Ok Lets try this again!
Most of the statistics are taken from Hero Planner though I have made some corrections taken from developers post or personal experience/testing. The suggested slotting I list is just how I slot the power for my personal preference.
Many people believe Dark Miasma Defenders are about debuffing Accuracy. Well it is true it has several powers that do this but Accuracy debuffing is more a role for its younger sister Dark Blast. Dark Miasma is more about being a jack of all trades. Debuffing (Damage and Accuracy), Control and Defending. So I will move on to the individual powers.
Twilight Grasp
Type: Range Single Target Debuff/PBAoE Heal
Cost: 15
Activation: 4
Recharge: 8
Range: 70
Overview: Damage debuff (12.5%) Accuracy debuff (?) for about 20 seconds. Additional effect of a PBAoE heal for you and your teammates. While it is not the most reliable of heals (requiring a hit and 4 seconds to use) a few accuracy enhancers will make it alot more reliable for that purpose. Also the debuff aspect is nice, even better when stack with the debuff from Darkest Night.
Suggested Slotting: Acc, Acc, Heal, Heal, Heal, Recharge
Tar Patch
Type: Dropped AoE Movement Slow
Cost: 15
Activation: 3
Recharge:45
Range: 120
Overview: Not everyone will agree on this power but I like it. It creates a nice large area on the ground that slows the movement of enemies. It will even effect Bosses with just one application. Currently there is an issue with it not slowing mobs that move through it after it is dropped but this is being fixed with issue 2.
Suggested Slotting: 2-3 Slow enhancers is sufficient to hit the slow cap on most enemies even a few levels higher.
Darkest Night
Type: Anchored AoE Debuff Toggle
Cost: 1.5 (???)
Activation: 3
Recharge: 10
Range: 70
Overview: Generally viewed as one of the signiture powers of Dark Miasma. Darkest Night is a very nice Damage (37.5%) and Accuracy (15% ???) debuff. Stacked with Twilight grasp this can cut the damage from mobs but 50% while reducing the number of time you will be hit due to the accuracy debuff. One of the downsides of this power is that it requires an Anchor and the anchor can die,ending the effect or run off and aggro other groups. Good idea is to make sure that everyone understands how the power works and try to anchor it on a target that survive the majority of the fight.
Suggested Slotting: End Reduction, Acc Debuff x5
Howling Twilight
Type: Ranged AoE Disorentate/Slow/Recharge/Damage with a PBAoE Revive centered on user.
Cost:37.5
Activation:3
Recharge:3m
Range:20 for the Attack/Debuff portions (this will increase to 80 with issue 2)
Overview: Alot of debate about this power but Issue 2 will improve it greatly. It auto hits as far as the attack/debuff portion goes so is great for slowing/disorentating a group of mobs. The damage it does is minimal. The Disorentate effect lasts about 20 seconds base and the Slow effect about 30. It is only a magnitude 2 Stun so will not stun Lt. or Bosses (and some minions depending on mag resists) by its self but combined with other disorentate powers or effects it is very effective for getting the extra magnitude needed to stun bosses. Currently as a res it is lacking, basically it will not restore enough life to revived to give them much of a fighting chance in combat. However, this will be improved with Issue 2. The changes seem to make it much more user/team friendly as a revive power.
Suggested Slotting: End Reduction, Stun, Stun, Slow, Slow, Recharge (but depends if you plan to use it primarily as an attack or a revive.
Shadowfall
Type: Toggled Team Stealth/Defense/Resist Energy, Psychic, Neg Energy
Cost: 1.5
Activation:2
Recharge:15
Range:User
Overview: I love this power. It provides team stealth, a slight defense bonus and resistance to Neg. Energy, Energy and Psychic damage (about 25% base). It does have a downside of slowing the user (but not your team) but some movement powers can be used to offset this.
Suggested Slotting: End Reduction x2, Damage Resist x2, Defense Buff x2 (This is how I plan to slot it once issue 2 goes live. Others would suggest slotting out the damage resist or not slotting it at all. Its a nice power and the slots wont be wasted so experiment and see what you like.)
Fearsome Stare
Type: Cone Fear/Accuracy Debuff
Cost: 12.5
Activation:2
Recharge:12
Range: ???
Overview: Well its a fear and that means currently it will send everything running. While that does have uses those are limited. However it is slotted for the Fear change coming after Issue 2 is done. With the change it should be somewhat of a hybrid sleep/hold. So it may add a lot of extra control to the Dark Miasma set once that change goes live.
Suggested Slotting: No suggestions, will have to wait for change to comment on this.
Petrifying Gaze
Type: Single Traget Hold (Magnitude 3)
Cost: 11.5
Activation:2
Recharge: 8
Range: 70
Overview: Very nice single target hold. With a few hold enhancements it will reliable hold bosses indefinitly with two initial hits and occasional reapplication. Even unenhanced it can be used to hold multiple minons or a couple of Lts. with ease. It also says that it reduces the targets defense but havent seen a noticable change in hit rate and it cant be slotted for defense debuff enhancements.
