Erhnam

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  1. Babbage just felt to my dark wrath. Once I have him debuffed with some attacks + fluffy, turning darkest night off seems to cut the running a bit.

    I wasnt able to immob him with living shadows. I guess I will have to chain Living Shadows + Shadowy Binds
  2. Either Hami-O or Synthetic, PM me or /w me ingame ( @Erhnam )

    Thanks!
  3. Quote:
    Originally Posted by Two5boy View Post
    I'm really surprised a dark/dark controller can solo a gm, is that because of the lore pets or can the basic build do it? I was planning to re-role a dark dom instead because I didn't think a controller could put out the DPS to do it.

    Well done!
    It can be done without lore pets, but you are looking for a very loooong fight. Lore pets really help speeding it up.

    As I said, HT can be up for more than 50% of the time with my build, and TG + Fluffy TG stacks. The biggest problem is that all 4 pets (shades, StupidBarkingDog, and Fluffy) all lose a lot of DPS when moving. When the GM is not moving, and you have Tar Patch double stacked plus all your -regen you really start to see that Dark/dark has more damage than most think
  4. This is my aimed build (my fire/time has been level 25 for 2 months but still).

    Perma Hasten, CS, and softcapped with Power boost:

    Villain Plan by Mids' Villain Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Power Mastery

    Villain Profile:
    Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/EndRdx/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Build%(5), Entrpc-Heal%(50)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Acc/Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Dmg/Rchg(9)
    Level 4: Temporal Mending -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13)
    Level 6: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(17), Ragnrk-Knock%(50)
    Level 8: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(21)
    Level 10: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-Rchg/EndRdx(25)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Distortion Field -- Lock-%Hold(A), G'Wdw-Dam%(27), ImpSwft-Dam%(29), NrncSD-Dam%(29)
    Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(33), Decim-Acc/Dmg/Rchg(33)
    Level 20: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(31)
    Level 22: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(34)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(42), HO:Enzym(42)
    Level 26: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(37)
    Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/Rchg(37)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 32: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(39), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx(46), RctvArm-ResDam/Rchg(48), RctvArm-EndRdx(48)
    Level 35: Power Build Up -- RechRdx-I(A)
    Level 38: Chrono Shift -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(39), Efficacy-EndMod/Rchg(39), P'Shift-EndMod/Rchg(40)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(48), HO:Enzym(50)
    Level 44: Slowed Response -- Achilles-ResDeb%(A), Achilles-DefDeb(45), Acc-I(45), LdyGrey-%Dam(46)
    Level 47: Temporal Selection -- RechRdx-I(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43), EndMod-I(45)
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 9.25% Defense(Smashing)
    • 9.25% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 8% Defense(Melee)
    • 7.38% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 6.75% Max End
    • 18% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 86.25% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 112.4 HP (10.5%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 12.1%
    • MezResist(Terrorized) 2.2%
    • 13.5% (0.23 End/sec) Recovery
    • 30% (1.34 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 4.41% Resistance(Fire)
    • 4.41% Resistance(Cold)
    • 10% RunSpeed
    ------------
    Set Bonuses:
    Decimation
    (Fire Blast)
    • MezResist(Immobilize) 2.75%
    • 12.05 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Decimation
    (Flares)
    • MezResist(Immobilize) 2.75%
    • 12.05 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Doctored Wounds
    (Temporal Mending)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Positron's Blast
    (Fire Ball)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Positron's Blast
    (Rain of Fire)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Dark Watcher's Despair
    (Time's Juncture)
    • 16.06 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    Winter's Gift
    (Super Jump)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Decimation
    (Blaze)
    • MezResist(Immobilize) 2.75%
    • 12.05 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Basilisk's Gaze
    (Time Stop)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.45 HP/sec) Regeneration
    • 12.05 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control
    (Tactics)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.08 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Luck of the Gambler
    (Farsight)
    • 10% (0.45 HP/sec) Regeneration
    • 12.05 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Kinetic Combat
    (Boxing)
    • MezResist(Immobilize) 2.75%
    • 16.06 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Steadfast Protection
    (Tough)
    • 1.5% (0.03 End/sec) Recovery
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    • Knockback (Mag -4), Knockup (Mag -4)
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Luck of the Gambler
    (Weave)
    • 10% (0.45 HP/sec) Regeneration
    • 12.05 HP (1.12%) HitPoints (Exceeded 5 Bonus Cap)
    • 7.5% Enhancement(RechargeTime)
    Achilles' Heel
    (Slowed Response)
    • 1.5% DamageBuff(All)
    Luck of the Gambler
    (Vengeance)
    • 7.5% Enhancement(RechargeTime)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



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  5. Quote:
    Originally Posted by DJ_Korith View Post
    Another tip for GM soloing:
    The best debuff you can have is (generally speaking) -Resistance, followed by -Regeneration. With enough of either or both of these, anyone who can survive a GM fight on their own can also win it.
    Yes, I know that. The -regen is mostly covered by Howling Twilight (up more than 50% of the time) + fluffy TG (not a lot, but helps). The -res comes from Reactive and Tar Patch...but the problem with Tar Patch is that GMs tend to run a lot when their tohit is floored

    I changed my build and added a bit more DPS. I will test it again when I have time.

