Dark/Dark Defender's Guide: Issue 6/ED


ArcticFury

 

Posted

Purpose

There are a lot of Dark/Dark guides out there but I wanted mine to be a little different just so that the average player could get a feel for what he/she wants to do with their Dark/Dark Defender or Corruptor (D3). D3s are very versatile and besides the 4 or so powers that probably shouldn’t be taken, you really can’t go wrong choosing the “cool” powers.

So what does a D3 have to offer and why should you want to be one? D3s have the luxury and privilege of being in the upper echelon of Primary/Secondaries because we have so many tools at our disposal and because we are balanced nicely between offensive and defensive ability. D3s can perform many roles within a team and does many of them quite well but if you want to know what we’re best at it comes down to this: safety. Unlike the Empathy Defender that heals all the damage that a team takes or the Force Field Defender that gives everyone high defense, Dark Defenders prevent the enemy from hitting you with their myriad of –Accuracy debuffs or they simply stop the enemy from attacking with a variety of control powers, much like an actual Controller. In addition, they are the only non-Controller with true pets and those pets are quite versatile, much like the D3 themselves, that also do a ton of debuffing and controlling. In addition, D3s have the ability to fine tune themselves to a couple of distinct roles and each role is noticeably different. So, while I will do the typical “here’s the power, when to take it and how to slot it” jig, I’m also going to give you how I feel it would be best used if you’re a “Controller” D3 (CD3) or a “Buffing” D3 (BD3, though it’s more like a De-buffing D3 but that would become a D4 and there’s already a D4 out there, but I digress).

Here’s how I classify the CD3 vs. the BD3

Controller D3s are all about controlling the enemy and making sure that they’re, in some way, mezzed into submission. This can be done through the wide variety of powers within both the Dark Miasma and Dark Blast sets. The general rule here is that if there is a “hold” (hold, disorient, sleep, fear, stun, etc.) power that comes up at the same time as a Blast power in the Secondary, the CD3 will, within limits, take the hold power over the attack. Similarly, in battle, the CD3 will use a control power over an attack, if all things were equal. This doesn’t mean that they completely ignore their secondary or that they don’t attack in battle or can’t solo, it simply means that they’re primary concern is to take foes out of the fight.

Buffing D3s are not quite opposites of the CD3s but are different animals entirely. They will rely more on the toggles (Darkest Night/Shadowfall) to insure their (and their team’s) safety instead of spamming holds or fears. This isn’t to say that they skip the holds, it’s just that they rely less on them. The BD3 is content with flooring accuracy to the 5% basement on mobs and playing the chance game with hits, kind of like a pure defense set like Super Reflexes or Ice Armor. However, by playing this game of death, they are freer to take attacks and slot them up instead of taking all the holds. The BD3 can also rely on his attacks to do the de-buffing, meaning, they will probably attack more than the CD3 if only to get more –Acc on their foes.

Both D3s are great and one is not necessarily better than the other. I would have to say that CD3 is a bit more team friendly and is “safer” than the BD3 but the trade-off there is that the BD3 will have more powerful attacks and probably solo faster. This isn’t to say one is not team friendly (the BD3 still rocks) and the other can’t solo (the CD3 will still do great) it’s just that in certain areas, one will be more efficient than the other.

I would also like to mention at this point that the BD3 and CD3, despite their class-distinction will overlap considerably. The BD3 will probably still get Fearsome Stare and Dark Servant (henceforth known as Fluffy) in addition to a sometimes handy Petrifying Gaze. This gives them a wide-array of controlling powers already. The CD3 will simply expand upon that by using Howling Twilight as a mezz power and grabbing Dark Pit while possibly skipping Darkest Night altogether (why debuff an enemy that can’t fight back?) due to its endurance drain. The slotting of the CD3 and BD3 will also be different but that will be covered later.

This guide is designed to help both sides of the D3 by listing a power, telling what it does and giving it a star-system for how useful it would be for a CD3 and BD3. Some powers will heavily favor one side or the other and some will be great regardless of what kind of D3 you want to make. It’s still all your decision though. Have fun and experiment to see which one you enjoy the most!

Dark Miasma

Dark Miasma is great because it’s the only unique Defender set that isn’t shared as a secondary with Controllers. It’s a useful combination of holds, fears, heals, and –Acc debuffs that really turn enemies into whiffing machines. Darks are sometimes called the most defensive of the Defender primaries and this is for good reason. They lack any form of buffing an ally and all their attacks affect enemies and not the team itself. Tar Patch may reduce resistance (the only form of damage boost we get) but other than that, teams will probably not even know that your powers are at work. You will forever be the unsung hero because it’s hard to tell that enemies are missing you. Big green numbers, glowing buffs and bright green anchors are the tell-tale signs of the other Primaries but not with you. You just sit back and watch the enemies miss, something often underappreciated by teams.

The powers are as follows:

Twilight Grasp (Level 1)

From everything I’ve heard, the base heal on this nifty little power is 22% of your life and that goes a long way when you finally get a few Heal SOs in it. It’ll save your butt on many occasions but there are two things that you, and your team must know about it. First, it has to hit. Your ability to heal is directly proportional to the enemies you fight. If you’re in the deep purple range, don’t expect to heal often. If you’re fighting whites and lower, this is a very reliable heal. Always, always, always, slot an accuracy enhancement in here, before anything else (heals included) so that when that critical need comes and you have to be healed, it doesn’t whiff completely. Secondly, the effect of the power is a fairly small radius around you and if teammates want healed, they have to be within about 10-12 feet of you. It’s very difficult to heal others as they run like chickens with their heads cut off in a battle so try to warn the team if you’re the primary healer. Speaking of, I wouldn’t recommend being the primary healer due to the fact that the heals, while normally reliable, aren’t guaranteed. Also, while Twilight Grasp does heal a good chunk of life for you, it won’t be as significant to a Tank or Scrapper with higher max HP. Just remember that if they’re on the verge of death. Finally, TG has an added minus regen effect that will slow/stop regen for about 10 seconds. This is absolutely critical for high-hitpoint enemies that can regen 100s of life per tick (because it is percentage based). Using this on a Boss isn’t a bad idea even if no one needs the heal for this reason alone. Slot at least 1 Acc and whatever you want after that. 3 Heals, 1 Recharge wouldn’t be bad either.

Overall: 5-Star Power. Take it and love it. Slot it up with 3 or 4 early and respec out of those slots later in the game when Fluffy can do some of that for you. This goes for both BD3 and CD3 types.

Tar Patch: (Level 1)

With the addition of the –resistance aspect of Tar Patch and the –fly/-jump, this has become a must have power for anyone that wants to increase their damage.It has a 45 second duration and a 90 second recharge. For those playing at home this means that Hasten and the initial slot with a recharge SO means that it’s ready to go the second it runs out. However, without Hasten, 3 Recharge SOs will also make it available the second the first patch fades. Also, more than one Dark/* can double up on Tar Patch duty and just spam as many as they can to increase efficiency. Now, the –resistance is the reason to get the power but the original power had a slow effect that really helped in controlling enemies. Basically, you would lay a Patch down and snipe the group so that they ran through the Patch. Melee attackers would take forever to get to you and you could blast them on the way in. This was also helpful to Melee teammates who didn’t want their foes to run. Slotting comes down to whether you want to have more Tar Patches out (which is what I recommend so you can use it every battle) or if you want to increase the slow aspect of the Patch. You can’t slow enemies past 10% of their normal walk/run speed so don’t go overboard. I have 6-slotted this baby with all recharges and it’s up every 21 seconds or so. Double-stacking is freaking beautiful so I recommend it highly if you can manage it but that’s only possible if you have Hasten or some Buffs from teammates.

Overall: 4-Star Power. The –resist is absolutely awesome and I highly recommend it for any D3. If you’re using it just for the slow/-fly/-jump aspect then:
CD3: 4-Star (anything not held won’t be going anywhere)
BD3: 4-Star (keeps large groups near your anchor)

Darkest Night (Level 2)

For the BD3…this is your Promised Land. To the CD3…it is a waste of endurance for anything less than an AV. Darkest Night reduces Accuracy by 35% and reduces the damage of incoming attacks by 37.5%. It is a somewhat expensive toggle that requires an anchor but affects a fairly large area around the anchor. When fully slotted out with To Hit Debuffs, this monster can floor just about anything (within reason) to the 5% Accuracy basement and what this means is that you can fight with near impunity against anything +4 or so and below. However, this cornerstone of Dark Miasma has it’s downfalls. First, it is endurance heavy. You will notice the sharp contrast between fighting with it on and off. Early on, I say just slot it with endurance reducers and throw it on a boss that is giving you trouble. Once SOs open up, 3-slot it with ToHit Debuffs and as many Endurance Reducers as you feel necessary. Or you could skip it entirely, something I don’t recommend but if you’re CD3, it might make sense. My current set up is 2 End Reducers and 3 ToHit Debuffs. It’s still wildly effective and cost efficient.