Suggested Slotting: Acc, Acc, Hold, Hold, Hold, Recharge (may not need to devote a whole 6 slots to it but i really like this power)
Blackhole
Type: Targeted AoE Foe Intangible
Cost: 37.5
Activation:1
Recharge:45
Range:50
Overview: Used to make force multiple villians intangible, unable to attack or be attacked. Mostly useful as a panic button power. However it can be used to split large groups by centering the area on a target on the outside so as only part of the group is intangible giving you team a bit of time to take care of what is left. Its base duration is long enough that it will should recharge before the effect ends. Some teams may not like the use of this power and it is always best to explain its use before hand. It is in the works to change it to a toggled power, allowing you to turn it off when the group is ready to deal with the intangible foes. So will see if its usefullness increases witht that change.
Suggested Slotting: I wouldnt suggest slotting it much if at all. It is of limited use and slots would mostlikely serve you better elsewhere.
Dark Servant
Type: Pet
Cost: 45 (current) 37.5 (Issue 2)
Activation: 3
Recharge:3m
Range: 60 (??? as per hero planner, though seems shorter to me)
Overview: Currently the pet is well basically broken. It only last 45 seconds and is immobile. He uses the following powers; Fearsome Stare, Tenebrous Tentacles, Twilight grasp and has a damage aura with a accuracy debuff component. However with Issue 2 he is getting an upgrade. Once upgraded he will be mobile, last 4 minutes and with recharge reduction you can have multiple Dark Servants out at once. His fear ability will be changed to Petrifying Gaze and he will now be using Darkest Night as well. I have used him on test and am very happy with him. With 3 Recharge enhancers you can have two Dark servants up at all times.
Suggested Slotting: Recharge x4, End reduction, Acc (with 6 recharge you can have 3 Dark servants for a limited time.)
Well there are the basic powers. While a Dark Miasma Defender may not be the best at any one job, Controlling, Defending or Blasting. It is a very versitile powerset allowing you to provide the abilities that the team may be lacking or picking up the slack in different areas when things get rough.
The powers that i feel are the must have would be
Twilight Grasp: can be used as a debuff or a heal so like 2 powers in one.
Darkest Night: A very effective debuff
Petrifying Gaze: Behold the power of Holds!!!
Dark Servant: Well once Issue 2 goes live.
TIPS
*Advise your group to stay close to you to insure they benefit from Shadowfalls resist/defense and your heals.
*Create a bind to state your Anchor for Darkest Night, so teammates can adjust their targeting accordingly.
*With the stacking of debuffs, Twilight Grasp, Darkest Night and maybe even somemore Darkest Night from your pets, you should be more than capable of seriously weakening villians you are facing. Debuffing their damage down to a tickle when they actually manage to land a hit with the accuracy debuffs.
*Let people know that your heal is slow and can miss so they can plan accordingly (get a primary healer, know to use insperations, etc...)
*If you are the only healer in your group i would suggest proactive healing. Start that heal even when people are only barely wounded. It functions as a debuff so your not really wasting it even if only a fraction of its healing is needed.
*Dark Miasma fits very well with Dark Blast as it should, gaining additional accuracy debuffs and well as added control abilities. Though other blast secondaries work well with it as well.
Now we will move on to Dark Blast. The Dark Blast section will be aimed at having Dark Miasma as a primary. Also the endurance cost will be taken from Hero Planner, even though Defender secondaries have recieved two adjustments to Endurance cost sinse HP was last updated (to my knowledge). The actually cost will be lower than those listed but should have about the same ratio compared to each other.
* Accuracy debuffs: Almost all of the dark blast powers have an accuracy debuff component to them. In general the Accuracy debuff will last about the same duration as the recharge on the power. I dont have exact numbers on the accuracy debuff %, so any help here would be appreciated.
Dark Blast
Type: Moderate Damage (Neg), Accuracy Debuff
Cost: 7.5
Activation: 1
Recharge: 4
Range: 80
Overview: Decent blast with a short duration accuracy debuff.
This will be your staple blast power.
Suggested Slotting: Acc, Damage (as much as you would like). Some suggest slotting Accuracy debuffs.
Gloom
Type: High Damage (DoT), Accuracy Debuff
Cost: 11
Activation: 1
Recharge: 8
Range: 80
Overview: Gloom seems to do almost twice as much damage as Dark Blast. Though it is Damage over Time. The accuracy debuff of this attack last longer as well. I find this power nice for wearing down bosses and Lts. I cycle between Darkblast and Gloom and that seems to work well for me.
Suggested Slotting: Acc, Damage (as much as you like)
Moonbeam
Type: Sniper Superior Damage, Accuracy debuff, (Accuracy bonus with Issue 2)
Cost: 21
Activation: 6
Recharge: 12
Range: 175
Overview: This is your sniper blast. Issue 2 will be giving it the accuracy bonus that all sniper blast have. It has a longer range than most sniper shots. It is important to note that this blast is interuptable so some caution should be taken in using it. It works great as a pulling tool and also as nice front loaded damage. With some practice and timing it can even be used in melee successfully without interupt enhancers. I find it useful also for taking out bosses by keeping them held with Petrifying Gaze while I blast them with moonbeam.
