Stun enhancements in Oppressive Gloom?
Outside of set bonuses, there is no reason to slot enhancements in Oppressive Gloom. Many do slot it up for IO sets, but if I recall correctly, you don't care for those. Just put one Accuracy in it, save the slots for else where.
You are correct, they only affect the duration. To my knowledge, nothing will increase the Magnitude.
in theory the stun mag does stack,
(though it might be good to ask a Math-fu Guru)
Remember though it is also a "chance for" so not gauranteed,
And my experience of the power is that it mezs them rarely enough as it is anyway, so a bit extra certainly wouldn't hurt.
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in theory the stun mag does stack,
(though it might be good to ask a Math-fu Guru)
Remember though it is also a "chance for" so not gauranteed,
And my experience of the power is that it mezs them rarely enough as it is anyway, so a bit extra certainly wouldn't hurt.
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Let me clarify. Stun enhancements WILL NOT increase the magnitude of any stun power. Individual ticks from the same toggle will not stack Magnitudes, that goes for CoF and OG. You can stack different powers to stack stuns for a greater magnitude. For example, you could stack Thunder Kick (10% Mag 2 stun) with OG (Mag 2) for a total of Mag 4.
Is OG flagged as "non-enhanceable?" If not, it seems like there would be 2 main reasons to slot it up:
1. If you double the stun duration you could theoretically have the power whiff against a target that was already hit, and have the previous hit carry you through to the next check.
2. When a mob wanders out of range it will keep the stun longer.
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in theory the stun mag does stack,
(though it might be good to ask a Math-fu Guru)
Remember though it is also a "chance for" so not gauranteed,
And my experience of the power is that it mezs them rarely enough as it is anyway, so a bit extra certainly wouldn't hurt.
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You're wrong on both counts. The stun in OG is set to not stack so, no matter how much you increase the duration, you won't be able to stun anything but a minion without some outside help. Secondly, OG is not a "chance to stun". It is simply a stun with normal accuracy. If it hits, it puts the stun on them.
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Is OG flagged as "non-enhanceable?" If not, it seems like there would be 2 main reasons to slot it up:
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It is not flagged as un-enhanceable. Stun enhancements will increase the duration.
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1. If you double the stun duration you could theoretically have the power whiff against a target that was already hit, and have the previous hit carry you through to the next check.
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Proper accuracy enhancement will be far more affective than stun duration. If you don't miss in the first place, the length of the stun is irreleveant, especially when you consider the base duration is more than triple the tick rate.
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2. When a mob wanders out of range it will keep the stun longer.
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This not exactly a plus. The longer the mob stays out of OG range, less damage will be done by Death Shroud and your AoEs. In general, OG is mainly for minion mitigation. If minions are routinely out living the stun duration of OG there is something seriously wrong with your build. (this comment is very specific to scrappers)
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in theory the stun mag does stack,
(though it might be good to ask a Math-fu Guru)
Remember though it is also a "chance for" so not gauranteed,
And my experience of the power is that it mezs them rarely enough as it is anyway, so a bit extra certainly wouldn't hurt.
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You're wrong on both counts. The stun in OG is set to not stack so, no matter how much you increase the duration, you won't be able to stun anything but a minion without some outside help. Secondly, OG is not a "chance to stun". It is simply a stun with normal accuracy. If it hits, it puts the stun on them.
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when I said "chance for stun" I was referring to any proc placed in ythe power, not OG's effects itself.
Which is more liekly because I misread the original question and am up way past my bedtime than anything else.
I know a number of other hold/stun/fear type powers can stack the mag of mez, so it's sort of a pity that that isn't the case here, it's also why I'm not a fan of the power itself, anything that will be mezzed by it won't live long enough to be a problem, and anything I do need to mez is going to resist it anyway.
Bah, humbug!
I slotted it with two Absolute Amazement for the 4% recovery bonus but that's it.
Virtue: @Santorican
Dark/Shield Build Thread
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in theory the stun mag does stack,
(though it might be good to ask a Math-fu Guru)
Remember though it is also a "chance for" so not gauranteed,
And my experience of the power is that it mezs them rarely enough as it is anyway, so a bit extra certainly wouldn't hurt.
