Storm/Dark IO help


babyscid

 

Posted

Could anybody share a build they have for a storm/dark defender? I've been messing around in mid's and I can't decide how I want to build it.

I'd like to go for durability and damage to make my build "soloable", and a few powers I'd like to work into the build are combat jumping, maneuvers, temp invulnerability, tough, weave. I'm hoping the defense from cj, maneuvers, weave, and a steadfast defense IO slotted into tough or temp invlun, stacked with steamy mist, will help give me some good defensive numbers.

Of couse, if your build doesn't have those exact powers it's no concern. I'm open to any and all help.


 

Posted

Definitely a final, not a leveling build--just threw the powers down without thinking about the order. This gives you softcapped ranged def and 35% AoE def and Hurricane and Tentacles can keep melee away, as well as add -tohit. You could probably easily give up some ranged def for a little recharge (about 23% as is) or slightly better frankenslotting in places. ~65% S/L resists and ~30% F/C/E. The end usage isn't terribly friendly with all the toggles running; you could potentially trade Power Boost for Conserve Power.

Had to give up Tornado and Torrent.

If you'd like slightly more team friendly, you can reallocate the slots in Weave to Maneuvers and trade Gale for O2 Boost.

You can also grab some fancier IOs for better performance (Hurdle for Health and grab the Miracle proc and/or a LotG +rech in Weave, of course).

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dark Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Gale -- Acc-I:35(A)
Level 1: Dark Blast -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(3), Thundr-Dmg/Rchg:35(3), Thundr-Acc/Dmg/Rchg:35(5), Thundr-Acc/Dmg/EndRdx:35(5), Thundr-Dmg/EndRdx/Rchg:35(7)
Level 2: Gloom -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(7), Thundr-Dmg/Rchg:35(9), Thundr-Acc/Dmg/Rchg:35(9), Thundr-Acc/Dmg/EndRdx:35(11), Thundr-Dmg/EndRdx/Rchg:35(11)
Level 4: Snow Storm -- EndRdx-I:35(A)
Level 6: Steamy Mist -- S'dpty-Def/EndRdx:35(A), GftotA-Def/EndRdx:35(13), GftotA-Def:35(13), Aegis-ResDam/EndRdx:35(15), Aegis-ResDam:35(15), Aegis-ResDam/Rchg:35(17)
Level 8: Freezing Rain -- Achilles-DefDeb:20(A), Achilles-DefDeb/Rchg:20(17), Achilles-ResDeb%:20(19), ShldBrk-Acc/EndRdx/Rchg:30(19), RechRdx-I:35(21), RechRdx-I:35(21)
Level 10: Dark Pit -- Stpfy-KB%:35(A), Stpfy-Acc/Rchg:35(33), Stpfy-EndRdx/Stun:35(33), Stpfy-Acc/EndRdx:35(34), Stpfy-Stun/Rng:35(34), Stpfy-Acc/Stun/Rchg:35(34)
Level 12: Hurricane -- DarkWD-ToHitDeb:35(A), DarkWD-ToHitdeb/Rchg/EndRdx:35(45), DarkWD-Rchg/EndRdx:35(48), DarkWD-ToHitDeb/EndRdx:35(48)
Level 14: Combat Jumping -- Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:35(23), Zephyr-ResKB:35(23)
Level 16: Tenebrous Tentacles -- Posi-Dmg/EndRdx:35(A), Posi-Dmg/Rchg:35(25), Det'tn-Dmg/EndRdx/Rng:35(25), Det'tn-Acc/Dmg/EndRdx:35(27), TotHntr-Acc/Rchg:35(27), SipInsght-Acc/Rchg:35(29)
Level 18: Thunder Clap -- Stpfy-Acc/Rchg:35(A), Stpfy-EndRdx/Stun:35(29), Stpfy-Acc/EndRdx:35(31), Stpfy-Stun/Rng:35(31), Stpfy-Acc/Stun/Rchg:35(31), Stpfy-KB%:35(33)
Level 20: Super Jump -- Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:35(36), Zephyr-ResKB:35(36)
Level 22: Swift -- Run-I:35(A)
Level 24: Hurdle -- Jump-I:35(A)
Level 26: Night Fall -- Posi-Dam%:35(A), Posi-Acc/Dmg/EndRdx:35(36), Posi-Dmg/EndRdx:35(37), Posi-Dmg/Rchg:35(37), Posi-Acc/Dmg:35(37), RechRdx-I:35(39)
Level 28: Stamina -- EndMod-I:35(A), EndMod-I:35(43), P'Shift-End%:35(46), P'Shift-EndMod:35(46)
Level 30: Maneuvers -- EndRdx-I:35(A)
Level 32: Lightning Storm -- Ruin-Acc/EndRdx/Rchg:35(A), Thundr-Dmg/EndRdx/Rchg:35(39), Entrpc-Dmg/EndRdx/Rchg:35(39), Dev'n-Acc/Dmg/EndRdx/Rchg:35(40), Thundr-Dmg/EndRdx:35(40), Thundr-Dmg/Rchg:35(40)
Level 35: Life Drain -- Nictus-Heal/HP/Regen/Rchg:35(A), Theft-Heal/Rchg:30(42), Thundr-Acc/Dmg/Rchg:35(42), Thundr-Acc/Dmg:35(42), Thundr-Dmg/EndRdx/Rchg:35(43), Dev'n-Acc/Dmg/EndRdx/Rchg:35(43)
Level 38: Boxing -- Acc-I:35(A)
Level 41: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(46)
Level 44: Weave -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Def/EndRdx/Rchg:35(45), LkGmblr-Def:35(45)
Level 47: Power Build Up -- RechRdx-I:35(A), RechRdx-I:35(48)
Level 49: Temp Invulnerability -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam:35(50), Aegis-ResDam/EndRdx/Rchg:35(50), RctvArm-ResDam/EndRdx:35(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance



