Dark Miasma/Electrical Blast Guide


Dark_Tempest

 

Posted

** Dark Miasma / Electric Blast Guide **

** Contents **

1> Introduction and Disclaimer
2> Pros of Dark Miasma / Electric Blast
(a)Reasons why a player might consider this set.
3> Cons of Dark Miasma / Electric Blast
(a)Reasons a player may not want to choose this set.
4> Dark Miasma Powers
(a)Power Name
(b)Power Description of how it works.
In game is not always accurate.
(c)General uses, and/or specific combinations
unique to this set.
(d)My Personal Rating on a 1 to 5
(e)My personal slotting of the power.
Those that I did not take were at least
tested with three slots.
scale, 1 lowest and 5 being highest.
5> Electric Blast Powers
(a)Power Name
(b)Power Description of how it works.
In game is not always accurate.
(c)General uses, and/or specific combinations
unique to this set.
(d)My Personal Rating on a 1 to 5
scale, 1 lowest and 5 being highest.
(e)My personal slotting of the power.
Those that I did not take were at least
tested with three slots.
6> Overview and Closing

** Introduction and Disclaimer **

I have been asked on several ocasions on what
I would recommend to up and coming Dark/Electric.
Wether it be in game, on the forums, or even
through private messages. Thus I decided
to write a guide on the AT and its power sets.
It may also prove helpfull to those up and coming,
simply because there seems to be more trying out
this set. If you simply want to have a better
understanding of this specific power set read on.
If something is stated in quotes, it is generall
because it is an in game term that is used in
CoH, and will be explained in the power section(s).

*Disclaimer* Slotting and Opinions of a given
power are mine alone. YMMV depending on playstyle.
Power descriptions and how they work will not
(or i will try not to) have bias in that section.
Also keep in mind, any comments for this guide
in regards to the Electrical Blast set, will be
only in regards that apply for Defenders.

** The " PROS " of Dark Miasma and Electric Blast **

1>This set is fairly unique, and very few take it to 50
2>It is the most Controller(ish) Defender set.
3>It has the most powerful Debuff in the game: *Darkest Night.
4>It has one of the most sought after Buffs: Shadow Fall.
5>There simply are no " Bad " powers in this set.
6>This set is capable of soloing; good at group support.
7>This set is one of the few that can summon more then one pet.

** The " CONS " of Dark Miasma and Electric Blast **

1>This set has no " Status " protection for self or group.
1>This set is not the best Healer for defenders
2>Many people do not understand how " Anchor " debuffs work.
3>This set can be quite Endurance heavy.
4>Like all defenders, the PC's hit points are not very high.
5>At low/mid levels, soloing can be somewhat slow/dangerous.
6>You will constantly wish you had more slots.
7>Pets can not be controlled or dismissed at will.

** The Powers of Dark Miasma **

1>-Power Name: Twighlight Grasp
-Power Description: This power is a targeted "ToHit"
(Must make a succesful attack and hit) self Area of
Effect (AoE) heal. On a succesful hit, this power also
lowers a villans ACC (Accuracy, also show as -Acc)
and Damage (also shown as -Dmg).
-Power Usage: This power is generally used to heal
your self or group mates that are close to you.
However it can also stack with other debuffs, including
itself. Recharge enhancments will be needed to achieve
this effect if stacking is wanted.
-My Rateing: 4
-My Personal Slotting: 1 Recharge, 2 Accuracy, 3 Heal

2>-Power Name: Tar Patch
-Power Description: This is a movement speed only, targeted AoE slow.
-Power Usage: This power is useful because it can
reduce a villans movement speed, and thus keeping them
out of melee range to yourself or team mates, provided
they are not already in melee. It is also great for
keeping villans from spreading out like they tend to
do when cetain powers are used on them. Most effective
at keeping all villans with in range of Darkest Night.
-My Rateing: 3
-My Personal Slotting: Not Slotted (Respec'ed out),
If slotted, recommend minimal because the power is great
by itself.