Overall: I still say it’s a 5-star power that is the cornerstone of the set. The damage reduction alone is worth taking it for.
BD3: 5-Star power (I cannot stress enough how important this is for you)
CD3: 2-Star power (might be nothing more than an endurance drain but situationally useful against tough foes)

Howling Twilight (Level 6)

This has a few things going for it. One, it’s an auto-hit, area of effect Rez that resurrects an entire team instantly to full health and endurance. Two, it’s a mag 1 disorient and does significant -recharge of all foes in its area. The only downside to this power being used like a pure controlling power is its recharge. Even maxed out with 3 SOs and Hasten this will only come up once every 67 seconds. It does require an enemy to hit to get the rez so remember that you can’t just rez anybody at any time.

Overall: 3-Star Power. This is arguably the best rez in the game due to being able to rez multiple people to full health and endurance in addition to its other effects.
CD3: 4-Star Power (Recharge slightly too long to make it an every battle weapon but auto hit is really nice)
BD3: 2-Star Power. (A very nice rez but skippable until later)

Shadow Fall (Level 8)

This nice little area of effect power has some really great abilities. First off, it’s a team stealth. This gives everyone around you a stealth factor greater than Stealth from the power pool. Secondly, it provides a tiny amount of defense (2.5%) which always helps. Thirdly, and most importantly, it gives Negative, Energy, and PSIONIC resistance at a base level of 20%. Since Psi resistance is nearly non-existent to everyone else, this is a rare commodity for Tanks and Scrappers looking to fight Psychic Clock Kings and whatnot. To begin with, slot it with endurance reducers and try to run it as much as possible. The defense and stealth is simply too good to pass up. Eventually, once Negative, Energy, and Psi become more common, I’d slot this puppy up with resistance enhancements. With 3 Resistance SOs, you get 32% resistance to all of those damage types. Also note that turning on Super Speed while running Shadow Fall is the same as running Invisibility. So, if you want to stealth through missions, turn them both on and click the glowies, find the boss and his gang, etc. A couple Endurance Reducers will go a long way in keeping your blue bar healthy.

Overall: 5-Star Power. Too many good things to pass up in this power and it’s not terribly expensive. Very team friendly and gives Psi resistance.
CD3: 5-Star Power. (Helps with the initial alpha of holds in addition to what’s been previously mentioned)
BD3: 5-Star Power. (See overall)

Fearsome Stare (Level 12)

Fearsome Stare is a cornerstone power of Dark Miasma. This bad boy does two things and does them very well. First, it puts a Fear effect on baddies within a HUGE cone. This fear makes enemies cower and unable to attack unless they are attacked first. Even if they are attacked, they can get one attack off and then must resume the “fear position” thereby having a –recharge effect. What this amounts to is a pseudo-hold that, if you are smart, can turn into a hold by not touching the other feared mobs. The fear lasts 20 seconds and has a 40 second recharge. It’s also pretty cheap. Secondly, it puts a modest –Acc debuff on enemies, somewhere in the order of 15%, which also stacks. So, you can easily get a -30% debuff on most foes just by using two applications of Fearsome Stare. Slotting is more of an issue now, however. You need it to hit, so 1 Acc is mandatory. You want it up as much as possible, so 3 Recharge would be nice, but you also wan the fear effect to last a good amount of time, so 2 Fear Durations would also be good. This would make the power come up every 20 seconds with a Fear duration of 33 seconds.

Overall: 5-Star Power. Huge cone, cheap, massive debuff and Fear effect, this power has it all. Takes slots to make great, however.
CD3: 5-Star (a great, maybe the greatest, control power in the set)
BD3: 5-Star (a great debuffing power, but the control is gravy)

Petrifying Gaze (Level 18)

The only true “hold” of the set, Petrifying Gaze is a power that takes some slots to make useful. It’s a mag 3 single-target hold, meaning that you’ll be able to lock down lieutenants and minions in one application. Its base recharge is 16 seconds and has a duration of 12 seconds. That means that it won’t be able to hold a boss without a bit of help. A Recharge SO would bring it down to 12 (two would make it 9.66) seconds while a Hold Duration would extend it to 16 seconds. This, in my opinion, is enough to make it useable but it won’t be as powerful as Controller holds. Dark Servant also has this power but because you can’t enhance their Petrifying Gaze, it won’t be near as effective as yours. However, Fluffy will help you lock down the occasional minion or lieutenant, which always helps. The obligatory Accuracy is also needed as it doesn’t have the accuracy bonus of Controller holds.

Overall: 3-star Power. Without slots/Hasten, it’s useful but not great.
CD3: 4-Star. Slotted up, a good hold but you’ll still be jealous of Controllers.
BD3:3-Star. Still practical and a few slots aren’t that hard to find.

Black Hole (Level 26)

Well, to say this is the lame duck power of the set is about right. Yeah, it can be used to turn a group of enemies intangible for a brief amount of time and take them out of the fight but the duration (20 seconds) isn’t worth the massive endurance cost and the long recharge. Basically, this power sucks not only because it’s worthless but because it’s worthless and expensive! The only thing I could really see this power being used for is for that CD3 that wants to be as “controller-ish” as possible. Even still, it’s situational at best. Try it on Test and see what you think but I personally wouldn’t get a Moonbeam snipe’s distance near it.
Overall: 1-Star. Completely useless in 90% of the situations you’ll encounter and that 10% where it could be useful can be covered by other powers, namely Fearsome Stare.
CD3: 1-Star. (I’d still say it’s totally useless)
BD3: 1-Star. (Ditto)

Dark Servant (Level 32)

Totally reworked in Issue 5, Dark Servant was drastically reduced in power by disallowing multiple instances of them. Also, Petrifying Gaze was reduced on them, just like the Primary Power. Dark Servants have a 4 minute recharge and duration, unlike the Controller level 32 pets that have virtually unlimited duration. They will follow you up elevators and through portals, however. Fluffy can also be unsummoned by typing /release_pets.

Dark Servant, as a utility pet, works best if you can realize his/her/its limitations and work around them. It has 5 powers: Twilight Grasp (identical to yours), Petrifying Gaze (also identical), Darkest Night (similar in power but only affects one target), Tenebrous Tentacles (vastly reduced damage but otherwise the same), and Chill of the Night, the aura that does minor damage and rumors to have incredible Accuracy debuffing capability. Chill of the Night will always be on and Fluffy will cycle through the various attacks in no real particular order. He will also follow you quite religiously and usually attacks the closest thing next to him. He has more health than you do and can be used as an “alpha-strike” absorber or as a small meat-shield while solo-ing.

Fluffy will partially replace the need to debuff and control enemies but not as much as it used to. Properly slotted (see below), a Dark Servant can be very effective but don’t expect it to do your job for you. I would never recommend dropping Dark Servant altogether but there will be various camps on how to slot it.

The first theory on how to slot Dark Servant is to be minimal-istic and stick with a “base” pet. Therefore, this camp would say to keep Fluffy at either base or 1 slot. An Accuracy would be very helpful and a Heal or ToHit Debuff would be optional to get slightly more mileage out of him/her/it.

The second theory is to maximize Fluffy for Debuffing. One Accuracy and 3 ToHit Debuffs would make everything that Fluffy does (minus Petrifying Gaze) seriously drop the accuracy of enemies. Chill of the Night, Darkest Night, Twilight Grasp and Tenebrous Tentacles all have –Accuracy debuffs and this means that, more often than not, Fluffy can be a Debuff bot on top of your own personal debuffing abilities. Use the other two slots for Heals or Holds.

The third theory is to make Fluffy an all-around stronger pet by slotting for Accuracy, Hold duration, Heals, and ToHit Debuffs. Instead of super-charging any one aspect of Fluffy, they boost everything to make him more effective with every power.

Overall: 5 Star Power. A very nice utility pet that will help you a lot in your upper-levels. Can be made very powerful or left at base and still be useful.
CD3: 5-Star. Helps you hold a little but debuffs enemies, something you might not have a lot of at this point in your career. Any help is good help.
BD3: 5-Star. Can be enhanced to be a very powerful Debuffer but the heals and holds are always welcome.


D3 Bible I6/ED
Bots /FF Guide

 

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Dark Blast

Dark Miasma can stand on its own as a powerful (one of the top) Defender Primaries and the reasons were given above, but why would you want to take Dark Blast over the other Secondaries? The first, and probably the most common, reason is for concept. There is nothing that quite says “I’m a bad-a**” than being completely dark and evil yet still fighting for good. Many people love having dark characters so this just naturally fits for them. The next reason is probably the most practical: Dark Blast synergizes very well with Dark Miasma. The –Acc on Dark Miasma’s debuffs will stack on top of the Dark Blast’s –Acc in its attacks. By simply attacking targets, you’re helping your Primary and vice versa. Also, Dark Blast features two “controlling” powers in Tenebrous Tentacles and Dark Pit that Immobilize or Disorient and a crowd control power in Torrent. In terms of damage potential, Dark Blast is on the lower end of the Secondaries. It does not have any way of boosting its own damage via an Aim power nor does it have an innate accuracy boost like Radiation or the “weapon” attacks. What it does have, however, is have the best or second best secondary effect for blasts. The –Acc can add up as you spam attacks and this increases your own survivability by merely doing what you were going to do anyway: kill the enemy. Every time you hit, they have a lower chance of hitting you back. Finally, Dark Blast is known for its Cone attacks and for good reason. Tenebrous Tentacles and Nightfall can be used back to back over large crowds to do substantial damage over time. Because Tentacles immobilizes foes, the enemies are held in place for Nightfall and another shot of Tentacles. Doing this over and over, you get tons of numbers flying over the enemies’ heads and if you add Tar Patch on top of this, you’ll feel almost like a Fire Tank’s Burn.

