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Posts
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I noticed something rather important, actually. You took Blackstar, but out of the APP you didn't end up taking Dark Consumption. On my leveling build I had taken Blackstar just for the LOL's of the group. With the End crash, though, it is EXTREMELY situational without Dark Consumption. Blackstar, pop a small blue, Dark Consumption the survivors, then reapply your toggles.
I noticed a few things you might want to try moving around/re-setting. I noticed you had purps in your build, so I assume this a "money isn't a problem" type build, something to work towards, as it were. If that's the case, you might want to look at how I reworked some of what you've got. Moved slots around and reworked some sets to gain more bonuses. I didn't remove or change any of the powers you selected, so if you use Blackstar, you'll still be without Endurance.
Here's my two cents:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Dark Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Presence
Ancillary Pool: Dark Mastery
Hero Profile:
------------
Level 1: Twilight Grasp
Nictus-Heal/HP/Regen/Rchg(A), Nictus-Heal(3), Nictus-Acc/Heal(3), Nictus-Acc/EndRdx/Heal/HP/Regen(5), Nictus-Acc/EndRdx/Rchg(5)
Level 1: Dark Blast
Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(48)
Level 2: Tar Patch
RechRdx-I(A), RechRdx-I(9), Slow-I(11)
Level 4: Darkest Night
DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-Rchg/EndRdx(15), DarkWD-ToHitDeb/EndRdx(17)
Level 6: Gloom
Apoc-Dmg(A), Apoc-Dmg/Rchg(17), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(46)
Level 8: Shadow Fall
ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/Rchg(11), ImpArm-ResDam/EndRdx(21), ImpArm-EndRdx/Rchg(21)
Level 10: Combat Jumping
Zephyr-ResKB(A), Zephyr-Travel/EndRdx(13), Zephyr-Travel(42)
Level 12: Fearsome Stare
Abys-Acc/Rchg(A), Abys-EndRdx/Fear(23), Abys-Acc/EndRdx(23), Abys-Acc/Fear/Rchg(25), Abys-Dam%(25)
Level 14: Super Jump
Jump-I(A)
Level 16: Dark Pit
Amaze-Stun(A), Amaze-Acc/Stun/Rchg(27), Amaze-Stun/Rchg(27), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
Level 18: Tenebrous Tentacles
GravAnch-Immob(A), GravAnch-Immob/Rchg(31), GravAnch-Acc/Immob/Rchg(33), GravAnch-Acc/Rchg(33), GravAnch-Immob/EndRdx(33)
Level 20: Swift
Run-I(A)
Level 22: Health
Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
Level 24: Stamina
P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-End%(36)
Level 26: Night Fall
Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(37), Posi-Dmg/EndRdx(48)
Level 28: Howling Twilight
Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(29), Ragnrk-Knock%(29), Ragnrk-Acc/Rchg(37), Ragnrk-Dmg/EndRdx(37)
Level 30: Provoke
Zinger-Acc/Rchg(A), Zinger-Taunt(39), Zinger-Taunt/Rng(39), Zinger-Taunt/Rchg(48)
Level 32: Dark Servant
DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitDeb/EndRdx(39), DarkWD-ToHitdeb/Rchg/EndRdx(40), DarkWD-Slow%(40), Acc-I(40)
Level 35: Life Drain
Nictus-Acc/Heal(A), Nictus-Heal(42), Nictus-Heal/HP/Regen/Rchg(42), Nictus-Acc/EndRdx/Heal/HP/Regen(43)
Level 38: Blackstar
Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45)
Level 41: Oppressive
Gloom Rope-Acc/Stun(A), Rope-Acc/Stun/Rchg(45)
Level 44: Dark Embrace
S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(46), Aegis-ResDam/EndRdx(46), ImpArm-ResDam(50)
Level 47: Challenge
Acc-I(A)
Level 49: Invoke Panic
Abys-Acc/Fear/Rchg(A), Abys-EndRdx/Fear(50), Abys-Acc/Rchg(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Vigilance
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You'll gain more recovery and overall accuracy, as well as more overall Endurance anyway. Having a 50 D4 myself, I know how endurance heavy it is (even with End Redux's), so every little bit will help. And to clarify the slotting on Fluffy, the reason for the "Chance" proc is that most of what he does is Debuff (TT, DN, PG), so every time he throws one of those out, it has the chance, and the Acc IO is for his overall accuracy, so it's going to affect not only his debuffing ability but his chance to land the TwiGrasp as well.