3>-Power Name: Darkest Night
-Power Description: A toggle and targeted based AoE debuff.
This debuff reduces accuracy and damage. The damage
reduction of this power can not be slotted with
enhancments. The ToHit debuff (the accuracy penatly)
can be slotted with enhancments.
-Power Usage: This a staple to any Dark Miasma. Its
debuffing abilities, especialy if highly slotted,
can make a huge difference in the out come of battles.
Villans of +2 and less will often miss attacks at a
very consistant rate. *Note, the -ACC does not apply
to villans useing " Status "
(Sleep/Hold/Disorent/Stun/Knockback/Immobilization) powers
, thus unless defended by other powers/insperations they
will likely take effect on you, and dropping Darkest Night
in the process.
-My Rateing: 5
-My Personal Slotting: 1 End Redux, 5 ToHit Debuffs

4>-Power Name: Howling Twilight
-Power Description: A targeted ToHit AoE disorent and
a PBAoE (Point Blank Area of Effect) revive. The revive
effect will give more hit points to a team member based
on the number of villans hit with the effect. *Note This
power does not give a consent box if more then one
villan is hit with the effect. It is likely a bug, but
no Dev responce has been given at the time of this
writing. Thus you can raise a group memeber even if it
is not really safe to do so.
-Power Usage: Highly usefull for disorenting a large
group of enemies or adding a " Magnitude " (A Numeric
fator to determine if it is a success in holding a
villian, as some have higher numbers to exceed then
others.) value so that a villan with a high magnitude
can be effected with status effects. It is also the
only AoE (PBAoE), that can revive more then one fallen PC.
-My Rateing: 3
-My Personal Slotting: Tested Only

5>-Power Name: Shadow Fall
-Power Description: A PBAoE buff that raises defence
and resistance to Energy/Dark Energy/Psionics. The
defence and resistance or both, can be slotted to improve
the effect. This ability also grants stealth to all in
the effected range. The user of this abilites movment
rate is slowed, but not group members.
-Power Usage: Usefull for sneaking up closer to a villan
or group of villans. It also has the only applied group
resistance to Psionics. (All others in the game are self
only.) The other resists are also welcome at all levels.
*Note, this ability does NOT grant status protection, and
only gives resistance to Energy/Dark Enegry/Psionic damage
. (Dark Energy is also shown as Negative energy)
-My Rateing: 5
-My Personal Slotting: 1 End Redux, 1 Defence, 4 Resistance

6>-Power Name: Fearsome Stare
-Power Description: A cone effect that causes all effected
villans to cower and tremble with fear. While left alone
the mobs will not engage anyone, while the effect lasts.
However any direct manipulation of a feared mob will
allow them a free (or counter) attack for click effects,
and a timed counter attack to non attack effects. This
includes the PC or the villans allies to break fear for
a retaliation attack. The cone effect is also rather wide
as well as deep. Even at distance villans can be
effected reliably. (This version is updated to show changes
in Issue 3)
-Power Usage: While many people did not care for this power
before I3, it had its uses. It has since been updated to
give more controlling ability to the Dark Miasma set.
This power is excellent at stopping runners, or removeing
a villan from battle that has strayed too far from your
(or your groups) debuffs.
-My Rateing: 4
-My Personal Slotting: 1 Recharge, 2 Accuracy, 2 Fear

7>-Power Name: Black Hole
-Power Description: A targeted AoE that makes all villans
effected removed from attacking or recieveing attack,
aka as if it were Phase Shifted.
-Power Usage: This power has its uses for temporarily
getting rid of a tough villan with in a group, or
reducing a very large group to a manageable size.
-My Rateing: 3
-My Personal Slotting: Tested Only

8>-Power Name: Petrifying Gaze
-Power Description: A single target hold, that leaves
the effected defenceless. This power will drop toggles
on any villan useing them. It can also cause flying
creatures to fall, and possibly take falling damage.
(A hold allows no action to be taken.)
-Power Usage: Used to hold a villan in place till you
are ready to dispatch it, or to allow you free attacks
while it is under the effect. Its fast base recast
rate is sufficent enough to allow villans with higher
then average magnitude (aka Bosses and at specific
intervals AV's (Arch Villans)) to be overcome by the
effects and to be held.
-My Rateing: 5
-My Personal Slotting: 1 Recharge, 2 Accuracy, 2 Statis Amplification

9>-Power Name: Dark Servant
-Power Description: A summoned NPC or Pet. This pet
while not capable of doing great amounts of damage
can debuff and heal in the same ways as the user. The
effects the pet will use are: Darkest Night,
Twighlight Grasp, Petrifying Gaze. The pet constantly
has a Death Shroud effect on them. This pet was granted
mobility and a duration of 4 mins as of Issue 2.
-Power Usage: This pet is usefull for adding more
defence for the defender. Its power list will stack
with that of the controlling defender as well as others.
-My Rateing: 5
-My Personal Slotting: 4 Recharge, 1 Accuracy, 1 Stasis Amplification.
(In game does not show that the stasis enhancments can be used,
but will fill the slot as well as effect the hold times of the
pets Petrifying Gaze)

** The Powers of Electrical Blast **

*Note* The use of " End drain " is not meant to show that
that the user recieves this endurance, it is merely removed
from the effected target(s).