Dark Blast (Level 1)

The power this set is named after is going to be your single target bread and butter from level 1-50. It’s equal to most of the Blast Secondaries’ first attack in that it does moderate damage (2.7778 Brawl Index at base) and has a quick recharge time (4 seconds base). It does 100% Negative damage which isn’t as resisted as many of the attack types but those that are resisted to it (Banished Pantheon for example) are highly resistant to it. This is one power that you should slot up early with the recommended 1 Accuracy/3 Damage/1 Recharge/1 End Redux rule and use it against everything. If you’re skipping Gloom or Moonbeam, make sure to compensate by getting this baby slotted up ASAP.

Overall: 3-Star Power. You have to take it and it never becomes a monster in damage but you can lean on this attack and squeeze off a few rounds to make the enemy squirm a little.
CD3: 4-Star. As a CD3, you may skip other attacks so this will be your bread and butter for many levels. If that’s the case, get as many damage slots in it as you can if you want to be able to solo. If you team a lot, this isn’t as much of a problem but still devote a few slots early to it.
BD3: 3-Star. If you plan on taking a lot of attacks, don’t neglect Dark Blast. You’ll use it more than any other in most battles so make sure it’s doing moderate damage. Slotting a ToHit Debuff might not be a bad idea either if you don’t intend on using it as a damage dealer but as a debuffer.

Gloom (Level 2)

This is one of those attacks that takes some getting used to. Gloom is 175% stronger than Dark Blast (just shy of twice as much) but many times it doesn’t feel like it because the damage is delivered over about 4 seconds. Compared to most of the other second tier Blast Secondaries, Gloom does slightly more damage (on the order of 7.3%) but because of its DoT, some people don’t see the trade off as worth it. However, in the Dark Blast Secondary, Gloom is the second highest single-target damage attack and you get it at level 2. The tricky part, however, is that you have to wait to see if Gloom finishes off a target if you want to save endurance and impatience may make you throw out a Dark Blast. This causes some endurance issues in the beginning but as you use this power, you’ll learn to judge if it will kill a foe or not. Another problem lies in the fact that many times your Gloom will be ticking away and will kill the enemy but a teammate will run in and finish them off anyway. This leads to endurance problems for them because they didn’t need to attack. Still, this attack is a diamond in the rough and I suggest taking it at level 2 to give yourself a one-two combo of Dark Blast and Gloom that cycles fairly quickly and packs a decent punch.
Overall: 4-Star Power. Does more damage than Dark Blast but the DoT is tricky and sometimes bothersome. Fully slotted with 1 Acc/3 Dam/1 Recharge/1 End SOs, it becomes a remarkably potent weapon so use it often.
CD3: 4-Star. Still a great buy early on and it will help you get past some of the rough spots in your solo career. Slot it as you are able.
BD3: 4-Star. The Debuff on Gloom is greater than that on Dark Blast and lasts longer. So add a ToHit Debuff if you feel it necessary. I still would rather have flat out damage but that’s your call. Take it early and slot it up as you have the opportunities.

Moonbeam (Level 4)

This is your Snipe and it comes at level 4! Like all Snipes, Moonbeam suffers from the same pros and cons of having awesome damage at extreme range for an interruptible and long animation time attack. Here’s a few things to get you thinking though: Moonbeam is tied with having the longest range in the game (even among Snipes) and it has a significant Accuracy debuff attached (meaning that the foe you just shot might miss you on the return volley). Also, to reiterate, it’s available at level 4! Most sets have to wait until they’re 16 or 20 for their Snipe. Also, Moonbeam does the same exact same amount of damage as Dark Blast and Gloom combined (base) so if they’re slotted the same, you can know exactly how much damage a follow-up One-Two punch will inflict. If Moonbeam one-shots a baddie, than a Dark Blast and Gloom will do the same. Moonbeam is great if you want to pull a group or lay down some heavy fire. Unlike most Snipes, using Moonbeam in battle isn’t that difficult because enemies will be unable to interrupt your animation due to the –Accuracy on them. I use it all the time mid-battle to inflict a nasty reminder that Defender’s can do some decent damage from time to time. Used in conjunction with Tar Patch, a fully slotted Moonbeam can one-shot an even minion and can lay down some serious hurt on a lieutenant. I recommend taking this but you may not like Snipes. If you have to choose between Gloom and Moonbeam, I would personally take Gloom because it will be used more often and it is safer to use but Moonbeam isn’t bad either.

Overall: 3-Star Power. This is a love/hate relationship and I simply love it because I can actually get a big hit in from time to time. Pulling is nice too. I also like the fact that the actual graphic for it is a big-beefy blast rather than the pencil-thin bolt like the others. It’s impressive to watch it follow an enemy as they run.
CD-3: 2-Star. Again, Gloom is the better choice if you have to choose but you’ll actually get some use out of Moonbeam because enemies will be unable to interrupt you.
BD-3: 3-Star. If you’re not taking another Control power for awhile, throw Moonbeam in at level 4 and have a triumvirate of death dealers.

Dark Pit (Level 10)

One of the odd things about this “blast” power is that it does no damage. Instead, it causes a Mag 1 disorient over a decent area of effect that causes foes to stumble around like they’re drunk, unable to retaliate. Unfortunately, it has an innate -20% accuracy built in that puts you down to the 55% range of hitting an even minion instead of the usual 75%. Basically, this means that you literally have to put Accuracy enhancements in here (2 SOs minimum) if you want it to be reliable. For the CD3, this is an additional crowd control power that, in conjunction with Tar Patch, Howling Twilight, and Tenebrous Tentacles, you can pretty much turn a group of enemies into a dark pile of disoriented goo. The Tar Patch will slow them down and –resist them, the Howling Twilight will add its own Mag 1 disorient in addition to debuffing and Tentacles will hold them in place for other powers (once you get it). This combo would cause lieutenants to become disoriented as well. Many people lead off with Dark Pit, followed by Fearsome Stare to control the majority, if not the entire, group. Disoriented mobs can run away (at high speeds sometimes) so the Immobilize of Tentacles is a welcome addition. I suggest slotting two accuracy and a few recharge reducers into it as it does have a 60 second downtime and you’ll want it to start nearly every fight.

Overall: 3-Star Power. The accuracy penalty is hard to overcome early on but once it is accounted for, this becomes a very nice opening move.
CD3: 4-Star. It’s a control power so you really do want to have it. Enemies that are stumbling around don’t fight back.
BD3: 2-Star. It doesn’t debuff and the slots could go elsewhere. I respecced out of it in my 20’s and haven’t looked back. It’d be nice to have from time to time but I have lived happily without it.

Tenebrous Tentacles (Level 16)

Most D3s swore by Tentacles back in the day because it was their first “cool” power that not only did damage but immobilized and was nearly the defining power for D3s in general. Most would still agree it is the staple power of the Dark Blast set and as such, I’ll go into some detail on how this power is used. First off, it’s a Cone attack, something to be loved or hated depending on your school of thought. Positioning is key when using it to make sure you get everything you want/can get in the Cone. Tentacles has a very broad cone, somewhere along the lines of 120 degrees in front of you and about 20 feet deep. As such, you needn’t be too far away to get a large group within its slimy clutches. Tentacles is a somewhat dubious attack power because it does roughly the damage of Dark Blast but over about 8-10 seconds, making it not the greatest attack power out there. For pure damage, it will never become a show-stopper but when facing large groups, a Dark Blast over the head of 10 enemies is worth it. Most people love the fact that it immobilizes foes and keeps them from running. This is especially helpful to melee classes and those with such powers as Burn. Tentacles also does primarily Smashing damage, the only non-Negative damage you get. Also note that the duration on the Immobilize is far greater than the recharge time, meaning that you needn’t spam the power to keep the immobilize going. Although Fearsome Stare will be a better control power, Tentacles will also help you control the battlefield by making sure enemies don’t go anywhere. Slotting is something kind of tricky, despite what you might think. If there is one attack power that you could pull slots from, I say it’s this one. Since it does the least amount of damage of any of your attacks, you’ll get less of a benefit from slotting it. This is true of the opposite: pulling slots out hurts your damage less than pulling it from other powers. Typical slotting is recommended or add a Range enhancer. That way it’s roughly the same “depth” as Night Fall, which helps in positioning your cones. Either way, you can’t go wrong.