As for Fearsome Stare, I switched out the Range you put in for the Psi Proc because the range on Stare is already pretty long, and if you're not careful, even out of the box range can fear part of the next group, bringing some unwanted visitors.
Hope that gives you another way to look at what you were looking for.
P.S. I apologize for the lack of color in the Mid's. Something's wonky and it won't post unless I use "No Codes" in the settings. -
Quote:You, sir, are awesome. Coming up with that in ~10 minutes, I bow to your abilities. Question, though: Is there a particular use for Black Hole? If not, my personal playstyle would be to swap it out for Night Fall, as getting to the AV is one part of the equation in fighting them. With only one slot into it, it would be an ACC IO.Personnally, I'd use DB -> Gloom -> DB -> (gap), using click powers as needed during the gap (TG when hurt, FS, Tar Patch, SD, Hasten or HT when it's up, otherwise TT), with the apoc set in DB - or at the very least the apoc proc. That proc does 105 damage when it hits and, with a 33% chance to go off, that's on average 35 damage. Seeing as Dark Blast does 36 damage base, that proc alone is as good as 95% damage enhancement - and of course, it "stacks" with 95% damage enhancement, giving you a dark blast dealing ~110 damage rather than ~75 damage, which is a pretty big DPS boost.
...
It could use a few refinements, that's a ten minute build, but the general gist of it would be the same.
As far as Life Drain, I would assume that that would be the preferred method to regain health as opposed to TG, as it would deal damage as well. Using LD as opposed to TG does not heal for nearly the amount, so I suppose it would be dependent on how much damage was taken. -
So here's the latest build, with the data chunk I had carelessly forgotten. Still playing with the idea of dropping a 4% recovery in order to slot out AbsoAmaze in HT for the 10% rech bonus, but with the latest tweaks, that may make the drain/gain difference almost too much. Not sure.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Healless v2: Level 50 Science Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Dark Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
------------
Level 1: Twilight Grasp Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Rchg(7), Nictus-%Dam(7), Nictus-Heal/HP/Regen/Rchg(29), Mrcl-EndRdx/Rchg(34), Mrcl-Heal/EndRdx/Rchg(37)
Level 1: Dark Blast Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Dev'n-Hold%(11), Dev'n-Acc/Dmg(15), Dev'n-Dmg/EndRdx(19), Dev'n-Acc/Dmg/Rchg(37)
Level 2: Gloom Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Dev'n-Dmg/EndRdx(15), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Dmg/Rchg(37)
Level 4: Darkest Night DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-Rchg/EndRdx(5), DarkWD-Slow%(46)
Level 6: Hover LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45)
Level 8: Shadow Fall LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), GftotA-Def/EndRdx(11), GftotA-Def(36), GftotA-Def/Rchg(36), GftotA-Def/EndRdx/Rchg(36)
Level 10: Swift Flight-I(A)
Level 12: Fearsome Stare Abys-Acc/Rchg(A), Abys-EndRdx/Fear(13), Abys-Acc/Fear/Rchg(13), Abys-Acc/EndRdx(48), Abys-Dam%(50)
Level 14: Fly Zephyr-ResKB(A)
Level 16: Tenebrous Tentacles Posi-Acc/Dmg(A), GravAnch-Immob/Rchg(17), GravAnch-Immob/EndRdx(17), GravAnch-Acc/Rchg(40), GravAnch-Hold%(42), GravAnch-Acc/Immob/Rchg(43)
