ShadowNate

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  1. Quote:
    Originally Posted by Smurphy View Post
    Why is there a hyphen?
    I was actually debating putting in the hyphen in when it was being made, if people really think it does not need it I can easily remove it.
  2. Take this base image


    1)Add whatever text/pictures
    2)Resize to 72*72
    3)????
    4)Badge!
    Be sure to post up your results!

    Example:

    Name: E-bil
    Requirement: Make 1,000,000,000 Inf. on the Market.
    Flavor text: "While some may look down on you for your economic trolling, those in the club call you Ebil."

    While its helpful to have photoshop or any photo/image editing program this can be done in paint.

    Have fun!
  3. Wear this badge with pride, you have earned it!



    Large version -> http://img15.imageshack.us/img15/989...adgehdcopy.png

    edit:A weird artifact is showing up in the top-right of the PNG...its not in the PSD file *throw arms up*
  4. \o/ Yay! If it is fixed I am a very pleased player.
  5. Quote:
    Originally Posted by StratoNexus View Post
    That is actually quite different from your previous statement:

    IME, after a few seconds, it doesn't really matter anymore if the AV is hitting, since its damage has been nerfed all to heck.
    :P Indeed. Darkest night from Fluffy stacks with DN from DM. 60% damage debuff is pretty nasty.
  6. Quote:
    Originally Posted by Silverado View Post
    The redraw between rifle and blades would make it not as effective as a present day blapper with defenses built in with IO's and Epic/Fighting shields.
    \o/ Gunblades ftw, problem solved.
  7. Quote:
    Originally Posted by Alpha_Zulu View Post
    So a discussion in another thread was ensuing comparing Pain Domination to sets.

    Apparently someone thinks that Dark Miasma and Storm Summoning don't bring anything of value to a team.

    I tend to think otherwise, I would like to know what you, Defenders, Controllers, and Corruptor players think of this statement.
    /respec...
    ...
    ...
    *picks up blackhole for the first time in 3 years*
    *uses*
    Good sir! I believe you have been removed from the game, g'bye!
    /respec...
    *removes blackhole*
    ....
    ...
    ..
    .
    In all seriousness, I really do not think I really need to state what I think about Dark anything.
  8. ShadowNate

    can my corr tank

    Quote:
    Originally Posted by Chaos Creator View Post
    Can your corruptor keep my Spines/fire scrapper who is shooting everything he can at max speed with both auras blazing from getting killed? If so then it can tank. If not then nope.
    Oh yes mine can. My Tankmage makes everyone else a tankmage.
  9. ShadowNate

    Who to IO?

    Quote:
    Originally Posted by ClawsandEffect View Post
    Yup, it happens.

    I recently decided to IO out my BS/DA scrapper and he has since become my favorite character to play after being in semi-retirement for a while.

    Let me tell ya, a DA scrapper that is softcapped to all 3 positions is one of the hardest things in the game to kill under most normal circumstances. Defense debuffs are a killer, but if they are not being applied to him, most everything he does is a cakewalk. On the rare occasion when something DOES get through I have at least 30% resistance to back it up. And if the random number generator decides it doesn't like me and I take a lot of damage, I have the best self heal in the game to fall back on.

    The best part is I did it relatively cheaply too. Spent maybe 250-300 mil on him total.

    You'll have fun with your Spines/Fire. I have one myself at level 40 and he's a blast to play with just generic IOs and SOs. I can only imagine how awesome he will get if I invest some influence into him.
    Now you got me curious. How did you manage to softcap all positions on BS/DA? I can only manage Melee at softcap with the other 2 positions being relatively high
  10. ShadowNate

    can my corr tank

    <n< Baw don't listen to them being rude, but do try to keep that mids output from getting too long it can be annoying.

    Now~
    Botom line can you tank: With that build? Unlikely.

    There is alot of big ticket items in there but there is no focus in what you are trying to accomplish. You got lots of little bonus's all over the place.

    To get you started to be a tank on a corr focus on ranged defense set bonus, in total (with toggles/etc) you need 45% to overcome most even-level enemies in the game. This will go a long way to protect you from status effects and whatever else come across your path. After that Smashing/Lethal Resistance.
    After that its just a matter of your skill in using the corruptor effectively. However you won't be able to "tank" for a team, while you will be able to personally survive you wont be able to hold agro well enough for others to get by solely on your effort.

    YMMV

    *edit* Don't use expensive IO's just because they are expensive. Even In todays market you can build a very tanker-ish corruptor for only around 100mil rather then the Multi-billion build you posted up.
  11. Quote:
    Originally Posted by GreenFIame View Post
    Earth to Crazy guy,hello there good Man,Woman or Man Woman,Defenders are fine as they are,Defenders are Support Toon,not tankers,blaster and Scrapper,if you play them well then you should not have any trouble.They Debuff,Heal and Buff,they only attack if they have no choice.They aren't blaster so they don't have to have alot of Damage outpot and they aren't Tankers or Scrapper and they take draw less Aggro so they be find with out alot of health.
    While I agree with you that defenders do not need a buff ((nor corruptors)) I take issue with your reason.