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Posted

Quote:
Originally Posted by Reptlbrain View Post
The end usage isn't terribly friendly with all the toggles running; you could potentially trade Power Boost for Conserve Power.

Yeah...that is going to hurt...Steamy Mist + Combat Jumping + Maneuvers + tough + weave + temp invuln + hurricane.

I have a soft capped built to experiment with soloing AVs and on that build I only ran Steamy Mist, Hover, Maneuvers, and charged armor, and although i could stay alive running out of endurance was serious problem even with the occasional power sink. For this build to be viable you will need to fit conserve power in there. You will also want to drop swift or hurdle for health and make sure you have a numina and miracle unique in there. You can also get a few more points of recovery by 4 slotting stamina with all performance shifters (yes, it's actually better to slot the end/X performance shifters than pure IOs because of the recovery bonus...not much...but a little).

Of course if you rely on teaming you can get some benefit out of vigilance...but in that case having high defense doesn't really matter.


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here

 

Posted

Maybe it's just me, but wouldn't you get a better +res toggle from a different epic? Power Boost doesn't help *that* much for a Storm/Dark in you can plug more holes. Temp Invul and Tough are overlaping each other, leaving the hole of Psi, Dark, Toxic, and maybe another one that you are simply not resistant to at all.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

Yeah, I realize it is an end heavy build. Personally I don't run with hurricane on all the time though, so that may help some.

I took power mastery over the others because of power boost and conserve power. While I realise I could fill the exotic damage holes with other epics, I thought conserve power would be a better all around power pick.

And thanks for the build post. My storm/dark is already level 50, and I'm just finishing up IO'ing a scrapper of mine, so I'm trying to get ideas for the next project. I like what I see, the only changes I may make would be switch out gale for o2, drop dark pit/thunder clap/life drain, and pick up tornado, force of nature, and conserve power. I love tornado too much to let it go. I don't use it often, but I love having it around for AVs or if there is a controller on the team. Definitely gonna take health over swift for numina/miracle uniques.


 

Posted

Quote:
Originally Posted by North_Woods View Post
drop dark pit/thunder clap/life drain, and pick up tornado, force of nature, and conserve power. I love tornado too much to let it go. I don't use it often, but I love having it around for AVs or if there is a controller on the team. Definitely gonna take health over swift for numina/miracle uniques.
I dig Tornado* too, but something had to go with your stipulations. I wouldn't forgo the double stun of storm/dark, since you can disorient bosses with only a little danger to your soft-capped self. I've used life drain as part of a single-target chain vs. LTs/Bosses soloing a Rad/Dark, but it had the advantage of Hasten + AM perma'd for an extra 100% recharge. Plus I always aggro a lot of crap with AoEs/Hurricane as a defender, so a self heal that doubles as an okay attack is dandy. Swift I find helpful for herdicaning.