Level 18: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 20: Stamina P'Shift-End%(A), EndMod-I(21), EndMod-I(21)
Level 22: Tar Patch RechRdx-I(A), RechRdx-I(23), EndRdx-I(23), Slow-I(48)
Level 24: Hasten RechRdx-I(A), RechRdx-I(25), RechRdx-I(50)
Level 26: Night Fall Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(43)
Level 28: Howling Twilight Amaze-Stun/Rchg(A), Amaze-EndRdx/Stun(29), Ragnrk-Dmg/EndRdx(31), Ragnrk-Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Acc/Dmg/Rchg(39)
Level 30: Moonbeam Mantic-Acc/Dmg(A), Mantic-Dmg/ActRdx/Rchg(31), Mantic-Dmg/EndRdx/Rchg(31), Mantic-Dam%(43), ExecCtrt-Stun%(46), ExecCtrt-Dmg/EndRdx(46)
Level 32: Dark Servant Nictus-Acc/Heal(A), Nictus-%Dam(33), DarkWD-Slow%(33), DarkWD-ToHitDeb/EndRdx(33), DarkWD-ToHitDeb/Rchg(34), DarkWD-ToHitdeb/Rchg/EndRdx(34)
Level 35: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45)
Level 38: Assault EndRdx-I(A)
Level 41: Dark Consumption P'Shift-End%(A), P'Shift-EndMod/Rchg(42), P'Shift-Acc/Rchg(42), P'Shift-EndMod/Acc/Rchg(48)
Level 44: Dark Embrace S'fstPrt-ResDam/Def+(A), ImpSkn-Status(45)
Level 47: Soul Drain Armgdn-Acc/Rchg(A), Armgdn-Dmg/EndRdx(50)
Level 49: Air Superiority HO:Nucle(A)
------------
Level 1: Brawl Dmg-I(A)
Level 1: Sprint Run-I(A)
Level 2: Rest RechRdx-I(A)
Level 1: Vigilance
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Quote:And that was my thinking, Nihilii. Since just about everything a D3 does throws on a -ACC to the target, it's just surviving the alpha strike. After a round of attacks (summon Fluffy in their face, DN, Tar Patch, Tenny Tents, HT, DB, Gloom, TG, then the normal rotation of DB, Gloom, TG, TT, keeping HT up on auto), getting hit isn't usally the problem, and with TG being in standard rotation, even if I DO get hit, it's not really a problem. Until the build is actually done and slotted to be tested, the problem is that Hasten is STILL down for about 30 seconds now before it can be recast, which means during that time, HT is not effecting the target for about 45 seconds or so while it's on c/d . That, in turn, means that as long as the AV's health doesn't return to it's previous level before Hasten comes back up, I can slowly take 'em down (death by a thousand cuts, if you will), hence why TG is in my standard attack rotation.Seeing as darks have a strong -regen power that's easily up half of the time, they're better off for AV soloing than most other ATs out there. It's only when you compare them to rads / colds / traps that they look bad.
Softcapping ranged is definitely not how I'd go about it, with such strong tohit debuffs it'll affect AVs even with their 85% res. I mean DN is ~30% alone, so is Fearstome Stare, so is Chill of the Night from the Dark Servant, which also uses DN sometimes, each attack also debuffs by ~10% and AV soloing requiring constant attacks you should be easily applying a constant -80%, -100% tohit to the AV. 85% resisted, that's still a hefty 12~15%, meaning you can shoot for 35% defense and be just fine.
Quote:You're missing an easy source of both anti-KB and +ranged if you can hack it in: Blessing of the Zephyr. Just one extra slot in your travel power and it's there. Once you hit the 30-35% area without using BotZ (huh...), you could look at swapping things around to say, change a set to 5 slots of Decimation rather than 6 slots of Tstrike, or however you want to go about it.
*BUILD UPDATE*
Removed 1 slot from Tactics and moved it to Hover, putting a LotG: Def/End into hover, adding a 10% Regen set bonus.
