Stun enhancements in Oppressive Gloom?


ClawsandEffect

 

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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.
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.

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Putting those in the same quote as they address the same issue - from what I've seen, yes, both Dark Consumption and Dark Regeneration do indeed fill up from about three people. The thing, though, is that I wanted to get some mileage out of them when fighting a single tough boss or elite boss, as that's probably where I'll end up needing that healing and endurance the most. Are you confident that there's no point in doing that? If you are, I'm more than willing to dispense with that, given that the build given doesn't actually gain those heal and recovery slots until, like, the 40s, which I haven't even gotten to. I'm keeping one in Dark Consumption, however, as that's saved my bacon when I've accidentally run out of endurance more than a few times.

*pre-post edit*
The reason I only have two recharges in these things has to do with how level 50 Common Inventions overslot and cut down thanks to Enhancement Diversification. For the most part, three Commons are only negligibly better than two. For damage and defence, I can live with that - I want as much of those as I can muster. For things that... Aren't damage and defence, though, a third recharge reducer often doesn't do much of anything. For instance (off memory) Dark Consumption came down to 96 seconds with two recharge reducers and 90 seconds with three. That's down from three minutes. Frankly, at that scale of recharge, six seconds aren't even going to register on my radar.

I'm not above three-slotting things for recharge when slots permit, of course, but when slots get tight, those are some of the first things to go.

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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.

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You mean three slots that gained me 2% defence over what I was getting with base slotting? Hmm... That's an old slotting, actually, something I did back during I5 when we had no real numbers and no good way for me to tell what I was actually getting. Why I kept it without checking the enhancements return I will never know, but good call. Removing those when I get the chance.

I'm not going to discontinue my use of Cloak of Darkness, however. Not only does it protect me from Immobilization, it looks too damn cool to give up. I LOVE being a yell-glowing Dark Fluffy

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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.

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Originally, yes. I'm not into Sets and this guy doesn't really fit the notion of an acrobat with Acrobatics, so my choices are limited. These days, though, I'm using it for that, plus easier use of Teleport, plus combat mobility. Hover 3-slotted for fly speed is actually faster than unbuffed ground movement and close to what I can get with Sprint on, plus it allows me to fly over enemies that it would be less precise to jump over. Plus still, it's actually well in concept for this guy to at least hover. Plus yet again... It just looks cool

It hasn't done me wrong so far, though. It's worse for knockback protection now than it was when I got it, but it does the job, plus it offers me a negligible amount of protection to stack with Cloak of Darkness' negligible defence.

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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.

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The problem for me has always been power picks. Currently, with Teleport Foe, Teleport, Hover, 9 primary powers, 8 secondary powers, Fearsome Stare and Dark Blast, I have 22 powers spoken for. That's 22 out of 24, which doesn't leave enough room for Stamina. I already dropped Cloak of Fear, but I honestly can't justify dropping anything else, as all other powers are either tremendously useful (read: anything in my primary and secondary), very heavily character-required (read: Teleportation) or really, really cool (read: Hover, Cloak of Darkness, Fearsome Stare and Dark Blast). I'm not against Stamina, not any more, but I don't tend to take it unless there is both conceptual justification and free power picks for it.

For instance, I picked Stamina on my Troll girl because none of the Epics fit her in the slightest and having the whole Fitness line (including both Hurdle and Swift) was actually well in-line with her concept. This guy isn't really right for being incredibly fit. The only reason I'm even considering Swift is because Teleport is really crappy for moving around inside a mission and lacking Super Speed, Fly and Super Jump makes exploration and locomotion pretty slow.

Still, though, I'll salvage three slots from Cloak of Shadows right now, but I'll probably wait for your reply before I consider salvaging slots from Dark Regeneration and Dark Consumption. If I salvage enough, I could pick the damage slots out of Soul Drain and have myself a nice squealing tentacles patch

Oh, and Desmodos, in case I haven't said it yet: Thank you kindly for your help! It may seem like I never listen, but I really appreciate what you've done to help me, and it HAS made a difference. Thank you.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

I would drop two slots from soul transfer and put them in your obisidan shield.

And just put a recharge in it. You have 15 seconds to retoggle everything, (enough for 9 toggles) and jump back in.


 

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I completely understand the commitment to concept. I have 2 hover/fly Dark Armor characters including my main, but I don't recommend it.

How attached to your concept is teleport? Soul Transfer? I would recommend dropping those two powers and replacing them with Health and Stamina. Dropping Confront is another possibility. It would make a tremendous impact on your build.

