Kalyth

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  1. Thanks to both of you. That clears it up for me.
  2. I have been away from the game for awhile and just recently just started back. I just have some questions on how some of the enhancers work.

    Numina's Convalesence +Regen/+Recovery does this have to be in a power that is functioning to work. EI do I have to put it in a toggle for it to active for can I stick it in something like Rest. I know it works in Health but also health technically ticks every x seconds. So was just wondering if I slotted it in a power I never use would it still work.

    Also does this apply to all of the Special enhancers. I know the % chance of X effect have to be in a power that activates. toggle/passive/click etc....
  3. Actually Rad has the same cone/AoE positioning issue. Try using Electron Haze and Irradiate. It takes some hopping around to use those to AoE in conjunction. So dark is not the only defender secondary that requires manuvering.

    All defenders can herd or even get a tank to herd for them you can not claim herding as a power/advantage or damage multiplier for FF. If other Defenders were not able to hit multiple herded targets with AoE then you might have a point. Force field just being able to herd better can not compare to the -30% resistance debuff or +Recharge and +End of other sets.
  4. Its the same thing as people refer to powers as different things. Moves, spells, powers, abilities. None of these are wrong or right, just different based on each players experiences. Someone that plays CoX and also plays mean fighting games like Street-fighter, Mortal Combat, etc..might refer to them as moves, manuvers, etc.. While someone coming from playing fantasy games might refer to them as spells.

    No right or wrong just based on each persons background and the slang they have become used to.
  5. Well then if we consider that the damage can be seen as the primary function of Short Curcuit. Then it is performing its primary function better for a Blaster than a Defender. So in atleast one way the power does indeed function better for a blaster.

    That still leave a power like Thunder Clap function in all ways better for a controller (secondary power) than a Defender (Primary power).

    Lets see defender are supposed to be better at buff/debuff and damage than controllers so....

    How about letting Thunder Clap do Moderate damage for defenders and no damage for controllers. I thing that would balance them out nicely.

    Or maybe a massive defense debuff effect.

    Actually now that I think about it. The vast majority of controller primary powers have extra secondary debuff effects attach to them. The more I campare the two the more the defender just come up with the short end of the stick.
  6. Exactly, A controller is far better equiped to defend a team than a defender. With containment, even the defenders damage advantage is reduced.

    I would aggree with Controllers having a better duration on a power like Thunder Clap as far as the disorentation goes, IF the power also had a debuff effect that functioned far better for defenders. Making it so that over all the power functioned better in the hands of the defender (for whom it takes up the spot of a primary power).

    Should a power from a secondary set perform its primary function better than the same power from a primary set? I would say No.

    In the case of Electical blast the primary function of the blast powers is damage. How ever Short Curcuit's primary function is end drain. A blaster should drain more endurance than a defender just because its a primary power for the blaster and a secondary for the defender.

    So many defender primary powers are forms of control or "soft control". So by the current system that puts them functioning better for controllers (who have them as secondary powers) than Defender (who they are primary powers for).

    If you dont want Defenders to have controller powers that function at a level that Primary powers should function at then remove them and give them Buff/Debuff powers that do function as primary power and not watered down controller powers!

    This would not be that big of an issue IF the defender primaries sets did not rely so heavely on control type powers to fill out their 9 power tiers.
  7. One thing that I can see that would make Black Hole atleast somewhat useful for me would be If it was Single Target. Example.....
    "Focus on the minions I will Blackhole the boss."

    Atleast then you could get some use out of the power. I Personally see use for Detention field (Force Field's single target Foe Intangible power).
  8. OMG I feel so bad for CuppaJo, you know she was just sitting at her desk having her morning coffee thinking what a wonderful day this would be.

    Then......."Hey Cuppa, can you post this missed patchnote."
    "Sure what's it about?"
    ...Read...Read.....Chokes on coffee!

    But this is just one more nail in the coffin for any faith I had left in the devs.
  9. Ok this is a ton of info to read through and I scanned through some of them but my eyes hurt now so i will just post.