Changed the End IO in Maneuvers to a LotG: Def/End, adding a 10% Regen set bonus.
Removed the ImpArmor from Shadow Fall and replaced them with Gift of the Ancients: Def, Def/End, Def/Rech, and Def/End/Rech. This set adds 2% Recovery, 2.5% Fire Resist, and 1.8% Max End.
Removed 1 slot from Tar Patch (lvl 50, removed the PotT) and put it into Hasten with another Rech IO.
With these changes, with all self toggles on (including Hover), this brings the overall DEF to 19%, Ranged Def to 20.9%, and Energy & Negative Def to 19.9%. Overall Regen is 226%, Recovery is 162% (2.75/sec), and End use just standing there is 1.37/sec. Not ideal, but this does not factor in the PerfShift proc in Stamina nor the use of Dark Consumption (~157 sec rech, non-Hasten). Also, this does not include the use of Inspirations/Temp Powers/Accolades.
~*Edit: Added a change to Hasten's downtime and inclusion of another slot into Hasten*~ -
Quote:Sorry for not quoting you as well on this, Nate.If you do concentrate on ranged defense, you might also consider the Leadership pool for Maneuvers (and maybe Assault for extra damage).
*UPDATE* On the listed build, I have completely removed the "Teleportation" pool and instead replaced it with the "Leadership" pool and removed 2 slots from Dark Embrace (keeping the Mez and Psi resists from Aegis and Imp Skin), with the following in it's place:
Lvl 35: Maneuvers (LotG: Global Recharge, bringing the time w/o HT down to 24.5 sec with Hasten up according to Mid's) *slot added at 45 with an Endurance Redux IO*
Lvl 38: Tactics (EndRedux IO) *Slot added at 45 with an EndRedux IO*
There is still about a 1 minute downtime between Hasten, which isn't bad without Accelerate Metabolism or any other outside means.
Also, within "Dark Embrace" I swapped out the Aegis: Psi Resist for Steadfast Prot: Resist/+3% Def (All).
I have swapped out the Acc/Dmg "Executioner's Contract" in Moonbeam for the Dmg/End instead, bringing it's cost to use down to ~10.
That brings up my conundrum: In order to focus on Ranged Def, the set bonuses, which are what this build was designed around for the most part, need to be accounted for. If I switch out the Devastation set to get the 6 piece bonus for Thunderstrike (from Dark Blast and Gloom), I lose a 6% damage increase as well as the unintentional 24% regen and 5.5% MaxHP. Along the same lines, Cloud Senses' (Accurate ToHit Debuff) six piece is a 3.75% Ranged Def increase, and that can be slotted into most every power in a D3; however, the set bonuses that would be lost far outweigh the Ranged Def, in my opinion.
As I've said, I'm not going to pretend to be an expert on the numbers (everything I've got is based off Mid's), and the majority of the sets in this build (both in reality and hypothetical in terms of what we are discussing) are too expensive to just experiment with and do the judging in play. I DO understand the importance of Ranged Def in order to minimize the mezzing (and therefore the retoggling), but it seems to me that exchanging +Recovery, +DMG, +ACC, +Recharge, +HP, +Regen, etc. does not constitute the exchange for +Ranged Def, +Status Res and lower overall numbers to +ACC and +Rech. Also, many of those Ranged Def bonuses from sets (Cloud Senses, Trap of the Hunter, Pacing of the Turtle, Numina's Convalescence, Red Fortune, Essence of Curare, Lockdown) are the full 6 piece bonus, and the few that are NOT the 6 piece are neglible bonuses (with the exception of Basilisk's Gaze which offers 1.25% with a 2 piece, but only from the "Hold" sets, so only Fluffy can be slotted with it, as the build sits), so again, many other bonuses would be negated/reduced in order to do so.
