Slot my Fluffy


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Posted

OK, dark gods, with an unlimited bankroll and full access to any sort of enhancement that actually exists, how would you slot Fluffy. Assume you have six slots.


 

Posted

When I did a build for a friend about a month ago, what I did was

dark watchers debuff;debuff/rech;debuff/end;debuff/end/rech
trap of the hunter acc/rech
enfeebled operation acc/rech

enhancement:
53% accuracy
48% endurance
95% recharge
58% to-hit debuff

bonuses:
1.5% hit points
2.5% recovery
5% recharge bonus

I did this in order to maximize the big debuff from chill of the night (I think that's the power)


 

Posted

Its hard to look past 3 acc/mez HO as a starting point.

Buffs the fear hold and immob durations



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Quote:
Originally Posted by Garent View Post
enhancement:
53% accuracy
48% endurance
95% recharge
58% to-hit debuff
Enhancing Fluffy for recharge is pretty redundant since recharging him faster doesn't do anything unless you plan on him dying more often. Endurance is similarly pointless since he costs about .11 end/sec unless he's dying often.

I'd probably go with 3 Endoplasm Exposures and 3 Dark Watcher's Despair (Debuff, Debuff/Rech, Debuff/End). You'd get 95% acc, 95% hold, 95% immob, 54% debuff, 1.5% +hp and 2.5% +recov out of that. Conversely, you could go with 2 Peroxisomes, 2 Touch of the Nictus (Heal, Acc/Heal), and 2 Siphon Insight (Debuff, Acc/Debuff). That combination would net you 53% acc, 66.6% dam, 66.6% hold, 66.6% immob, 69% heal, 41% debuff, and a 1.88% +hp set bonus. Fluffy is just so wonderful it's hard to think of only a way that slots him so as to augment all of his wonderful attributes.


 

Posted

I just looked at your thread title and laughed.

Anyhow, slotting for recharge only matters if you are MM /dark.


 

Posted

Quote:
Originally Posted by Umbral View Post
Enhancing Fluffy for recharge is pretty redundant since recharging him faster doesn't do anything unless you plan on him dying more often. Endurance is similarly pointless since he costs about .11 end/sec unless he's dying often.
Whoops. I totally spaced and gave the slotting I use on the MASTERMIND dark servant, which costs way more endurance and requires recharge slotting in order to be made permanent.

Nevermind me. Please move on.


 

Posted

Quote:
Originally Posted by Catwhoorg View Post
Its hard to look past 3 acc/mez HO as a starting point.

Buffs the fear hold and immob durations
Wait, Fluffy has a fear power now?

On my most recent Fluffy user i 6-slotted Clouded Senses. i like the set bonuses and Fluffy's tohit debuff is mostly what i use the little smog cloud for anyway.


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i make stuff...

 

Posted

Quote:
Originally Posted by Schismatrix View Post
Wait, Fluffy has a fear power now?

On my most recent Fluffy user i 6-slotted Clouded Senses. i like the set bonuses and Fluffy's tohit debuff is mostly what i use the little smog cloud for anyway.
That's me getting confused with my lich (my highbie dark is of the MM variety)



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Quote:
Originally Posted by Umbral View Post
Enhancing Fluffy for recharge is pretty redundant since recharging him faster doesn't do anything unless you plan on him dying more often. Endurance is similarly pointless since he costs about .11 end/sec unless he's dying often.
Dark Servant is, for my playstyle, one of those places where EPS is not the important consideration. When engaged in a long, endurance intensive fight, the last thing I need is to dump a huge chunk of my endurance into casting a single power. Doing so may mean the difference in being able to finish the fight with endurance to spare or not. For this reason, I typically slot two Enzyme HOs in Dark Servant, to take the significant edge off of summoning him mid-combat. Wanting to summon him mid-combat is a frequent occurance for several reasons.
  • Initial placement: so that he is in range to use Chill of the Night on the target you really want.
  • Expiry: if you summoned him in an earlier fight, he may expire during a later one
  • Unfortunate AI: sometimes he does really idiotic things that will get him killed. This is often a degenerate case of "initial placement", so you can resummon him somewhere he'll be less likely to die.
Unfortunately, around I14 or so they seem to have changed Dark Servant's AI so that he prefers melee instead of range. While this probably seemed like a fantastic idea because of Chill of the Night, in practice it makes him far more fragile. He will frequently switch foes and charge through a cloud of enemies to get to his current one. This exposes him to far more ranged attacks and AoEs than his old AI preference did. As a result he dies far more frequently and thus requires more frequent recasting. I preferred his old AI, because while he would not intelligently place Chill of the Night on his own, you could summon or teleport him where you wanted him, or lead foes on top of him, and he would generally stay there.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