1>-Power Name: Charged Bolts
-Power Description: A very basic damage and light endurance
drain single target attack. This power is required to be taken
as it is the only one available during character creation.
-Power Usage: This is a very quick, as well as a very quick
recharge, light damage attack. With slotting this attack is
capable of putting out a modest rate of damage, even if it is
not flashy.
-My Rateing: 3
-My Personal Slotting: 1 Accuracy, 1 End Drain, 4 Attack

2>-Power Name: Lightning bolt
-Power Description: A higher single target damage attack then
charged bolts, but is slower to recycle. The endurance drain
effect on this power is the same as charged bolts.
-Power Usage: This is a more powerful form of charged bolts.
This is often a mainstay for any electrical secondary wanting a
good and consistant single target blast.
-My Rateing: 4
-My Personal Slotting: 1 Accuracy, 1 End Drain, 4 Attack

3>-Power Name: Ball Lightning
-Power Description: A targeted AoE blast that does its damage
in the form of a DoT. (Damage over Time). Endurance drain
seems only slight better then that of the previous powers.
-Power Usage: While not being of a higher damage then Lightning
Bolt, it can hit multiple villans for decent damage and a more
noticeable portion of end drain.
-My Rateing: 4
-My Personal Slotting: Only Tested

4>-Power Name: Short Circuit
-Power Description: A PBAoE that while it also does damage
in the form of a DoT, also drains a high amount of all
effected villans endurance. This ability also stops any
effected villans recharge rate of endurance for a short
while. This ability, as of this writing, has no noticeable
effect on AV's or Monsters.
-Power Usage: This power can aid in giving more controll
by allowing the user to keep villans in a state of non attack
since they have no endurance. In higher levels where many
villans have high endurance useage attacks, you can reduce
their danger or hazard to a minimum.
-My Rateing: 5
-My Personal Slotting: 1 Accuracy, 5 End Drain


5>-Power Name: Aim
-Power Description: This ability gives 100% to Accuracy
and 50% boost to damage. This power will last 10 seconds.
-Power Usage: Usefull for fighting higher level villans
that you may have trouble landing certain effects on. Also
good to help ensure a Twighlight Grasp lands when missing
mighyt prove disaterous. Another good use is to help increase
the damage and accuracy of all attacks.
-My Rateing: 4
-My Personal Slotting: Not Slotted (Previously 6 Slotted)

6>-Power Name: Zapp
-Power Description: An electric version of a " snipe " attack.
(Snipe means to have very high damage and very long range, but
it can be interupted.) The end drain on this power is about
the same as lightning bolt. This ability must have line of sight
to begin the power and must also have line of sight for when
the power goes off in order to hit the villan. The cost in
endrance is paid up front, meaning that wether it goes off or
not, the user will loose the endurance.
-Power Usage: To try and pull single villans from groups,
or to try and do a single massive attack on one villan. This
power in conjunction with Darkest Night, will normaly land
with out too much fear of being interupted.
-My Rateing: 3
-My Personal Slotting: Previously 1 Accuracy, 1 End Drain, 4 Damage

7>-Power Name: Tesla Cage
-Power Description: A single target hold that also does a
small amount of damage as well as endurance drain.
-Power Usage: A hold that does it all, little damage, little
endurance drain. It is also most helpful for adding magnitude
to high magnitude villans. It is also usefull for chain
holding either a group of villans or a single AV.
-My Rateing: 5
-My Personal Slotting: 1 Recharge, 2 Accuracy, 2 Statsis Amplification

8>-Power Name: Voltaic Sentinel
-Power Description: Often considered a pet, that can not be
targeted, buffed, or recieve hostile action. Any hostile
action it takes, will be as if you were the one doing the
damage. Voltaic Sentinel's damage is between that of Charged
Bolts and Lightning Bolt. This pet will last 90 seconds.
If summoned while in battle this pet will average 10 attacks
before disapating. Endurance drain effect seems to be equal
to those of other single target attacks.
-Power Usage: Its a pet that does damage, though it is not
capable of pulling agro (villans dislike of you) onto itself.
While not as endurance heavy as Dark Servant, its endurance
cost/repeated cost can add up in a fight. However this ability
is also one of the best ratios of damage and endurance cost
that one can find. Steady and deliberate damage is what this
pet is all about.
-My Rateing: 5
-My Personal Slotting: 1 Recharge, 1 Accuracy, 1 End drain, 3 Damage