Nate, Rodion, Princess, I really do appreciate your input on this and I do value your opinions (as well as anyone else that offer ideas to this project). As such, if you can offer alternatives to slotting (pulling from Dark Embrace to throw 1 slot each into Manuevers/Tactics, for example) to allow for a set bonus I'm not thinking of, by all means, I'm listening. I was looking at it, and I might actually pull a slot from Tactics and throw it into Tar Patch to get the 3.13% Ranged Def from "Pacing of the Turtle". The problem with that is that Tar Patch will no longer be out all the time, as it lasts 45 sec and with PotT in there, it's recharge is ~51 sec without Hasten.
The more I look at the info from Mid's, the more disheartened I become, it seems. Unless the Defender's base damage is increased (and heaven FORBID they give us an inherent that actually works when soloing!), it appears that the Cards have deemed the D3 a support role (majority-wise, anyway) for AV takedowns. I'm still not 100% convinced of this yet, but the longer I look at the numbers, that percentage keeps rising. >.< -
And that's what I'm not clear on, either. As I stated before, in my personal experience, it seems Fluffy doesn't have a problem getting his stuff to stick (unless, of course, it's a 51 AV when running the Portal Jockey arc), and I'm not sure if it's due to the fact he's got a naturally higher base Acc, it's due to the Acc/Heal from TotN, or both. /shrug
-
Quote:You are correct, Princess. That is almost my precise attack chain as it currently sits on single targets, with the exception of NF, which on single targets, the extra end cost is not worth it, as with Hasten going, by the time the TT's are down, my DB and Gloom are back up.The attack chain I think would have to be: Gloom > Dark Blast > Tenebrous Tentacles > Gloom > Dark Blast > Nightfall, which without procs takes 7.87 (Rounded up to around 8 for a rough Arcanatime calculation) and causes 611.7 damage, or 76 dps (Not counting for Soul Drain).
Rodion, the only reason Teleport Foe is in there currently is I was so tired of staring at the Mid's screen trying to get sets worked out, checking totals, toggling, detoggling, adjusting sets, etc etc, that I hadn't changed that aspect out yet. That's why I I let it be known that you are free to provide alternates for powers. And actually, I was thinking of putting the Leadership pool in there for just that reason. I could put another LotG (to bring the time without HT down to about 24.5 sec) then get that damage increase from Assault. The problem with slotting it would be grabbing them from elsewhere. I suppose I could take some from Dark Embrace possibly to put them in Maneuvers. Good advice on that. Thank you. Also, the slotting was geared more towards Recovery and recharge bonuses. It just so happened that some Regen made it through, as well.
Nate, again you are correct. Dark Consumption is in there so I can jump back into their face to draw back about 65% endurance and jump back out. This, of course, means I am at a point where I'm not dishing out damage; however, it means that those 3 seconds just bought me at least another minute or so of not having to run away waiting for my recovery to make it up. If I've been doing it right, that second or two shouldn't be enough for the AV to hit me (thanks to all the -Hit every attack has into it). This project is inherently dangerous to begin with, and the fine line between life and death will constantly be balanced upon. This is by NO means going to be a "coffee" build. If it can work, I will have to constantly be aware of every cooldown, every action (by Fluffy, myself, and the AV), and every bar on the screen at all times.
Side Note: This, of course, does not include any Inspiration usage or Temp powers. -
Quote:Indeed, you are right, Muon. The TotN proc DOES only proc off his TG; however, it's been my personal experience that his powers seem to be more reliable than my own (at least until I get my sets going), so that leads me to believe that either/or a) his base accuracy is higher than my own, b) that that Acc/Heal from TotN is effecting his other powers, or c) both of those.
Also, while the power may show a 100% accuracy bonus, this is common to all pet summoning powers (I don't know why they bothered). This accuracy is meaningless - it applies to the power that *summons* the pet, not to the powers the pet uses. Those powers themselves have the usual base accuracy. For that reason, I personally think it best to enhance fluffy with at least 50% accuracy from non-set IO sources. My own slotting would probably be 2 generic acc and 4 DWD, trying to max out the tohit debuff.