    If a GM can be immobilized with the ST immob, I will find a way to fit it in my build. Hopefully I shouldnt need it, since both Fluffy and StupidBarkingDog have immobs
  6. Quote:
    Originally Posted by Arcanaville View Post
    Been thinking about adding a giant monster to my performance testing AE arc anyway: good time to do it.
    Sorry about the off-topic, but would you mind sharing that performance testing AE arc?
  7. This is probably the last build until I remove my laziness and switch to red side to unlock patron pools.

    Im considering droping consume for Recall Friend (and put a winters gift 20% protection). I dont remember the last time I used consume, Soul Absorption is great and can be up 80% of the time with minimal slotting

    Strong points:
    - 182.5% recharge with permahasten
    - 36.1% ranged def
    - Living shadows + Fearsome Stare account for 30% tohit debuff (not taking into account alpha slot or mob resistances)
    - Good damage both AoE and ST
    - Perma Heart of Darkness (and HT has 55s rech for a mag4 stun)

    The "only" weak point I can see is that Fade is not perma and is underslotted, but it will still have a good uptime.

    Had to use a few enh boosters, but I have some extra points and nothing to buy until staff fighting :P


    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Darkness Control
    Secondary Power Set: Darkness Affinity
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Dark Grasp -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), HO:Nucle(5), Dmg-I(7)
    Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(9)
    Level 2: Living Shadows -- TotHntr-Acc/EndRdx(A), Enf'dOp-Acc/EndRdx(9), TotHntr-Dam%(11), JavVoll-Dam%(11), Posi-Dam%(13), Cloud-%Dam(36)
    Level 4: Tar Patch -- RechRdx-I(A)
    Level 6: Possess -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(17), CoPers-Conf%(17), CoPers-Conf(48)
    Level 8: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(19), SipInsght-Acc/Rchg(19), SipInsght-ToHitDeb/EndRdx/Rchg(21)
    Level 10: Howling Twilight -- RechRdx-I(A)
    Level 12: Heart of Darkness -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(21), SWotController-EndRdx/Rchg(23), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(23), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(25), SWotController-Rchg/Dmg%(25)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(29), S'fstPrt-ResDam/Def+(29), GA-3defTpProc(31)
    Level 18: Haunt -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(31), ExRmnt-Dmg/EndRdx(31), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-+Res(Pets)(33)
    Level 20: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(34), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-Rchg/EndRdx(34)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Shadow Field -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(36), UbrkCons-EndRdx/Hold(37), UbrkCons-Dam%(37), Lock-%Hold(37)
    Level 28: Fade -- LkGmblr-Rchg+(A)
    Level 30: Soul Absorption -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc(39)
    Level 32: Umbra Beast -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(39), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc/Dmg/EndRdx(40), BldM'dt-Acc(40), BldM'dt-Dmg(40)
    Level 35: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43), JavVoll-Dam%(50)
    Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(43), Cloud-Acc/Rchg(43), Cloud-ToHitDeb/EndRdx/Rchg(45), Cloud-Acc/EndRdx/Rchg(45), Cloud-%Dam(45)
    Level 41: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46), Apoc-Dam%(48), GJ-Dam%(48)
    Level 44: Consume -- Efficacy-EndMod/Acc/Rchg(A)
    Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 15% DamageBuff(Smashing)
    • 15% DamageBuff(Lethal)
    • 15% DamageBuff(Fire)
    • 15% DamageBuff(Cold)
    • 15% DamageBuff(Energy)
    • 15% DamageBuff(Negative)
    • 15% DamageBuff(Toxic)
    • 15% DamageBuff(Psionic)
    • 6% Defense(Melee)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 9.75% Defense(Fire)
    • 9.75% Defense(Cold)
    • 18.81% Defense(Energy)
    • 18.81% Defense(Negative)
    • 6% Defense(Psionic)
    • 27.88% Defense(Ranged)
    • 10.69% Defense(AoE)
    • 2.25% Max End
    • 4% Enhancement(Held)
    • 112.5% Enhancement(RechargeTime)
    • 8% Enhancement(Confused)
    • 63% Enhancement(Accuracy)
    • 13% Enhancement(Immobilize)
    • 4% Enhancement(Stun)
    • 4.4% Enhancement(Terrorized)
    • 8% Enhancement(Sleep)
    • 14% FlySpeed
    • 106.8 HP (10.5%) HitPoints
    • 14% JumpHeight
    • 14% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 5%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 6.65%
    • MezResist(Terrorized) 5%
    • 18% (0.3 End/sec) Recovery