9>-Power Name: Thunderous Blast
-Power Description: An extream damage, targeted AoE blast.
This power also has a high endurance drain effect on villans.
This power will drop your endurance down to nothing, and you wil
l not be able to recharge base endurance (base endurance recovery)
for awhile.
-Power Usage: The highest damage blast this set can look forward
to. It does have a price for this damage, if one is willing to
pay this price, it will most definatly serve you well. This ability
is very good in regards to earning badges of levels gone past.
-My Rateing: 4
-My Personal Slotting: Previously 1 Accuracy, 1 End Drain, 4 Damage

** Overview and Closeing **

As I said before, this set has many ways to acomplish its goals.
The only true challenge for this set, is simply picking powers you
want most and slotting them to your ideal. There really are no
bad powers.

For those who are or for those who are planning to embark upon
the journey as a Dark/Electric Defender, I wish you well, and
that you enjoy this AT and Power Set as much as I do.

-For those that share my continued journey, you have my thanks and best wishes, and I will see you in the game!


 

Posted

BOOO!

Who needs more Sith Lords in the game

Great guide man!

Wytch


 

Posted

Nice guide Steel_Angel!

I agree with pretty much all you've covered, except slotting of attacks, since I like the all out damage route of 1 acc, 5 damage, but of course slotting is all up to play style, so to each their own.

A suggestion though: Possibly add a Recommended Power Pools section. Since Hasten is basically a must for any pet build, Stamina as well, and then stuff like Acrobatics and Tough (although with EPPs, Fighting line isn't really worth it anymore) since the Dark/Elec is one of the best for the big game hunting (AVs and Monsters).

But overall, again, looks good!


 

Posted

A well written and thorough guide, thank you for posting it!


 

Posted

The reason to not adding the pool powers that I myself took, or suggesting them is I am not wanting to give the potential for a " cookie cutter " build. Most people will choose the pool powers that best suit them, and their play style. Pool powers are at least easy to figure out exactly what they do, and how to use them. (Granted this is a pretty general statement.)

Defenders like doing things differently, and more often then not they like to go against the grain. For reasons many, including myself, do not like being refered to as a " healer".

My goal for this guide is to show people what they can expect this specific power set build to be capable of. It is also to explain certain things many people who do not play defenders exactly what our powers do. To this day many people still do not understand the concept of an achor debuff for example.

I'm glad you all liked the guide.


 

Posted

A shameless bump, cause i still see people putting up questions about this set and dark miasma in general.

Also I would like to add, that Death Angels, a new (albiet the only) all Defender SG on Liberty is now seeking other like minded defenders. You know what we can do, if your wanting to have fun, just send me a tell in game or an email in game.

Thanks, and enjoy the guide.


 

Posted

This should really be put in the Player Guides section so that it doesn't get erased.

Anyway, wow. I'm trying to build a Dark/Elec and I just don't have slots for anything. I'm only taking Charged Bolts and Lightning Bolts as my real attacks until 22 when I pick up Zapp, so I have them Six Slotted. However at level 41 in my build, I only have 3 slots in Darkest Night and 2 in Shadow Fall.

Can somebody give me some advice as to where my slots are misspent?

Here's my current build:

Archetype: Defender
Primary Powers - Buff/Debuff : Dark Miasma
Secondary Powers - Ranged : Electrical Blast
Slot[01] Level 1 (Starting Primary) : Twilight Grasp /Acc,Rchg,Heal
Slot[02] Level 1 (Starting Secondary) : Charged Bolts /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[03] Level 2 : Lightning Bolt /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[04] Level 4 : Darkest Night /EndRdx,HitDeb,HitDeb
Slot[05] Level 6 : Hurdle /Jump
Slot[06] Level 8 : Shadow Fall /EndRdx,DefBuf
Slot[07] Level 10 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[08] Level 12 : Fearsome Stare /Acc,Fear
Slot[09] Level 14 : Super Speed /EndRdx
Slot[10] Level 16 : Health /Heal
Slot[11] Level 18 : Short Circuit /Acc,EndDrn,EndDrn,EndDrn,EndDrn,EndDrn
Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[13] Level 22 : Zapp /Dmg,Dmg,Dmg
Slot[14] Level 24 : Assault /EndRdx
Slot[15] Level 26 : Tactics /EndRdx,HitBuf
Slot[16] Level 28 : Petrifying Gaze /Acc
Slot[17] Level 30 : Tesla Cage /Acc
Slot[18] Level 32 : Dark Servant /Rchg,Rchg,Rchg,Rchg,Acc,Hold
Slot[19] Level 35 : Voltaic Sentinel /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[20] Level 38 : Thunderous Blast /Rchg,Rchg,Dmg,Dmg,Dmg,Dmg
Slot[25] Level 1 : Brawl /Empty
Slot[26] Level 1 : Sprint-Prestige /Empty
Slot[27] Level 2 : Rest /Empty