You are more than likely correct, as I admittedly don't completely understand a lot of the rules that are in place as far as caps and the like go. As stated, that's my personal playstyle, and I honestly couldn't be happier with Fluffy, as he doesn't seem to have an issue getting his powers to stick. Once this becomes an issue, I will be taking your advice and dropping the TotN set out of him and putting in to Acc IO's. -
Thanks, Nate, and that's what I was looking for. The damage against AV's as a D3 in sustained fights is part the problem, hence why that build was geared at trying to get HT up as often as possible. Even with Hasten up, that 30 seconds of -500% Regen from HT will be negated by the fact another 26 or so seconds has to pass before it can be shot off again. Another problem is the endurance on those sustained fights. That can explain the reasoning for certain sets: just for the recovery and recharge bonuses, for the most part. The Deva bonus in DB and Gloom (3% damage) was to obviously try to address the damage issue.
And I'd never even thought of dipping into the Fighting pool. That's an interesting route, to be sure. I will definately be looking into that. And that actually leads to the next area of contention. There are those that say Defense, and those that say Resistance. Currently, Resistance is becoming a nuisance now, as even if that Hold only lasts a split second, it still drops my toggles. I will look into the DEF sets and see what I can't come up with, set bonus wise.
Call me a masochist (or my Defendery mentality), but I've gotta at least try, so no apologies are necessary on your part. You're provided feedback and even another route to look into, so for that, I thank you. -
Quote:Ah yes. Thanks for that, Uun. I was mistaken and got confused. Was working on a project in Mid's to theorycraft a D3 solo AV fighter. >.>Minor quibble - Dark Watcher's Despair is not from the Accurate ToHit Debuff sets, its from the ToHit Debuff sets. Dark Servant doesn't actually accept Accurate ToHit Debuff sets.
I've got mine slotted 3x Dampened Spirits (-tohit, -tohit/rechred, -tohit/endred) and 3x Touch of the Nictus (heal, acc/heal, acc/end/heal). -
Before you say, "If you want to solo AV's, roll a <insert class here>!", I am going to get this clear right from the start: I DON'T WANT TO!
I enjoy my Pure Darkness (D3, D4, Dark/Dark/Dark, whichever you want) too much. That's not the point of this post. The POINT is to get those of us that love to solo as a grouping class to get the gears working and see if it's possible.
If it can't be done, then so be it; however, I find it hard to believe if that's the case. This particular powerset is FAR to fun to play to not stand a shot at taking down AV's, given the proper build and set's. And I'm not talking about only taking down 1 or 2. I'm looking at a 50% or better takedown, and I'm not going to say EVERY AV, as that's unreasonable.
The following is a STRICTLY theory crafted version based (mostly) off my current build, with some powers changed (or in the case of Blackstar, removed entirely). As a theorycraft, I am not interested in how much it's going to cost for the recipes (Gravitational Anchor is obscene), just the end result. CONSTRUCTIVE input and/or criticism is welcome and respected. After all, that's what it's here for. Obviously there are changes that can be made (swapping the Teleport pool for say, Leadership to gain another LotG global recharge), but as I'm not a numbercruching kinda guy, I leave that to those that are far more suited to it.
