The Black Cloud of Hate, Dark/Dark/Soul Guide
- It may be fine for a level 50, but it's difficult to level using it.
- Some of your power choices don't make sense to me. You get Boxing/Tough at levels 12/14, but put off your travel power until level 24. Most people will want to get the travel power at 14.
- I don't think you mention that Combat Jumping gives you a little immobilize protection (this will help prior to getting Cloak of Darkness at level 30). While Hover will help you recover from Knockback & Knockdown a lot faster (you just do a somersault in the air, although it's slower to move from mob to mob). Also, Combat Jumping unlocks Super Jump and Hover unlocks Fly
- You wait a LONG time to put another slot into Stamina.
- You give Murky Cloud 5 stars, but wait until level 28 to get it. Although there are a LOT of powers you want, I think you are just waiting far too long.
Like I said, overall, it's a good guide. However, it can be rough leveling using your build. I would like to see a build you can play/level with instead of a post-respec build for a level 50.
I can understand the concerns; my build is level 50 and aimed towards level 50. This guide is the same; Dark/Dark/Soul is definitely a very late bloomer, as your lynchpin power comes at 47.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
My only main complait about this is that since I just started a Dark/Dark brute (since I have never played Dark/ or a /Dark brute or scrapper before) I am trying to level up with TOs and now DOs, and it's getting hard to play since your power/slot choices are fine for a level 50, but don't make sense for a level 10. What I would like to see is a build with just TOs so you can see how to slot as you level. The expensive set IOs can come post 50.
I did get Combat Jumping at level 12 and put a Karma: Knockback Protection into it (EXPENSIVE!). This gives me both Immobilize and Knockback protection at 0.06 End/Sec. It turns out that the level of the KB Protect IO doesn't matter, it offers the same protection whatever the level of it is.
I will probably bypass Super Jump and get Murky Cloud at level 14 since I have Ninja/Beast Run and Steampunk Jump for my travel power. Still not as good as a true travel power, but it makes more sense to me to get the resist power when those other powers work almost as good.
Here is the build I plan on using up to 21. As you can see, I take Combat Jumping at level 12, Murky Cloud at 14, and Cloak of Darkness at 20 (when it becomes available). Both Combat Jumping and Cloak of Darkness will get a Karma: Knockback Protection in them. I also have an extra run power that I use so I can either get there faster (Sprint) or use less endurance (Prestige Power Slide). I hope this helps!
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 21 Natural Brute
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Leaping
Villain Profile:
Level 1: Shadow Punch -- Acc(A), Acc(3), EndRdx(11)
Level 1: Dark Embrace -- EndRdx(A), EndRdx(5)
Level 2: Smite -- Acc(A), Acc(3), EndRdx(13)
Level 4: Shadow Maul -- Acc(A), Acc(5), EndRdx(13)
Level 6: Touch of Fear -- Acc(A), Acc(7), EndRdx(15)
Level 8: Siphon Life -- Acc(A), Acc(9), EndRdx(17)
Level 10: Obsidian Shield -- EndRdx(A), EndRdx(11)
Level 12: Combat Jumping -- Krma-ResKB(A)
Level 14: Murky Cloud -- EndRdx(A), EndRdx(15)
Level 16: Dark Regeneration -- EndRdx(A), EndRdx(17)
Level 18: Dark Consumption -- Acc(A), Acc(19), RechRdx(19)
Level 20: Cloak of Darkness -- Krma-ResKB(A), EndRdx(21), EndRdx(21)
------------
Level 1: Brawl -- Acc(A)
Level 1: Fury
Level 1: Sprint -- Run(A)
Level 1: Prestige Power Slide -- EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(7), EndMod(9)
Level 4: Ninja Run
Well, I've been playing this build for a bit, and at level 15 it does ok, although a bit heavy on the endurance. I am currently running with all DOs except for the Karma: Knockback Protection in Combat Jumping. Level 18 should help this A LOT with Dark Consumption (PBAoE, hurt them, give me Endurance).
I just made level 22, and chose Super Jump. Wow! SOs really make the difference for endurance usage!
I enjoyed this thread, and subscribed so I can refer back to it later. Well done!
What are your thoughts on Dark/Dark/Dark vs Dark/Dark/Soul? Any real difference in the two power sets to you?
Cloak of Darkness
Toggle: Self Stealth, +Defense, +Perception, +Resistance(Immobilize)
While many players skip this power in favor of others, I urge you to pick it when you have nothing else important to take. Buy a Karma: Knockback Protection and slap it into this power as soon as you can. It's also great for those missions you know you can finish but don't want to waste time fighting to the end of that god-awfully long Circle of Thorns map. Also useful when hiding from an AV to rest or recharge powers.
Rating: ****
UPDATE: Because I'm so incredibly dense, I forgot to mention that Shadow Cloak provides a really hefty Immobilize protection. So, contrary to what I said, with the Karma IO, it DOES close the gap in your defenses!
Slotting: Karma: Knckbk Prot., 1 EndRdx