Balance is not about making everybody the same. Balance is about making your strengths worth all of your weaknesses.

 

Posted

I wouldn't say your slots are mis-spent really, cause overall the build looks really good. What I would do though is get rid of the slots in short circuit and stare for now, cause even though they are good, Darkest Night and Shadowfall are better, and should get the slots beforehand.

And for Fearsome Stare, it doesn't even need slots really, it's awesome right out of the bad, so I'd just stick an accuracy in it and leave it at that.

I don't have Circuit in my build, simply because I stick to smaller groups or AVs and Monsters, where it's either ineffective or useless, so depending on your playstyle, you might be able to drop it too to save more slots in the long run.

But yeah, that's how I'd rearrange it. Would give you an extra 6 slots for those powers, and I'd get Darkest Night slotted to 6 first, then Shadowfall, as it's most useful in the 40's, so don't worry too much about having it slotted til then.


 

Posted

This is a good guide.

I'd like to see more on strategies for solo/group play. In particular, how many "licks" it takes to get villains to zero END, and the benefits of putting END reducers in every attack instead of more damage.


 

Posted

might as well bump this now...


 

Posted

I like this set of powers so far. Granted, I've only made it to 6th so far but I wanted to make more of an Offender build (as much as I enjoy teaming, I don't usually have a whole lot of time to do so which forces me to solo more than I wish).

I took Ball Lightning which has helped me level quite a bit but I think it's going to leave me kind of in a bind if I want to pick up some of the other usefull powers in the Dark line. Fortunately, this character is only a Training Room expirement so I'm not too concerned about mistakes yet. My thinking was taking Ball Lightning and using it with the "new" Tar Patch and Darkest Nights to kind of make a quasi AoE Offender. Not sure yet how that will work in practice later on but it's fun trying new things.

Any thoughts on an Offender type build with these powers? I want to get Hasten but avoid SS (personal preference) and maybe fit Stealth in for character concept purposes.


 

Posted

Cuppajo:

[ QUOTE ]
"Dark Miasma/Tar Patch now also debuffs affected targetsÂ’ damage resistance and prevents foes from jumping and flying. "

[/ QUOTE ]

This power just got more interesting... and combined with the increased end drain of defenders' elec powers, I'm liking this idea even more.


 

Posted

Here is my I4 / Lord of the SITH build
(our new SG on GUARDIAN)

(An excuse to bind all the bad-guy quotes from STAR WARS trilogy)

Basically I went the damage route with Electric, and am depending on Fear and Holds rather than Short Circuit for control,

and then pets for more Control and Damage


What do you think of this build? I am really unsure on the slotting of Pets/Thunderous Blast

Archetype: Defender
Primary Powers - Buff/Debuff : Dark Miasma
Secondary Powers - Ranged : Electrical Blast
Slot[01] Level 1 (Starting Primary) : Tar Patch /EndRdx,EndRdx
Slot[02] Level 1 (Starting Secondary) : Charged Bolts /Acc,Acc,Dmg,Dmg,Dmg,Dmg
Slot[03] Level 2 : Lightning Bolt /Acc,Acc,Dmg,Dmg,Dmg,Dmg
Slot[04] Level 4 : Twilight Grasp /Acc,Acc
Slot[05] Level 6 : Ball Lightning /Acc,Dmg,Dmg,Dmg,Dmg
Slot[06] Level 8 : Combat Jumping /EndRdx
Slot[07] Level 10 : Darkest Night /EndRdx
Slot[08] Level 12 : Shadow Fall /EndRdx,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
Slot[09] Level 14 : Super Jump /Jump
Slot[10] Level 16 : Hurdle /Jump
Slot[11] Level 18 : Health /Heal
Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[13] Level 22 : Aim /Rchg,Rchg,Rchg
Slot[14] Level 24 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[15] Level 26 : Fearsome Stare /Acc
Slot[16] Level 28 : Tesla Cage /Acc
Slot[17] Level 30 : Petrifying Gaze /Acc
Slot[18] Level 32 : Dark Servant /Rchg,Rchg,Rchg,EndRdx,Hold,Hold
Slot[19] Level 35 : Voltaic Sentinel /Rchg,Acc,Dmg,Dmg,Dmg,Dmg
Slot[20] Level 38 : Thunderous Blast /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg


People sometimes tell me I'm both pessimistic and paranoid but I think that's just because all you optimists are out to get me.

