Nates Exhaustive Darkness Guide
To-hit Debuffs
To-hit Debuffs is the thing that binds all of the Dark sets together as a theme, just like Fire and DoT and Ice with Slows. The story behind this was that darkness clouds your vision making it harder for you to accurately hit the target.
Summary:
*Base to-hit for most enemies is 50%
*To-hit Debuffs Subtract from that total.
*Defense works in the same way but proactively by Taking enemy to-hit Chance - your Defense% and only applies to whoever has defense.
*To-hit debuffs and defense work together VERY VERY well.
Technical garbage:
To-hit is part of the equation that decides the accuracy of any power that has a accuracy modifier ((meaning anything that is not Auto-hit, like Stamina, most buffs, etc...)).
The Formula for how things decide if they hit or not , taken from paragon wiki is:
HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) )
However for the sake of simplicity the chance of hitting anything Ranges between 95% at max and 5% at minimum, this is to prevent endless streaks of hits, missing, etc.
You can find a far more in depth guide to attack mechanics here:
http://paragonwiki.com/wiki/Attack_Mechanics
How To-hit works in fighting:
The Majority of the enemies in the game have a base of 50% Chance to-hit you. There are a few notable exceptions like Malta Gunslingers who have a MASSIVE accuracy bonus thankfully this is very rare.
For every % of To-hit debuff to apply to a target , it takes it off that base. So if you have a Standard target with 50% base tohit and you apply a 40% debuff, he will only have a 10% chance of actually hitting you. You can continue to debuff the target untill it has hit the 5% tohit floor. This is basicly all that you need to know.
Defense works in the same way but backwards. It takes the enemies to-hit chance and subtracts it from defense. Due to the base of 50% to-hit chance most enemies have and the Chance to hit floor being 5% , having more then 45% defense is a waste in most situations. While defense works very proactively and will help you abit more quickly, (Especially in the case of alpha strikes as most things that do to-hit debuffs need to hit the target first.) there is a major downside. Defense is not universal. Having 45% Melee defense will not protect you at all from ranged attacks. There are many other types of defense, Ranged/Melee/AOE and then all the damage types. Where-ever you have the highest amount of defense in depending on the position of the attack ((melee/ranged/aoe)) or the type ((Fire/cold/Smashing/etc.)) will be counted.
To-hit debuffs in combination with Defense:
This is magical. It allows you to have a varied build and to survive pretty much anything quite easily. The best way I can explain this is by example.
Say you have managed to build a character with 25% Defense in all positions, something not extremely hard to do with invention set bonus and powers that give defense. Now this is not at the soft cap and will not offer you complete protection however when combined with 2-3 To-hit (very weak) debuffs you can easily floor any enemies chance to hit you.

D: Toss me a hai @DarkNat My Fify glory: Renzer Dark/Dark Corr., Renzro Dark/Dark Def., Amartasu Dark/Dark Scrap.Less important ones: Fire/Fire Blaster,Ice/Ice Blaster,Ele/Ele Brute, Mind/Storm Troll,Fire/Kin Corr.,Bots/FF MM., DB/Regen Scrap.
Dark Blast:
Overview: Dark Blast is arguably one of the most controller-ish Blast sets in the game, with Ice blast being the only one to really surpass it. Along with that it is one of the safest sets in the game, however with the safety it gives it does suffer from having low damage in comparison to other blasts sets along with the vast majority of its damage being DoT or Damage over time, making it much less effective in pvp Scenarios and high HP boss's/AV's/Heroes.
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Advantages:
*Negative Energy is not resisted much at all in the game although the very few enemies that do, resist it considerably.
*To-hit Debuffs in all but 1 power, which is Dark pit.
*Massive Crowd control potential between Tenebrous Tentacles and Dark pit.
*Fatastic AOE DoT Damage with TT and Nightfall in combination, this potential multiplies considerably with Tar pit from Dark Miasma.
*Due to To-hit Debuffs the snipe is quite useful.
*Built in Self-Heal (not as important if you have Twilight Grasp from Dark Miasma)
Disadvantages:
*Comparatively Low Damage when dealing with single targets.
*Massive endurance consumption.
*Can feel slow due to DoT making up the majority of damage.