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You're wrong on both counts. The stun in OG is set to not stack so, no matter how much you increase the duration, you won't be able to stun anything but a minion without some outside help. Secondly, OG is not a "chance to stun". It is simply a stun with normal accuracy. If it hits, it puts the stun on them.
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when I said "chance for stun" I was referring to any proc placed in ythe power, not OG's effects itself.
Which is more liekly because I misread the original question and am up way past my bedtime than anything else.
I know a number of other hold/stun/fear type powers can stack the mag of mez, so it's sort of a pity that that isn't the case here, it's also why I'm not a fan of the power itself, anything that will be mezzed by it won't live long enough to be a problem, and anything I do need to mez is going to resist it anyway.
Bah, humbug!
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Should have seen what we could do when COF was mag 3 and had a 95% acc
Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA
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I know a number of other hold/stun/fear type powers can stack the mag of mez, so it's sort of a pity that that isn't the case here, it's also why I'm not a fan of the power itself, anything that will be mezzed by it won't live long enough to be a problem, and anything I do need to mez is going to resist it anyway.
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Oppressive Gloom would be stupid overpowered if it could stack magnitudes, as it would stun a boss in four seconds and keep him permastunned, because it can triple-stack itself before even the first stun takes effect. It is kind of a bummer that it can't stun lieutenants, but at base accuracy (as opposed to 0.8, like most control) and almost no cost, it is a SERIOUS source of mitigation that would be... Well, a little out of place on a Scrapper.
Beyond that, though, understood. No slotting beyond a simple accuracy. No need for endurance reducers on an 0.08 eps power, no need for stun duration on a power that stuns for three times as long as it ticks and definitely no need for recharge on a power that recharges faster than I can comprehend it's down. No need for extra accuracy, either, as what I fight is even cons and plus one. Leaving it at that. I have a bunch of other things to slot, anyway
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I slotted it with two Absolute Amazement for the 4% recovery bonus but that's it.
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One being the to hit debuff rawr!!!
Here's a follow-up question, though - now that I've seen how good Oppressive Gloom is and how little it costs... Just what the HELL am I going to do with Cloak of Fear? It costs seven times as much (0.08 to 0.56) and applies an effect that's actually weaker (so weak as to be crappy) where enemies will cower... Sometimes, and at other times will run away freely, and still manage to attack every once in a while and it STILL only catches minions.
I... Guess Cloak of Fear could stack with Touch of Fear to scare bosses, but seriously now. I could stack Touch of Fear with itself for less cost and only slightly more time and do so much more reliably than this. So what the hell do I do with this thing? I already have it
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Most Dark Armor players eventually divide into OG fans or CoF fans. The two powers have been debated many times, each has it's strengths and weakness. I strongly prefer CoF over OG. IMHO, for DM/DA CoF is the superior choice. I've briefly covered the OG vs CoF debate as objectively as possible in this section of my guide. In the end, you have to go with what works best for you, very few end up keeping both.
Read and comprehended, but it actually serves to heighten my dislike of Cloak of Fear. It has lower than average accuracy, which I wasn't aware of. Red Tomax says a native accuracy of 0.67... ARE YOU KIDDING ME?!? That's worse than Fault and Hand Clap, and for a power that only works on minions and even then at a stupid high cost? This is absurd. I'll have to run a few accuracy calculations, but it looks like even with three level 50 Common accuracy enhancements, the power STILL won't go over the magic 90% accuracy mark against +1 enemies. And it's not like it can overstack like Oppressive Gloom can. It ticks once per 5 seconds with a Fear duration of 7 seconds and a bit and a to-hit debuff of 5 seconds, meaning it has to hit every single time. Which it won't.
I honestly don't know what sets can do for Cloak of Fear, but looking at it, I can't imagine they could do enough. And even if they could, that's not a solution for me.
You know, reading through your write-up, I was ready to say "Well, I have the power and I'm keeping it, so I guess I'll have to find something to use it for." After seeing the power's actual stats... I'm ready to respec out of it. Like, right now. This power is bad. It costs a ridiculous amount, it fears enemies, which causes them to run more often than it causes them to cower (in my experience) and now I find that it can't hit the broad side of a barn even WITH ludicrous overslotting. I guess I could settle for it working only somewhat some of the time, but really. At that cost and when I can have a power that has to miss THREE TIMES in order for its effect to skip that comes at almost no cost whatsoever... My choice is pretty clear.
