seem to turn the tide of battle as much as just speed up a combat that would have been won anyway.

    By no means am I discouraging a person to take Blizzard. It is a very fun and entertaining power. It is especially useful solo. It just did not fit my playstyle.

    As far as slotting, 3 Damage and 3 Recharge is probably the best option. Acc is not really needed as Blizzard has a good bonus to hit.

    Single Target Holds: Freeze Ray, Bitter Freeze Ray and Petrifying Gaze.

    All three of these are very similar. FR and BFR have the same hold time, and both have the Ice block hold graphic. Although it may seem a minor point, having that very visible graphic can be a great help in designated what is held and what is not. The main difference between FR and BFR is that BFR does some damage, but has a very long animation time (3-4 seconds) while FR activates quickly but barely does any damage. PG is very similar to FR with no damage and a less noticable graphic.

    Basically, all you really need are 2 holds so that you have the ability to hold bosses. I believe the obvious choice is FR and PG. FR should be your main hold when you only need a single hold for pesky lts because the graphic is so noticable. PG rarely gets used except for bosses, in which case the added magnitude is gold.

    As far as slotting, Acc should be similar to your single target attacks, 1-2 Acc. I believe 3 Hold and 1-2 Recharge will give you the best results as far as holding durration vs End/Activation Time used.

    AoE Control: Fearsome Stare, Black Hole, Howling Twilight

    Fearsome Stare is an incredible power. This power locks down a wide cone shapped area of Mobs with a fear effect. Fear effects basically mean that a mob gets one action for every time it is damaged. The reason I value this higher then many AoE holds is because you can make FS permanent on up to +1-2s with repeated applications. This one power has the potential to turn a near wipe into a cake walk. Also, in addition to the fear effect, FS has a minor Acc debuff so that even when the mobs get an attack, they have a lower chance to hit. Fear can also affect Bosses with only 1 application, unlike most holds.

    As far as slotting, 2 Acc, 3 Fear, 1 recharge will let you Perma fear most even cons. 1 Acc, 3 Fear, 2 recharge will let you Perma Hold most +1 - +2 minions.

    Black Hole I do not have alot of experience with, only using it on test. From what I have seen, it is actually better then most of the flack it gets. The upside is that it is another AoE that will prevent all damage while it is in effect. It can be a great 'oh crud' power when a second group adds. On the downside, intangible mobs are impossible to hit, and somewhat difficult to seperate from a regular mob (although I though it was not as bad as advertised). The main problem though imo, is that when they come back into phase, you will have all the aggro and recieve an alpha strike from them.

    Overall, it can have some use, but I/D has enough control that in most builds BH will not be needed or wanted.

    Howling Twilight is actually a Rez, but it can also be used as limited CC. It is an Auto Hit, Mag 2 Disorient in a small radius that lasts about 10 seconds or so. This can be used as an emergency form of crowd control, but, if you do, you will not have the option to rez a fallen teammate if the CC is not enough to save lives. Of all the powers in I/D, this one probably offers the most difficult decisions as to use; Proactive as CC or Reactive as a Rez.

    As a rez, it is very good since it Rezs all allies in a small area w/ full HPs and End. On the downside, you need a mob to target, so it is only a incombat rez. Of course, if you have TP foe, you can sometimes pick off a single target for a rez. Recall friend lets you drag the bodies to the next combat and rez them all at once.

    As far as slotting, I tend to not have any extra slots to drop into HT. If I did, it would be a choice between recharge and Disorient durration, depending on how you use it most (Occasional CC that you want a long durration, or you want the rez/cc up most every battle)

    Buffs: Aim, Shadow Fall

    Aim is one of those powers many love, but I just do not feel it is that great for my personal build. It adds +100 Acc and +50% damage for 10 seconds. As far as the damage, that basically adds another 50% to your single target attack chain every 90 seconds. Imo, I would rather take Air Superiority instead to increase damage, as you do have a gap in your attack chain that it would fit, and it will add better sustained dps.

    Now, where I may consider taking it again is when I7 comes out and the damage will be added to Ice Storm and Blizzard. That extra 50% could make a big difference in playstyle. Also, for PvP, anything that helps adds quick damage is appreciated.

    As far as the Acc, there are not that many powers I need to hit once every 90 seconds. The two that it could come in handy for are Twilights Grasp, and your Holds. As far as TG, I wouldn't reccomend in most situations, because if you Need the heal to hit, you probably do not have time to add the activation time to TGs activation. As far as holds, using this before using two single target holds will almost insure that you will be able to hold a boss within seconds. I haven't had to many issues with the holds hitting as is, but ymmv. Fearsome Stare is also a viable reason to take this, but in the few groups I feel I Need a high percentage of hits, I will just use a few +Acc Insperations. Again, ymmv.