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Quick and dirty list of powers you should take in any build:
DarkBlast and/or Gloom
Tenebrous Tenticles
Night Fall
Optional (Best to worst IMO)
Moonbeam
Lifedrain/Blackstar
Darkpit
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(all base values are at level 50)
(all corruptor Attacks that deal damage have a 2.5% chance to deal double damage for every % of health below 50%, at 15-20% health and below every hit will deal double damage)
The Powers of Dark Blast:
Name: Dark Blast
Level:1 Def (must take) Level: 1 Corruptor
Base Values:
Average Damage: Def 36.15, Corr 41.71
Activation Time: 1 sec
Recharge Time: 4 sec
Endurance: 5.20
Accuracy: 1.00x
Power Type: Click
Target: Enemies
Base Range: 80 ft.
Effect area: Single target
Attack types: Ranged, Negative energy.
Other effects:
Def -9.38% to-hit for 6.00 secs on target
Corr -7.50% to-hi for 6.00 secs on target
Opinion: This is one of your basic bread and butter attack chain type powers. While you must take it with Defenders as the first power of your secondary it is not 100% needed for a corruptor, it can easily be traded for Gloom which does nearly twice the damage over time. However it is a very solid single target burst damage blast and taking it will not hurt your build at all. It falls in line with the damage of other tier 1 blasts.
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Name: Gloom
Level: 2 Def Level: 1 Corruptor
Base Values:
Average Damage: Def 63.62, Corr 73.41
Activation Time: 1.10sec
Recharge Time: 8 sec
Endurance: 8.53
Accuracy: 1.00x
Power Type: Click
Target: Enemies
Base Range: Def 80.00 ft,
Effect area: Single target
Attack types: Ranged, Negative
Other effects:
Defender
Damage is dealt over 3.6secs in 8 ticks of 7.95 damage
-9.38% To-hit for 10 Secs
Corruptor
8 ticks of 9.18 Damage over 3.60 secs
-7.5% To-hit for 10.00sec
Opinion: Another Solid single target attack for chains. It deals twice the damage of dark blast with a extended to-hit debuff to match its DoT. While skipable for either Corrs or Def's it is a very good attack despite the increased end cost and recharge time. Most of the time it is taken.
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Name:Moonbeam
Level:4 Def Level: 2 Corruptor
Base Values:
Average Damage: Def 99.76, Corr 115.11
Activation Time: 4.33s
Recharge Time: 12.00s
Endurance: 14.35
Accuracy: 1.20x
Interrupt time: 3.00s
Power Type: Click
Target: Enemies
Base Range: 175.00 Ft.
Effect area: Single target
Attack types: Ranged/Negative
Other effects:
Def -9.38% tohit for 10.00sec
Cor -7.50% tohit for 10.00sec
Opinion: Snipes are a very debatable powers for most sets. Due to the chance to interrupt in most sets it is usually considered a very easy to skip power. In the case of Dark blast with its To-hit debuffs it is actually a very usable power, even in melee range. The primary use of this power in Dark Blast is as a heavy hitter for bosses and others strong baddies that the other powers in the set simply can't dent. It comes preloaded with the accuracy bonus featured in other snipes along with being tied with Snipper riffle as the longest ranged snipe available to players at 175 ft at base. While still one of the more skipable powers in the set it does have quite abit of use to Dark blast.
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Name: Dark Pit
Level:10 Def Level: 6 Corruptor
Base Values:
Average Damage: None damaging power
Activation Time: 1.07s
Recharge Time: 1 minute
Endurance: 13.0
Accuracy: 0.80x
Power Type: Click
Target: Enemies
Base Range: 70.00 ft
Effect area: AoE 20.00 ft Radius, 10 Targets Max.
Attack types: AoE, Negative.
Other effects: Def 2 Mag. Stun for 11.92secs,
Corr 2 mag. Stun for 8.94 secs
Opinion: This is the first power in the set that shows how "Controller-y" it is. Its a Ranged AoE stun, it sounds great however it does have some serious drawbacks. It is only Mag 2, meaning it will only stun minions and it has a lower base accuracy making it abit harder to hit enemies with. It is also the ONLY power in Dark Blast to not have a To-hit debuff. The main use of this power is in combination with Howling Twilight in Dark Miasma to help the stun effect boss's and other stronger enemies. This is a very skipable power, with very very situational uses.
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Name: Tenebrous Tentacles
Level:16 Def Level: 8 Corruptor
Base Values:
Average Damage: Def 33.80, Corr 39.00
Activation Time: 1.67s
Recharge Time: 10s
Endurance: 10.19
Accuracy: 1.00x
Power Type: Click
Target: Enemies
Base Range: 40.00 ft.