One quick additional note--a damage proc in the AoEs will probably over the long term be more effective than a plain old damage enhancement. The average damage is slightly more and it's upfront rather than DoT...

*Have you tried Waterspout villainside?


 

Posted

Aid self from the medicine pool offers better survivability than the fighting pool does for most stormers. It also benefits from power build up, is less endurance hungry than tough+weave, and frees up a power pick.


 

Posted

Few Questions before I post a build for you


Why is the whole build made from lvl 35 IO's?

Why is Maneuvers and Weave not slotted for full Def on a Def buld?

Why is it slotted so that if you activate Snow Storm your Recovery is 2.89 but drain is 2.12 !!!


Can you say "ouch!" em no, your too tired.


Ok try this.........

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Points to note on this build...

Stacked sets giving global +46% Accuracy
All toggles running including snow storm you will still have +1.57 /s increase in end.
Defense before -Acc is applied, Melee 27.4%, Ranged 41.8%, Aoe 34.3%
Smashing/Lethal Res of 65.5%
Energy/Fire/Cold all in excess of 30% Res
Perma Lightning Storm


Consciousness: that annoying time between naps.

 

Posted

Awesome! Thank you for the post. I appreciate the help.


 

Posted

Quote:
Originally Posted by Donna_ View Post
Few Questions before I post a build for you


Why is the whole build made from lvl 35 IO's?
I assume the questions are for me. Some people like to exemp with set bonuses. The end redux/recharge/acc/dmg would of course be better if the IOs are 50s.

Quote:
Why is Maneuvers and Weave not slotted for full Def on a Def buld?
Weave lost out ~0.6 defense to all by not maxing. Ranged soft cap was the goal. The Maneuvers choice is less defensible--I bet you're right in sacrificing a six-slotted Thunderstrike to four in Dark Blast and gaining the defense bonus to all by adding 2 to and frankenslotting Maneuvers with 3 40/50 def/end.

Quote:
Why is it slotted so that if you activate Snow Storm your Recovery is 2.89 but drain is 2.12 !!!

Can you say "ouch!" em no, your too tired.
I play with toggle/endurance management in mind, turning off what I don't need, not firing AoEs vs. one target, things like that. If people just want to turn on all their toggles and press buttons without having that concern, then yes, they'll need more end recovery.

I also hate Snow Storm, so it gets no slotting love. (If things are stunned and immobilized and rained on, they don't need -rech/-speed so much. For fliers it's good.)

Quote:
...
Perma Lightning Storm
Three words: Overlapping Lightning Storm. (Cheaper to cast constantly than your not-quite-perma, too.)

Interesting options in your build, but... countering questions:

Why no damage in AoEs, the biggest source of damage a defender brings? Why gimp that?

Why no recharge bonuses? Dividing up Absolute Amazement loses you its sweetest bonus. Skipping the fourth DWD for a plain ToHit Debuff is really weird.

Why not slot Steamy mist for defense and resistance? It's range is shorter than Maneuvers, but each SO's-worth of def gives the team one more % of def to all.

Why not max recharge in Freezing Rain? This is an unforgiveable sin in a storm defender. For a laughable damage enhancement and Detonation's set "bonuses"?


 

Posted

Hey again, sorry was away most of weekend so wasn't able to post.

Ok, so another look at this build..

Quote:
Three words: Overlapping Lightning Storm. (Cheaper to cast constantly than your not-quite-perma, too.)
Yeah I see your point here... I would slot for recharge on that too but most of my build include LotG+Rech and Purple sets. Didn't want to make a pie in the sky build because of costs... but the OP asked for certain things, and I went for them instead.

"and a few powers I'd like to work into the build are combat jumping, maneuvers, temp invulnerability, tough, weave"

So I made the most of what was asked thats all.