I was going for a D3 Scrapper - Dark Melee/Dark Armour/Dark Mastery, all powers from all of those. I had to give up one power for Hover, and I was planning to sacrifice one from Dark Mastery. Torrent, maybe, because that looks (haven't tried it) pretty bad, but if I'm skipping something, it looks like this is going to be it. I can't believe I put Death Shroud off for this... Not that I'd have slots to run it anyway, but damn!
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Understand I respect your choice, it is the one commonly taken but several of you assessments are false. I post these for clarity not in any effort to dissuade you from dropping CoF. You need to go with what feels best for you.
Oppressive Gloom causes far more wandering than CoF ever will. It is the stun wander specifically that lead me to drop OG in the first place. Since mobs do not wander, the fear duration does in fact over lap. I don't know what powers you've been using that have fear, but wandering or running is not the common result of the effect, though it can happen.
My DM/DA build uses 60% from slotting and 54% accuracy from set bonuses. Mid's calculates this 108% accuracy. That's before factoring Soul Drain.
On an IO build, the endurance costs of CoF are simply not a concern. Proper slotting will actually net you recovery.
Death Shroud is a power you want to take very early on, mid-20s at the latest. It's a major part of your endurance management and damage output.
P. Gaze and Torrent both suck. They're largely useless. I wanted Darkness Mastery for conceptual reasons so I settled for Torrent. Torrent is a meh cone Tohit Debuff that stacks along with CoF and the rest of my defense. It has the added benefit of scattering a spawn Sarrate is trying to tank. I found absolutely no use of P. Gaze.
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Oppressive Gloom causes far more wandering than CoF ever will. It is the stun wander specifically that lead me to drop OG in the first place. Since mobs do not wander, the fear duration does in fact over lap. I don't know what powers you've been using that have fear, but wandering or running is not the common result of the effect, though it can happen.
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Honestly, I've been using Oppressive Gloom for a few days now, and I can't say the wandering has bothered me. I don't really have any PBAoE attacks and what drains I have are easy enough to get three people out of a crowd with. I will admit that Cloak of Fear I simply never used much. It always put an inordinate amount of strain on my endurance pool, and I never had the slots to spare to slot it enough to be useful. Maybe it keeps them in place, I don't know. My experience, however, comes from Touch of Fear, and pretty much half the time I put someone under the effects of this, he either takes off running or teleports away. Bloody Xbox Armour Rikti! As far as utility goes, I'll take a power I can use that provides only slightly less than a power that provides only slightly more but I can never, ever afford.
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My DM/DA build uses 60% from slotting and 54% accuracy from set bonuses. Mid's calculates this 108% accuracy. That's before factoring Soul Drain.
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Mid's hero designer calculates against even con enemies. Even if I drop my difficulty all the way down (not that I run high - never more than Tenacious) I'll still be facing +1s a lot of the time. Provided the bonuses you listed act like accuracy and stack with accuracy slotting, your final to-hit would be (1 + 0.6 +0.54)*0.65 = 2.14*0.65 = 0.93197, or around 93% final to-hit. That's not capped, but it's well good enough, however that's more than I can do even if I used three level 50 Commons. You're looking at 114% accuracy enhancement, and three 50 Commons would only add up to 0.9908 post ED. And that's at level 47 and up. Before that, it's significantly worse. If that's what it takes to make this power work, I'm REALLY having second thoughts about ever taking it.
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On an IO build, the endurance costs of CoF are simply not a concern. Proper slotting will actually net you recovery.
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Obviously I know next to nothing about sets, but even so it is incredibly difficult for me to imagine that. The power costs slightly less than all three of my shields combined, and I'm barely managing to run those and Cloak of Shadows. I'm not sure about other Dark Scrappers, but I enjoy Cloak of Shadows greatly and have no intention of discontinuing its use. It helps give me a TINY bit of defence and I simply ADORE the way it looks. And keep in mind, I'm not even running Death Shroud yet. When I start THAT up... I don't dare even think. But even if I concede that Inventions might solve that problem, the fact remains that I'd just rather stick to what I know best.