Suggested Slotting: Acc, Damage (Some might wish to slot an interupt enhancer).
Dark Pit
Type: Trageted AoE Disorentate (Magnitude 2)
Cost: 19
Activation: 1
Recharge: 30
Range: 70
Overview: Much debate over this power. It has an accuracy penalty so will require accuracy enhancers to offset that. Also this is a late blooming power, but once enhanced it gets the job done. By itself it will generally only effect minions, but paired with another Disorentate power (Howling Twilight) it makes for a really nice combo to stun Bosses and Lts. With two Disorentate Enhancers it will keep even level targets stunned long enough for it to recharge.
Suggested Slotting: Accuracy x2 (should give you a reliable hit %) Disorentate enhancers
Tenebrous Tetacles
Type: Cone Immobilize (Mag 3), Moderate Damage DoT (Smashing/Negative), Acc Debuff
Cost: 15
Activation: 2
Recharge: 10
Overview: A very nice multipurpose attack. The damage it does is dot with the first tick being negative energy and the remaining damage being Smashing. The cone is a nice wide cone so very good at catching whole groups of villians. It is very useful in keeping all of the villians together and in the area of Darkest Night or for AoE attacks. It also helps to keep stunned villians from wondering around to much. The immobilize duration will last long enough even unenhanced to keep the targets immobilized while it recharges.
Suggested Slotting: Many options on slotting for this one based on how you wish to use it. Some use it as a damage power slotting for damage. Others as a Immobilize/Debuff slotting for those functions. I use a cone range increaser to match its range more closely with Nightfall for area effecting groups.
Night Fall
Type: Cone Moderate Damage DoT, Accuracy Debuff
Cost: 19
Activation: 2
Recharge: 10
Overview: A power of great debate, some like it some dont. It is a long narrow cone but has about the same width as Tenebrous Tentacles at its end. It does slightly better damage than Tenebrous Tentacles and seems to have a better accuracy debuff. Some suggest skipping this power and just slotting Tentacles for damage. I like the 1...2 punch that this power gives when used with Tenebrous Tentacles. It takes some getting used to as the cones are two different sizes but with some manuvering (stepping forward for Tentacles and back a few steps for Nightfall) it works nicely for AoEing a group.
Suggested Slotting: Acc, Damage
Torrent
Type: Cone Knockback, Minor Damage, Accuracy Debuff
Cost: 21
Activation:1
Recharge:15
Overview: The damage of Torrent isnt really much of a factor here, its not much at all. However this is a nice area cone knockback. It works well even unenhanced. Its great to position the villians back together to keep them in the area of Darkest Night or other area of effects. It works on bosses in general though some have resistance to knockback. Its recharge is a bit long so you could always reduce that with recharge enhancers.
Life Drain
Type: Moderate Damage, Accuracy debuff, Self Heal
Cost:22.5
Activation: 2
Recharge: 15
Range: 60
Overview: As its name implies this power will drain life from your target and use it to heal your wounds. It does about as much damage as Darkblast, and will heal about twice that much. Its endurance cost seems a bit high, but perhaps the adjustments to end cost with Issue 2 will help that somewhat. It seems that it would take some slotting to make it really useful and you may be better off just used Twlight Grasp to heal yourself. Thought it does have a faster activation than Twilight Grasp.
Darkstar
Type: PBAoE Extreme Damage, Accuracy Debuff
Cost: 16.5 (Will drain all current endurance)
Activation: 3
Recharge: 6m
Overview: This is your Nova blast, nice damage and a very solid accuracy debuff. In most cases using this powe will kill your toggles as it drains all of your endurance and happers your endurance recovery for a short time. Though powers such as recover aura and other endurance recovery powers will allow you to begin regaining endurance immediately and also may allows toggles to remain up if they tick of end recover happens inbetween the use of this power and the tick of endurance drain from toggles. Once slotted up for damage this power can lay waste to minions and even sometimes knock out Lts. of equal level. If you have multiple Dark Servants out the lack of toggles my not be a factor.
Suggested Slotting: Damage x6 (it has a nice accuracy bonus around 40%)
* Tenebrous Tentacles seems to be the the power of choice for almost every Dark Blast user.
* Tenebrous Tentacles and Dark Pit are great at adding more control to Dark Miasma
* Dark Blast, Gloom and Moonbeam are the basic attacks of this set. Take them based on how much of a blast punch you want. You can get by with just 2 or even 1 of them but I perfer them all and I am happy with all three.
Feel free to comment or add anything you think I have missed or had incorrect. Specific numbers on End costs or Accuracy debuff numbers would be nice. Also please add any tactics that you find useful.
Please try to avoid Debates/arguments on fixes and over power issues in relation to other Defender types. All of that has been debated elsewhere. If we could just focus on information, ideas and tactics for Dark Miasma/Dark Dark Defenders.
Thanks