    Ok alot of people feel that defiance is not the answer for blasters. Has anyone brought up that if they adjusted some of the blaster secondaries that maybe they wouldnt need to even add Defiance. I mean alot of the blaster secondaries are lacking in major ways. I have played several blaster as have friends of mine and all in all only about half at most of the powers in a blasters secondary are ever taken. The rest of the slots seem to be used to get Power Pool powers etc...

    Basically I think that if they fixed/replace/changed the blaster secondaries to be a bit more useful, that would go a long way to addressing blaster issues. Rather than adding some buggy mechanic that doesn't help much and is just left over from failed ideas for tankers.

    You could replace some of the melee attacks or some of the other less useful powers in the secondaries with some minor defensive powers or single target debuffs/utilitarian powers.

    Example, Fire Manipulation

    1) Ring of Fire (as is)
    2) Fire resistance (Auto): 10-20% resistance to fire/cold, slottable
    3) Fire Sword Circle (as it is)
    4) Focused Flame (Click): Similar to Buildup, Power boost etc... for its duration (10-15 secs) the blaster ignores up to 20% of a targets damage resistance. Usefull for those fire resistant targets.
    5) Build Up (As is)
    6) Blazing Aura: add a slight low mag chance to disorientate as the targets catches fire and panics. This will help blasters a bit when faced foes in melee range. Or alternately add a slight accuracy debuff as the heat blinds those in melee range.
    7) Consume (as is)
    8) Conflagration (Click, ranged location drop, AoE) Basically larger AoE burn patch droppable from a range.
    9) Flame Form: (Click) basically the Fire blaster turns into fire, very minor fire damage aura. Blaster can not be harmed by any attack save cold damage (Phase shift, but can be hurt by cold damage, they might have to do this will high levels of resist instead of phasing, not sure). Last about 10-15 secs and the blaster can not attack during this time. It would provide panic button for blasters allowing them a few seconds to run or use a few insperations. Should not be perma but a fast activating panic button.

    Not perfect and the numbers could use some adjusting im sure. Just some Ideas.

    Also, some people enjoy playing Blappers as my suggestion gets rid of a few of the melee attacks. Well I would suggest replace Defiance with the Blaster Innate ability "Point Blank"

    Point Blank
    Basically increased damage for blaster blasting something in melee range. Risk vs reward. If your blaster is willing to risk the melee hits he may take he gets an increase to his damage output for a point blank shot.

    Just a few Ideas I thought i would throw out. Feel free to comment or tear them apart.
  10. 1) Now blasters will have more HPs than defenders and controllers? I really dont like the sound of that.

    2) Defenders (who were at 66% of effect with their secondary compared to blasters fall even further down the damage chart.

    3) Blaster Secondaries could still use being fixed/adjusted. Wouldnt it be better to focus on that than to try to come up with a new game mechanic/gimmick. If blasters need some help why not center that help around the blaster secondaries that are lacking.

    4) At higher levels, even a 1000% increase in damage when below 40% HPs would mean next to nothing with the amount of status effects baddies are throwing out.
  11. Yes it does need some help. It was stated by Geko that it and similar powers would be turned into Toggles but that it would be some time before that was done. But havent heard anything else sinse.
  12. Yep Warshades have some issues that need some attention.
  13. Kalyth

    Kheldian changes

    True, I agree, splitting of slots between the forms just spreads things to thin. If the forms were designed to not have slots withing the form but to just buff and alter the human form stats while in that form I think it would work better.

    Example (just using made up numbers here)

    Nova Form
    +75% damage buff
    +20% end recovery
    +20% accuracy
    -10% Resist
    Limited to 4 attack powers
    Can not use powers other than those 4.
    Slotting: Accuracy, End Recovery
    (Slotting would increase the buff amount. one SO (33% increase to the +20% accuracy buff, would raise it to 27ish% accuracy buff). This slotting would be to the base Form power and powers within the form would not be slotted directly. So if you had taken and slotted one of the base attack the nova form used it would be boosted in NOva form. IF you had not taken it, it would function as unslotted with the nova form buff bonus.