Thanks for the input in advance, and let's see what we can't come up with!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Healless v2: Level 50 Science Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Dark Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Dark Mastery
Hero Profile:
------------
Level 1: Twilight Grasp
(A) Touch of the Nictus - Accuracy/Healing
(7) Touch of the Nictus - Accuracy/Endurance/Recharge
(7) Touch of the Nictus - Chance for Negative Energy Damage
(29) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
(34) Miracle - Endurance/Recharge
(37) Miracle - Heal/Endurance/Recharge
Level 1: Dark Blast
(A) Thunderstrike - Accuracy/Damage
(3) Thunderstrike - Damage/Endurance
(11) Devastation - Chance of Hold
(15) Devastation - Accuracy/Damage
(19) Devastation - Damage/Endurance
(37) Devastation - Accuracy/Damage/Recharge
Level 2: Gloom
(A) Thunderstrike - Accuracy/Damage
(3) Thunderstrike - Accuracy/Damage/Recharge
(9) Devastation - Accuracy/Damage/Endurance/Recharge
(15) Devastation - Damage/Endurance
(19) Devastation - Accuracy/Damage/Recharge
(37) Devastation - Damage/Recharge
Level 4: Darkest Night
(A) Dark Watcher's Despair - To Hit Debuff/Endurance
(5) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
(5) Dark Watcher's Despair - Recharge/Endurance
(46) Dark Watcher's Despair - Chance for Recharge Slow
Level 6: Hover
(A) Luck of the Gambler - Recharge Speed
Level 8: Shadow Fall
(A) Luck of the Gambler - Recharge Speed
(9) Luck of the Gambler - Defense/Endurance
(11) Impervium Armor - Resistance/Endurance
(36) Impervium Armor - Resistance
(36) Impervium Armor - Resistance/Recharge
(36) Impervium Armor - Psionic Resistance
Level 10: Swift
(A) Flight Speed IO
Level 12: Fearsome Stare
(A) Glimpse of the Abyss - Accuracy/Recharge
(13) Glimpse of the Abyss - Endurance/Fear
(13) Glimpse of the Abyss - Accuracy/Fear/Recharge
(48) Glimpse of the Abyss - Accuracy/Endurance
(50) Glimpse of the Abyss - Chance of Damage(Psionic)
Level 14: Fly
(A) Flight Speed IO
Level 16: Tenebrous Tentacles
(A) Positron's Blast - Accuracy/Damage
(17) Gravitational Anchor - Immobilize/Recharge
(17) Gravitational Anchor - Immobilize/Endurance
(40) Gravitational Anchor - Accuracy/Recharge
(42) Gravitational Anchor - Chance for Hold
(43) Gravitational Anchor - Accuracy/Immobilize/Recharge
Level 18: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(25) Miracle - +Recovery
Level 20: Stamina
(A) Performance Shifter - Chance for +End
(21) Endurance Modification IO
(21) Endurance Modification IO
Level 22: Tar Patch
(A) Recharge Reduction IO
(23) Recharge Reduction IO
(23) Recharge Reduction IO
(48) Endurance Reduction IO
(50) Slow IO
Level 24: Hasten
(A) Recharge Reduction IO
(25) Recharge Reduction IO
Level 26: Night Fall
(A) Positron's Blast - Accuracy/Damage
(27) Positron's Blast - Damage/Endurance
(27) Positron's Blast - Damage/Recharge
(40) Positron's Blast - Damage/Range
(40) Positron's Blast - Accuracy/Damage/Endurance
(43) Positron's Blast - Chance of Damage(Energy)
Level 28: Howling Twilight
(A) Absolute Amazement - Stun/Recharge
(29) Absolute Amazement - Endurance/Stun
(31) Ragnarok - Damage/Endurance
(39) Ragnarok - Damage/Recharge
(39) Ragnarok - Accuracy/Recharge
(39) Ragnarok - Accuracy/Damage/Recharge
Level 30: Moonbeam
(A) Sting of the Manticore - Accuracy/Damage
(31) Sting of the Manticore - Damage/Interrupt/Recharge
(31) Sting of the Manticore - Damage/Endurance/Recharge
(43) Sting of the Manticore - Chance of Damage(Toxic)
(46) Executioner's Contract - Disorient Bonus
(46) Executioner's Contract - Accuracy/Damage
Level 32: Dark Servant
(A) Touch of the Nictus - Accuracy/Healing
(33) Touch of the Nictus - Chance for Negative Energy Damage
(33) Dark Watcher's Despair - Chance for Recharge Slow