    Of course, the +Acc would be very valuable in PvP, so if you plan on PvP, it is a good pick up imo.

    For slotting, I would just use recharges. I haven't had enough PvP experience to know if adding +acc would be worthwhile.

    Shadowfall is a great power in many subtle ways. First off, it grants you and those around you stealth. Combined with Superspeed, you have complete invisibility. This can be invaluable for setting up Fearsome Stare to get the most mobs in its effect. The combonation also allows you to 'stealth' a mission to the end and finish it w/o going through all the minions.

    The second effects of SF are a buff to resistance and defense. The defense buff, like most all defense buffs, is quite small. The Resistance buffs, on the other hand, are fairly decent, somewhere around 18% base, enhanced closer to 30%. This only affects Psionic, Energy and Negative Energy Damage though. Because of that, I would reccomend that you evaluate what kind of damage the mobs are doing before you decide if you should keep it active durring combat or not. The end drain is noticeable durring combat, so I do keep it off as much as possible.

    One other thing you should be aware of, is that most NPC hostages will lose sight of you if you have SF active. This can be frustrating to some groups that may not realize this, and keep losing the hostage as they come in range of your SF.

    As far as slotting, this is another power I would like to slot more, but do not have the extra slots for. I would reccomend Resistance Slots, and perhaps End Reducers if you are having End problems. In most cases though, using this power only when needed will take care of most End porblems I have found.

    Debuffs: Darkest Night, Tar Patch

    Darkest Night is a core power to /Dark. It debuffs a Mobs Damage by about 25%, and their Accuracy by about the same. It is an anchor power with a decent sized AoE effect. Being an anchor, you need to be careful where you place it. In most groups, I will pick a low priority Lt, as Bosses tend to be a primary target, and minions die pretty easy. On the other hand, if we are facing a group where the main threat is the boss, I will target him, since I want him under the effects at all times until he dies. In all honesty, at the higher end game, I do not use DN many fights, as my Crowd Control abilities migate enough damage that it is not needed, and I use the extra End for offensive powers. As you progress w/ a group, you will be able to find when it is needed, and on what targets are most likely to survive and stay in the general area to be most effective.

    DN often is used as a pulling tool for those combats that you would rather not rush. This can be a good thing, as the Alpha Strike will be lowered, but on the other side, you will aggro everything in the area. This aggro can be used to your advantage is some circumstances though. One tactic involves dropping a DN and running around a corner, while dropping a Tar Patch at the corner. This will tightly group the mobs for AoE attacks such as Ice Storm and Blizzard. It can also be used to maintain aggro on a mob, but keep it alive. I encountered this farming Devoring Earth for the Badge you get when you kill the Buff Crystals. In addition to keeping the low level mobs aggroed on me, incoming damage was reduced to basically nil.

    As far as slotting, I believe that 3 to hit Debuffs are essential. 1-2 End Reducers may be in order depending on your End usage.

    Tar Patch is the ability that make Ice Storm a viable damage source, among other things. Tar Patch does three things, it reduces run speed and it reduces mob Resistance and it supresses fly. You also do not need LoS to place it, so it can be used as a pulling tool.

    The speed factor can be useful in several way. First off, it combines beautifully with Ice Storm and Blizzard, as it will keep the mobs under the effect for a longer time, and therefor maximize the damage both of these powers do. Reduced speed can also be used to keep a melee mob away from you. I have successfully killed Bosses that I should not have been able to just by playing 'keep away' in a tar patch.

    The -Resistance is great, as it actually multiplies the total damage your attacks do by about 1.3, and not just the base damage, as a buff to damage would do. Again, this has great synergy with AoEs as Tarpatch has a fairly wide area of effect.

    Slotting can go one of two ways. Increased slow will make your Ice Storm and Blizzard more effective, although they both already have a slow component. I believe that you will hit the cap w/ one of those AoEs and 2 slows in Tar, but I have not tested that. The other option, and perhaps more useful is to slot for Recharge, as Tar Patch is so very useful, you would like to have it up every fight. Currenetly I have Tar Patch Slotted w/ 2 Slow and 2 recharge, along w/ Hasten, and I have no problems having it available each combat.

