Could you take a peek at my Dark/Ice?
I have a dark/ice myself that I have been neglecting lately. It's a really fun set to play. Your setup has 5 holds in it. Two ice holds, petrifying gaze, the epic hold, and your Dark Servant has his own version of petrifying gaze. That's a lot of holds. Many would say overkill, but if that's your theme it certainly doesn't hurt your teams.
You have single slotted bitter ice blast. In a set with six slotted holds, things have to give. I would drop that power completely, push back fly to that positioni and pick up your targetted AoE nuke for maximum AoE carnage. It's a nuke equivalent in damage to the Ice blaster version. Take a fine tooth comb and find a few dmg/rech enhancements. Remember, your ice storm, tar patch, and blizzard can be cast from a position where the foes have no line of sight. It's a safe and potent combo.
Good luck!
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
Not sure that dark is best for this - pet gaze is weak. Now you do get a fluffy who likes to throw it, but did you consider TA or Rad with choking cloud? If you prefer the more control oriented, then yes dark and TA are good...
Also, I would suggest going Psychic and taking dominate... has a 1.2 acc rather than a 1, casts faster and is the first tier power in the epic set, so you don't have to waste a power on electric fence - unless you actually WANT e-fence for the immob... If you go TA, then do go dominate, and just take entangling arrow. Just a suggestion, your mileage may vary.
Otherwise, it looks like a decent build and you took the important powers.
Some power selection order suggestions are that I would say Howling could be shifted to later, especially if you want to get your travel power in earlier, but then I typically use it as a stun or a -regen power; rezzing is just a nice side effect. I would also say you could also hold off on Shadowfall - it is a VERY nice power, but it is very end heavy, so you might consider shoving it back until stamina hits...
Call me overzealous... I noticed some slotting irregularities in the early powers when I was scoping out where the OP could get slots for the nuke.
Tar Patch doesn't really use Pacing of the Turtle like Lingering Radiation would. Dark users with Tar Patch can't benefit from accuracy, damage or even range in Tar Patch.
Howling Twilight uses stun but the accuracy portion of the slots is wasted.
I suggest 2 generic recharges and a slow in Tar Patch or even just 3 generic recharge enhancements.
Howling Twilight I 3 slot for recharge. There is a nice benefit from 2 stupefies in a set, but I wouldn't use an accuracy component. Howling Twilight is AUTOHIT.
Shadowfall gets more mileage from resistance enhancments especially in the later game when resistance to psychic blast damage can be critical.
Your slotting of Zephyr Resist KB could be overkill, too.
Seriously, you have a very functional build, a success in the making.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
Alright, I made some modifications based on recommendations. I moved hover/fly around, switched to psychic (I didn't realize the psychic had a T1 hold, I took elec only for the hold, not the immob), and took Aim and Blizzard. The problem is getting slots for them.
The over-slotting is pretty much entirely for sake of AoE/Ranged defense, not for the powers themselves, although I tried to pick sets that would benefit said powers.
Anyway, better?