    Dwarf Form
    +20% Resist to all but Psi (in addition to the bonus of your automatically run Shields in this form)
    High Status Resistance
    +20% End Recovery
    Limited to 4 set attacks
    -15% Damage debuff
    Attacks limited to melee range
    Slotting: Damage resist, End Recovery, Taunt, etc....
    (again slotting is based on the Form power itself and not each power within the form.

    Ok numbers are made up and way off im sure but this is how i think it would work well. Just based off of ideas that I have seen you and others throw around.
  14. Kalyth

    Kheldian changes

    Ok so here's my view. Sure removing the -30% resistane penalty is nice and needed in my opinion.

    I will look at this from a Warshade point of view since I have a 32 WS and only a Level 2 PB. We will start with the human form.

    Ok we have toggle shields that are nice. But so are the Shields granted by the APPs that Blasters Controllers and Defenders get access too. Sure we get resistance to more damage types than the APP resist powers give but we have to take and run 3 toggles to get them. Now tankers and Scrappers get resist/defense powers and also get reliable status protection to keep thsoe defenses running. We do not get this status protection we have to rely upon using insperations or grouping with controller, etc... basically we have to use an outside source of Status protection. After 30 a pretty high precentage of mobs can knock down toggles fairly easily. So I would say that would puts our defenses equal to or less than a scrappers (Higher cap, though only reachable through use of pools, but no innate status protection) for the human form.

    Now lets look at damage for the human form. Well our base is less than defenders. So that puts us well below scrappers in the damage department. We do get the team bonus to help out with damage so that kind of makes up for that but I still dont see my Washade doing near scrapper damage. We have ranged attacks which scrappers lack (untill APPs) and we also have attacks/powers based on Melee range.

    Ok so having to go into melee range to use some of our powers we risk loosing shields (remember only situational status protection here) and subject ourselves to more damage (melee damage > ranged damage of mobs).

    Ok now lets look at utility powers. Warshades get some control/selfbuff powers. Alot of which require melee range and are very similar or duplicates of Scrapper powers. Also some of the better powers are limited, requiring corpses to target or use.

    So this leads me to my point. Warshades are very similar to scrappers. With less damage and arguable equal defenses (higher cap/limited Status protection). We do considerable less damage but do get some range and control powers in place of that. There is also the group bonus to help out there. So you could say that balances out. So why not ditch the -30% damage and leave the hps as they are.

    Ahhh. But you have forms you can switch into. Yes now this is how I would like to see the forms figured in. The forms should be really good at what they do but have penalties that come with them. IE Nova should have great damage but total lack defenses, basically a more fragile blaster. The Tanker should be able to tank though not as well as a true Tanker. The forms should be situational and useful in those situations. Emergency tanker/extra damage blaster to take out that added boss quickly. From my experience playing with the Forms and from other posts it sounds that these forms do function much like that. Maybe not perfectly but close to it.

    Though It seems that for a lot of people the forms are the staple with the human form simple supporting the other form.

    Basically what I im trying to say is Balance the human form with other ATs in mind. Then make the Forms (Nova/Dwarf) balanced by penalties that come with that forms. You can't slot all of them and making the forms viable leaves the human form slotted poorly. The forms do add versitility and versitility is power in most games I have played. So balance that versitility when the power is used, dont gimp the base AT and then think the form will make up for it. Applying the
    -30% resist was basically penalizing the base when it wasnt using a form. Have an apporiate penalty when using the form instead.

    Basically in my opinion balance the human form then balance the Nova/Tanker Forms as needed.

    Also dont forget about the Quantums and Voids. That could be considered a balancing point for the forms.
  15. [ QUOTE ]
    [ QUOTE ]
    I sure wish my warshade could phase shift instantly

    [/ QUOTE ]

    Sigh... I'll admit, I wish mine could, too.

    [/ QUOTE ]

    Ditto on the phase shift instantly
  16. 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