    • 36% (1.53 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 15.04% Resistance(Fire)
    • 15.04% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 14% RunSpeed
    • 2% XPDebtProtection
    ------------
    Set Bonuses:
    Basilisk's Gaze
    (Dark Grasp)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    Touch of the Nictus
    (Twilight Grasp)
    • 19.08 HP (1.88%) HitPoints
    • 9% Enhancement(Accuracy)
    Trap of the Hunter
    (Living Shadows)
    • 5% Enhancement(Immobilize)
    Coercive Persuasion
    (Possess)
    • 4% (0.07 End/sec) Recovery
    • 4% Enhancement(Confused)
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
    Siphon Insight
    (Fearsome Stare)
    • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
    • 2% XPDebtProtection
    • 9% Enhancement(Accuracy)
    Superior Will of the Controller
    (Heart of Darkness)
    • 4% DamageBuff(All)
    • 8% Enhancement(Immobilize), 8% Enhancement(Sleep), 4.4% Enhancement(Terrorized), 4% Enhancement(Confused), 4% Enhancement(Held), 4% Enhancement(Stun)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
    Blessing of the Zephyr
    (Super Jump)
    • Knockback (Mag -4), Knockup (Mag -4)
    Luck of the Gambler
    (Shadow Fall)
    • 10% (0.42 HP/sec) Regeneration
    • 11.45 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Steadfast Protection
    (Shadow Fall)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Gladiator's Armor
    (Shadow Fall)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Expedient Reinforcement
    (Haunt)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    • 10% (0.42 HP/sec) Regeneration
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 10% Resistance(All)
    Dark Watcher's Despair
    (Darkest Night)
    • 15.26 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Unbreakable Constraint
    (Shadow Field)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Fade)
    • 7.5% Enhancement(RechargeTime)
    Efficacy Adaptor
    (Soul Absorption)
    • 11.45 HP (1.13%) HitPoints
    Blood Mandate
    (Umbra Beast)
    • 1.5% (0.03 End/sec) Recovery
    • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
    • MezResist(Stun) 1.65%
    • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Ragnarok
    (Fire Ball)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Cloud Senses
    (Dark Servant)
    • Status Resistance 2.5%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Apocalypse
    (Fire Blast)
    • 16% (0.68 HP/sec) Regeneration
    • 30.52 HP (3%) HitPoints
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Grant Invisibility)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Invisibility)
    • 7.5% Enhancement(RechargeTime)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 19.08 HP (1.88%) HitPoints



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  8. I was spamming the AOE inmob, i dont have the ST one. Seems that, short of getting provoke, there is not much I can do. Thanks!
  9. Erhnam

    Dark questions

    My opinion, which I randomly got out of the air (no proof whatsoever :P ) is that sometimes the tohit debuff is applied before the control effect (hold/fear) so the mob has a chance to retaliate
  10. Thanks for clarifying that
  11. Erhnam

    Dark questions

    I have noticed that too on my Dark controller. Some mobs get a shot back after drak grasp or fearsome stare.
  12. Hi,

    I just tried to solo the Kraken in Perez Park... I managed to do it, but had to use Lore Pets. Now, I dont mind using them, the problem is that I couldnt kill it before the pets despawned

    I think the problem is that the GM kept running and fleeing. I couldnt make him stand in the same spot for more that 10secs, which means a lot of damage lost due to movement, and Tar Patch almost unusable.

    What are your tips for GM soloing?

    P.D: I was on my Dark/Dark
  13. There are also a few threads about Dark/Dark. Im pointing you to the one with my build. The pools/APP may differ, but you can get some ideas.

    http://boards.cityofheroes.com/showthread.php?t=286199
  14. First TPN run (each 20h) is a guaranteed R/VR? I thought that was only UG. Great to know
  15. Erhnam

    Opinions needed.

    They do more damage than you do, at least single target :P Just for that they are very worth in my book
  16. Quote:
    Originally Posted by EnigmaBlack View Post
    I'm slowly working my way up to 0/8 but rather keep the mobs relatively small until I can get red side to get my PPP. I liked your build but thematically I didn't want to go Fire AP and figured Scorpion Shield is unobtrusive and beneficial. I also had a bunch of purples in storage that I figured I'd use instead of hoarding them. I only needed two to complete the build in which I traded two Ragnoraks for.