[edit] Also...my fiance is going to be level-pacting this character with me and wants to be a tank and/or scrapper. She wants to know what type of armor would synergize best. I figure a defense set since dark drops to-hit a lot, but I'm not so sure she really needs to worry all that much about what to pick. Does she?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
NoName: Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Ice Blast
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Flight
Power Pool: Teleportation
Ancillary Pool: Psychic Mastery
Hero Profile:
------------
Level 1: Twilight Grasp Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(3), Nictus-Acc/Heal:50(3), Nictus-Acc/EndRdx/Heal/HP/Regen:50(5), Nictus-%Dam:50(5)
Level 1: Ice Bolt Empty(A)
Level 2: Tar Patch RechRdx-I:50(A), RechRdx-I:50(37)
Level 4: Darkest Night DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(33), DarkWD-Rchg/EndRdx:50(33), DarkWD-ToHitDeb/Rchg:50(33)
Level 6: Howling Twilight Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(7), Stpfy-Acc/EndRdx:50(7), Stpfy-Stun/Rng:50(29), Stpfy-Acc/Stun/Rchg:50(29), Stpfy-KB%:50(31)
Level 8: Shadow Fall RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(9), RedFtn-EndRdx/Rchg:50(9), RedFtn-Def/EndRdx/Rchg:50(11), RedFtn-Def:50(11), RedFtn-EndRdx:50(27)
Level 10: Swift Flight-I:50(A)
Level 12: Fearsome Stare SipInsght-ToHitDeb:30(A), SipInsght-Acc/ToHitDeb:50(13), SipInsght-Acc/Rchg:50(13), SipInsght-ToHitDeb/EndRdx/Rchg:50(15), SipInsght-Acc/EndRdx/Rchg:50(15), SipInsght-%ToHit:50(27)
Level 14: Health Heal-I:50(A)
Level 16: Freeze Ray Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(17), Lock-Rchg/Hold:50(17), Lock-EndRdx/Rchg/Hold:50(23), Lock-Acc/EndRdx/Rchg/Hold:50(25), Lock-%Hold:50(25)
Level 18: Petrifying Gaze Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(19), Lock-Rchg/Hold:50(19), Lock-EndRdx/Rchg/Hold:50(21), Lock-Acc/EndRdx/Rchg/Hold:50(21), Lock-%Hold:50(23)
Level 20: Stamina P'Shift-End%:50(A), P'Shift-EndMod:50(42)
Level 22: Ice Storm Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(46), Det'tn-Dmg/Rchg:50(48), Det'tn-Dmg/Rng:50(48), Det'tn-Dmg/EndRdx/Rng:50(48)
Level 24: Maneuvers LkGmblr-Def/EndRdx:50(A)
Level 26: Tactics EndRdx-I:50(A)
Level 28: Hover Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(31), Zephyr-ResKB:50(31)
Level 30: Fly Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(39), Zephyr-ResKB:50(39)
Level 32: Dark Servant BasGaze-Acc/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(34), BasGaze-Rchg/Hold:30(34), BasGaze-EndRdx/Rchg/Hold:30(34), BasGaze-Acc/Rchg:30(40)
Level 35: Bitter Freeze Ray Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(36), Lock-Rchg/Hold:50(36), Lock-EndRdx/Rchg/Hold:50(36), Lock-Acc/EndRdx/Rchg/Hold:50(37), Lock-%Hold:50(37)
Level 38: Blizzard Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(39), Det'tn-Dmg/Rchg:50(40), Det'tn-Dmg/Rng:50(40), Det'tn-Dmg/EndRdx/Rng:50(43)
Level 41: Aim GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(42), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-Rchg/EndRdx:50(43), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(50)
Level 44: Dominate Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(45), Lock-Rchg/Hold:50(45), Lock-EndRdx/Rchg/Hold:50(45), Lock-Acc/EndRdx/Rchg/Hold:50(46), Lock-%Hold:50(46)
Level 47: Recall Friend Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50), Zephyr-ResKB:50(50)
Level 49: Assault EndRdx-I:50(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Vigilance
------------
Set Bonus Totals:
16.5% DamageBuff(Smashing)
16.5% DamageBuff(Lethal)
16.5% DamageBuff(Fire)
16.5% DamageBuff(Cold)
16.5% DamageBuff(Energy)
16.5% DamageBuff(Negative)
16.5% DamageBuff(Toxic)
16.5% DamageBuff(Psionic)
5% Defense(Smashing)
5% Defense(Lethal)
14.7% Defense(Fire)
14.7% Defense(Cold)
18.8% Defense(Energy)
18.8% Defense(Negative)
4.38% Defense(Melee)
33.8% Defense(Ranged)
29.4% Defense(AoE)
2.25% Max End
18% Enhancement(Accuracy)
5% Enhancement(Heal)
3% Enhancement(Stun)
10% Enhancement(Held)
23.8% Enhancement(RechargeTime)
14% FlySpeed
72.5 HP (7.13%) HitPoints
14% JumpHeight
14% JumpSpeed
Knockback (Mag -12)
Knockup (Mag -12)
MezResist(Confused) 20%
MezResist(Held) 28.8%
MezResist(Immobilize) 22.2%
MezResist(Sleep) 23.3%
MezResist(Stun) 20%
MezResist(Terrorized) 20%
9.5% (0.16 End/sec) Recovery
1.26% Resistance(Fire)
1.26% Resistance(Cold)
3.75% Resistance(Energy)
14% RunSpeed
4% XPDebtProtection
true, a defense base tank would stack nicely with your tohit debuffs, but that would be overkill. Pick any tank you want .