I evaluate all builds based on level 30 IOs so I overlooked you were using level 50 generic IOs. Sorry, not used to looking at builds that plan to stay with generic IOs In regards to Dark Regeneration, Acc, end, and recharge will net you better survivability than heal slotting. (this changes when you consider IO sets) Between Siphon Life and Dark Regeneration you've got some powerful healing going on. Against bosses/AVs,(or any single target) Dark Regeneration will not be as big a heal, but those targets are also generally harder to hit. For your build I would recommend 1 Acc/2 end/2 rech/1 heal or 2 acc/2 end/2 rech. If you're running missions on anything over Tenacious, the 2nd accuracy will be of better use than the heal. If DR misses, you just wasted a big chunk of end for no heal. 30% is still a big chunk of burst healing, 2 recharges lowers it from 30 seconds to 16.4 seconds, nearly doubling your healing when measured over time.

For Dark Consumption, I would still recommend against end mod slotting, but if you feel you can spare the slots, 1 acc/2 recharge/1 end mod would be nice against single targets, but I usually fine I need my slots.

Oh, consider a Tohit debuff slot in ToF instead of fear. Better mileage IMHO.

I would never recommend dropping Cloak of Darkness. Your build needs it for Immobilzation protection. Besides, +perception is very nice thing to have these days.


SI Radio has many DJs and listeners whom hold City of Heroes close to their hearts. We will be supporting many efforts to keep CoH ALIVE!!

 

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How attached to your concept is teleport? Soul Transfer? I would recommend dropping those two powers and replacing them with Health and Stamina. Dropping Confront is another possibility. It would make a tremendous impact on your build.

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Teleport is quintessential. It's practically half the reason this guy exists. Conceptually, he appears out of nowhere wherever shadow or darkness reach, or sometimes just out of thin air. If I could, I'd customize it to look like sort of an inky explosion, but that's beyond the scope of this game at the moment.

To Soul Transfer, very. I LOVE self-rez powers. Since I typically don't care about dying in the slightest, a power which brings me back to live is AWESOME! I've had no end of fun with Revive and Resurgence, and I've no doubt I'll have twice as much fun with a power that debilitates everyone around me when I resurrect. It's a little less concept than rule of cool, but the other half of this guy's concept is that he's already dead, so getting up after being beaten down is pretty crucial.

Confront I COULD drop, but that's one of the tools that Scrappers have that I find indispensable at solving all those niggly little annoying things that typically frustrate me out of my skin. Things like stopping runners, pulling when needed, saving the [censored] of team-mates who get ganged up, keeping the attention of bosses and so forth. It's not concept-crucial, and in fact isn't really part of the concept at all, but ever since I forced myself to take Scrapper Taunt back in I3, I've been in love with the power. Now it also has a 75% range debuff. What more can I ask of from a power that always hits and costs no endurance?

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In regards to Dark Regeneration, Acc, end, and recharge will net you better survivability than heal slotting. (this changes when you consider IO sets) Between Siphon Life and Dark Regeneration you've got some powerful healing going on. Against bosses/AVs,(or any single target) Dark Regeneration will not be as big a heal, but those targets are also generally harder to hit. For your build I would recommend 1 Acc/2 end/2 rech/1 heal or 2 acc/2 end/2 rech. If you're running missions on anything over Tenacious, the 2nd accuracy will be of better use than the heal. If DR misses, you just wasted a big chunk of end for no heal. 30% is still a big chunk of burst healing, 2 recharges lowers it from 30 seconds to 16.4 seconds, nearly doubling your healing when measured over time.

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Tenacious only. I don't like how accuracy stacks up against me when I go higher in the levels. If I could, I'd fight nothing but even cons. I'm going to stick to a single accuracy slot, just to keep things consistent between all powers.

On recharge vs. heal, though, I'm kind of concerned. The build I had on Mid's lists the current heal with two slots as 736 points out of 1339, which is around half health with a single enemy. However, I just fought the Cimeroran Traitors for the first time, and I realised that against a really hard-hitting boss, that ain't gonna' matter one way or the other. I'll probably go with your suggestion of accuracy/2 end/2 rech/1 heal. I should be able to spare a slot.

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For Dark Consumption, I would still recommend against end mod slotting, but if you feel you can spare the slots, 1 acc/2 recharge/1 end mod would be nice against single targets, but I usually fine I need my slots.

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I'm curious here - why recommend against slotting endurance modification in there? At base, the power only fills up a quarter of my endurance bar, which means that unless I hit (actually hit, not just catch in the AoE) at LEAST three people and still have some endurance left before I use it, I'm going to end up with a lot less than a full bar. One of the reasons I loved the change to Soul Drain was that I didn't have to look for big crowds if I wanted to use it at all. That's sort of what I'd like to have for Dark Consumption, so at LEAST one endurance modification is in order. Two would be ideal, as I'd like to get as much out of it as I can. Being that it's so cheap, I most often use it when I'm within 10 endurance points of running out.

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Oh, consider a Tohit debuff slot in ToF instead of fear. Better mileage IMHO.

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Good point. I never bothered to check, but Touch of Fear also has an 11% to-hit debuff. That's pretty serious, and over twice what the rest of the powers have. Well worth at least single-slotting for, absolutely agreed. I wouldn't get rid of my fear slot, though. Might as well put four slots on the power.