Quote:
Why no damage in AoEs, the biggest source of damage a defender brings? Why gimp that?
As a defender your job isn't to devestate an area... especially with Dark Blast, the best that you can offer a team is to defend them, AoE's -Acc and Soft mitigation is a super way to boost the def you give the team from Manu's and Steamy mist.

Quote:
Why no recharge bonuses? Dividing up Absolute Amazement loses you its sweetest bonus. Skipping the fourth DWD for a plain ToHit Debuff is really weird.
The use of Absolute Amazement would have been no use all together, another 10% recharge but no endurance to use it. It has been divided up so that you get 3 times the endurance that the 1 set would have given you.

Quote:
Why not slot Steamy mist for defense and resistance? It's range is shorter than Maneuvers, but each SO's-worth of def gives the team one more % of def to all.
The basic bonus you get from steamy mist is 5% Defense and 20% Resistance, by slotting the way I have you now get the best resistance possible from it (30.3%) and bonuses that stack onto it's defense, fully slotted for defense you would get 5% up to 7.49% the Proc from steadfast is greater then that in itself.

Quote:
Why not max recharge in Freezing Rain? This is an unforgiveable sin in a storm defender. For a laughable damage enhancement and Detonation's set "bonuses"?
Ok I suppose this could have been better slotted, I see you have missed a slot in yours, dunno what it was going to be but there is no accuracy in it either oO

As an ajustment could I suggest,

Touch of Lady Grey : Defense Debuff/Recharge
Touch of Lady Grey : Recharge / Endurance
Touch of Lady Grey : Defense Debuff / Recharge / Endurance
Common IO : Recharge
Common IO : Accuracy


Consciousness: that annoying time between naps.

 

Posted

No need to worry about the accuracy of Freezing Rain it rarely misses anything ... unless you routinely run around fighting Paragon Protectors who've popped MoG you're unlikely to see it miss enough to matter.

Freezing Rain -->
4 slots: Touch of Lady Grey (end/rech and defdebuff/end/rech) plus Undermined Defenses (end/rech and defdebuff/end/rech) or what I prefer is
6 slots: the above plus a ToLG defdebuff/rech and an Achilles -resist proc

I'd slot the blasts for damage (particularly since the OP is talking about a soloable build here). The To Hit Debuff particularly with PBU running is sweet ... but the damage is anemic. Might work in a team setting but solo it will be painful I'm thinking.

The following build isn't soft capped but has higher recharge and +regen with Soul Drain up for 30 secs and down for under 10secs boosting damage output, the build should solo well when needed. I also slotted the two aoe cones so the range on both is essentially the same.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Storm_Dark_solo1 (v1.00.i16): Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dark Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Gale -- Acc-I(A)
Level 1: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/Dmg/Rchg(5), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Cloud-%Dam(15)
Level 2: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(15), Cloud-%Dam(40)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Freezing Rain -- UndDef-Rchg/EndRdx(A), LdyGrey-Rchg/EndRdx(9), UndDef-DefDeb/Rchg(9), LdyGrey-DefDeb/Rchg(37), LdyGrey-DefDeb/Rchg/EndRdx(37), Achilles-ResDeb%(37)
Level 10: Hurdle -- Jump-I(A)
Level 12: Steamy Mist -- HO:Cyto(A), HO:Ribo(13), LkGmblr-Def(19), LkGmblr-Rchg+(42), ImpArm-ResDam/EndRdx(43), ImpArm-ResDam(48)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Tenebrous Tentacles -- AirB'st-Dmg/Rng(A), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/Rng(17), Det'tn-Acc/Dmg/EndRdx(19), Det'tn-Dmg/EndRdx/Rng(31), Det'tn-Dmg/Rng(36)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(21), Numna-Regen/Rcvry+(45), Numna-Heal(46)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(46)
Level 22: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(31), Cloud-%Dam(42)
Level 24: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(25), DarkWD-ToHitDeb(25), DarkWD-Rchg/EndRdx(36)
Level 26: Tornado -- UndDef-Rchg/EndRdx(A), LdyGrey-Rchg/EndRdx(27), FrcFbk-Rchg/EndRdx(27), S'bndAl-Dmg/Rchg(39), S'bndAl-Dmg(40), S'bndAl-Dmg/EndRdx(45)
Level 28: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(40)
Level 30: Boxing -- Acc-I(A)
Level 32: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(39), GftotA-Run+(39)
Level 41: Dark Consumption -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-%Dam(45), Efficacy-EndMod/Acc(46)
Level 44: Dark Embrace -- HO:Ribo(A)
Level 47: Soul Drain -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(50), Sciroc-Acc/Dmg/EndRdx(50), Sciroc-Dmg/EndRdx(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance


 

Posted

Quote:
Originally Posted by Donna_ View Post
As a defender your job isn't to devestate an area... especially with Dark Blast, the best that you can offer a team is to defend them, AoE's -Acc and Soft mitigation is a super way to boost the def you give the team from Manu's and Steamy mist.
Maybe we have one of the roots of your endurance problem here. While the individual blasts are anemic, and the AoEs even have pretty small numbers, you can still contribute useful damage to a team or when soloing larger spawns.

Very simplified math assuming a level 50 even con opponent, the application of Freezing Rain, no missing, an average of procking, and pretending that the dark blasts are instantaneous (their DoT certainly lessens their value somewhat).

Damage per cone cycle:
115.83 (your build)
195.65 (my, not even maxed damage build)

If you hit 10 critters, you do 1158 or 1956 points of damage total, not bad for slightly over three seconds of animation time. More than many lesser scrappers will do in the same window on a team (though of course your damage will drop drastically with the ST blasts in between cone cycles).

Soloing, vs. minions (430 hp), it will take 5 applications of my cones to kill them. Using your damage, it will take 8 applications, with slower recharge and costing a whole lot more endurance.

Each pairing of DB and Gloom does about 260 dmg, so one Lt (855 hp) can be dispatched with the single target blasts just before the 3rd cycle of the cones. With i16, there's no point in soloing fewer than 10-spawns unless their mezzes are too dangerous.

Slotting to enhance -tohit is okay, cutting ~10% incoming hits for 10 seconds, but redundant in cases where you can use Hurricane.


Quote:
The basic bonus you get from steamy mist is 5% Defense and 20% Resistance, by slotting the way I have you now get the best resistance possible from it (30.3%) and bonuses that stack onto it's defense, fully slotted for defense you would get 5% up to 7.49% the Proc from steadfast is greater then that in itself.
My slotting produced 29.7% resistance as well as +2.4% team defense, and the Steadfast proc was elsewhere...

Your sig is amusing.


 

Posted

Yea I see what you mean... I don't solo at all so I'm in the wrong frame of mind for that part of the build but I hope the OP can take something from all the replies and make the most out of what they want for their own playstyle.




I'm glad you like my sig, not many get the joke which is ironic as thats the reason it got deleted :P


Consciousness: that annoying time between naps.

 

Posted

Just searching through the foru,s and left a post behind regarding this matter. Could someone please tell me roughly what doomguides build would cost?


 

Posted

I'm guessing somewhere between 500,000 to 1 million. If I had to give a specific value, I would say 800k at least.


 

Posted

Quote:
Originally Posted by Garent View Post
I'm guessing somewhere between 500,000 to 1 million. If I had to give a specific value, I would say 800k at least.
That is a VERY LOW estimate. You couldn't even craft all of the enhancments for that much if you got them as drops and you're probably looking at a hundred million inf just for the numina, miracle and LotGs (unless the markets have changed radically recently). Although the build doesn't have any purple IOs, it's still a build towards the higher end of the price range.

edit: removed prices that were far too low.


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here

 

Posted

Whoa whoops. I was off by three digits. Add three zeroes on to everything I said in that above post. You're probably looking at like 850 million.


 

Posted

Quote:
Originally Posted by Garent View Post
Whoa whoops. I was off by three digits. Add three zeroes on to everything I said in that above post. You're probably looking at like 850 million.
Now that sounds reasonable to me. I lowballed my number after you came in so low because I hadn't checked the markets in a while, thought maybe I was completely off. On the bright side though, unlike some builds, for this one the IOs are entirely purchasable by merits.


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here