    Heals: Twilight's Graps

    Some may want to put TG as a debuff, as it does debuff Acc and it stops regen on the mob its used on for a short time. The main use I have used it for is as a heal though. It is a medium AoE heal that radiates from the player, and heals for one of the highest amounts in the game. The two main downsides are that it requires a target to hit, and you must hit the target for the heal to work. Since it requires a to-hit check, try to target minions with it, unless you need the -regen on a Boss/AV. A secondary downside is that it takes about 2 1/2 seconds to fire off, and in that time alot can happen, from a death to an injured party member running out of range. Overall though, it is a very good heal that can patch up breaks in your defense.

    As far as the debuff, it does lower Acc a bit. While not steller on its own, it adds to all the other /Dark effects that lower Acc. The more important effect on some Bosses and AVs though, is that it stops/slows their regen. At the speed that some AVs regen, this could be tide turning, and should be applied even when the group does not need healing.

    As far as slotting, most go with 2 Acc, 2 Heal and 2 Recharge. I generally do not need to spam heals very often, so I go with 2 Acc, 3 Heal and 1 Recharge. This gives me a large heal that is almost guaranteed to hit (I keep tactics going as well) every 6 seconds. Before I picked up Tactics, I went 3 Acc, 3 Heal. Perhaps a bit excessive, but at the time I was fighting +3-+4s, and when a Heal was needed, it Had to hit.

    Pets: Dark Servent (AKA Fluffy)

    This is a great addition to your arsenal. DS has 5 Powers that it will use, Chill of the night (An AoE aura with a minor dot and -acc), Twilights Grasp (Identical to players), Petrifing Gaze (Identical to players), Darkest Night (Similar to players, but single Target) and Tenebrous Tentacles (Cone attack w/ an Immobilze. Very useful when combined w/ Ice Storm or Blizzard). Fluffy also has a decent amount of hit points, and can tank fairly well with his -acc debuffs and TG.

    Fluffy lasts only a few minutes, but the power should be up again before he expires. (I havent used him w/o hasten, so not sure how long normal recharge is) You can only have one out at a time, and it is fairly mindless. He will follow you and attack any mobs he encounters. I have not seen him TP to my position as a MM pet will, so be mindful when traveling with him if you leave him too far behind that he does not gather aggro for you.

    One of the main ways I have found to use Fluffy is as an Alpha Absorber (The power has a decent range to summon him). Plop him in the middle of most groups, and he will survive long enough for you to get a Fearsome Stare or Darkest night off, many times longer. You can also run through a group Invis, and have him aggro the group that way. I have encountered a few times where the aggro was transfered to me while I thought I was still hidden that way, so use caution that. The last way to get Fluffy engaged is to us Recall Friend on him into mobs. I have done this while Invis with SS+SF and did not gain aggro when I used that method.

    For slotting, I would recommend 1 Acc and 3 To-Hit debuffs as a minimum. Every power Fluffy has (except one) is a Acc debuff, so that will maximize his effectiveness. As far as other slotting, heals are useful as he will spam TG fairly often.

    Playstyle:

    Although there are several way to play and I/D, I feel that the set is primarly foccused on Damage Mitgation and Single Target Damage. The Damage Mitgation comes from three sources: Crowd Control, Acc Debuffs and Heals.

    Crowd Control I feel is the first and best form of defense of an I/D. A fully slotted Fearsome Stare will literally let you tackle any amount of minions/Lts that can fit in the cone. Since it can be permaed, as long as you have endurance, you can keep a group locked, and fight them one at a time until they are all dead.

    In a group of 10 Mobs, you will probably lock about 8 or so. That means you have reduced incoming damage by 80%, no other debuff can come close to that. This is why I put Fearsome Stare as my first option for Damage Mitgation. FS will be a bit less useful if people are throwing lots of DoTs around, but it will still reduce mob damage output by a large degree. And, the way I feel on a team, if someone wished to wake up a feared mob, they are the ones taking the aggro from me, and they have to deal with the consequenses And, unlike Sleep, the mob will go back under Fear after it gets it's one attack/action.

    Locking a Boss w/ the two holds may or may not be the best thing you can do. Keeping a Boss locked will take alot of your Time and End, and reduce other contributions to the group you could be making. Unless it is a very nasty boss, dropping Fluffy near it (For the -acc aura) and putting a DN on the Boss may be a better use of your time. Other Bosses, such as a Succubus, it is well worth your time to keep them on Ice till they are dead. I will usually throw a DN on them as well, so that the DN can have an effect on the rest of the combat while I concentrate on the Boss.