I understand you're not trying to argue and convince, and I can respect that. It's just that I was all but convinced I could find some use of that power and juggle my toggles to run it somehow, but finding out it has THAT kind of accuracy just begs the question "Why?" Oppressive Gloom already does worlds more than I could actually ask of it, and it does so practically for free. Dropping it is out of the question, and if it's going, I really have no use for another form of mitigation that won't stack with it.
I'll see what I can get out of Dark Mastery. I'm most interested in Dark Blast, honestly, as I really want this guy to have a blast of some sort. I'm not terribly excited about the other things, looking at them, though I mist admit that they don't look too bad, either. Torrent sucks, obviously, but I don't have a problem with Petrifying Gaze. It is in character and I'd never refuse a ranged hold. Tenebrous Tentacles also looks like a SERIOUSLY massive cone (for a Scrapper) that still does at least fairly decent damage and immobilizes stuff so it doesn't wander We'll see how that goes, but I can't imagine finding enough slots to make Death Shroud work for the next few levels (currently 37) and it's even WORSE if I try to keep Cloak of Darkness on top of that. Frankly, if I had to pick between Cloak of Darkness and Death Shroud, I'd pick Death Shroud, and I'm not in the slightest a fan of damage auras. People keep telling me they pay for their own cost, but the fact of the matter is I always end up spending less endurance with them off than I do with them on.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Tenebrous Tentacles and Oppressive Gloom stack beautifully. I had both of them on my BS/DA for a while and it worked great. Hit em with TT from range and hop into the crowd running OGloom, and suddenly you have all minions hit with a de-facto hold.
I understand your decision to drop Cloak of Fear. I did the same thing as soon as I realized how hard it was hitting my end bar for very little return. I would pick it up again if they did one of three things:
1) lower the endurance cost significantly, down to the base cost of Dark Embrace would be fine (.26/sec I believe)
2) Increase the magnitude of the fear to mag 3
3) Increase the accuracy to at least the normal 75%
All 3 of those things combined are why I dropped the power. If they changed 1 I would consider it, change 2 and I would be sorely tempted, if they change all 3 I would pick it up again in a heartbeat.
On the plus side, it does look pretty cool at least.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Are you at it again, advocating CoF over OG for DM Scrappers? You're a bad, bad boy... relentless too. From my point of view, it's a really simple relationship--against bosses, CoF > OG only b/c of Touch of Fear. Outside of that scenario (well, and some Defense-oriented IO builds, but that would undermine my basic premise, so I am going to pretend those don't exist ), OG has a better value proposition. Carrying the discussion beyond this point is generally headache-inducing and arguably counterproductive. Let's move on to something less controversial, like Siphon Life slotting...
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(well, and some Defense-oriented IO builds, but that would undermine my basic premise, so I am going to pretend those don't exist )
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Yes, 'cause seriously? Who uses IOs to add defense to the build?
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Let's move on to something less controversial, like Siphon Life slotting...
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Standard attack slotting, where's the controversy.
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Let's move on to something less controversial, like Siphon Life slotting...
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I currently use 4 Kinetic Combats and 2 Theft of the Nictus (including the chance for +End) it strikes a compromise between damage and heal, with good recharge and accuracy, but I'm still wondering if I could get more from it?
Discuss -
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Let's move on to something less controversial, like Siphon Life slotting...
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I currently use 4 Kinetic Combats and 2 Theft of the Nictus (including the chance for +End) it strikes a compromise between damage and heal, with good recharge and accuracy, but I'm still wondering if I could get more from it?
Discuss -
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As you wish.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
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Tenebrous Tentacles and Oppressive Gloom stack beautifully. I had both of them on my BS/DA for a while and it worked great. Hit em with TT from range and hop into the crowd running OGloom, and suddenly you have all minions hit with a de-facto hold.