 

Posted

[ QUOTE ]
4>-Power Name: Howling Twilight
-Power Description: A targeted ToHit AoE disorent and
a PBAoE (Point Blank Area of Effect) revive. The revive
effect will give more hit points to a team member based
on the number of villans hit with the effect.

[/ QUOTE ]

Your information on Howling Twilight is out of date. It now rezzes evreybody in the AoE with full health and endurance. It has for awhile now actually. It is a fantastic combat rez as a result, especially since the enemies are momentarily disoriented (and aggroed on you) so your buddies can get their toggles up. It takes care not to be killed by all of the enemies you just aggored, but most of the time your recently rezzed teammates are more than willing to take some of the heat.


 

Posted

Very nice guide. I have a lvl 27 Dark/Elec Defender and was having trouble finding a good build. Thx bro.

*claps*


 

Posted

great guide

/bump


 

Posted

[ QUOTE ]
BOOO!

Who needs more Sith Lords in the game

Great guide man!

Wytch

[/ QUOTE ]


I find your lack of Faith... Disturbing!

-------------------------------------------
Primary
Doc Thuderbolt Dark / Electric Offender

First Alt
ANGELoftheVEIL Rad/Dark Offender

CrimsonDARK Illusion/Radiation Controller
FORCE'Commander Kinetics/NRG Offender
Darkside Daemon Fire / Energy Scrapper
Da'rk Tempest RADrad Offender
D'ark Tempest Storm/Dark Offender

[b][/i]
"I thoroughly disapprove of duels. If a man should challenge me, I would take him kindly and forgivingly by the hand and lead him to a quiet place and kill him." [i]
-Mark Twain


People sometimes tell me I'm both pessimistic and paranoid but I think that's just because all you optimists are out to get me.

 

Posted

Nice Guide... Guess I'll hang my guide I was working on up.

A couple of things I would like to add:

- Never postpone committing violence you are inclined to commit at once. Later on, you might not be as pissed off.
- Sith never exit without a parting shot.
- A true Sith has a discriminating palate. There are some things so twisted, even Sith won't go there
- Sith may never score lower than 9 out of 10 or 5.4 out of 6 in an acrobatic maneuver (Exception: a Sith may rate 8.5 out of 10 or 5.1 out of 6 if he has already been mortally wounded-twice)
- Sith are hot [censored] with anything that is potentially lethal.
- The only real Sith holiday is Halloween.
- Sith do not require Beta'ing.
- Sith do not do cute!
- A true Sith lets his hate flow through him at all times.
- A Sith knows when to wait and when to strike.
- A true Sith doesn't give a rat's [censored] about the speed limit.
- A Sith Lord does not need to see his victims in order to destroy them.
- Sith do not use the magic word. Try growling instead.
- Sith are hot [censored]!

Taken from the Sith Academy

Now my challege is this... we needed a PVP guided for Sith and a PVE/PVP guide. Whose up for it...

And one last note for all the Sith Supergroups...

Taken from the Historical Writings of the Sith...

The Organization of the Sith comprises of 2 Masters and an Appentice for each. When the Apprentice feels the Master is weaker than him, he attepts to kill his master. If he is successful, He becomes the new Master and selects his own apprentice. If he fails, the Master has him killed and selects a new Apprentice. Either way the strongest lead the Sith!


 

Posted

Yep, that first response to this guide is where the idea for Lords of The SITH came from!

Me, I just wanted a Blaster with Pets...and Defense!
(CHAMPIONStm Veteran)

With the Sith, I got all that and a chance to do bad Star Wars quotes!! BONUS

-------------------------------------------
Primary
Doc Thuderbolt Dark / Electric Offender

First Alt
ANGELoftheVEIL Rad/Dark Offender

CrimsonDARK Illusion/Radiation Controller
FORCE'Commander Kinetics/NRG Offender
Darkside Daemon Fire / Energy Scrapper
Da'rk Tempest RADrad Offender
D'ark Tempest Storm/Dark Offender


The question of morals is a matter of perspective
No action exists in a vacuum
No action, in and of itself, need be good or evil
A cut can harm or cure
The fundemental courage of morality is in choosing a side.
[i]TEMPEST


People sometimes tell me I'm both pessimistic and paranoid but I think that's just because all you optimists are out to get me.