Now if she decided to build a scrapper instead, then defense based might be a better idea..
p.s. you might get more response's on your build if you had a "data chunk", so lazy people like me can open your build on mids :P
perma jump is ---> /up 1
Leave it to me to forget to send a data chunk...
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I agree - any tank will do. You make a resist tank much more survivable, by dropping the to hit, you REALLY help a defense tank, and the hybrids (invul, wp and even stone) will all benefit. You also have a heal large enough to make a difference if a tank gets hurt. Between the debuffing and the controls, you will have an 'easy-mode' duo. Do consider, however, that Tanks and Defenders really have poor damage between them... you might encourage your fiancee to consider a scrapper, or one of the more damaging tank sets (perhaps a fire/fire tank... typically the most damaging, but the squishiest of tanks, but you'll take care of that part :-)
plus with all those holds, you can easily lock down a single hard target for a fire/ tank to lay a burn patch on top of.
or...mm, fire/ice tank, tank gets em bunched up, lay a tar patch as tank lays an ice patch, burn, ice storm, profit.
50s:
Grimmloch, Tactically Delicious, Ugly Frankie, Operative Tracker, CryoFurnace, Professional Help, Silver Sphinx, Aries Knight, Tachyon Aegis, Jade Sphinx
Currently building:
Any one of half a dozen alts!
Just an idea - but would it be worth moving all the slots invested into Aim and putting them in Tatics instead?
My main reasoning here is because of the Chance of Build Up proc will have the chance of going off every 10 seconds while Tatics is toggled instead of the once every 40odd seconds while it was in Aim.
The idea I wanted with this character was to get as many holds as possible. I think four is the max, one in dark, two in ice, one in anc. pool. I could have missed one somewhere but I think this is about right. On top of the holds I wanted to get my positional defenses (AoE and Ranged at least) as high as possible. The build does softcap Ranged and almost softcaps AoE. More than likely going to break my bank trying to make the character of course but it seems playable to me. Just wanted to get some opinions since Defenders are really not my normal character.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
NoName: Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Ice Blast
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Flight
Power Pool: Teleportation
Ancillary Pool: Electricity Mastery
Hero Profile:
------------
Level 1: Twilight Grasp Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(3), Nictus-Acc/Heal:50(3), Nictus-Acc/EndRdx/Heal/HP/Regen:50(5), Nictus-%Dam:50(5)
Level 1: Ice Bolt Empty(A)
Level 2: Tar Patch P'ngTtl-Acc/Slow:50(A), P'ngTtl-Dmg/Slow:50(34), P'ngTtl-Acc/EndRdx:50(34), P'ngTtl-Rng/Slow:50(34), P'ngTtl-EndRdx/Rchg/Slow:50(37), P'ngTtl--Rchg%:50(39)
Level 4: Darkest Night DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(33), DarkWD-Rchg/EndRdx:50(33), DarkWD-ToHitDeb/Rchg:50(33)
Level 6: Howling Twilight Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(7), Stpfy-Acc/EndRdx:50(7), Stpfy-Stun/Rng:50(29), Stpfy-Acc/Stun/Rchg:50(29), Stpfy-KB%:50(31)