    While defenders may be slanted more to the support role then damage there should not be a case where a defender only attacks when absolutely needed. I personally would call that a rather lazy defender for not contributing to the teams DPS.

    Not the primary role but not the last resort .
  12. \o/ Just destroyed the supply for boresights for around 26 mill... Lets do it to the entire market!
  13. Untill I can get the second half the guide together here is a awesome DM/DA guide!
    http://boards.cityofheroes.com/showthread.php?t=127590
    ((I added the extra tags :3))
  14. Quote:
    Originally Posted by Imaheroe View Post
    Ya I am dropping darkest night for Tar patch.

    Noooo no no no no no no no no no.
    Drop Petrifying gaze or vengence or something else from your seconday. Darkest night is too useful.
    Also I hope you get your travel power alittle sooner...you wont be staying in AE all day after i16
  15. Quote:
    Originally Posted by Rodion View Post
    This is an interesting project. I hadn't realized how big the -regen debuff was for Howling Twilight; I regularly use it as an attack for the stun -- it stacks well with stuns from other characters (Oppressive Gloom, for example).

    From the slotting it seems that you're really emphasizing Regeneration, but you're still only winding up with 200% or so. I haven't soloed AVs, but it seems that when you do get hit, it's gonna really hurt, and you'll have to heal up immediately (with Twilight Grasp), so moderate regen may not buy you much. Twilight Grasp does have a -50% regen, so it's not a total loss when you have to use it.

    You might concentrate on ranged defense instead as Nate suggests; there are lots of sets that give good bonuses for that.

    If you do concentrate on ranged defense, you might also consider the Leadership pool for Maneuvers (and maybe Assault for extra damage). That you way you don't have to "waste" two power choices on Boxing and Tough. It will mean an even bigger drain on endurance, so additional bonuses for recovery and endurance would be good. Be sure to get the accolades for those (Atlas Medallion, Task Force Commander, etc.) if you don't already have them.

    Furthermore, if you're concentrating on ranged defense, powers that require close contact with the enemy are probably not as useful. That would mean eliminating one or more of Dark Consumption, Soul Drain and Air Superiority if you're concentrating on AVs only.

    I'm not sure you can count on minions staying alive for Dark Consumption and Soul Drain. Keeping them away from the AV will be hard, since you need them to be debuffed by Darkest Night and the pet. And if they're by the AV the Tentacles will eventually kill them.

    Finally, do you have a special tactic that you use Teleport Foe for?
    Howling twilight is a Anti-speedboost, stun and fear its epic....and autohit.

    Keep Dark Consumption, It will save your life by getting that tiny bit of end to keep toggles up.

    The main tool for stacking stuns is HT and Dark pit. It will stun everything up to boss's assuming dark pit hits, I personally really don't care much for this especially for a AV killing build. The Ranged defense cap is definitely reachable, Ive done it on both my Corruptor and defender and it helps a TON. It will allow a D3 to tank things tanks are afraid of as the only real weakness in D3's is the alpha strike which with softcaped ranged defense will be basicly eliminated. As I said earlier Dark really is not the set you would use to kill avs..I lacks the needed ST burst. While some of the lower health/Regen avs will be doable others will not. Now there is a few ways you can deal with the regen of a AV
    A) slot Twilight grasp ((aoe heal <3 with a 50% regen debuff and 12% damage debuff)) for recharge and have that quad stacked for 200% regen debuff+fireing off HT every 30 seconds roughly for a average 400-ish% Regen debuff. Speaking purely in theory If you slot it so you have heavy damage and Endurance reduction, Recharge along with Accuracy/rech set bonus that would potentially make D3 a capable AV killer but it will be a long and rather dangerous fight Id imagine. Went into abit of a ramble...ive been up too late
    **edit daaaarnit I went off into a ramble and forgot about the issues of Oppressive gloom.
    ^^For that the reason its not a popular choice is that it requires you to be in Melee range , this makes using your cones TT and NF much more difficult to use.
  16. Well.....Okay. The answer is.....SOMETIMES. I love D3/4 However...It does have its limits when It comes to inflicting damage on a single target. You will be able to solo a few AV's (meaning surviving and killing it) but not any real majority. The strength of the d3 is in terms of fighting a large number of enemies to make the most out of its 2 cones/other junkwhich I really dont need to go into detail with. However once It gets down to enemies Such as AV's/Heroes/etc overcoming their HP/Regen becomes much much more difficult, and in the case of defenders (sorry pal) it might be near impossible without resorting to Temporary powers simply due to lacking the single target DPS.

    Now a few comments I can make....Try to get in at least 30% Ranged defense, it will help not only kill incoming damage but any other Holds or other status effects. This can be achieved by switching out Teleportation pool for Fighting (for tough/weave, you can easily get 50% Smashing/Lea. Resistance) Using Thunderstrike sets for the single target attacts in DB/ and accurate to-hit debuff in Fearsome stare. Slotting Shadowfall for defense can help considerably.