Effect area:Cone, 40Degree Arc, 10 Targets
Attack types: AoE, Negative, Smashing
Other effects:
Defender 4.88 Negative energy
8 ticks of 3.61 Smashing Damage over 7.10 secs
-9.38% to-hit for 8.00 secs
3.00 Magnitude Immobilize for 22.35sec On target, unresistable.
Corrupter 5.63 Negative Damage
8 ticks of 4.17 Smashing over 7.10 secs
-7.5% to-hit for 8 secs
3.00 Magnitude Immobilize for 17.88s on target, unressitable.
Opinion: This is the defining power of Dark Blast. A wide Cone of AoE Damage and a very strong Immobilize to put the pain on any mob of foolish baddies. Take it, slot it, love it. NEVER LOOK BACK, NEVER REGRET.
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Name: Night Fall
Level: 20 Defender Level: 12 Corruptor
Base Values:
Average Damage: Def 39.76 Damage, Corr 45.88
Activation Time: 2.00 sec
Recharge Time:10.00 Sec
Endurance:13.10
Accuracy: 1.00x
Power Type:Click
Target:Enemies
Base Range:60ft
Effect area: Cone, 20 Degree arc, 10 targes
Attack types: AoE, Negative energy
Other effects:
Defender
10 ticks of 3.98 Negative energy over 2.80secs
-9.38% to-hit for 10.00 sec
Corruptor
10 ticks of 4.59 Negative damage over 2.80secs
-7.50% to-hit for 10.00 sec
Opinion: As TT's evil big little brother this is another must-have power. This is a very fast DoT Cone power. Its not nearly as wide as TT but its much longer so it may take some practice to get right. This will be a very usefull DPS power for after you have snared the entire group with TT providing a constant stream of damage.
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Name: Torrent
Level: 28 Defender Level: 18 Corruptor
Base Values:
Average Damage: Def 14.46 Corr 16.68
Activation Time: 1.03s
Recharge Time: 15.00s
Endurance: 14.35
Accuracy: 1.00x
Power Type:Click
Target:Enemies
Base Range:80.00 ft
Effect area: Cone, 30 Degree Radius, 10 targets
Attack types: AoE, Negative , Smashing
Other effects:
Defender
10.39 Mag KB
-9.38% To-hit for 10.00s on target
Corruptor
8.31 Mag KB
-7.50% To-hit for 10.00s on target
Opinion:
Torrent is a very fun power. Its a big knockback power with both a long range and width...It is useful but only in a very limited sense solo and can infact be detrimental to a team. It is very skipable due to its limited use where another power can take its place easily. Another thing against this power is that it does not mesh well with the cones inside the set but it can be used to shove a scattered group back together...*shrug* Give it a shot, you might like it but a Dark/Dark build might be alittle to tight to take it.
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Name: Life Drain
Level: 35 Defender Level: 26 Corruptor
Base Values:
Average Damage: Def 36.15, Corr 41.71
Activation Time: 1.93s
Recharge Time: 15.00s
Endurance: 11.96
Accuracy: 1.00x
Power Type: Click
Target: Enemies
Base Range: 60.00 ft.
Effect area: Single target
Attack types: Ranged, Negative
Other effects:
Defender
101.74 heal on self.
-9.38% to-hit for 10.00s on target
Corruptor
107.09 Heal on self
-7.50% To-hit for 10.00s on target
Opinion This can be both very useful and somewhat skipable. Its a OK single target attack that heals you. If you take a primary (defenders) or secondary (corruptors) that has a self heal inside it like Dark Miasma this power might not be very useful due to its relatively high end cost for the damage it does.
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Name: Blackstar
Level: 38 Defender Level: 32 Corruptor
Base Values:
Average Damage: Def 176.21, Corr 203.33
Activation Time: 3.00s
Recharge Time: 6 min.
Endurance: 20.80
Accuracy: 1.40x
Power Type:Click
Target: Self
Effect area: AoE 25ft Radius, 16 targets.
Attack types: AoE, Smashing, Negative
Other effects:
Defender
36.15 Smashing Damage
72.29 Negative Damage
75% Chance for 54.22 Negative Damage
50% Chance for 54.22 Negative Damage
-62.50% To-hit for 20.00s on target
-1000.00% Recovery Rate for 20.00 secs on self
-100.00% Endurance on self
Corruptor
41.71 Smashing Damage
83.42 Negative Damage
75% Chance for 62.56 Negative Damage
50% Chance for 62.56 Negative Damage
-50.00% To-hit for 20.00s on target
-1000.00% Recovery Rate for 20.00 secs on self
-100.00% Endurance on self
Opinion: This is the Dark Blast nuke! Its the most powerful single attack in the set with the greatest single to-hit Debuff in the game, capable of flooring almost any enemies ability to hit you for quite some time. That makes it one of the safest nukes in the game. However it has all the drawbacks of other nukes like no endurance for a long period of time. Considering how the rest of Dark Blast works it might not be worth taking and if you are to take it it should be used very sparingly. Its more useful to a corrupter then a defender simply due to it have a much greater chance of kill everything vs leaving them alive.