 

Posted

[ QUOTE ]
Here is my I4 / Lord of the SITH build
(our new SG on GUARDIAN)

(An excuse to bind all the bad-guy quotes from STAR WARS trilogy)

Basically I went the damage route with Electric, and am depending on Fear and Holds rather than Short Circuit for control,

and then pets for more Control and Damage


What do you think of this build? I am really unsure on the slotting of Pets/Thunderous Blast

Archetype: Defender
Primary Powers - Buff/Debuff : Dark Miasma
Secondary Powers - Ranged : Electrical Blast
Slot[01] Level 1 (Starting Primary) : Tar Patch /EndRdx,EndRdx
Slot[02] Level 1 (Starting Secondary) : Charged Bolts /Acc,Acc,Dmg,Dmg,Dmg,Dmg
Slot[03] Level 2 : Lightning Bolt /Acc,Acc,Dmg,Dmg,Dmg,Dmg
Slot[04] Level 4 : Twilight Grasp /Acc,Acc
Slot[05] Level 6 : Ball Lightning /Acc,Dmg,Dmg,Dmg,Dmg
Slot[06] Level 8 : Combat Jumping /EndRdx
Slot[07] Level 10 : Darkest Night /EndRdx
Slot[08] Level 12 : Shadow Fall /EndRdx,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
Slot[09] Level 14 : Super Jump /Jump
Slot[10] Level 16 : Hurdle /Jump
Slot[11] Level 18 : Health /Heal
Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[13] Level 22 : Aim /Rchg,Rchg,Rchg
Slot[14] Level 24 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[15] Level 26 : Fearsome Stare /Acc
Slot[16] Level 28 : Tesla Cage /Acc
Slot[17] Level 30 : Petrifying Gaze /Acc
Slot[18] Level 32 : Dark Servant /Rchg,Rchg,Rchg,EndRdx,Hold,Hold
Slot[19] Level 35 : Voltaic Sentinel /Rchg,Acc,Dmg,Dmg,Dmg,Dmg
Slot[20] Level 38 : Thunderous Blast /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg

[/ QUOTE ]

46 Dark/Elec here. I can offer a few things:

-The pets...try at least 4 recharge in Dark Servant. With that alone you can have up to three out at any one time. If you went all recharge, you'll always have a slight ovelap time for a fourth. Take the endrdx out of it, too.

As for sparky, go all damage. It'll hit for just as bout as much as a 6-slotted Lightning Bolt, though it doesn't cycle quite as hast as you do. it doesn't need any recharges since unslotted, you have a slight overlap of a second sparky.

Seeing as you have Aim, you can drop an Accuracy SO (or maybe both!) from all your primaries.

You have Darkest Night. Slot it up. You can make bosses have the accuracy of gray-cons, as well as those around him.


Super Ero-kawaii - Grv/FF Go Girl - Kin/Rad
Dana Roberts - AR/Dev Choh-oppai - DM/Inv Orangah - Fir/Fir

@Lovely Larose(2 and 3 too!) ---------- #Arc 243518 - Just do it.

 

Posted

Wow. I suppose this build isn't played much anymore? I made a lowbie on a new server, and thought Dark/Elec would be cool (needed to make a defender).

The original guide seems pretty bad (spelling and grammar aside), as he rates voltaic sentinal so highly. Plus the slotting of Tar Patch is really bad (in both builds posted).

I mean, I've played Dark/Dark, and I've dabbled in Elec blast, but I am hoping to find a "modern" build of this combo... say, something beyond I6 at least.

Anyone have any quick pointers (I don't need to know about powers and slotting, but rather what works out well power-wise in combinations, etc.)

-r0y


"Look how many pages of crap are in this thread already!" -r0y to all threads on these forums.

 

Posted

I have a lvl 50 Dark/Elec Defender and I must admit it was an awesome ride. In the end I was able to absorb Alpa Strikes, Completely End Drain Foes, and Lock down a Boss with Two single target holds. Electric is a little anemic on the damage side but it can still solo quite effectively.

My Build and slotting but your mileage may vary since there are so many great powers to take early and often. You could easily drop Voltaic Sentinel and go with Acrobatics and the leaping pool. I didn't take Thunderous Blast although it's a great power.