    Otherwise it looks on track.
  17. Well...If my guide was done Id just point you to that...In the mean time the best sloting for fluffy IMO ((for common IO's)) is 2 To-hit debuff, 1-2 Recharge , 1 acc and 1-2 heal...thats to get the most mileage for what he can do...as far as sets go Darkwatchers despair is a good one. Whatever slotting you put make sure it enhances to-hit debuffs, above everything else that's what you can rely on fluffy doing.
  18. Dark Miasma

    Like Dark Blast Dark Miasma is one of the most "Controller-ish" Primaries/secondaries in the AT's it's available to. The best comparison I can give for this set when comparing it to other sets is that it what Kinetics is to a teams damage potential as to what it is to a teams survivability.

    Advantages
    *Universally useful to any team in any situation. If you are on the team, the team will be better off for it. Any other advantage I could really think of would only be a part of this statement.
    *A Clone of yourself in the Darkservant. Dark Servant is this sets Icon, he has exact copies of Tenebrous tenticles, Darkest Night, Petrifying gaze and Twilight Grasp. On top of that he has a power known as "Chill of the Night" a Massive PBAOE To-hit debuff and damage aura. Can he tank? Oh yeah.

    Disadvantages
    *High endurance consumption; Especially when played actively (constantly using Debuffs/healing/etc..)
    *A Throwaway power in Black hole. Im sorry but this power is the turd at the bottom end of a shining set. I tried my best to defend it but it is truely useless.

    All numbers at base level 50
    Mastermind End costs are comparably higher for their secondaries in relation to Corr's and Def's.
    In Levels: D= Defender C= Corruptor MM= MasterMind followed by the level.
    ________________________________

    Power Name: Twilight Grasp
    Level: D 1, C 1 (must take), MM 1 (must take)
    Average Damage:None
    Activation time:2.37s
    Recharge time:8.00s
    Endurance Cost: D/C 7.80, MM 9.75
    Accuracy:1.00X
    Type:Click
    Target Type: Enemies
    Range: 80.00ft
    Attack types:Ranged, Negative

    Effects:

    Defender
    238.81 heal
    -6.25% Tohit for 20.00sec on target
    -12.50% Strength to all damage for 20.00s on target
    -50.00% Regeneration Rate for 20.00s on target
    Corruptor
    238.81 heal
    -5.00% Tohit for 20.00sec on target
    -10.00% Strength to all damage for 20.00s on target
    -50.00% Regeneration Rate for 20.00s on target
    MasterMind
    209.90 heal
    -3.75% Tohit for 20.00sec on target
    -7.50% Strength to all damage for 20.00s on target
    -50.00% Regeneration Rate for 20.00s on target


    Opinion:
    Twilight grasp is a MASSIVE PBAoE Heal, regeneration and minor damage debuff with one little requirement; A to-hit check and a enemy. Beyond that, it is pure gold. This will be your staple team heal and AV/Hero/Monster/??? debuff. A few things to note, some would recommend spamming this power. Don't. Save it for untill you really need it or if your fighting a very tough boss. Otherwise you will just be wasting endurance and may have it be down if you happen to be smacked by a lucky shot getting you killed with the next one. A well played Dark/ /Dark will not need to heal their team very often, but the option is there for hairy situations. This power is extremely useful in the early game. Many Defenders pick this as their first power if for nothing else but it being up waaaaay more often then tar patch, its also pretty well known that healing is much more effective in the early game then it is in the later game. Corruptors and Masterminds get this power as the first in their secondary and must take it.
    =====================================

    Power Name: Tar Patch
    Level: D 1, C 2, MM 2
    Average Damage:None
    Activation time:3.10s
    Recharge time:1m 30s
    Endurance Cost: D/C 7.80, MM 9.75
    Accuracy:1.00X
    Type:Click
    Target Type: Friendlies ((it debuffs the enemy NPC..))
    Range:90.00ft
    Effect Area: Location ((the area within the Tar Patch))

    Effects:
    Defender/Corruptor/Mastermind
    -90.00% Run speed for 45.50s on Target
    -50,000.00% Jump height for 45.45s on Target (unresistable)
    -2.50 Max run speed for 45.45s on Target (unresistable)
    10.00 fly protection for 45.45s on Target (unresistable)
    -30.00% Resistance to all damage for 45.45s on Target (ignores buffs and enh.)

    Opinion: One of the few cases where the effects of the debuffs are completely equal across all 3 AT's with Miasma; it is also the only power in the set to not have a tohit debuffs component. When dealing with large mobs of baddies this is your front line power, usually immediately followed by (or in some cases immediately after) fearsome stare then tenebrous tenticles if you have Dark Blast. Learning how and when to use this power is very important to your survival. Down in the last section of this part of the guide I will show some basic tactics to how to use tar patch in conjunction with the rest of your powers in Dark Miasma. Tar patch should be used on any mob with more then 4-5 baddies in it, any less will be a bit of a waste; in the case of boss's and AV's and other stronger badies this rule of thumb does not really apply. Tar patch is basicly a area slow, meaning anything caught within it, or enter it will be slowed. The longer it takes anything from getting from point A to point B will take more damage from AoE's making the team as a whole more efficient by keeping the mob from scattering. At the same time it also takes out 30% resistance to damage on anything it touches, this will well raise your DPS against strong enemies and in the case of Dark Blast help with its relatively low damage. This is a must have power and should be taken as soon as possible.