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Dark Blast and Corruptors
Corruptors have the fantastic inherent ability known as Scourge. It makes you do more critical hits the lower the health of the enemy you're attacking. Combine this with the fantastic constant DoT AoE of TT and NF and you have a set that can put out wicked amounts of damage that just gets even wicked-er with more badies to shoot at. Now a major downside to Dark Blast that is as present in the defender version is its consumption of Endurance. Pre-stamina you will be spending as much time managing that blue bar as you are shooting the enemy. Post stamina you do much better. There are several other things you can do to help this such as slotting for endurance reduction in the early game especially and picking up mu-mastery for Power sink.
Dark Blast for Defenders
Defenders Inherent is Vigilence. Basicly it gives you a higher endurance discount for the lower the HP your allies are at. Most people don't really like it due to it rewarding you for SUCKING. However it is useful to the Dark Blast Defender. It will mostly mitigate the endurance issue of Dark Blast, giving you more room to focus on slotting for more damage or debuffs. Otherwise Most of the advice for corrupter Dark blast applies to defenders. The APP I would use is Dark mastery for the Dark Consumption/Soul drain/etc.. All help when solo.

D: Toss me a hai @DarkNat My Fify glory: Renzer Dark/Dark Corr., Renzro Dark/Dark Def., Amartasu Dark/Dark Scrap.Less important ones: Fire/Fire Blaster,Ice/Ice Blaster,Ele/Ele Brute, Mind/Storm Troll,Fire/Kin Corr.,Bots/FF MM., DB/Regen Scrap.
Dark Miasma
Like Dark Blast Dark Miasma is one of the most "Controller-ish" Primaries/secondaries in the AT's it's available to. The best comparison I can give for this set when comparing it to other sets is that it what Kinetics is to a teams damage potential as to what it is to a teams survivability.
Advantages
*Universally useful to any team in any situation. If you are on the team, the team will be better off for it. Any other advantage I could really think of would only be a part of this statement.
*A Clone of yourself in the Darkservant. Dark Servant is this sets Icon, he has exact copies of Tenebrous tenticles, Darkest Night, Petrifying gaze and Twilight Grasp. On top of that he has a power known as "Chill of the Night" a Massive PBAOE To-hit debuff and damage aura. Can he tank? Oh yeah.
Disadvantages
*High endurance consumption; Especially when played actively (constantly using Debuffs/healing/etc..)
*A Throwaway power in Black hole. Im sorry but this power is the turd at the bottom end of a shining set. I tried my best to defend it but it is truely useless.
All numbers at base level 50
Mastermind End costs are comparably higher for their secondaries in relation to Corr's and Def's.
In Levels: D= Defender C= Corruptor MM= MasterMind followed by the level.
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Power Name: Twilight Grasp
Level: D 1, C 1 (must take), MM 1 (must take)
Average Damage:None
Activation time:2.37s
Recharge time:8.00s
Endurance Cost: D/C 7.80, MM 9.75
Accuracy:1.00X
Type:Click
Target Type: Enemies
Range: 80.00ft
Attack types:Ranged, Negative
Effects:
Defender
238.81 heal
-6.25% Tohit for 20.00sec on target
-12.50% Strength to all damage for 20.00s on target
-50.00% Regeneration Rate for 20.00s on target
Corruptor
238.81 heal
-5.00% Tohit for 20.00sec on target
-10.00% Strength to all damage for 20.00s on target
-50.00% Regeneration Rate for 20.00s on target
MasterMind
209.90 heal
-3.75% Tohit for 20.00sec on target
-7.50% Strength to all damage for 20.00s on target
-50.00% Regeneration Rate for 20.00s on target
Opinion:
Twilight grasp is a MASSIVE PBAoE Heal, regeneration and minor damage debuff with one little requirement; A to-hit check and a enemy. Beyond that, it is pure gold. This will be your staple team heal and AV/Hero/Monster/??? debuff. A few things to note, some would recommend spamming this power. Don't. Save it for untill you really need it or if your fighting a very tough boss. Otherwise you will just be wasting endurance and may have it be down if you happen to be smacked by a lucky shot getting you killed with the next one. A well played Dark/ /Dark will not need to heal their team very often, but the option is there for hairy situations. This power is extremely useful in the early game. Many Defenders pick this as their first power if for nothing else but it being up waaaaay more often then tar patch, its also pretty well known that healing is much more effective in the early game then it is in the later game. Corruptors and Masterminds get this power as the first in their secondary and must take it.