Level 8: Shadow Fall RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(9), RedFtn-EndRdx/Rchg:50(9), RedFtn-Def/EndRdx/Rchg:50(11), RedFtn-Def:50(11), RedFtn-EndRdx:50(27)
Level 10: Swift Flight-I:50(A)
Level 12: Fearsome Stare SipInsght-ToHitDeb:30(A), SipInsght-Acc/ToHitDeb:50(13), SipInsght-Acc/Rchg:50(13), SipInsght-ToHitDeb/EndRdx/Rchg:50(15), SipInsght-Acc/EndRdx/Rchg:50(15), SipInsght-%ToHit:50(27)
Level 14: Health Heal-I:50(A)
Level 16: Freeze Ray Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(17), Lock-Rchg/Hold:50(17), Lock-EndRdx/Rchg/Hold:50(23), Lock-Acc/EndRdx/Rchg/Hold:50(25), Lock-%Hold:50(25)
Level 18: Petrifying Gaze Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(19), Lock-Rchg/Hold:50(19), Lock-EndRdx/Rchg/Hold:50(21), Lock-Acc/EndRdx/Rchg/Hold:50(21), Lock-%Hold:50(23)
Level 20: Stamina P'Shift-End%:50(A), P'Shift-EndMod:50(42)
Level 22: Ice Storm Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(46), Det'tn-Dmg/Rchg:50(48), Det'tn-Dmg/Rng:50(48), Det'tn-Dmg/EndRdx/Rng:50(48)
Level 24: Maneuvers LkGmblr-Def/EndRdx:50(A)
Level 26: Tactics GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(40), GSFC-ToHit/Rchg/EndRdx:50(40), GSFC-Rchg/EndRdx:50(40), GSFC-ToHit/EndRdx:50(42), GSFC-Build%:50(42)
Level 28: Bitter Ice Blast Empty(A)
Level 30: Hover Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(31), Zephyr-ResKB:50(31)
Level 32: Dark Servant BasGaze-Acc/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(43), BasGaze-Rchg/Hold:30(43), BasGaze-EndRdx/Rchg/Hold:30(43), BasGaze-Acc/Rchg:30(50)
Level 35: Bitter Freeze Ray Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(36), Lock-Rchg/Hold:50(36), Lock-EndRdx/Rchg/Hold:50(36), Lock-Acc/EndRdx/Rchg/Hold:50(37), Lock-%Hold:50(37)
Level 38: Fly Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(39), Zephyr-ResKB:50(39)
Level 41: Electric Fence Empty(A)
Level 44: Shocking Bolt Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(45), Lock-Rchg/Hold:50(45), Lock-EndRdx/Rchg/Hold:50(45), Lock-Acc/EndRdx/Rchg/Hold:50(46), Lock-%Hold:50(46)
Level 47: Recall Friend Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50), Zephyr-ResKB:50(50)
Level 49: Assault EndRdx-I:50(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Vigilance
------------
Set Bonus Totals:
16.5% DamageBuff(Smashing)
16.5% DamageBuff(Lethal)
16.5% DamageBuff(Fire)
16.5% DamageBuff(Cold)
16.5% DamageBuff(Energy)
16.5% DamageBuff(Negative)
16.5% DamageBuff(Toxic)
16.5% DamageBuff(Psionic)
5% Defense(Smashing)
5% Defense(Lethal)
13.8% Defense(Fire)
13.8% Defense(Cold)
20.3% Defense(Energy)
20.3% Defense(Negative)
4.38% Defense(Melee)
36.9% Defense(Ranged)
27.5% Defense(AoE)
2.25% Max End
5% Enhancement(Heal)
10% Enhancement(Held)
27% Enhancement(Accuracy)
2.5% Enhancement(JumpSpeed)
3% Enhancement(Stun)
23.8% Enhancement(RechargeTime)
2.5% Enhancement(JumpHeight)
2.5% Enhancement(FlySpeed)
2.5% Enhancement(RunSpeed)
14% FlySpeed
72.5 HP (7.13%) HitPoints
14% JumpHeight
14% JumpSpeed
Knockback (Mag -12)
Knockup (Mag -12)
MezResist(Confused) 20%
MezResist(Held) 31.6%
MezResist(Immobilize) 22.2%
MezResist(Sleep) 24.4%
MezResist(Stun) 20%
MezResist(Terrorized) 20%
9.5% (0.16 End/sec) Recovery
1.26% Resistance(Fire)
1.26% Resistance(Cold)
1.88% Resistance(Energy)
14% RunSpeed
3% XPDebtProtection