Overall: 5-Star Power. Still the defining Dark Blast power, get it at 16 and start feeling powerful. Getting used to the Cone takes some time but positioning yourself won’t take long to master. Slotting is your preference but I do suggest investing at least two more into it beyond base.
CD3: 4-Stars. Fearsome Stare will probably do 85% what Tentacles does so adding this may seem redundant, however, Tentacles will keep enemies from running which Fearsome Stare does not do all the time and it recharges much faster. Just add it to your impressive list of controlling powers.
BD3:5-Stars. See CD3 but also add on that the Debuffing factor of Tentacles is nice in addition to keeping enemies near your Anchor. Whether you take this as an attack or a debuffing tool, you can’t go wrong.

Night Fall (Level 20)

A long misunderstood power that in any other set would be near useless makes a nice niche in the D3 set. Night Fall is a pure damage dealer that happens to be in the form of a narrow but deep Cone. What makes it unique is that it synergizes incredibly well with your existing cones (Fearsome Stare and Tentacles) if you simply take a few steps back before firing. It also does roughly Dark Blast damage (actually just about 10% more and 15% more than Tentacles) but it’s a very quick Damage over Time. The numbers fly up like a Burn patch and are over with in about one full second so to say this is Damage over Time is a little bit of a misnomer because it is only slightly less than instant. Where the Single-Target blasts had the one-two punch of Dark Blast and Gloom, the Area of Effect blasts are also paired together intimately. Tentacles can hold the group in place and Nightfall, after positioning, can hit the same group with more damage. The two attacks cycle fairly quickly and you can melt large groups easily (especially with a Tar Patch underneath). This is costly, however. Nightfall costs a whopping 19 endurance per use and Tentacles uses 15 so each time you use this one-two you’ve burned a third of your endurance for what comes out to be just a little over two Dark Blasts in damage. This might not seem like a good trade-off but think of it this way: if there were 10 enemies in a group, you’d have to shoot them 10 times with Dark Blast to equal one Nightfall. The rule of thumb I like to use is that I don’t use Nightfall on anything less than three targets. After 3 targets, the damage per endurance becomes positive versus Dark Blast and applying Nightfall is to your advantage. Once Stamina comes into play, you’ll find that spamming Tentacles and Nightfall over and over to kill groups is not as costly as it was and you’ll be able to kill faster than ever. Like all pure attack powers, I suggest 1 Accuracy/3 Dam/1 Recharge/1 End if you can spare the slots.

Overall: 4-Star Power. I consider it to be just under Tentacles in usefulness in the long run, especially if you want to take out large groups in the shortest time possible. It, too, takes some getting used to for positioning but once that is down, you’ll find it to be a great tool to have.
CD3: 3-Stars. Skippable if a controlling power comes up and probably skippable if you don’t intend to be a Cone damage dealer. Still, I recommend it if only to solo better.
BD3: 4-Stars. In addition to the damage, the debuff is also nice and spamming Tentacles and Nightfall is doubly debuffing the whole gaggle of enemies. Again, if you want to add ToHit Debuffs to this, it’s a great power to have because it spreads all that debuff around to a ton of enemies.

Torrent (Level 28)

For a level 28 power, this is a bit of a let down. Unlike the Energy Blast/Torrent or the Radiation Blast/Electron Haze, this Cone “attack” does virtually no damage at all but instead has a very good chance (somewhere around 90%) to knockback foes should it hit. I’ve tried this power out on the Test server and, while occasionally useful, I found that it simply sat unused 90% of the time. This, unlike the aforementioned Cone “Torrents”, is a control power and should be treated as such (like a Power Push or Gale). When used, it sends a black cloud of mire toward the enemy, much like Tenebrous Tentacles and those caught and hit within it go flying back a good distance. Higher level foes will not be pushed far but lower level foes simply get launched. This is a good “Get out of my face!” power if melee attackers are trying to get close enough to count the number of eyelashes you have. If you have an Anchor, this could be used to launch foes back toward the anchor or if you have a Tar Patch down, it could throw them back into it. However, more often than not, you’ll probably throw them out of the anchor or Tar Patch. As with all Knockback, teams that rely one aggro and control will dislike you for throwing foes around every which way so be mindful of their tactics. This, too, has a small debuff on it but not enough to warrant using it for that sole purpose alone. Personally, this is a fun power to have when you’re level 49 and have nothing else to take so you can impress the newbies in Atlas Park by launching level 1 Hellions 300 feet back. Outside of that, I wouldn’t recommend this power. Should you take it, I recommend an Accuracy (to make sure that if you’re using it to save your butt that it hits) but really nothing more unless you want to send that Hellion 600 feet with another Knockback enhancer.

Overall:2-Star Power. It’s usefulness is limited in most situations and there are a host of other powers to take at level 28 so I suggest skipping it entirely. If it came earlier, it would be better (i.e. switch Dark Pit and Torrent) but since it is not, it loses its luster.
CD3: 3-Star Power. As a controlling power, you might want to take it to position enemies within Cones or whatnot. However, this again, is situational at best.
BD3:1-Star Power. Simply doesn’t add anything you can’t get elsewhere and throwing people around is a bad thing with anchors. Skip it.

Life Drain (Level 35)

Oh the power that has absolutely no business being in with a D3. This power could possibly make up for not having a personal heal in your Primary (a la Storm and Force Field) but even then it costs a ton for very little health. Being a D3 that already has a heal power that has to hit in Twilight Grasp, this power is 100% worthless. It doesn’t do any more damage than Dark Blast, costs 3 times as much and recharges over 3 times longer as well. There is simply no redeeming quality in the power. So, alas, your level 35 power is a lemon but consider yourself lucky. Because you don’t take this power, you can take just about anything you missed along the way right here. Also, 6 slots will open up over the course of the next to levels to finish slotting out things that are lacking. So really, it is a blessing in disguise.

Overall: 1-Star Power. Worthless in every way shape and form but the slots are nice to have.
CD3: 1-Star. Perhaps even more worthless to a CD3 because it doesn’t control anything.
BD3: 1-Star. Nope, not even going to say “it debuffs.” Worthless.

Blackstar (Level 38)

At level 38 you get your Nuke and like the others, it has its drawbacks. First, it drains all your endurance and you’ll be unable to recover for a few seconds. Two, anything you don’t kill will automatically be aggroed to you in your vulnerable state. However, IT’S A FREAKING NUKE!!! A lot people don’t use it often and probably would get more use out of another power but how can you skip your level 38 uber attack? Since ED, I’d slot it with 1 Acc, 3 Dam, and 2 Recharge. This power is pretty much a “cool” power to have worth little practical value but having it never hurts. Since you’ll have Fearsome Stared, Tentacled, Nightfalled, and Tar Patched the group already, in addition to Fluffy’s Holds and Debuffs, you’ll actually be safest “Nuke-r” around. If anything is left standing, Fluffy will automatically target them and since Blackstar puts a massive accuracy debuff on everything it hits, you might not even get hit by return fire. Of all the Nukes in the Defender Secondaries, Blackstar is probably in the middle but in addition to Fluffy, it becomes a contender simply because you can use it without as much fear of dying afterwards. Take it, show it to your friends and impress the masses. Later on, you may get Soul Drain that will add an additional 50% of damage to Blackstar (if you max it) and if you add in the Tar Patch –resist, you’ll really go boom. That doesn’t happen to a minimum of level 47 but once you get it, it will be impressive. One more thing is that Defender Nukes are Finishers, not Openers. Unlike Blasters, you can’t expect your nuke to drop everything at once while they have full health. Even cons and +1s might die but not Lts. or +2s. So basically, if you’ve gotten a lot of enemies to half health or below, fire off your Nuke to finish them. You’ll still be safe because of all the debuffs.

Overall:3-Star Power. Granted, you don’t have to take it but it’d be a crying shame if you didn’t. Shame on you for thinking about skipping it! It’s a nuke, man! A Nuke!!!
CD3: 2-Star Power. Does no controlling but heck if you’re not cool when you blow a group of 16 guys away.
BD3: 4-Star Power. It debuffs too! Plus…it BLOWS $*^& UP!


D3 Bible I6/ED
Bots /FF Guide

 

Posted

Pool Powers

There is only one mandatory Pool to take (Fitness) but Speed is incredibly useful so I highly recommend it. Outside of those two, the sky’s the limit. I personally took Fly for concept reasons and having the vertical movement helps considerably. In all, I only took 3 pools (Stamina, Speed, and Flight) and my 4th is currently Recall Friend. Here’s my picks and reasoning behind them:

Fitness

Swift: Once incredibly useful because Shadowfall had a movement penalty, Swift is now just optional rather than encouraged.

Hurdle: Same as Swift, whichever you believe will help you more.

Health: With the new boost on Health, it’s kind of silly not to take it. It gives +40% Regen and some protection against Sleep. I take it at level 18, after Tentacles so I can get…

Stamina: …at 20 (a.k.a. ASAP). This is what makes your life as a D3 enjoyable. Without it you’ll suffer the slings and arrows of outrageous fortune. Slot it up as fast as you can without neglecting your primary focus (Controlling/Debuffing). Once slotted up, you’ll be able to go from group to group with much less downtime and you’ll be able to spam attacks and control powers much better.