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Power Name: Tar Patch
Level: D 1, C 2, MM 2
Average Damage:None
Activation time:3.10s
Recharge time:1m 30s
Endurance Cost: D/C 7.80, MM 9.75
Accuracy:1.00X
Type:Click
Target Type: Friendlies ((it debuffs the enemy NPC..))
Range:90.00ft
Effect Area: Location ((the area within the Tar Patch))
Effects:
Defender/Corruptor/Mastermind
-90.00% Run speed for 45.50s on Target
-50,000.00% Jump height for 45.45s on Target (unresistable)
-2.50 Max run speed for 45.45s on Target (unresistable)
10.00 fly protection for 45.45s on Target (unresistable)
-30.00% Resistance to all damage for 45.45s on Target (ignores buffs and enh.)
Opinion: One of the few cases where the effects of the debuffs are completely equal across all 3 AT's with Miasma; it is also the only power in the set to not have a tohit debuffs component. When dealing with large mobs of baddies this is your front line power, usually immediately followed by (or in some cases immediately after) fearsome stare then tenebrous tenticles if you have Dark Blast. Learning how and when to use this power is very important to your survival. Down in the last section of this part of the guide I will show some basic tactics to how to use tar patch in conjunction with the rest of your powers in Dark Miasma. Tar patch should be used on any mob with more then 4-5 baddies in it, any less will be a bit of a waste; in the case of boss's and AV's and other stronger badies this rule of thumb does not really apply. Tar patch is basicly a area slow, meaning anything caught within it, or enter it will be slowed. The longer it takes anything from getting from point A to point B will take more damage from AoE's making the team as a whole more efficient by keeping the mob from scattering. At the same time it also takes out 30% resistance to damage on anything it touches, this will well raise your DPS against strong enemies and in the case of Dark Blast help with its relatively low damage. This is a must have power and should be taken as soon as possible.
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Power Name: Darkest Night
Level: D 2, C 4, MM 4
Average Damage:None
Activation time:3.17s
Recharge time:10.00s
Endurance Cost: D/C 0.52/sec, MM 0.65/sec
Accuracy:1.00x
Effects:
Defender
-37.50% strength to all damage on target (ignores buffs and enh.)
-18.75% tohit on target
Corruptor
-30.00% strength to all damage on target (ignores buffs and enh.)
-15% tohit on target
MasterMind
-22.50% strength to all damage on target (ignores buffs and enh.)
-11.25% tohit on target
Opinion:
Darkest Night is a fantastic debuff toggle, able to take the bite out of any enemies damage potential and thats if they hit you at all to begin with. That's only looking at it as a pure debuffing tool, one of the more advanced uses of it is to heard a entire spawn to gather into tar patch. That will be explained later. While this is a must have power it is abit debatable as to when you should pick it up. The main issue is that this power out of the box has a massive endurance cost associated with it. Another thing is that the usefulness of darkest night as a debuff weakens in the upper level range because of access to other powers that provide similar functions, Dark servant has his own exact clone of this power in fact. I personally prefer to get it post stamina (along with shadowfall) due to endurance issues. Arguements aside this is a fantastic power and should be taken and used wherever possible, its usefullness as a pulling tool is undeniable.
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Power Name: Howling Twilight
Level: D 6, C 10, MM 10
Average Damage 9.04
Activation time:3.17s
Recharge time:3m
Endurance Cost: D/C 26.00, MM 32.50
Accuracy:1.00x
Type: Toggle
Target Type: Enemies
Range:70.00ft
Effect Area: AoE 25.00ft Radius from anchor, up to 16 targets.
Attack types: AoE, Negative.