To anser the original post, given six slots I think I would go for four Dark Watcher's Despair and two Endoplasms. It looks like the four DWD I would use are

  • ToHitDebuff
  • ToHitDebuff/Recharge/Endurance
  • Recharge/Endurance
  • ToHitDebuff/Endurance
My goal there was good endurance slotting for the reasons I gave in my last post. If you prefer to get him back sooner (useful if he dies early) or want to be sure to maximize your debuff slotting, you can change out either the Debuff/End or the Rech/End (respectively) for the ToHitDebuff/Recharge. Four slots of DWD gets you a 5% recharge bonus, some bonus HP and some extra recovery, none of which are bad for a Dark Miasmist. Alterntively, if you are looking for typed defense, you might prefer 5 slots of Siphon Insight. Four slots of Cloud Senses is better recharge for four slots, but lacks the +HP bonus and doesn't give as good total enhancement.

The Endos combine giving him good accuracy and duration on his immobilize and hold. I don't find a lot of value in boosting his healing as he doesn't tend to heal me that much.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

If you are looking for more recharge dont forget about the Cloud Senses set which gives you 6.25% recharge as well as a great proc.


 

Posted

Quote:
Originally Posted by Catwhoorg View Post
Its hard to look past 3 acc/mez HO as a starting point.

Buffs the fear hold and immob durations
I'd argue that dam/mez is as important as acc/mez, perhaps 2 acc/mez, 1 dam/mez? for a dark/rad, 1 acc/mez is more than enough, or if for some reason you can afford to run tactics, same thing.


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I think you underestimate our fools, sir.

Why /duel is a bad idea

 

Posted

You can't enhance the damage of Dark Servant.


 

Posted

Quote:
Originally Posted by Schismatrix View Post
Wait, Fluffy has a fear power now?

On my most recent Fluffy user i 6-slotted Clouded Senses. i like the set bonuses and Fluffy's tohit debuff is mostly what i use the little smog cloud for anyway.
Quote:
Originally Posted by Taiyetos View Post
If you are looking for more recharge dont forget about the Cloud Senses set which gives you 6.25% recharge as well as a great proc.
Good idea. Wish i'd thought of it.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Psyonico View Post
I'd argue that dam/mez is as important as acc/mez, perhaps 2 acc/mez, 1 dam/mez? for a dark/rad, 1 acc/mez is more than enough, or if for some reason you can afford to run tactics, same thing.
As mentioned, Dark Servant's damage can't be enhanced or buffed, so slotting damage in him is wasted.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
Unfortunately, around I14 or so they seem to have changed Dark Servant's AI so that he prefers melee instead of range. While this probably seemed like a fantastic idea because of Chill of the Night, in practice it makes him far more fragile. He will frequently switch foes and charge through a cloud of enemies to get to his current one. This exposes him to far more ranged attacks and AoEs than his old AI preference did. As a result he dies far more frequently and thus requires more frequent recasting. I preferred his old AI, because while he would not intelligently place Chill of the Night on his own, you could summon or teleport him where you wanted him, or lead foes on top of him, and he would generally stay there.
I never really have much problem keeping the fluffy alive on my Dark/Ice 'fender except for those times when I'm corner pulling with Darkest Night and Steve (as I have named him) decides he needs to go play with all of the guys that I decided to pull, before they get to the corner I'm at (this is, of course, the reason I plan on getting Recall Friend). In a fight in which he doesn't decide to take the alpha, I never really have a problem keeping him alive because he almost never gets hit because he and I are flooring everyone's chance to hit with our collective tohit debuffs (Darkest Night, Fearsome Stare, Chill of the Night, not to mention Maneuvers and Shadow Fall increasing defense).

Of course, I never played with Dark Miasma before the Dark Servant's AI tweak (though that's not the reason I chose to play Dark Miasma now), so I don't have the experience to compare his current survivability to his past survivability, but I rarely have a problem keeping him alive.