Speed

Hasten: Not as powerful since ED, since it can’t be made perma, Hasten is still a nice power to have to increase DPS and make longer recycling powers come up faster. 3 Slotted, it comes up about a minute after it drops which isn’t terrible but nothing compared to the old perma days.

Super Speed: Not only a nice travel power but Shadowfall + Super Speed= Invisibility. You’ll be able to stealth around missions which is very handy for finding glowies or scouting. Since I have Fly, this gets me around faster and I just turn Fly on to get over obstacles.

Medicine

General thoughts: The Medicine pool would tool your D3 to be more team-friendly and more versatile as a traditional "healer" but my interpretation of Dark Miasma is that if you're doing your job, heals should not be a huge part of gameplay. Except for Stimulent, Dark Miasma contains "better" versions of the other 3 powers. I'll explain in the detailed descriptions of the Pool powers themeselves:

Aid Other: While Twilight Grasp is an excellent heal, a targeted heal (even if it is interruptable) can be valuable should Twilight Grasp miss the target or you're not in range of your teammate. However, Twilight Grasp costs less, recharges faster and heals multiple people in range. The only thing Aid Other has that is better than Twilight Grasp is that it doesn't miss, if it doesn't get interrupted. Both powers have a drawback to them but I'd have to say Twilight Grasp is far and away the better heal power, and that's not taking into consideration the debuffs associated with it.

Stimulent: The one power that really would be useful in a team setting where squishies are involved or the Scrappers/Tanks haven't gotten their Mez resistance yet. I have little experience with this power and couldn't tell you how long the resistance lasts but even if it's only 10-15 seconds, that's incredibly helpful if you're getting mezzed all the time. Of all the powers in the Medicine Pool to take, this is the only one I'd suggest.

Aid Self: A self-heal that is interruptable. For the same reasons as I said above in Aid Other, Twilight Grasp is still the better heal. This could be good if you like to play a tank mage role and do intentionally take hits for the team. Other than that, stick with Twilight Grasp.

Resuscitate: For the same reasons the other Heals in the Medicine Pool are different but inferior to Dark Miasma's counterparts, this too is inferior in every way but one: it doesn't take an enemy nearby to use. Howling Twilight's main drawback is the reason this power shines a little brighter, but you'd have to spend 3 powers to get it and the rez itself is far worse than Howling Twilight's. Resuscitate is the same cost, same recharge as HT but the rez itself is far inferior (half hitpoints, no endurance as opposed to full for both with HT).

Overall, the pool is skippable in my opinion or if you had an extra pool and an extra power to grab, Stimulent could be worth it.

Flight

Hover: It’s nice to get away from melee attackers and be able to attack in the air. Cones are kinda funky when coming from above but you’ll figure it out. It’s a prerequisite to Fly so I took it.

Fly: Yeah it has a lot of negatives about it but as a Magic Dark/Dark Defender that is bristling with black magic, it seemed only natural to fly. Getting around in missions is especially nice and the endurance cost, once obscene, now doesn’t dent my endurance bar with Stamina. Suppression should be noted here: if you attack while flying, you’ll get reduced to base hover speed for 4 seconds. Toggles do not cause suppression though. Since ED, I found that I could actually get slots into the power and with 3 Flight SOs it’s not too shabby. Nothing compared to Super Speed but not bad either.

Group Fly: Looks cool but has no real value unless you’re in the Shadow Shard or teamed up with a lot of lowbies. It is slower than Fly but costs less and some teammates might get annoyed with it.

Leadership:

Maneuvers: Now fairly worthless, this isn’t worth the endurance to run it, let alone slot it. I’d have to check the numbers again but I want to say it’s 3.5% or something. 6% if fully slotted with Defense Buffs…a.k.a. worthless.

Assault: Defenders get about an 18% boost to base Damage or about a DO. Considering you have to take one Leadership pool power before Tactics, I suggest this. Just put an Endurance reducer in it and run it when you feel it’s worthwhile.

Tactics: Not as worthwhile as before since you can’t realistically slot 5 ToHit Buffs anymore. Also, ToHit buffs are Type B enhancements now, making them only worth 20%. If you did 3-slot with ToHit Buffs, the base 12.5% would go up to 20% +Accuracy. It’s not bad but it’s not to enough to allow you to take Accuracy SOs out of your powers.

Vengeance: Any power that requires a death to work is just not cool in my book but the buffs from this power are incredibly good and it provides mezz protection. Still “meh” but it has it’s uses I guess.

Concealment:

Stealth: Useless, Shadowfall already does it and it slows you down, which Shadowfall does not.

Grant Invisibility: Not useless but Shadowfall gives team stealth. Take it if you’re on the path to Phase Shift.

Invisibility: Since you’ll already have this in Shadowfall + Super Speed, this too is redundant but if you want to look more invisible, I’d take it on the way to Phase Shift.

Phase Shift: Since it was changed to a 30 second timed toggle, this has seriously diminished it usefulness. I don’t think it’s worth 3 power picks but some people might. It still costs a ton and has somewhere around a minute recharge (I think) and personally, the drawbacks outweigh the advantages.

Fighting:

Tough/Weave simply don’t put up the numbers like Scrappers and Tanks. Wait for the Ancillary Pools and take the Armors there because they’re much more impressive. Boxing and Kick are even more worthless to a Defender.

Teleportation

Recall Friend: Incredibly valuable as you can Teleport your Fluffy around but since he can go up elevators now, it’s not as bad as it was before. Still a team-friendly power that is useful from level 6-50.

Teleport Foe: I guess you could pull with it but I wouldn’t recommend this power as you don’t necessarily want any enemies up in yo’ grill.

Teleport: The fastest travel power when slotted correctly, this takes some getting used to and probably needs a bind to really work as well as you’d like. When I have used teleport, I bound it to my left shift button so all I have to do is hit shift and then click. It is costly when you first get it but if you want to slot it up, it’s insanely fast and will get you across large distances quickly. However, it isn’t easy to go exactly where you want to go, especially if you want to go somewhere in mid-air.

Group Teleport: Probably among the more useless powers in the game, it doesn’t have the distance of Teleport and it costs a lot for how much distance you travel. It might be useful if you have Howling Twilight and want to group rez but other than that, no use for it.

Leaping

Combat Jumping: Nice early power to have and it gives defense and immobilization protection. If you go the Super Jump route, there is no reason not to take this. It’s also dirt cheap so you can run it all the time.

Super Jump. IMO, the best Travel Power because it gives good vertical movement with great speed. Plus, it’s not that expensive to run.

Acrobatics: Some Mezz protection is better than none and knockdown can get annoying. Is it worth a toggle power? Maybe, but I don’t recommend it.

Ancillary Pools (Levels 41-49)

Ancillary pools, in my opinion, should be totally your decision and what you want to do. I know I will go with the Dark Pool for concept reasons but also because there are some cool possibilities with my current powers. Power Mastery is also a popular set because every power in it is useful and wanted. I have little experience with Psychic and Electric Mastery but since they’re much like their counterparts in the other sets, I think I can assume what they do.

Dark Mastery

Oppressive Gloom: A toggle that causes all nearby foes to become disoriented at the expense of your Hit Points (the more foes in range the more it drains you) and a very meaningless amount of endurance (something like .12 end/sec). Oppressive Gloom is kind of worth something as an added control feature. If you stack it with Howling Twilight and Dark Pit, you should be able to disorient Bosses but since Howling Twilight comes up so infrequently, you’re best to stick with Dark Pit + Oppressive Gloom to take out Lts. It looks cool too!

Dark Consumption: Unfortunately, this power is not like the Scrapper version. The base recharge on this power is 6 minutes and this, in my opinion, kills any usefulness it might have had. 3-Slotted brings it to 3 minutes or about every third fight. I find it a waste. If you leave it at its base slot and slot one accuracy in it, it will recharge at the exact same rate as the base recharge of your Nuke. So you could use it as an “after-nuke” power. But, because Nukes take all your endurance now, you won’t be able to use it, even if it only takes 5 endurance or some small number to use. Even though this power is very situational, it’s still “better” than Oppressive Gloom, in my opinion. I picked Oppressive Gloom out of frustration for this power and because I like to glow red.

Dark Embrace: The sweet, sweet armor I’ve been craving for so I don’t die instantly becomes available at level 44. Like most Ancillary armors, it gives good (25%) Smash/Lethal resistance but it also gives Negative and Toxic resistance as well (25%). Couple this with Shadowfall and you can put up some modest resistance numbers. The only thing that you won’t be protected against is Fire/Cold damage. Not bad for a squishy. I would suggest 1 Endurance Reducer and 3 Resist SOs which would bring you to 40% resistance to Smash/Lethal/Negative/Toxic and if you slot Shadowfall up with 3 resistance SOs then you’d have a total 40% to Smash/Lethal/Toxic 40% to Energy/Psionic and finally 80% resistance to Negative(!). Since Defenders can only get 75% resists, this isn’t doing too shabby.