Effects:
(The number of players that can be affected is unlimited. I'm serious, try it during a wipe on a RWZ Mothership raid..It's hilarious to rez 30+ Players)
Defender
Stuff that effects Dead players
+100.00% Healing for 2.00s on target
+100.00% Endurance for 2.00s on target
Stuff that effects enemies (up to 16)
-62.50% run speed for 30.00s
-62.50% Recharge speed for 30.00s
-62.50% Fly speed for 30.00s
-62.50% Jump speed for 30.00s
2.00 Magnitude stun for 15.00s on target
-500.00% regeneration rate for 30.00s on target
3.00 Magnitude Fear for 15.00s on target
Corruptor/MasterMind
Stuff that effects Dead players
+100.00% Healing for 2.00s on target
+100.00% Endurance for 2.00s on target
Stuff that effects enemies (up to 16)
-50.00% run speed for 30.00s
-50.00% Recharge speed for 30.00s
-50.00% Fly speed for 30.00s
-50.00% Jump speed for 30.00s
2.00 Magnitude stun for 15.00s on target
-500.00% regeneration rate for 30.00s on target
3.00 Magnitude Fear for 15.00s on target
Opinion: The ultimate Resurrection power. Period. It can revive a unlimited number of players as long as they are within the powers range, not only that but it will restore them to full health and endurance. The cost? The need for 1 baddy to use to make the power work, it does NOT need a tohit check, it is autohit as are all its secondary effects. To the enemies who are so unlucky to be hit by this monster. Its like a anti-speedboost/fearsome stare and Dark Pit all rolled into one. All minions will be stunned and feared, all Lieutenants will will be feared and all bosses+ will be severely debuffed in terms of regeneration recharge and movement speed. If you happen to use fearsome stare or dark pit they will ALSO be stunned and feared. Its a no-brainer to take this power for its secondary effects alone, in fact a well played Dark miasma user will almost never use this to raise the dead but rather use it to completely decimate a spawn. Take it, love it.
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Power Name: Shadow Fall
Level: D 8, C 16, MM 16
Average Damage:None
Activation time:2.03s
Recharge time:15.00s
Endurance Cost: D/C 0.52/s, MM 0.65/s
Accuracy:1.00x
Type:Toggle
Target Type: Self
Effect Area: AoE 40.00 ft. Radius
Effects:
Defender
+3500.00% stealth radius
+5.00% All Defenses
20.00% Resistance to Psionic on target
20.00% Resistance to Energy on target
20.00% Resistance to Negative on target
93.75% Resistance to Terrorize on target
3.75 Mag Terrorize Protection on target
Corruptor
+3500.00% stealth radius
+3.75% All Defenses
15.00% Resistance to Psionic on target
15.00% Resistance to Energy on target
15.00% Resistance to Negative on target
75.00% Resistance to Terrorize on target
3.00 Mag Terrorize Protection on target
Mastermind
+3500.00% stealth radius
+3.75% All Defenses
15.00% Resistance to Psionic on target
15.00% Resistance to Energy on target
15.00% Resistance to Negative on target
56.25% Resistance to Terrorize on target
2.25 Mag Terrorize Protection on target
Opinion:
Shadow Fall is another power I would recommend getting post-Stamina due to its end cost. Its a team stealth power (that also allows you to see stealthed enemies by extention) that also provides good terrorize mez protection and resistance to Energy/Negative and a very rare resistance to Psi Damage that Melee players will love in the late game. Not much else to say about this power. It is good, taking it is worth it but it can wait until after Stam.
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Power Name: Fearsome Stare
Level: D 12, C 20, MM 20
Average Damage: None
Activation time:2.03s
Recharge time:40.00s
Endurance Cost: D/C 8.53, MM 10.66
Accuracy:1.00x
Type: Click
Target Type: Enemies
Range: 70.00ft
Effect Area: Cone, 45 Degree arc, up to 16 targets
Attack types: Negative
Effects:
Defender
3.00 Magnitude terrorize for 15.00s
-18.75% tohit for 20.00s on target
20.00% chance for 1.00 Magnitude terrorize for 10.00s on target
Corruptor
3.00 Magnitude terrorize for 12.00s
-15.00% tohit for 20.00s on target
20.00% chance for 1.00 Magnitude terrorize for 8.00s on target
MasterMind
3.00 Magnitude terrorize for 12.00s
-11.25% tohit for 20.00s on target
20.00% chance for 1.00 Magnitude terrorize for 8.00s on target
Opinion: Fearsome stare is a Alpha-Killer. It will stop a entire mob, bosses and all if you're lucky, they will tremble in fear untill you attack them leaving them quite effectively held and helpless. It is also notable for its long and nasty to-hit debuff it has tacked on it. Its hard to describe the usefullness of this power other then actually using it. A fantastic power that should be taken as soon as possible.