    I may end up using the 3 extra slots I have for Damage/Acc 9or maybe Damage/Range) HOs in Dark Grasp and Living Shadows.
    Going Soul Mastery is in my TODO list Fireblast and fireball can be changed for Shadowy Binds and Dark Obliteration. You lose a bit of punch, but is really similar. I dont think the damage difference will be big, specially if you get Soul Drain. FS + Tar Path + Soul Drain + Living Shadows + Dark Obliteration = profit
  17. Quote:
    Originally Posted by Granite Agent View Post
    Thanks. I thought Bile Spray / Water Spout / Coralax would be at least equivalent damage, especially for single target, to Fire Ball / Fire Blast. Why do you think giving them up for Fire Ball / Blast would be better?

    I find I barely use Dark Grasp ... is it really worth slotting for damage?

    Good points on LotG and maybe changing the shadow field slotting. I thought damage procs in shadow field would do more damage. Isn't it bugged right now with store-bought procs and firing all the time?
    Never tested LEviathan. I can only tell you that im obliterating mobs with fire :P

    Dark Grasp does good damage if slotted for it. Something around 80% of Fireblast. My DG has 4xbasilisk + Hami Acc/Dam + Dam IO, while fireblast 5xdecimation. Imo is quite good for a ST enviroment, you can alternate DG+blast with good recharge (or cast anything else like TG so you have no pause)
  18. Yes, the lockdown proc is very useful, sorry I didnt say that Is just the damage procs that dont seem worth to me
  19. Either intuition or musculature are good.

    With musculature you get a bit of speed (running/traveling) and extra end modification (goes well with SA, or even stamina)
    With intuition your controls will last even more, but you dont get damage+tohit debuff until T4. You also get range
  20. Quote:
    Originally Posted by EnigmaBlack View Post
    I actually don't have any damage slotted in Dark Grasp or Living Shadows, in fact I have no damage slotted in any powers other than my pets and I have not had any issues with damage so far. I plan on getting Intuition Radial Paragon and Spectral Total Radial Conversion later. I may have 2 or 3 slots I'm thinking about moving around.

    I'm running at 0/4 in the DA arcs, as well as against Arachnos, Freaks, Carnies and Rikti and nudging my way up slowly.
    Thats the difference. I was running at 0/x8 as soon as I hit 50, no danger at all, and quite fast Arachnoss, longbows, carnies, malta...you name it

    Well, maltas were hard until I got Clarion :P
  21. Quote:
    Originally Posted by Two5boy View Post
    I think i am going for proc action on this as well rather than chase set bonuses.

    I'm thinking of acc/end x 2 + 4 x damage procs unless someone convinced me not to
    Go for it. I also got convinced to do that :P seems the best approach
  22. Why dont you go Fire or Soul if you want more damage? You have fireblast/fireball, or Oblit+soul drain.

    Also, steadfast 3% def is cheap, and even glad 3% def is now cheaper than some enhancements in your build, if you want to get easy 6% def
  23. Quote:
    Originally Posted by Granite Agent View Post
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    I would love to know what do you want me to do with this
    - Less recharge
    - Less defense (unless you want me to rely on a 1min buff that wont be perma because hasten is 10s off - and I said I didnt want to rely on it)
    - Less damage
    - Less tohit debuff
    - A patron pool, when I have said that I havent gone Soul because I didnt do the arcs
    - No explanation whatsoever. It seems that you just drop this here by accident
  24. If you want more damage, you could go fire mastery for fireblast and fireball. Also, put an acc/dam HO + dam IO on Dark Grasp. You have no single target damage skill.

    Also, a bit more recharge wouldnt hurt. You have 15s of Hasten downtime. Without Hasten, Living Shadows has a 4.5s recharge. Thats a loong time. Suggestion for that:
    - Slot Shadow field for recharge (Basilisk or Unbreakable). You are not getting much from procs in a power that gets fired once every 75s
    - TG can go with 3 (the 4th bonus is not great), so you can 3slot hasten
    - you have room for more Lotg 7.5 (Maneuvers, Fade)

    Another tip, if you have SS because you like it or concept, then forget what im saying, but if you want invis, you can put the celerity proc in Sprint. Sprint+proc+shadowfall = full invis

    Hope this helps
  25. Erhnam

    Want to trade

    I like this thread

    I have an Armaggedo: Damage, and a Hecatomb: rech/acc that I want to trade for any apocalypse except Damage, or a Ragnarok: Damage