Soul Drain: This is probably the reason you took Dark Mastery, if you’re like me and want to do a ton more damage. Soul Drain, like the Scrapper Secondary power, pulls the essence out of foes around you and increases your damage and accuracy, while also doing damage and debuffing them. The effect lasts 30 seconds and you get ~5% (tested at around 4.88%) more damage and accuracy to your attacks per mob that it hits. Basically, it’s a combat “Build-Up,” something we D3s don’t have it all besides Tar Patch. Since the most targets you can hit is 10, you could theoretically add 50% Damage and Accuracy to all your attacks for 30 seconds. Since you’ll want this on as much as possible, I suggest slotting it out with as many Recharge Reducers as you can. 3-slotted it comes back every minute, so once a fight. According to my HeroPlanner, it has a +20% accuracy built in so an Accuracy in it would also make it very reliable even in the red-purple range. What I’ve done, beyond the normal “use at the start of a fight and kill stuff” is to fire off a Fearsome Stare, throw down Tentacles and Tar Patch (maybe cast Darkest Night on a lieutenant in the group), run in and Soul Drain then fire off Blackstar. With Tar Patch and Soul Drain, Blackstar (3-slotted for Damage) should blow most everything away and those that survive will be seriously debuffed. Plus I have a Fluffy behind me doing mop up and watching my back.

Power Mastery

Conserve Power: This a really difficult power to pass up, even from among the other Ancillary Pools. Basically, for the 90 second duration that it is up, your endurance cost from all powers is cut in half and this translates to virtually unlimited endurance because with 3-slotted Stamina, you’ll regain faster than you lose. You can blast, debuff, hold, cast Fluffy, whatever to your hearts content and not even blink at your blue bar. This power is so good that you’d be a fool not to have it up as much as you can. 3-recharge SOs will bring it up every 300 seconds, which isn’t great but if you have Hasten, it will reduce it some.

Power Build Up: Another gem of the set, PBU not only gives you Build Up (+80% damage and +60% Accuracy) but affects all secondary functions of your powers. Heals will go up, -Accuracy debuffs will increase, Holds will hold longer, Immobilizes will last longer, etc. It’s an all-around awesome power to have. It lasts 15 seconds rather than the usual 10 for Build Up but has a 4 minute down-time rather than a 90 second one. Recharges go best here.

Temporary Invulnerability: This is just like the Tanker version except that it gives 30% to Smash/Lethal. That’s all it does. No Energy, Toxic, Fire/Cold, Negative…just Smash/Lethal. It’s still nice to have however so do take it and slot it with an endurance reducer and the rest as resists. You could get your Smash/Lethal up to 48%.

Total Focus: Much like the Blaster/Tanker version, Total Focus is an extreme damage single-target attack that also has a Mag 3 Disorient built in (will affect a boss). It does require melee range and has a long animation time but those are its only downsides. If the Brawl Index is the same for Defenders as it is for Tankers, it would be at 9.8889 (compared to a Snipe at 7.6667) base. Basically, it will be your single-target monster damage. However, I suggest taking it at 47 instead of 49 if you intend to slot it because the level 47 power can get 6-slotted while the 49 cannot. So you’ll have to choose between Temporary Invulnerability or Total Focus at level 47. However, it’s got a decent recharge on it so I’d go 1 Acc/3 Dam/2 Recharge.

Psychic Mastery

Dominate: Foe Hold plus Psi damage (in the same league as Dark Blast), this would either replace Petrifying Gaze or be used in conjunction with it to hold a boss in short order. Since it is a “Controller” Hold, it already has a +20% bonus to Accuracy but it recharges just as fast as Petrifying Gaze. For CD3s, this is awesome because you’ll do damage while holding. If you take this, I suggest one Accuracy in the initial slot or going all out and pump it full of Damage. It’s kind of an all-or-none thing.

Mass Hypnosis: This power puts a large group to Sleep, which means that anything that affects them will wake up, somewhat like the Fear effect on Fearsome Stare. Good for crowd control before a battle, this power (like other mass control powers) has a 10% accuracy penalty and will need to make up for it in an Accuracy SO. I currently have no experience with this power so I can’t even begin to say how to use it. Since all AoE Holds have been reduced, I’m out of the loop on the numbers for this power.

Mind Over Body: Like the other Ancillary Powers, this one gives Smash/Lethal/Psi resistance at 25% each. Unlike other sets, you already have Psi resistance in Shadowfall so this would increase it even more. Again, 1 Endurance Reducer/3 Resists if you can spare the slots.

Telekinesis: Another power I have no experience with. I gather that it’s an incredibly expensive toggle that is an AoE Hold.

Electric Mastery

Electric Fence: Possibly the most useless Ancillary Power for a D3, Electric Fence simply Immobilizes a single foe and does minor damage to them (with a terribly small endurance drain attached). All I can say is to skip it because it just doesn’t do anything you can’t do already. Plus the power that could be taken in its place is so much better.

Thunder Strike: One of the more impressive melee attacks from the Electric Secondary of Blasters, Thunder Strike is a superior, near-Snipe level, damage close-quarter area of effect attack that disorients the target and hits everyone around them and knocks them down. Unfortunately, like most of the heavy hitting melee attacks (Total Focus, etc.) this has a longer recharge (20 seconds) and heavy endurance usage (21.5), This also drains a fair amount of endurance although it’s nothing compared to the next power. Typical attack slotting is recommended.

Charged Armor: Much like the other Ancillary armors, Charged Armor gives you the standard 25% resistance to Smash/Lethal/Energy and since those are the most common damage types, it’s possibly the most useful of the 4 sets. Adding Shadowfall into the mix would give you some very good numbers across the board but would get you to the cap for Energy damage. This power looks pretty cool and causes you to “spark” all over and the noise of running it isn’t annoying like some of the others. Like all the armors one endurance reducer and as many resists you can spare should go into it.

Power Sink: Works much like Dark Consumption in that it draws endurance from foes around you and the more foes the more endurance, however, this one does no damage but instead actually drains endurance from enemies. It naturally drains about 75% of the endurance from even level foes and you can fill up from about 3 mobs. It also appears to be an auto-hit because it doesn’t take accuracy enhancements. I’ve never seen it miss so, I think it has very high accuracy (like Burn) or auto-hits. This power only has a 60 second recharge and 3 Recharge SOs would drop it to 30. Hasten would just be gracy. Endurance enhancements are also great so if you feel like 6-slotting it, plug 3 Endurance enhancements in here and you’ll get more bang for your buck.

Miscellaneous

Tips

- Early on it’s best to slot all your toggles with endurance reducers because the boost to the actual is so minimal that you’ll hardly notice it. While the same can be said for how much Training Enhancements reduce the amount of endurance you’re being drained, endurance is a much more valuable commodity than the debuff. I heard this a long time ago from an Supergroup mate and he told me a very simple rule: don’t buy Training Enhancements. Save your influence until level 12 and buy Duel Origins. The boosts you’re getting from Trainers are minimal and you’ll be fine with what you find doing missions or hunting.

- Know what you’re going to choose for a power or what you’re going to slot far in advance. Use a HeroPlanner or similar program to chart out what you’re taking and when and also how you are slotting it. Having a build laid out in advance can save you a lot of frustration later.

- It’s very tempting to slot out attacks but try to put slots in your Primary early on so you don’t have to later. Again, Training Enhancements don’t do a hill of beans in the long run so slot out your Primary and get the slots in before slots become a premium.

- Fluffy AI: Like all pets, Fluffy suffers from some silly AI but there are a few things that you can almost always count on. First, he almost always lead offs with Tenebrous Tentacles and he attacks the closest enemy. What this means is that they will aggro large groups do to the cone nature of Tentacles which can sometimes be his undoing. Their second attack is usually Petrifying Gaze and he will cast it on the enemy he just Tentacled. At this point he will check his own health and decide whether to cast Twilight Grasp. If he takes any damage whatsoever, he will use Twilight Grasp as soon as it is available and on the enemy he has been attacking. This heal will interrupt his “routine” of Tentacles and Petrifying gaze as it take priority over other attacks. Thirdly, he really likes to avoid melee range. Even though he has a personal aura, he rarely gets in range to use it. If you want him in melee combat, you pretty much have to cast him in it. How he uses Darkest Night is a bit of a mystery to me because I just never notice that he’s using it as it never jumps out when he does. One thing I do know, however, is that if he uses it, it only lasts about 10 seconds on any particular enemy and then it shuts off so he doesn’t keep it on all the time. And finally, the best piece of advice I can give you is this: kill the enemy he’s attacking. He doesn’t switch targets often so if you want him to affect another enemy, you have to dispatch the one he’s preoccupied with. Just make a routine of taking out his targets so he can hold and debuff the next.