From the looks of things, it seems I'm better off skipping Tenebrous Tentacles after all, as it's always better to have a few slots extra than a few slots too few. It would allow me to add an extra one to Dark Regeneration, an extra one to Touch of Fear and perhaps even switch Hasten for Health and multi-slot that. Oh, and put another endurance reducer in Teleport

I think that's pretty much all settled, then. Thanks a million once again, Desmodos. You really straightened this build out for me. Today I stared at it sad and depressed, looking at how many slots I was short and how many things needed more stuff, and I'm thinking about it now happy and content that it's all going to work out. Couldn't have done it without you!

*edit*
There we go!

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: Speed
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), ToHitDeb-I(42)
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), ResDam-I(31), ResDam-I(31), ResDam-I(34)
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), EndRdx-I(42)
Level 18: Dark Consumption -- Acc-I(A), RechRdx-I(19), RechRdx-I(31), EndMod-I(34), EndMod-I(46)
Level 20: Dark Regeneration -- Acc-I(A), EndRdx-I(21), EndRdx-I(27), RechRdx-I(42), RechRdx-I(46), Heal-I(48)
Level 22: Cloak of Darkness -- EndRdx-I(A), EndRdx-I(48)
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(40), RechRdx-I(48)
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), Heal-I(43), EndMod-I(50), EndMod-I(50), Dsrnt-I(50)
Level 41: Petrifying Gaze -- Acc-I(A), EndRdx-I(43), Hold-I(43)
Level 44: Dark Blast -- Acc-I(A), EndRdx-I(45), Dmg-I(45), Dmg-I(45), Dmg-I(46)
Level 47: Hasten -- RechRdx-I(A)
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

You'll note there are probably plenty of slots wasted, but looking at it, I honestly couldn't say a power anywhere is missing slots such that I'd want to pinch them from somewhere else. I went a little overboard on Soul Transfer, but I figured I could indulge. That's the benefit of having a few slots too many - you get to slot what you want, not what you HAVE to


Quote:
Originally Posted by Arcanaville View Post
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 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.

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Nitpick -- I think it was probably Flashfires, the stun power, coupled with Fire Cages.


If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

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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.

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Nitpick -- I think it was probably Flashfires, the stun power, coupled with Fire Cages.

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Yeah, Cages + Bonfire is just a great way to get a lot of damage.


 

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I think that's pretty much all settled, then. Thanks a million once again, Desmodos. You really straightened this build out for me. Today I stared at it sad and depressed, looking at how many slots I was short and how many things needed more stuff, and I'm thinking about it now happy and content that it's all going to work out. Couldn't have done it without you!

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You are very welcome.



/e scratches off "Monthly Good Deed" from 'To Do' List


SI Radio has many DJs and listeners whom hold City of Heroes close to their hearts. We will be supporting many efforts to keep CoH ALIVE!!

 

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Confront I COULD drop, but that's one of the tools that Scrappers have that I find indispensable at solving all those niggly little annoying things that typically frustrate me out of my skin. Things like stopping runners, pulling when needed, saving the [censored] of team-mates who get ganged up, keeping the attention of bosses and so forth. It's not concept-crucial, and in fact isn't really part of the concept at all, but ever since I forced myself to take Scrapper Taunt back in I3, I've been in love with the power. Now it also has a 75% range debuff. What more can I ask of from a power that always hits and costs no endurance?

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How about some fabulous set bonuses? I know you don't have it slotted in your build, but the Taunt sets have some very attractive bonuses when slotted. Well, you did say "what more could I ask?"


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

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Hey, Desmodos, I figured I'd give you a bit of vindication and post something that just occurred to me. The build I posted ended up with two empty slots, whereas I would have needed three for Stamina. Well, pretty soon I'm going to get the veteran reward that allows me to skip Teleport Foe. That would make it three empty slots, and I might just be able to fit Stamina in there. It all depends on how things go.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

My view of OG (based on the similar power for warshades) is that it's a useful, but situational tool. If you already deal high damage it's not too helpful solo. But in some teams (notably ones lacking any sort of defenders or controllers) it can be a great way to ghetto controller. In this capacity it's a potentially huge help to teams. Remember, stunned minions aren't wailing on the blasters. And what about bosses/LT's? Well their usually the first targets anyway.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

Madam Enigma's History

 

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I'm in the process of a respecing my Claws/Dark to include OG and CoF. I've tried both and to be honest of the two I like OG more. The only reason I traded OG for CoF was to deal with Romans. Since the Roman minions have Stun and KB resistance it made getting CoF necessary.

That being said, CoF has issues chief of which being the END cost. I realize fear is a seldom resisted power, but it has too many negitives relative to the value it has.

My overall plan is to use OG whenever possible, taking it ASAP. CoF gets relegated to the post 40s for the upper tier spawns that have stun resistance.


"Steady as a mountain, attack like fire, still as a wood, swift as the wind.
In heaven and earth I alone am to be revered."
- Motto on the war banner of Takeda Shingen (1521-1573)