    ===================================

    Power Name: Darkest Night
    Level: D 2, C 4, MM 4
    Average Damage:None
    Activation time:3.17s
    Recharge time:10.00s
    Endurance Cost: D/C 0.52/sec, MM 0.65/sec
    Accuracy:1.00x

    Effects:
    Defender
    -37.50% strength to all damage on target (ignores buffs and enh.)
    -18.75% tohit on target

    Corruptor
    -30.00% strength to all damage on target (ignores buffs and enh.)
    -15% tohit on target

    MasterMind
    -22.50% strength to all damage on target (ignores buffs and enh.)
    -11.25% tohit on target

    Opinion:
    Darkest Night is a fantastic debuff toggle, able to take the bite out of any enemies damage potential and thats if they hit you at all to begin with. That's only looking at it as a pure debuffing tool, one of the more advanced uses of it is to heard a entire spawn to gather into tar patch. That will be explained later. While this is a must have power it is abit debatable as to when you should pick it up. The main issue is that this power out of the box has a massive endurance cost associated with it. Another thing is that the usefulness of darkest night as a debuff weakens in the upper level range because of access to other powers that provide similar functions, Dark servant has his own exact clone of this power in fact. I personally prefer to get it post stamina (along with shadowfall) due to endurance issues. Arguements aside this is a fantastic power and should be taken and used wherever possible, its usefullness as a pulling tool is undeniable.

    =====================================

    Power Name: Howling Twilight
    Level: D 6, C 10, MM 10
    Average Damage 9.04
    Activation time:3.17s
    Recharge time:3m
    Endurance Cost: D/C 26.00, MM 32.50
    Accuracy:1.00x
    Type: Toggle
    Target Type: Enemies
    Range:70.00ft
    Effect Area: AoE 25.00ft Radius from anchor, up to 16 targets.
    Attack types: AoE, Negative.

    Effects:
    (The number of players that can be affected is unlimited. I'm serious, try it during a wipe on a RWZ Mothership raid..It's hilarious to rez 30+ Players)
    Defender
    Stuff that effects Dead players
    +100.00% Healing for 2.00s on target
    +100.00% Endurance for 2.00s on target
    Stuff that effects enemies (up to 16)
    -62.50% run speed for 30.00s
    -62.50% Recharge speed for 30.00s
    -62.50% Fly speed for 30.00s
    -62.50% Jump speed for 30.00s
    2.00 Magnitude stun for 15.00s on target
    -500.00% regeneration rate for 30.00s on target
    3.00 Magnitude Fear for 15.00s on target

    Corruptor/MasterMind
    Stuff that effects Dead players
    +100.00% Healing for 2.00s on target
    +100.00% Endurance for 2.00s on target
    Stuff that effects enemies (up to 16)
    -50.00% run speed for 30.00s
    -50.00% Recharge speed for 30.00s
    -50.00% Fly speed for 30.00s
    -50.00% Jump speed for 30.00s
    2.00 Magnitude stun for 15.00s on target
    -500.00% regeneration rate for 30.00s on target
    3.00 Magnitude Fear for 15.00s on target

    Opinion: The ultimate Resurrection power. Period. It can revive a unlimited number of players as long as they are within the powers range, not only that but it will restore them to full health and endurance. The cost? The need for 1 baddy to use to make the power work, it does NOT need a tohit check, it is autohit as are all its secondary effects. To the enemies who are so unlucky to be hit by this monster. Its like a anti-speedboost/fearsome stare and Dark Pit all rolled into one. All minions will be stunned and feared, all Lieutenants will will be feared and all bosses+ will be severely debuffed in terms of regeneration recharge and movement speed. If you happen to use fearsome stare or dark pit they will ALSO be stunned and feared. Its a no-brainer to take this power for its secondary effects alone, in fact a well played Dark miasma user will almost never use this to raise the dead but rather use it to completely decimate a spawn. Take it, love it.

    ========================================

    Power Name: Shadow Fall
    Level: D 8, C 16, MM 16
    Average Damage:None
    Activation time:2.03s
    Recharge time:15.00s
    Endurance Cost: D/C 0.52/s, MM 0.65/s
    Accuracy:1.00x
    Type:Toggle
    Target Type: Self
    Effect Area: AoE 40.00 ft. Radius

    Effects:
    Defender
    +3500.00% stealth radius
    +5.00% All Defenses
    20.00% Resistance to Psionic on target
    20.00% Resistance to Energy on target
    20.00% Resistance to Negative on target
    93.75% Resistance to Terrorize on target
    3.75 Mag Terrorize Protection on target

    Corruptor
    +3500.00% stealth radius
    +3.75% All Defenses
    15.00% Resistance to Psionic on target
    15.00% Resistance to Energy on target
    15.00% Resistance to Negative on target
    75.00% Resistance to Terrorize on target
    3.00 Mag Terrorize Protection on target


    Mastermind
    +3500.00% stealth radius
    +3.75% All Defenses
    15.00% Resistance to Psionic on target
    15.00% Resistance to Energy on target
    15.00% Resistance to Negative on target
    56.25% Resistance to Terrorize on target
    2.25 Mag Terrorize Protection on target

    Opinion:
    Shadow Fall is another power I would recommend getting post-Stamina due to its end cost. Its a team stealth power (that also allows you to see stealthed enemies by extention) that also provides good terrorize mez protection and resistance to Energy/Negative and a very rare resistance to Psi Damage that Melee players will love in the late game. Not much else to say about this power. It is good, taking it is worth it but it can wait until after Stam.