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That was sort of my thinking. I remember a Fire Controller first taught me the beauty of doing things that way. I believe he used a combination of Fire Cages plus Bonfire to have a de facto hold, which I found very impressive at the time. I really did think opening with the tentacles and jumping in to stun them would yield some interesting results.
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I understand your decision to drop Cloak of Fear. I did the same thing as soon as I realized how hard it was hitting my end bar for very little return. I would pick it up again if they did one of three things:
1) lower the endurance cost significantly, down to the base cost of Dark Embrace would be fine (.26/sec I believe)
2) Increase the magnitude of the fear to mag 3
3) Increase the accuracy to at least the normal 75%
All 3 of those things combined are why I dropped the power. If they changed 1 I would consider it, change 2 and I would be sorely tempted, if they change all 3 I would pick it up again in a heartbeat.
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For me, it's a case of cost vs. effect. With THAT low accuracy and magnitude, its effect is negligible. I was willing to be sold on it for its to-hit debuff, but that gets applied for five seconds every five seconds, meaning that one miss leaves an enemy undebuffed for the next five seconds, and another miss... And with FRIKKIN 0.67 INHERENT ACCURACY, there is no BLOODY way in HELL I'm slotting this thing to such a level where it will hit anything even close to every time. What's worse, the Fear is also applied for seven and a bit seconds every five seconds, which means a miss would free an enemy. Compounded on enemies still firing out of Fear occasionally and the fact that Fear + Stun STILL means stumbling enemies, rather than cowering enemies, and its effect is very much negligible. The cost, though? Astronomical. Was this power ever so damn good that it had to be driven into uselessness in all but the most heavily-Inventions-slotted builds?
Really, I could, possibly, get behind a limited-cover mitigation setup. After all, isn't that what Word of Confusion is? Mitigation that's only effective some of the time? I could, theoretically, if the power wasn't THIS expensive to run. I don't consider partial mitigation, ESPECIALLY on a Scrapper who already has mitigation coming out the wazoo for being a Scrapper in the first place, to be that big of a benefit, so having that big of a cost attached to it is just. Blarg! Do not want! Not, finally, when Oppressive Gloom offers three times the mitigation (literally three times) for a minuscule fraction of the cost and it's in the SAME set.
I cannot and will not consider using this power until/unless its inherent power accuracy is raised AT LEAST to 0.8, the same as every other damn AoE control power, or at least has its fear to tick duration ratio improved. A cost decrease alone will have to be VERY serious to make me consider it in its current state. dropping it down to Oppressive Gloom 0.08 but with health damage might get me to look into it again.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Replying to myself, but anyway:
I'm facing a bit of a conundrum. I fiddled around with Mid's and came up with the following build:
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Revenant Jack: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Smite -- Acc-I(A), EndRdx-I(3), Dmg-I(5), Dmg-I(15), Dmg-I(36)
Level 1: Dark Embrace -- EndRdx-I(A), ResDam-I(11), ResDam-I(23), ResDam-I(29)
Level 2: Shadow Maul -- Acc-I(A), EndRdx-I(3), Dmg-I(5), Dmg-I(7), Dmg-I(17)
Level 4: Murky Cloud -- EndRdx-I(A), ResDam-I(11), ResDam-I(23), ResDam-I(29)
Level 6: Touch of Fear -- Acc-I(A), EndRdx-I(7), Fear-I(21)
Level 8: Shadow Punch -- Acc-I(A), EndRdx-I(9), Dmg-I(9), Dmg-I(17), Dmg-I(36)
Level 10: Obsidian Shield -- EndRdx-I(A)
Level 12: Siphon Life -- Acc-I(A), EndRdx-I(13), EndRdx-I(13), Dmg-I(15), Dmg-I(19), Dmg-I(37)
Level 14: Teleport Foe -- Acc-I(A)
Level 16: Teleport -- EndRdx-I(A)
Level 18: Dark Consumption -- Acc-I(A), RechRdx-I(19), RechRdx-I(31), EndMod-I(34), EndMod-I(42)
Level 20: Dark Regeneration -- Acc-I(A), EndRdx-I(21), EndRdx-I(27), EndRdx-I(42), Heal-I(46), Heal-I(50)