(33) Dark Watcher's Despair - To Hit Debuff/Endurance
(34) Dark Watcher's Despair - To Hit Debuff/Recharge
(34) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
Level 35: Recall Friend
(A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 38: Teleport Foe
(A) Endurance Reduction IO
Level 41: Dark Consumption
(A) Performance Shifter - Chance for +End
(42) Performance Shifter - EndMod/Recharge
(42) Performance Shifter - Accuracy/Recharge
(48) Performance Shifter - EndMod/Accuracy/Recharge
Level 44: Dark Embrace
(A) Aegis - Resistance
(45) Aegis - Resistance/Endurance
(45) Aegis - Psionic/Status Resistance
(45) Impervious Skin - Status Resistance
Level 47: Soul Drain
(A) Armageddon - Accuracy/Recharge
(50) Armageddon - Damage/Endurance
Level 49: Air Superiority
(A) Accuracy IO
------------
Level 1: Brawl
(A) Damage Increase IO
Level 1: Sprint
(A) Run Speed IO
Level 2: Rest
(A) Recharge Reduction IO
Level 1: Vigilance
------------
Set Bonus Totals:
9% DamageBuff(Smashing)
9% DamageBuff(Lethal)
9% DamageBuff(Fire)
9% DamageBuff(Cold)
9% DamageBuff(Energy)
9% DamageBuff(Negative)
9% DamageBuff(Toxic)
9% DamageBuff(Psionic)
3.13% Defense(Fire)
3.13% Defense(Cold)
0.94% Defense(Energy)
0.94% Defense(Negative)
1.88% Defense(Psionic)
1.88% Defense(Ranged)
1.56% Defense(AoE)
2.25% Max End
47.5% Enhancement(RechargeTime)
2.75% Enhancement(Terrorized)
5% Enhancement(Heal)
57% Enhancement(Accuracy)
5% FlySpeed
152.6 HP (15%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 7.5%
MezResist(Held) 7.5%
MezResist(Immobilize) 7.5%
MezResist(Sleep) 7.5%
MezResist(Stun) 7.5%
MezResist(Terrorized) 7.5%
34.5% (0.58 End/sec) Recovery
46% (1.95 HP/sec) Regeneration
6.62% Resistance(Fire)
6.62% Resistance(Cold)
3.13% Resistance(Toxic)
6% Resistance(Psionic)
10% RunSpeed
~*EDIT: Removed excessive data*~ -
I've got Fluffy 6 slotted, with the following sets: Dark Watcher's Despair (referred to as DWD later here) from the Accurate To Hit Debuff sets, and Touch of the Nictus (referred to as TotN later here) from the Accurate Healing sets. He's slotted as follows (in order of slots):
TotN: Acc/Heal, Chance for Negative Energy Damage
DWD: Chance for Recharge Slow, -Hit/End, -Hit/Rech, -Hit/Rech/End
Here's the reasoning (and in full practice). Since his powers are like yours (though his Accuracy is much higher), he still has to be able to hit the target, hence the single Acc. You want his heal to do SOME extra than the base (I personally don't really need it that often, as with my D3 at 50, the way I've got MY Twilight Grasp slotted, mine heals back around 450, and Fluffy's heals back about 302), so I just used the TotN 2 piece for the Regen bonus. The reason for the TotN Proc is that in my experience, Fluffy is constantly cycling between Tenny Tents, PetriGaze, Darkest Night, and Twilight Grasp. It's always a bonus to see an enemy finished off by that proc (that's just me, though. I laugh every time.)
The reason for the DWD proc is that every time he is doing his cycling, there's that chance that suddenly that level 50 Gunslinger from the Malta group just sits there going, "WTF?! Why are my guns not working?!" I've started to pay attention to Fluffy's targets a little more during battle, and I have noticed that this happens quite a bit. Comes in handy when he comes to assist me on my target, as well.
Again, a lot of it comes down to your playstyle, and there is a large consensus that will will tell you "Don't waste time with the proc's." I, for one, enjoy them. That's why I put them in. That's my playstyle. I like the risk and challenge, hence why I almost exclusively solo as a Pure Darkness build (Dark/Dark/Dark Mastery). I just enjoy those little things every now and again when the enemy sits there drooling wondering what just happened. It makes me chuckle. ^_^