    ================================================== ========

    Power Name: Fearsome Stare
    Level: D 12, C 20, MM 20
    Average Damage: None
    Activation time:2.03s
    Recharge time:40.00s
    Endurance Cost: D/C 8.53, MM 10.66
    Accuracy:1.00x
    Type: Click
    Target Type: Enemies
    Range: 70.00ft
    Effect Area: Cone, 45 Degree arc, up to 16 targets
    Attack types: Negative

    Effects:
    Defender
    3.00 Magnitude terrorize for 15.00s
    -18.75% tohit for 20.00s on target
    20.00% chance for 1.00 Magnitude terrorize for 10.00s on target

    Corruptor
    3.00 Magnitude terrorize for 12.00s
    -15.00% tohit for 20.00s on target
    20.00% chance for 1.00 Magnitude terrorize for 8.00s on target

    MasterMind
    3.00 Magnitude terrorize for 12.00s
    -11.25% tohit for 20.00s on target
    20.00% chance for 1.00 Magnitude terrorize for 8.00s on target

    Opinion: Fearsome stare is a Alpha-Killer. It will stop a entire mob, bosses and all if you're lucky, they will tremble in fear untill you attack them leaving them quite effectively held and helpless. It is also notable for its long and nasty to-hit debuff it has tacked on it. Its hard to describe the usefullness of this power other then actually using it. A fantastic power that should be taken as soon as possible.

    ================================================== ==============

    Power Name: Petrifying Gaze
    Level: D 16, C 28, MM 28
    Average Damage: None
    Activation time:1.67s
    Recharge time:16.00s
    Endurance Cost: D/C 7.80, MM 9.75
    Accuracy:1.00x
    Type:Click
    Target Type: Enemies
    Range:70.00 ft.
    Effect Area: Single Target
    Attack types: Ranged, Negative


    Effects:
    Defender
    3.00 Magnitude Hold for 8.00s on target

    Corruptor/MasterMind
    3.00 Magnitude Hold for 6.40s on target

    Opinion: A "OK" power. Of all the powers of Dark Miasma this is possibly the most...Meh. It is a plain-jane single target hold with no other properties. Its not bad however it might not be useful enough to be used in a build. I personally found it to be a great place for Hold-IO set bonus.

    ================================================== ===

    Power Name: Black Hole
    Level: D 26, C 35 ,MM 35
    Average Damage:None
    Activation time:1.03s
    Recharge time:2m
    Endurance Cost: D/C 13, MM 16.25
    Accuracy:1.00x
    Type: Click
    Target Type: Enemies
    Range: 50.00 ft.
    Effect Area: AoE 20.00 ft. Radius
    Attack types: AoE, Negative

    Effects:
    Defender/Corruptor/MasterMind
    3.00 Magnitude intangible for 30.00s on target
    -100.00% threat level for 30.00s on target
    3.00 Magnitude immobilize for 30.00s on target

    Opinion:
    Worthless. There is NOTHING about this power that helps Dark Miasma in any shape or form. It might function as a panic button but it still removes your ability to maintain debuffs and will make the badies coming out of the Black hole just as strong as a fresh spawn. Essentially a Throw-away power. I Personally believe there is alot of missed thematic potential with this power. Oh well...8 gems out of 9 is still a good average right?

    Power Name: Dark Servant (("Fluffy" to many Miasma-ists))
    Level: D 32, C 38 , MM 38
    Average Damage: See Pets abilities.
    Activation time:3.16s
    Recharge time: D/C 4m, MM 8m 20s
    Endurance Cost: D/C 26.00, MM 32.50
    Accuracy:2.00x
    Type:Click
    Target Type: Friendlies
    Range: 60.00 ft.
    Effect Area: Location
    Attack types: See Pets abilities
    Effects:
    Creates pet dark servant for 4m 0s

    Pet abilities:
    Base Hitpoints 1070.90

    Chill of the Night
    AoE 10.00ft radius, 10 targets max
    3.34 damage/s
    -30.00% tohit on target

    Twilight Grasp
    Clone of Dark Miasma

    Darkest Night
    Clone of Dark Miasma

    Tenebrous Tenticles
    Clone of Dark Blast

    Resistance
    30.00% Resistance to Negative Damage on self
    -20.00% Resistance to Energy damage on self

    Opinion:
    The crown Jewel of Dark Miasma. Dark Servant, affectionately known as fluffy among his users is a pet power that has exact clones of several great powers from Dark Miasma and TT from Dark Blast. That would be awesome but he has one unique power known as "Chill of the night" Its a massive Tohit debuff for anything around him, that will also draw agro to him and off you. For both Defenders and corruptors hes Permament out of the box but Masterminds will need to slot Recharge in him but will still got about 20secs without him.... I really cannot put into words how awesome he is, take him, slot him up (especially for -tohit) and use him.
  19. Dark Blast:
    Overview: Dark Blast is arguably one of the most controller-ish Blast sets in the game, with Ice blast being the only one to really surpass it. Along with that it is one of the safest sets in the game, however with the safety it gives it does suffer from having low damage in comparison to other blasts sets along with the vast majority of its damage being DoT or Damage over time, making it much less effective in pvp Scenarios and high HP boss's/AV's/Heroes.