Level 22: Cloak of Darkness -- EndRdx-I(A), EndRdx-I(31), DefBuff-I(31), DefBuff-I(34), DefBuff-I(40)
Level 24: Hover -- Flight-I(A), Flight-I(25), Flight-I(25), EndRdx-I(36)
Level 26: Soul Drain -- Acc-I(A), EndRdx-I(27), EndRdx-I(37), RechRdx-I(43), RechRdx-I(46)
Level 28: Confront -- Taunt-I(A)
Level 30: Death Shroud -- Acc-I(A), EndRdx-I(39), EndRdx-I(39), Dmg-I(39), Dmg-I(40), Dmg-I(40)
Level 32: Midnight Grasp -- Acc-I(A), EndRdx-I(33), EndRdx-I(33), Dmg-I(33), Dmg-I(34), Dmg-I(37)
Level 35: Oppressive Gloom -- Acc-I(A)
Level 38: Soul Transfer -- Heal-I(A), EndMod-I(43), Dsrnt-I(46)
Level 41: Petrifying Gaze -- Acc-I(A), EndRdx-I(42), Hold-I(43)
Level 44: Dark Blast -- Acc-I(A), EndRdx-I(45), Dmg-I(45), Dmg-I(45), Dmg-I(50)
Level 47: Tenebrous Tentacles -- Acc-I(A), EndRdx-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50)
Level 49: Swift -- Run-I(A)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
The problem is that, as with any build planned on paper, I ended up missing a fairly obvious point that I really meant to address - psi resistance in Obsidian Shield. I meant to slot resistance there to combat those annoying psychics in the 40s, but ended up somehow completely forgetting about it. Now I'm looking to pinch three slots from somewhere to do that, but... Well, I can only see MAYBE finding one extra.
Forget about Cloak of Darkness, I'm starting to think I can't even afford Tenebrous Tentacles. I really wanted this power because I thought it looked cool, but I'm starting to think it may be better if I dropped it. The cone is HUGE, but lacking any other reason to be at range, using it would be annoying and it doesn't actually seem to do all that much damage for the endurance it costs. I'd lie if I said I didn't want it, but I have four extra slots in it, so I'm thinking of replacing with something simpler, like Health or Hurdle or such. That'll give me all three slots and even one more to spare.
I'm chiefly worried about endurance on this one, hence the many endurance reducers. So far it seems to do well, and I can HOPE that Death Shroud will help further (as opposed to digging me even further in) and if that pans out, then I'll see if I can't pinch a reducer or two off somewhere. But for the time being, I think I'll have to plan without it.
I wanted to ask for advice on what to change, but since I'm restricting myself to only Common Inventions, I don't think anyone would have much to say. I'd certainly hear you out if do, of course.
P.S. Or I could take Hasten
*edit* Or Provoke!
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Dark Regeneration should be slotted for Acc, endurance, and recharge. 3 targets are enough to heal 90% of your health. You want the power available to you as often as possible.
You've invested 3 defense slots into Cloak of Darkness for 2% defense. Those slots would be better used elsewhere. You could use them in Obsidian Shield for your Psi-resistance.
Dark Consumption is over slotted IMHO. 4 targets would completely replenish your endurance, but you'd likely use it when your end is around 25-50%, so 3 targets is usually sufficient. 1 Acc and 3 recharge is recommended. Use your fourth slot elsewhere.
You're planning to use hover as your sole source of knockback protection? That could be dicey at higher levels, though the new Flight Mag in hover makes it more feasible than it used to be.
I'm likely saying this in vain, but you should SERIOUSLY reconsider your stance on Stamina. If ever their was a secondary that begged for Stamina, Dark Armor is it.
Short question: is there any point and what do they do when slotted?
I did a bit of digging thought Red Tomax's City of Data, but I'm still not sure how this power works, exactly. What seems to happen is that it ticks once every two seconds and, if it hits, damages me slightly and imposes a 7-second stun on the target. What, then, would be the point of stun DURATION enhancements? I mean the power already ticks three times as fast as the effect expires anyway, and I have it slotted for accuracy. What would be the point?
Or does it work differently? Do stun enhancements do something else, like up magnitude or something? I seriously doubt that, but it's my first time using the power, so who knows.