- Know your own limits. It is sometimes very tempting to run ahead of your team because you know you can control most groups however, you are still a Squishy. You simply cannot take the damage of most alpha strikes later on and will find yourself eating dirt if you get overzealous. With Fluffy, this isn’t as much of a problem because he can heal you but still, let the Tank or Scrapper draw the initial aggro. At the same time, many mobs are clustered when they spawn and almost always perfectly arranged for your cones. Again, hang back and let someone take the initial alpha strike before tossing out a Fearsome Stare or Dark Pit because should you miss any great number of them, you’re going to face plant. Darkest Night is the exception here because it auto-hits but if you haven’t slotted it incredibly well (or at all) enemies can still hit you with a little luck.

- Don’t be surprised if teammates don’t understand your powers. I’ve had to explain what I do many times so don’t take offense if they simply don’t understand. Many times, seeing is believing so just get into the mission and show them what you do. If they still want that Empathy or Bubbler, let them try to get one without complaining. If you do your job, the Empath will say “I have nothing to do” and you’ll know that you’re getting it done.

- Feared mobs don’t fight back. If you can help it, after Fearsome Staring, take targets out one at a time because if you don’t attack the Feared enemies, they just stand there cowering until affected. This can be hard to do with Fluffy or if the mob is just screaming to get Tentacled/Nightfalled so just be a good judge of when you can do this.

- Team Play. When on a team, debuff/control before attacking (as a general rule) as your damage will pale in comparison to any Scrapper/Blaster worth his salt. Once your primary duty is fulfilled, blast away for two reasons. One, you’re adding damage, even if it isn’t stellar and two, because the more you attack, the more you’re debuffing the enemy’s accuracy, which in turn creates safety. So even by attacking, you’re fulfilling your main duty. Don’t believe, however, that the –Accuracy on your blasts will be enough to ensure team safety because at best, they’re only going to get up to 15-25% -Accuracy versus a Fearsome Stare or Darkest Night that does 20-35% by themselves. Adding that additional 15-25% on top of your Primary is what keeps everyone safe so know your role and fulfill it.

- CD3s. A well built CD3 will rival just about any good Controller so don’t be afraid to call yourself one. Yes, you don’t get the chance to “critical” a hold or get Containment but you will most definitely be able to control just as well and mitigate damage just as efficiently as some Controllers. If you’re on a team and they call for a Controller, just say “I’m already pretty good at that” and explain that you can fulfill that role. Once you get Fluffy, they’ll really begin to understand (because pets are supposed to only be for Controllers) but in the mean time, act like a blasting Controller.


And then, finally, there is Blackest Night himself. He is a bit of a variation on the BD3 and leans toward the Offender side of the coin. I play him like a CD3 but don’t have all the powers to make him one. At any rate, he kicks butt so I’m not complaining. This is what Blackest Night looks like at level 50.

Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Defender
Primary Powers - Ranged : Dark Miasma
Secondary Powers - Support : Dark Blast

01 : Dark Blast acc(01) dam(3) dam(3) dam(5) recred(5) endred(7)
01 : Twilight Grasp acc(01) hel(7) hel(9) hel(43) recred(46)
02 : Gloom acc(02) dam(9) dam(11) dam(11) endred(13) recred(13)
04 : Moonbeam acc(04) dam(15) dam(15) dam(17) recred(17) endred(19)
06 : Darkest Night endred(06) endred(19) thtdbf(21) thtdbf(21) thtdbf(23)
08 : Swift runspd(08)
10 : Hover fltspd(10)
12 : Fearsome Stare acc(12) recred(23) recred(25) recred(25) ferdur(27) ferdur(27)
14 : Fly fltspd(14) endred(43)
16 : Tenebrous Tentacles acc(16) dam(29) dam(29) dam(31) recred(31) endred(31)
18 : Health hel(18)
20 : Stamina endrec(20) endrec(33) endrec(33)
22 : Shadow Fall endred(22) damres(33) damres(34) damres(34) endred(46)
24 : Night Fall acc(24) dam(34) dam(36) dam(36) endred(36) recred(37)
26 : Hasten recred(26) recred(37) recred(37)
28 : Super Speed runspd(28)
30 : Tar Patch recred(30) recred(39) recred(39)
32 : Dark Servant acc(32) thtdbf(39) thtdbf(40) thtdbf(40) hel(40) hlddur(42)
35 : Petrifying Gaze recred(35) hlddur(43) acc(46)
38 : Recall Friend recred(38)
41 : Conserve Power recred(41) recred(42) recred(42)
44 : Temp Invulnerability endred(44) damres(45) damres(45) damres(45)
47 : Total Focus acc(47) dam(48) dam(48) dam(48) endred(50) recred(50)
49 : Howling Twilight recred(49) recred(50)

-------------------------------------------

01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)

So there you have it! One of the most complete guides to the D3 out there, I hope this has helped. Have fun with your D3 and I hope you get as much enjoyment out of them as I did!

Hope to see you around so we can team!


D3 Bible I6/ED
Bots /FF Guide

 

Posted

How do you recommend slotting Fluffy for a controlleresque build?


 

Posted

As always awesome guide, thank you again for all your hard work.


 

Posted

[ QUOTE ]
How do you recommend slotting Fluffy for a controlleresque build?

[/ QUOTE ]

You know, I don't think it's wise to slot for a "Controller-esque" build because Petrifying Gaze (on Fluffy) just isn't worth slotting compared to what Fluffy does most of the time.

However, that's not what you wanted to hear so I'll oblige your request.

Fluffy's two Controller-ish powers are Petrifying Gaze and Tentacles. If you wanted to lock down enemies longer and keep them immobilized longer, slot for Holds and Immobilize. My personal slotting suggestion would be 1 Accuracy, 2 Hold, 2 Immobilize, and 1 Heal. I added the heal because that will help everyone out: you, your Fluffy, and any teammates nearby. Fluffy should be able to perma-hold a single enemy with two Hold Durations (20 second duration and a 16 second recharge on Pet. Gaze) while the Immobilize Enhancers would increase Tentacle's immobilize in excess of of 30 seconds.

That's about as controller-ish as you can get but after seeing what a Fluffy maxed for Debuff can do, I wouldn't recommend it. Chill of the Night and Darkest Night both have massive Debuffs on them (and I believe they are equal) meaning that with 3 ToHit Debuffs, Darkest Night will be at -90% Accuracy, and so will Chill of the Night, stacking to floor most enemies. Tentacles, too, has a -Acc component that would be in the range of 10% with that kind of Enhancing. In addition, Twilight Grasp has a -Acc that would be enhanced by this slotting and it's -Acc is considerably higher than Tentacles (I believe 25%) so it would have a -50% Acc attached. So, as you can see, slotting for Debuff impacts the enemies far more than Holds or Immobilizes, even Heals.

Hope that helps.


D3 Bible I6/ED
Bots /FF Guide

 

Posted

As always, Blackest Night delivers again. Awesome revision......I got the urge to play my D3 again.


 

Posted

Great guide...Thanx!

Do you have any advice for us Noire Knights in the various PvP zones???
Inquiring Fluffies want to KNOW!


 

Posted

Black Hole might be relatively useless in PvE but it's great in PvP. although, intangibility powers' duration times got the big ol' nerf bat for PvP(Black Hole, Detention Field, Dimension Shift), it's still pretty good.


 

Posted

I'm definately not the guy to go to for PvP because I have rarely play it and don't have much desire to.

Dark/Dark Defenders are not typically the best Defender to PvP with because most of our strong powers can be easily sidestepped. Darkest Night barely dents Heroes or Villains (it only affects up to 80% -Acc, meanwhile a Build Up or Aim completely trumps it) and Tar Patch isn't useful against mobile targets like Players.

Fear works sometimes, which is good, but you can't perma-lock down someone with F. Stare because of the PvP rules.

Finally, we're simply too Squishy without Mez Protection. You can get by, I'm sure, but a single Hold or Disorient and we're toast.

I played in the Arena when it came out and could only beat other Defenders and Blasters. I almost beat a Tank once because I could double-stack Tar Patch and shoot him at range.

I'm simply not the expert on PvP builds so I don't try to be. PvE is where my gig is and I know it inside and out. Sorry, but I can't really help.


D3 Bible I6/ED
Bots /FF Guide

 

Posted

Awesome update, thank ya!


 

Posted

Execellent guide. I started playing my D3 again and just finished a respec last night so I will take all of your info into account. I didn't know about the SS + Shadow Fall = Invisibility!! Good stuff. Now, if someone could tell me where to find a Rad/Rad defender guide like this that would be great!!!!


Chernobyl Jones Lvl 25 rad/rad Mutant Defender
D'Spaire Lvl 27 dark/dark Mutant Defender
Amen Ra-Kim Lvl 29 Luminous Blast/Aura Peacebringer
Inbetweener Lvl 37 mind/kinetics Magic Controller
Polar Car Lvl 37 ice/ice Science Blaster
Big Homie Lvl 50 invul/ss Mutant Tanker
Living Iridium Lvl 50 dark/dark Technology Scrapper


"Forgiveness is between them and God..it is my job to arrange the meeting."