 

Posted

Quote:
Originally Posted by UberGuy View Post
As mentioned, Dark Servant's damage can't be enhanced or buffed, so slotting damage in him is wasted.
Not directly, but if you slot a Dam/Mez HO, the Dark Servant will receive both resistance and damage enhancement. Unless there is some arcane mechanism that prevents Chill of the Night from receiving enhancement increases without the tag (Dark Servant Resistance already ignores enhancements and buffs), a Peroxisome Exposure will actually increase the damage that the Dark Servant deals. City of Data would support this conclusion.


 

Posted

Mine charges around constantly, getting out of places I would have put him to keep him safe.

Of course, I play on things like +2/x6, so when he gets in trouble, it's really bad trouble.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
Mine charges around constantly, getting out of places I would have put him to keep him safe.

Of course, I play on things like +2/x6, so when he gets in trouble, it's really bad trouble.
I play on +2/x8 and never really have a problem. Of course, I can still empathize with you because, when he gets in trouble, he goes down fast (though I have Hasten, so I have a decent bit of overlap between when the power recharges and when he dissipates in case he dies before his time is up).


 

Posted

Quote:
Originally Posted by Umbral View Post
Not directly, but if you slot a Dam/Mez HO, the Dark Servant will receive both resistance and damage enhancement. Unless there is some arcane mechanism that prevents Chill of the Night from receiving enhancement increases without the tag (Dark Servant Resistance already ignores enhancements and buffs), a Peroxisome Exposure will actually increase the damage that the Dark Servant deals. City of Data would support this conclusion.
Hm. I seem to recall Tomax showing his damage effects being flagged [Ignores enhancements and buffs]. Either I misremembered that, or it's changed, I'm not sure which. I noted it quite some time back, definitely before I9.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
Hm. I seem to recall Tomax showing his damage effects being flagged [Ignores enhancements and buffs]. Either I misremembered that, or it's changed, I'm not sure which. I noted it quite some time back, definitely before I9.
I tested this this past July:

I tracked a DS's damage with and without a HO: Damage/Mez. The Damage HO had no effect on the amount of damage done by Chill of the Night. But it did affect Tenebrous Tentacles.

Tentacles only does about 18 points of damage. So slotting for damage will bump that to about 35, or 46 if their on a Tar Patch. Since it's a cone that is balanced around hitting 5 foes at once, then that's 130 points of damage if optimally used, or, about 70 if not slotted for damage.

If you're running Assault, then that's 154 points of damage optimally cast and slotted and 83 points without slotting.


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Posted

Level 32: Dark Servant Damage Boost

  • (A) Cloud Senses - Chance for Negative Energy Damage: Level 30
  • (33) Cloud Senses - ToHit Debuff: Level 30
  • (33) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
  • (33) Cloud Senses - Accuracy/ToHitDebuff: Level 30
  • (34) HamiO:Endoplasm Exposure
  • (34) HamiO:Peroxisome Exposure
------------
Set Bonus Totals:
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%

------------
Dark Servant Enhancement Stats
  • Accuracy: 55.05%
  • Damage: 33.3%
  • EndDiscount: 17.4%
  • Recharge Time: 17.4%
  • ToHit Debuff: 43.97% (44.41% pre-ED)
  • Hold/Immob: 66.6%
Note: Clouded Senses is the only Damage Proc to use because it's based on ToHit Debuff and every power the DS uses has ToHit Debuff. If you use a Damage Proc that's from a Healing Set, it will only go off when the DS uses Twilight Grasp.

If you have a lot of ACC from elsewhere, then change the Acc/Mez HO to the Dam/Mez HO.




================================


Level 32: Dark Servant Tank

  • (A) Dark Watcher's Despair - To Hit Debuff: Level 35
  • (33) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 35
  • (33) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 35
  • (33) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 35
  • (34) HamiO:Endoplasm Exposure
  • (34) HamiO:Endoplasm Exposure
------------
Set Bonus Totals:
  • 5% Enhancement(RechargeTime)
  • 12 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery

------------
Dark Servant Enhancement Stats
  • Accuracy: 66.6%
  • EndDiscount: 41.29%
  • Recharge Time: 41.29%
  • ToHit Debuff: 56.08% (60.5% pre-ED)
  • Hold/Immob: 66.6%


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Posted

Quote:
Originally Posted by Fulmens View Post
Rezzing this thread to ask: If you were going to lock a character at level 33, what's the best way to 3- or 4-slot Dark Servant? Hami-Os are clearly out, of course...
1. Is that for the sake of Siren's Call, so that all IO bonuses would still be active?

2. Does your build have extra global ACC elsewhere?


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