    __________________________________________________ __________

    Advantages:
    *Negative Energy is not resisted much at all in the game although the very few enemies that do, resist it considerably.
    *To-hit Debuffs in all but 1 power, which is Dark pit.
    *Massive Crowd control potential between Tenebrous Tentacles and Dark pit.
    *Fatastic AOE DoT Damage with TT and Nightfall in combination, this potential multiplies considerably with Tar pit from Dark Miasma.
    *Due to To-hit Debuffs the snipe is quite useful.
    *Built in Self-Heal (not as important if you have Twilight Grasp from Dark Miasma)

    Disadvantages:
    *Comparatively Low Damage when dealing with single targets.
    *Massive endurance consumption.
    *Can feel slow due to DoT making up the majority of damage.

    __________________________________________________

    Quick and dirty list of powers you should take in any build:
    DarkBlast and/or Gloom
    Tenebrous Tenticles
    Night Fall

    Optional (Best to worst IMO)
    Moonbeam
    Lifedrain/Blackstar
    Darkpit

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    (all base values are at level 50)
    (all corruptor Attacks that deal damage have a 2.5% chance to deal double damage for every % of health below 50%, at 15-20% health and below every hit will deal double damage)
    The Powers of Dark Blast:

    Name: Dark Blast
    Level:1 Def (must take) Level: 1 Corruptor
    Base Values:
    Average Damage: Def 36.15, Corr 41.71
    Activation Time: 1 sec
    Recharge Time: 4 sec
    Endurance: 5.20
    Accuracy: 1.00x

    Power Type: Click
    Target: Enemies
    Base Range: 80 ft.
    Effect area: Single target
    Attack types: Ranged, Negative energy.

    Other effects:
    Def -9.38% to-hit for 6.00 secs on target
    Corr -7.50% to-hi for 6.00 secs on target

    Opinion: This is one of your basic bread and butter attack chain type powers. While you must take it with Defenders as the first power of your secondary it is not 100% needed for a corruptor, it can easily be traded for Gloom which does nearly twice the damage over time. However it is a very solid single target burst damage blast and taking it will not hurt your build at all. It falls in line with the damage of other tier 1 blasts.

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    Name: Gloom
    Level: 2 Def Level: 1 Corruptor
    Base Values:
    Average Damage: Def 63.62, Corr 73.41
    Activation Time: 1.10sec
    Recharge Time: 8 sec
    Endurance: 8.53
    Accuracy: 1.00x

    Power Type: Click
    Target: Enemies
    Base Range: Def 80.00 ft,
    Effect area: Single target
    Attack types: Ranged, Negative

    Other effects:
    Defender
    Damage is dealt over 3.6secs in 8 ticks of 7.95 damage
    -9.38% To-hit for 10 Secs
    Corruptor
    8 ticks of 9.18 Damage over 3.60 secs
    -7.5% To-hit for 10.00sec

    Opinion: Another Solid single target attack for chains. It deals twice the damage of dark blast with a extended to-hit debuff to match its DoT. While skipable for either Corrs or Def's it is a very good attack despite the increased end cost and recharge time. Most of the time it is taken.

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    Name:Moonbeam
    Level:4 Def Level: 2 Corruptor
    Base Values:
    Average Damage: Def 99.76, Corr 115.11
    Activation Time: 4.33s
    Recharge Time: 12.00s
    Endurance: 14.35
    Accuracy: 1.20x
    Interrupt time: 3.00s

    Power Type: Click
    Target: Enemies
    Base Range: 175.00 Ft.
    Effect area: Single target
    Attack types: Ranged/Negative

    Other effects:
    Def -9.38% tohit for 10.00sec
    Cor -7.50% tohit for 10.00sec

    Opinion: Snipes are a very debatable powers for most sets. Due to the chance to interrupt in most sets it is usually considered a very easy to skip power. In the case of Dark blast with its To-hit debuffs it is actually a very usable power, even in melee range. The primary use of this power in Dark Blast is as a heavy hitter for bosses and others strong baddies that the other powers in the set simply can't dent. It comes preloaded with the accuracy bonus featured in other snipes along with being tied with Snipper riffle as the longest ranged snipe available to players at 175 ft at base. While still one of the more skipable powers in the set it does have quite abit of use to Dark blast.

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    Name: Dark Pit
    Level:10 Def Level: 6 Corruptor
    Base Values:
    Average Damage: None damaging power
    Activation Time: 1.07s
    Recharge Time: 1 minute
    Endurance: 13.0
    Accuracy: 0.80x

    Power Type: Click
    Target: Enemies
    Base Range: 70.00 ft
    Effect area: AoE 20.00 ft Radius, 10 Targets Max.
    Attack types: AoE, Negative.