 

Posted

Recall Friend :

IMO is a MUST Power for any Rezzer. Group Wipes out hopefully the last person grabs aggro and runs the enemies While doing so you activate Awaken, Break Free, Catching Breath, turn on stealth and hide in a corner and wait for everything to reset.

For Dark/Dark Healers I know all the good ones I have talked to agree this is a good practice. Recall Friend used with Howling Twilight correctly does have a slight drawback. Here's my current rez tactics on a wipe out. 25th Dark-Dark Healer

If unable to use Awaken, Break Free, Catch of Breath combo, Go To Base and use Beam Up/Beam Down to return to your last zone. SHADOW FALL - ON Get at Max Sniper Range(activate power and move to cancel to set max range), Gather group by using Recall Friend - Stack 'em High in one place, then get ready for the 4 Combo Shot.
1) Sniper Target (if unable to Snipe just use 2, 3, & 4)
2) Tar Patch at Max Range(Pre-messure before shooting)
3) Howling Twilight and Mass Resurrect Team
4) Grasping Twilight (Cuz the SH33T you just did has 1000% of the Aggro on you and life aint pretty).

As forth other Dark Dark Powers Tar Patch as Often as able, Tentacle, Machine Gun with Nightfall. Typical power activation during combat is Tentacle, Night Fall(or Dark Blast) Twilight Grasp ... Repeat (OK So it gets old fast but Dark Healers that stand toe to toe beside Tankers and Scrappers in Melee get Group Invites and get to pick and choose who you group with),

FITNESS Power Pool is a Must Hands Down.
(Taken from BlackestNight)
Swift: Once incredibly useful because Shadowfall had a movement penalty, Swift is now just optional rather than encouraged. No END drain either

Health: With the new boost on Health, it’s kind of silly not to take it. It gives +40% Regen and some protection against Sleep.

Stamina: …at 20 (a.k.a. ASAP). Slot it up as fast as you can without neglecting your primary focus (Controlling/Debuffing). Once slotted up, you’ll be able to go from group to group with much less downtime and you’ll be able to spam attacks and control powers much better.

Fintess Power Pool 5 Stars
Stamina is a 5 ^^^ Star

I was doing the first Respec TF (mainly to remove TP Self for Super Leaping) Constantly using all my AoE powers plus healing and often going into all powers activated and waiting on recharges and never get below 50% END, while and Empath (who's name I won't mention... that REALLY needed to Respec [and learn respect] ) kept yelling NEED BLUES NEED BLUES. I Have 1 END reducer on all my commonly used powers. I was almost falling out of my chair laughing at this Empath that was running out of END. This Empath didnt even have Recall Friend and was calling me a Newbie cuz I kept saying NO SH33T to her NEED BLUES Yells.


 

Posted

Great guide, but I noticed that when I throw tentacles on a group and Fearsome stare, the stare becomes pointless because the tentacles keep damaging them so I get attacked. I've been thinking of dropping tentacles in my next respec because of it.


 

Posted

Really, that's weird.

Awhile back they made all Damage over Time attacks only equal "one attack" when it comes to the Fear effect. Maybe a line of code was changed.

Then again, Fear has been reportedly broken on some ATs so maybe it's just a /bug.


D3 Bible I6/ED
Bots /FF Guide

 

Posted

I've been reading your guide for some time and I was just wondering if you have tried a dark/dark Corrupter. If so, what your thoughts are on how it compares to the defender (given that the primary and secondary sets are switched and the inherent power of Corrupters).

Oh BTW, FANTASTIC Guide!


 

Posted

I tried a Dark/Dark Corruptor in Beta and found it to play very similar.

In fact, if I could, I'd make my Dark/Dark Defender (at level 50) a D/D Corruptor. The damage output of Corruptors is significantly higher while the Dark Miasma secondary still has many of the same tools (some barely losing any power at all) the Dark Primary does.

Scourge simply rocks and I'd be a much better Offender as a Corruptor.

Here's a very tentative build of a Dark/Dark Corruptor I'd like to make, through level 40.

---------------------------------------------
Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Level: 41
Archetype: Corruptor
Primary: Dark Blast
Secondary: Dark Miasma
---------------------------------------------
01) --> Dark Blast==> Acc(1)Dmg(3)Dmg(11)Dmg(31)Rechg(37)
01) --> Twilight Grasp==> Acc(1)Heal(3)Heal(5)Heal(7)
02) --> Gloom==> Acc(2)Dmg(5)Dmg(11)Dmg(13)Rechg(37)
04) --> Tar Patch==> Rechg(4)Rechg(9)Rechg(9)
06) --> Darkest Night==> EndRdx(6)EndRdx(7)TH_DeBuf(17)TH_DeBuf(17)TH_DeBuf(37)
08) --> Hover==> Fly(8)
10) --> Tenebrous Tentacles==> Acc(10)Dmg(19)Dmg(31)Dmg(33)EndRdx(40)
12) --> Night Fall==> Acc(12)Dmg(13)Dmg(15)Dmg(19)EndRdx(40)
14) --> Fly==> EndRdx(14)Fly(15)
16) --> Swift==> Run(16)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Fearsome Stare==> Acc(22)Rechg(23)Rechg(23)Fear(25)Fear(25)
24) --> Shadow Fall==> EndRdx(24)DefBuf(27)DefBuf(27)DefBuf(29)
26) --> Moonbeam==> Acc(26)Dmg(36)Dmg(36)Dmg(36)
28) --> Hasten==> Rechg(28)Rechg(29)Rechg(31)
30) --> Petrifying Gaze==> Acc(30)
32) --> Blackstar==> Acc(32)Dmg(33)Dmg(33)Dmg(34)Rechg(34)Rechg(34)
35) --> Super Speed==> Run(35)
38) --> Dark Servant==> Acc(38)TH_DeBuf(39)TH_DeBuf(39)TH_DeBuf(39)Heal(40)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Scourge==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------


D3 Bible I6/ED
Bots /FF Guide

 

Posted

Small detail but the "mag 1" description in Howling Twilight & Dark Pit should be "mag 2" instead. At mag 1 the powers wouldn't even affect poor minions.


 

Posted

[ QUOTE ]
Recall Friend :

IMO is a MUST Power for any Rezzer.

[/ QUOTE ]

I took both recall friend and tp foe. I'll recall friend fallen teammates into a pile preferably around a corner from any enemies, tp foe an enemy to the pile, hit him with FS or PG and use him to power the rez. Works great.


We don' need no stinkin' signatures!

 

Posted

How's about a level by level breakdown of what powers to take, and when to slot them? How to slot them seems to be covered in your guide.


 

Posted

[ QUOTE ]
[ QUOTE ]
Recall Friend :

IMO is a MUST Power for any Rezzer.

[/ QUOTE ]

I took both recall friend and tp foe. I'll recall friend fallen teammates into a pile preferably around a corner from any enemies, tp foe an enemy to the pile, hit him with FS or PG and use him to power the rez. Works great.

[/ QUOTE ]

I agree... especially with Howling Twilight because it can rez several team mates all at once if they're in the AOE radius. TP the toons in a pile, and then hit the rez... a team wipe, turns into a team victory!

TP Foe would be useful, but I couldn't spare the power slot for it. Would like to have it, though.

GREAT guide, btw. Where did you get the numbers for the powers, such as 25% def for Dark Embrace, etc.?


Level 50s:
BlackSpectre, Dark Defender (Guardian)
Thorin, Invul/Axe Tank (Justice)
Volcano Juice, Fire/Stone Tank
Professor ?, Mind/FF Controller
Stone Forge, Stone/Fire Tank

 

Posted

A bit of a minor quibble:

Vengeance is good. If someone drops, you can hit it (or as I do, hit power boost then vengeance) and pretty much give your team a substantial +def/+to-hit/+dmg boost until it wears off. I don't see the need to use it on a defeated character as a "not cool" thing, unless you find yourself letting characters die to use it. I've found it very useful when things start to go pear-shaped.


Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)

 

Posted

You know, reading this makes me realize how much of Papa Ghede's potential I'm wasting. Can't wait for the Issue 7 respec to fix that.


 

Posted

Great Guide!

The only thing I have a problem with is this:

Tactics: Not as worthwhile as before since you can’t realistically slot 5 ToHit Buffs anymore. Also, ToHit buffs are Type B enhancements now, making them only worth 20%. If you did 3-slot with ToHit Buffs, the base 12.5% would go up to 20% +Accuracy. It’s not bad but it’s not to enough to allow you to take Accuracy SOs out of your powers.

I think the defender version of tactics is a must in a set that lacks aim.

Hey great job though!


I am PL in RL.

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

 

Posted

Thank you very much for this AWESOME guide! I love my defenders, and now have added BD3 to my Empath and my Rad/Rad, love them all equally, yet separately!

If you can, would you please post the Character Build for the BD3? I would really appreciate it, and those wanting to build a CD3 would probably appreciate posting that build as well, if you have it available!

Thanks again, THROWING STARS!!