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Power Name: Petrifying Gaze
Level: D 16, C 28, MM 28
Average Damage: None
Activation time:1.67s
Recharge time:16.00s
Endurance Cost: D/C 7.80, MM 9.75
Accuracy:1.00x
Type:Click
Target Type: Enemies
Range:70.00 ft.
Effect Area: Single Target
Attack types: Ranged, Negative
Effects:
Defender
3.00 Magnitude Hold for 8.00s on target
Corruptor/MasterMind
3.00 Magnitude Hold for 6.40s on target
Opinion: A "OK" power. Of all the powers of Dark Miasma this is possibly the most...Meh. It is a plain-jane single target hold with no other properties. Its not bad however it might not be useful enough to be used in a build. I personally found it to be a great place for Hold-IO set bonus.
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Power Name: Black Hole
Level: D 26, C 35 ,MM 35
Average Damage:None
Activation time:1.03s
Recharge time:2m
Endurance Cost: D/C 13, MM 16.25
Accuracy:1.00x
Type: Click
Target Type: Enemies
Range: 50.00 ft.
Effect Area: AoE 20.00 ft. Radius
Attack types: AoE, Negative
Effects:
Defender/Corruptor/MasterMind
3.00 Magnitude intangible for 30.00s on target
-100.00% threat level for 30.00s on target
3.00 Magnitude immobilize for 30.00s on target
Opinion:
Worthless. There is NOTHING about this power that helps Dark Miasma in any shape or form. It might function as a panic button but it still removes your ability to maintain debuffs and will make the badies coming out of the Black hole just as strong as a fresh spawn. Essentially a Throw-away power. I Personally believe there is alot of missed thematic potential with this power. Oh well...8 gems out of 9 is still a good average right?
Power Name: Dark Servant (("Fluffy" to many Miasma-ists))
Level: D 32, C 38 , MM 38
Average Damage: See Pets abilities.
Activation time:3.16s
Recharge time: D/C 4m, MM 8m 20s
Endurance Cost: D/C 26.00, MM 32.50
Accuracy:2.00x
Type:Click
Target Type: Friendlies
Range: 60.00 ft.
Effect Area: Location
Attack types: See Pets abilities
Effects:
Creates pet dark servant for 4m 0s
Pet abilities:
Base Hitpoints 1070.90
Chill of the Night
AoE 10.00ft radius, 10 targets max
3.34 damage/s
-30.00% tohit on target
Twilight Grasp
Clone of Dark Miasma
Darkest Night
Clone of Dark Miasma
Tenebrous Tenticles
Clone of Dark Blast
Resistance
30.00% Resistance to Negative Damage on self
-20.00% Resistance to Energy damage on self
Opinion:
The crown Jewel of Dark Miasma. Dark Servant, affectionately known as fluffy among his users is a pet power that has exact clones of several great powers from Dark Miasma and TT from Dark Blast. That would be awesome but he has one unique power known as "Chill of the night" Its a massive Tohit debuff for anything around him, that will also draw agro to him and off you. For both Defenders and corruptors hes Permament out of the box but Masterminds will need to slot Recharge in him but will still got about 20secs without him.... I really cannot put into words how awesome he is, take him, slot him up (especially for -tohit) and use him.

D: Toss me a hai @DarkNat My Fify glory: Renzer Dark/Dark Corr., Renzro Dark/Dark Def., Amartasu Dark/Dark Scrap.Less important ones: Fire/Fire Blaster,Ice/Ice Blaster,Ele/Ele Brute, Mind/Storm Troll,Fire/Kin Corr.,Bots/FF MM., DB/Regen Scrap.
Reserved for sample builds.

D: Toss me a hai @DarkNat My Fify glory: Renzer Dark/Dark Corr., Renzro Dark/Dark Def., Amartasu Dark/Dark Scrap.Less important ones: Fire/Fire Blaster,Ice/Ice Blaster,Ele/Ele Brute, Mind/Storm Troll,Fire/Kin Corr.,Bots/FF MM., DB/Regen Scrap.
Reserved for sample builds

D: Toss me a hai @DarkNat My Fify glory: Renzer Dark/Dark Corr., Renzro Dark/Dark Def., Amartasu Dark/Dark Scrap.Less important ones: Fire/Fire Blaster,Ice/Ice Blaster,Ele/Ele Brute, Mind/Storm Troll,Fire/Kin Corr.,Bots/FF MM., DB/Regen Scrap.