    Other effects: Def 2 Mag. Stun for 11.92secs,
    Corr 2 mag. Stun for 8.94 secs

    Opinion: This is the first power in the set that shows how "Controller-y" it is. Its a Ranged AoE stun, it sounds great however it does have some serious drawbacks. It is only Mag 2, meaning it will only stun minions and it has a lower base accuracy making it abit harder to hit enemies with. It is also the ONLY power in Dark Blast to not have a To-hit debuff. The main use of this power is in combination with Howling Twilight in Dark Miasma to help the stun effect boss's and other stronger enemies. This is a very skipable power, with very very situational uses.

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    Name: Tenebrous Tentacles
    Level:16 Def Level: 8 Corruptor
    Base Values:
    Average Damage: Def 33.80, Corr 39.00
    Activation Time: 1.67s
    Recharge Time: 10s
    Endurance: 10.19
    Accuracy: 1.00x

    Power Type: Click
    Target: Enemies
    Base Range: 40.00 ft.
    Effect area:Cone, 40Degree Arc, 10 Targets
    Attack types: AoE, Negative, Smashing

    Other effects:
    Defender 4.88 Negative energy
    8 ticks of 3.61 Smashing Damage over 7.10 secs
    -9.38% to-hit for 8.00 secs
    3.00 Magnitude Immobilize for 22.35sec On target, unresistable.

    Corrupter 5.63 Negative Damage
    8 ticks of 4.17 Smashing over 7.10 secs
    -7.5% to-hit for 8 secs
    3.00 Magnitude Immobilize for 17.88s on target, unressitable.

    Opinion: This is the defining power of Dark Blast. A wide Cone of AoE Damage and a very strong Immobilize to put the pain on any mob of foolish baddies. Take it, slot it, love it. NEVER LOOK BACK, NEVER REGRET.

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    Name: Night Fall
    Level: 20 Defender Level: 12 Corruptor
    Base Values:
    Average Damage: Def 39.76 Damage, Corr 45.88
    Activation Time: 2.00 sec
    Recharge Time:10.00 Sec
    Endurance:13.10
    Accuracy: 1.00x

    Power Type:Click
    Target:Enemies
    Base Range:60ft
    Effect area: Cone, 20 Degree arc, 10 targes
    Attack types: AoE, Negative energy

    Other effects:
    Defender
    10 ticks of 3.98 Negative energy over 2.80secs
    -9.38% to-hit for 10.00 sec
    Corruptor
    10 ticks of 4.59 Negative damage over 2.80secs
    -7.50% to-hit for 10.00 sec

    Opinion: As TT's evil big little brother this is another must-have power. This is a very fast DoT Cone power. Its not nearly as wide as TT but its much longer so it may take some practice to get right. This will be a very usefull DPS power for after you have snared the entire group with TT providing a constant stream of damage.

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    Name: Torrent
    Level: 28 Defender Level: 18 Corruptor
    Base Values:
    Average Damage: Def 14.46 Corr 16.68
    Activation Time: 1.03s
    Recharge Time: 15.00s
    Endurance: 14.35
    Accuracy: 1.00x

    Power Type:Click
    Target:Enemies
    Base Range:80.00 ft
    Effect area: Cone, 30 Degree Radius, 10 targets
    Attack types: AoE, Negative , Smashing

    Other effects:
    Defender
    10.39 Mag KB
    -9.38% To-hit for 10.00s on target
    Corruptor
    8.31 Mag KB
    -7.50% To-hit for 10.00s on target

    Opinion:
    Torrent is a very fun power. Its a big knockback power with both a long range and width...It is useful but only in a very limited sense solo and can infact be detrimental to a team. It is very skipable due to its limited use where another power can take its place easily. Another thing against this power is that it does not mesh well with the cones inside the set but it can be used to shove a scattered group back together...*shrug* Give it a shot, you might like it but a Dark/Dark build might be alittle to tight to take it.

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    Name: Life Drain
    Level: 35 Defender Level: 26 Corruptor
    Base Values:
    Average Damage: Def 36.15, Corr 41.71
    Activation Time: 1.93s
    Recharge Time: 15.00s
    Endurance: 11.96
    Accuracy: 1.00x

    Power Type: Click
    Target: Enemies
    Base Range: 60.00 ft.
    Effect area: Single target
    Attack types: Ranged, Negative

    Other effects:

    Defender
    101.74 heal on self.
    -9.38% to-hit for 10.00s on target
    Corruptor
    107.09 Heal on self
    -7.50% To-hit for 10.00s on target

    Opinion This can be both very useful and somewhat skipable. Its a OK single target attack that heals you. If you take a primary (defenders) or secondary (corruptors) that has a self heal inside it like Dark Miasma this power might not be very useful due to its relatively high end cost for the damage it does.