In the early going milk Fearsome Stare and slot it heavy. It will carry you a long way.

Short Circuit and Power Sink will completely drain the edurance of most things you face in one application.

You could easily pickup Aim much earlier and use the extra Accuracy enhancements for other powers. Shadow Fall is another power that can be picked up ealier but I recommend it after you pick up Stamina.

I recommend trying different builds on the test server to see what will work best with your play style and current level.

Enjoy...


---------------------------------------------
Exported from Ver: 1.7.4.0 of the CoH_CoV Character Builder - (http://home.comcast.net/~SherkSilver/index.html)
---------------------------------------------
Name:
Level: 50
Archetype: Defender
Primary: Dark Miasma
Secondary: Electrical Blast
---------------------------------------------
01) --> Twilight Grasp==> Acc(1) Acc(7) Heal(7) Heal(19) Heal(46)
01) --> Charged Bolts==> Acc(1) Dmg(15) Dmg(15) Dmg(34) Acc(37)
02) --> Lightning Bolt==> Acc(2) Dmg(3) Dmg(3) Dmg(34) Acc(37)
04) --> Tar Patch==> Rechg(4) Rechg(5) Rechg(5)
06) --> Ball Lightning==> Acc(6) Dmg(11) Dmg(11) Dmg(34) Acc(37)
08) --> Darkest Night==> EndRdx(8) TH_DeBuf(9) TH_DeBuf(9) TH_DeBuf(19)
10) --> Air Superiority==> Acc(10)
12) --> Fearsome Stare==> Acc(12) Fear(13) Rechg(13) Fear(17) Rechg(17) Acc(36)
14) --> Fly==> Fly(14) Fly(46) Fly(46)
16) --> Swift==> Run(16)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Hasten==> Rechg(22) Rechg(23) Rechg(23)
24) --> Petrifying Gaze==> Acc(24) Rechg(25) Hold(25) Hold(31) Acc(40)
26) --> Short Circuit==> Acc(26) EndMod(27) EndMod(27) EndMod(31) Acc(40)
28) --> Tesla Cage==> Acc(28) Hold(29) Rechg(29) Hold(31) Acc(40)
30) --> Howling Twilight==> Rechg(30)
32) --> Dark Servant==> Acc(32) TH_DeBuf(33) TH_DeBuf(33) TH_DeBuf(33)
35) --> Shadow Fall==> EndRdx(35) EndRdx(36) DmgRes(36) DmgRes(43) DmgRes(43)
38) --> Voltaic Sentinel==> Acc(38) Dmg(39) Dmg(39) Dmg(39)
41) --> Thunder Strike==> Acc(41) Dmg(42) Dmg(42) Dmg(42) Acc(43)
44) --> Charged Armor==> EndRdx(44) DmgRes(45) DmgRes(45) DmgRes(45)
47) --> Power Sink==> Rechg(47) Rechg(48) EndMod(48) EndMod(48) EndMod(50) Rechg(50)
49) --> Aim==> Rechg(49) Rechg(50)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------


 

Posted

[ QUOTE ]
The original guide seems pretty bad (spelling and grammar aside), as he rates voltaic sentinal so highly. Plus the slotting of Tar Patch is really bad (in both builds posted).

[/ QUOTE ]
Well, look at when it was written -- November 2004! Not only have some game fundamentals changed since then, but both of the powers you name have specifically been changed since then as well.

Go go necropost!


 

Posted

they need to give servant fearsome stare back!


I am PL in RL.

Freedom- Magnet Man, Hott Sauce, Stand-Up Comic

 

Posted

I have a few alternative suggestions on this build:

(1) Seriously consider taking Superspeed as your travel power. Why? The stealth in SS combines with Shadowfall to give you full invisibility. Since Hasten is included anyway, it saves one power choice, too. You can use that power choice to take Hover, which not only gives you vertical movement and the option to hover out of melee range, but also a kind of knockback protection. I like this combo better than the leaping pool with acrobatics, since you get stealth and combat avoidance as well. If you want to save that power choice for something else, you can rely upon the temp powers from the early Safeguard missions to give you your vertical movement, as well as the Jump Jet from the GvE edition.

(2) After ED, I found that Short Circuit was not very effective. You need more than one End Drain power to make End Drain an effective tool. I found that Short Circuit was very good at gathering aggro focused on my squishy behind, and that was about it. It also requires going into melee, while my Dark/Elec is mainly a ranged Defender.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control