Reserved for sample builds

D: Toss me a hai @DarkNat My Fify glory: Renzer Dark/Dark Corr., Renzro Dark/Dark Def., Amartasu Dark/Dark Scrap.Less important ones: Fire/Fire Blaster,Ice/Ice Blaster,Ele/Ele Brute, Mind/Storm Troll,Fire/Kin Corr.,Bots/FF MM., DB/Regen Scrap.
Reserved for ???

D: Toss me a hai @DarkNat My Fify glory: Renzer Dark/Dark Corr., Renzro Dark/Dark Def., Amartasu Dark/Dark Scrap.Less important ones: Fire/Fire Blaster,Ice/Ice Blaster,Ele/Ele Brute, Mind/Storm Troll,Fire/Kin Corr.,Bots/FF MM., DB/Regen Scrap.
Ambitious project. Just makes me wish I could add more than two tags so that I could add the proper names of all the dark sets being added.
Edit: Hey someone(s) else stepped up to the plate. Good Jorb!
I'm Tealeaf, and I approve of this message.
See [URL="http://boards.cityofheroes.com/showthread.php?p=2134817#post2134817"]Useful Tagging for the good of the Forum[/URL], my guide to tags.
Untill I can get the second half the guide together here is a awesome DM/DA guide!
http://boards.cityofheroes.com/showthread.php?t=127590
((I added the extra tags :3))

D: Toss me a hai @DarkNat My Fify glory: Renzer Dark/Dark Corr., Renzro Dark/Dark Def., Amartasu Dark/Dark Scrap.Less important ones: Fire/Fire Blaster,Ice/Ice Blaster,Ele/Ele Brute, Mind/Storm Troll,Fire/Kin Corr.,Bots/FF MM., DB/Regen Scrap.
Fantastic guide, I love my dark/dark def, best set I have ever played
Member of the Hyperion Force
Just doing a semi-bump here so it does not get lost in a purge. Given the other fantastic melee guides I will probably not finish those sections of this guide given how redundant it would be, the main reason I started this was at the time their was no up to date guides for the dark sets. The situation has changed abit. I am going to post some sample builds however in the near future..

D: Toss me a hai @DarkNat My Fify glory: Renzer Dark/Dark Corr., Renzro Dark/Dark Def., Amartasu Dark/Dark Scrap.Less important ones: Fire/Fire Blaster,Ice/Ice Blaster,Ele/Ele Brute, Mind/Storm Troll,Fire/Kin Corr.,Bots/FF MM., DB/Regen Scrap.
(A work in progress)
Nates exhaustive Darkness Guide
Contents: The Epic list of TL;DR
Introduction/Personal Feelings/How to look at this guide.
Part 1 To-Hit Debuffs, What are they and what do they do.
Part 2 Dark Blast
Overview:
A: Corruptors
B: Defenders
Part 3 Dark Miasma
Overview:
A: Defenders
B: Corruptors
C: MasterMinds
D: General Tactical Tips
Part 4: Builds?
Intro:
The Various Dark/ /Dark 's in this game hold a special place in my heart, my very first charactor I made after purchasing City of Villains nearly 4 years ago was a Dark/Dark Miasma Corruptor. Ever since I have been in love with the various dark sets and the twists the AT's put on them. There has not been very many Dark guides writen, its never been a real FoTM (I'm actually sort of happy about that...) so I decided to write as best of a comprehensive guide to all the Dark Primaries and secondaries along with a few extra things tossed in. Lets jump right into it!
How to read:
The guide is broken up into 6 Parts, one for each of the Primaries and secondaries.
Each Section has a overview that lists out the powers, the order the come in, what effects they have, values, recommended sets and slotting, etc. After that is a break down on how that particilar Primary or secondary works in the AT. The only exception is Necromancy which can only be found in Masterminds.
The guide itself is based on my personal experience and accumilated knowledge gained by participating in discussions on the sets. This is no set in stone end all "YOU MUST DO IT THIS WAY OR UR DOIN IT RONG" type guide as I beleive that is for space nazi's. Take everything said here however you like. If I make a mistake regarding numbers just let me know or if you have something to add on feel free!
D: Toss me a hai @DarkNat My Fify glory: Renzer Dark/Dark Corr., Renzro Dark/Dark Def., Amartasu Dark/Dark Scrap.Less important ones: Fire/Fire Blaster,Ice/Ice Blaster,Ele/Ele Brute, Mind/Storm Troll,Fire/Kin Corr.,Bots/FF MM., DB/Regen Scrap.