    The next line of defense is your -Acc debuffs. DN stacked with Fluffys Aura will greatly reduce incoming damage and status effects. Add to that the -Acc of Fearsome stare and TG, and this adds another great layer of protection.

    The last line (besides HT's Rez) of defense is your heals. Although not a 'healer', an I/D can heal very well, and TG is used to patch any holes in your CC/Debuff defense. There may be times that you need to 'spam' TG in a very tough encounter, but even then, you will still have 6-8 seconds between each TG to use other powers, so you are never just a heal-bot.

    As far as the damage aspect, I tend to put that in a secondary role to damage mitgation, but even then, Ice is so quick that you can ususally fire off your chain when it is up. The high single target damage has one very important aspect in this build: low aoe aggro. You will already be gaining plenty of aggro from your Fear/Debuffs that by being able to focus damage on a single target, you will reduce the posibilty of a faceplant. This is important, since often a team will need your CC/Heals/Rez to succeed. This by no means is to say that you shouldn't use Ice Storm and other AoEs, just be aware that you need to be careful of return fire from it, and you are much more important to your team alive then dead, even if your AoE can take down 1/2 the spawn.

    Another role that I have found to be well suited for and I/D is puller, or perhaps Rusher is more appropriate. In almost all groups I am in, I am the one that initiates combat.

    There are two main ways I commonly useto initiate combat. The first and most common is to line up my target while invis w/ SF+SS and open with FS. This will reduce the Alpha strike to almost nothing. I will follow up with Tar Patch and Darkest Night. By the time the group hits the Spawn, most of the mobs are Feared, -Acc, -Res and -Dam, and I will have taken perhaps a few hits from those FS missed. If FS misses more then a few, then just throw in a TG to recover any HPs.

    The second most common technique I use is when a group contrains Bosses or Lts that I feel I can not risk FS missing. (Ancestrial Sprirts are one lt that is immune to fear) In that case, I will summon Fluffy into the middle, and either drop DN or FS depending on the mobs.

    There are other options, such as using Tar Patch around a corner, or pulling w/ DN, but these two I have felt are the most successful.

    Power Pools:

    Concealment:

    I havent dipped into this pool, and honestly see little reason to since SF gives you stealth, and SF+SS gives full invisibility.

    Fighting:

    Another pool that adds little to an I/D. Perhaps a dip into it for attacks to fill your attack chain, but I would suggest Air Supperiority first.

    Fitness:

    A must I would say. Even w/ 3 slotted Stamina I still need some End Reducers to not be constantly OOE.

    Flight:

    I do not have this on my I/D, but as stated before, AS can be a very good power to help fill out an attack chain if you are looking to be more offensive.

    Leadership:

    I think that this build is fairly slot heavy, so if you can fit in Tactics to lower your Acc enhancements, I would suggest it. Tactics is also very good for PvP. Of course, on the downside, w/o any status protection, Tactics getting knocked off gets annoying.

    Leaping:

    I do not have this, and I want to work it into my build when the cap reaches 50 strictly for Acrobatics. The only inspiration I try to keep on me are Breakfress, since lack of status protection is the biggest leading reason for deaths on an I/D imo.

    Medicine:

    No real need for it unless you wish Stimulent.

    Presense:

    No real need. The fear effects are okay, but vastly inferior to FS.

    Speed:

    Hasten and the stealth from Superspeed made this my choice of travel powers. Both abilities work very well with an I/D, but as mentioned above, there can be made a strong arguement to Leaping instead. I do not see the need/end available for whirlwhind in most circumstances.

    Teleportation:

    Recall is great for Fluffy and dead bodies for Rezes. TP Foe can be useful for pulling around corners and to grab a doner for HT. If I had to pick one, Recall is more valuable in most cases for an I/D though imo. Telportation can also be used toTP to the other side of a spawn to drag Fluffy through it.


    Okay, I will most likely edit this in the future to correct the many mistakes I am sure I made somewhere in this guide

    I hope that this has been helpful for newer players, and more experienced one, let me know what I got wrong
  18. I am debating on getting Black Hole. I do like the panic button feature, but it seems like I can get that in fearsome stare, which I already have.

    How about this for a change to Black Hole:

    When mobs phase back in, aggro is wiped. This does 2 things. First, it prevents the Alpha strike on the caster of BH, and second, it allows for a clean retreat (if everyone is out of aggro range).

    One abuse I could see w/ this is just using BH to bypass content. I do not know how big of an issue that would be considering that there are ways to bypass content as is.

    Anyway, what do you think?