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    Name: Blackstar
    Level: 38 Defender Level: 32 Corruptor
    Base Values:
    Average Damage: Def 176.21, Corr 203.33
    Activation Time: 3.00s
    Recharge Time: 6 min.
    Endurance: 20.80
    Accuracy: 1.40x

    Power Type:Click
    Target: Self
    Effect area: AoE 25ft Radius, 16 targets.
    Attack types: AoE, Smashing, Negative

    Other effects:
    Defender
    36.15 Smashing Damage
    72.29 Negative Damage

    75% Chance for 54.22 Negative Damage

    50% Chance for 54.22 Negative Damage

    -62.50% To-hit for 20.00s on target

    -1000.00% Recovery Rate for 20.00 secs on self

    -100.00% Endurance on self

    Corruptor

    41.71 Smashing Damage
    83.42 Negative Damage

    75% Chance for 62.56 Negative Damage

    50% Chance for 62.56 Negative Damage

    -50.00% To-hit for 20.00s on target

    -1000.00% Recovery Rate for 20.00 secs on self

    -100.00% Endurance on self

    Opinion: This is the Dark Blast nuke! Its the most powerful single attack in the set with the greatest single to-hit Debuff in the game, capable of flooring almost any enemies ability to hit you for quite some time. That makes it one of the safest nukes in the game. However it has all the drawbacks of other nukes like no endurance for a long period of time. Considering how the rest of Dark Blast works it might not be worth taking and if you are to take it it should be used very sparingly. Its more useful to a corrupter then a defender simply due to it have a much greater chance of kill everything vs leaving them alive.

    ================================================== ========
    Dark Blast and Corruptors
    Corruptors have the fantastic inherent ability known as Scourge. It makes you do more critical hits the lower the health of the enemy you're attacking. Combine this with the fantastic constant DoT AoE of TT and NF and you have a set that can put out wicked amounts of damage that just gets even wicked-er with more badies to shoot at. Now a major downside to Dark Blast that is as present in the defender version is its consumption of Endurance. Pre-stamina you will be spending as much time managing that blue bar as you are shooting the enemy. Post stamina you do much better. There are several other things you can do to help this such as slotting for endurance reduction in the early game especially and picking up mu-mastery for Power sink.

    Dark Blast for Defenders
    Defenders Inherent is Vigilence. Basicly it gives you a higher endurance discount for the lower the HP your allies are at. Most people don't really like it due to it rewarding you for SUCKING. However it is useful to the Dark Blast Defender. It will mostly mitigate the endurance issue of Dark Blast, giving you more room to focus on slotting for more damage or debuffs. Otherwise Most of the advice for corrupter Dark blast applies to defenders. The APP I would use is Dark mastery for the Dark Consumption/Soul drain/etc.. All help when solo.
  20. To-hit Debuffs
    To-hit Debuffs is the thing that binds all of the Dark sets together as a theme, just like Fire and DoT and Ice with Slows. The story behind this was that darkness clouds your vision making it harder for you to accurately hit the target.

    Summary:
    *Base to-hit for most enemies is 50%
    *To-hit Debuffs Subtract from that total.
    *Defense works in the same way but proactively by Taking enemy to-hit Chance - your Defense% and only applies to whoever has defense.
    *To-hit debuffs and defense work together VERY VERY well.

    Technical garbage:
    To-hit is part of the equation that decides the accuracy of any power that has a accuracy modifier ((meaning anything that is not Auto-hit, like Stamina, most buffs, etc...)).

    The Formula for how things decide if they hit or not , taken from paragon wiki is:
    HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) )
    However for the sake of simplicity the chance of hitting anything Ranges between 95% at max and 5% at minimum, this is to prevent endless streaks of hits, missing, etc.

    You can find a far more in depth guide to attack mechanics here:
    http://paragonwiki.com/wiki/Attack_Mechanics

    How To-hit works in fighting:
    The Majority of the enemies in the game have a base of 50% Chance to-hit you. There are a few notable exceptions like Malta Gunslingers who have a MASSIVE accuracy bonus thankfully this is very rare.

    For every % of To-hit debuff to apply to a target , it takes it off that base. So if you have a Standard target with 50% base tohit and you apply a 40% debuff, he will only have a 10% chance of actually hitting you. You can continue to debuff the target untill it has hit the 5% tohit floor. This is basicly all that you need to know.

    Defense works in the same way but backwards. It takes the enemies to-hit chance and subtracts it from defense. Due to the base of 50% to-hit chance most enemies have and the Chance to hit floor being 5% , having more then 45% defense is a waste in most situations. While defense works very proactively and will help you abit more quickly, (Especially in the case of alpha strikes as most things that do to-hit debuffs need to hit the target first.) there is a major downside. Defense is not universal. Having 45% Melee defense will not protect you at all from ranged attacks. There are many other types of defense, Ranged/Melee/AOE and then all the damage types. Where-ever you have the highest amount of defense in depending on the position of the attack ((melee/ranged/aoe)) or the type ((Fire/cold/Smashing/etc.)) will be counted.

    To-hit debuffs in combination with Defense:
    This is magical. It allows you to have a varied build and to survive pretty much anything quite easily. The best way I can explain this is by example.

    Say you have managed to build a character with 25% Defense in all positions, something not extremely hard to do with invention set bonus and powers that give defense. Now this is not at the soft cap and will not offer you complete protection however when combined with 2-3 To-hit (very weak) debuffs you can easily floor any enemies chance to hit you.