Level 6 Power for DP/Dark?


Carnifax

 

Posted

I'm taking advantage of Double XP weekend to start a new Dual Pistols/Dark Corruptor. So far, I have:
1. Pistols
1. Twilight Grasp
2. Dual Wield
4. Tar Patch

I'm not sure whether I should get Darkest Night or Empty Clips at 6. Actually, should I get both Empty Clips and Bullet Rain early on, or should I take one or the other and get Suppresive Fire at 12 for the hold?

Any advice is welcome!


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Posted

Well, I decided to take Darkest Night at 6 and Bullet Rain at 8. I went with Bullet Rain instead of Empty Clips because BR has a range of 80 and EC is only 40, and at this point, my character still needs the safety of distance in fights.

I'm intrigued by Suppressive Fire, the stun/hold, at 12, as I've had great experience with Beanbag for AR on my Blaster in the past. Does anyone know how long the stun lasts for SF?


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Posted

Quote:
Originally Posted by GGG247 View Post
Does anyone know how long the stun lasts for SF?
9.5 second mez, 20 second recharge. Same recharge as Bean Bag/Screech/Stunning Shot but 2 seconds less duration.


 

Posted

Thanks. I think I'll take this power next (lvl 12) for a little more control in battles. So far, /Dark seems to pair nicely with DP, as Tar Patch gives me a nice boost to my damage output and Darkest Night give me some protection from incoming damage.


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Posted

I was able to take my DP/Dark Corr up to level 27 over the weekend and I've really enjoyed the combo. Here's what I put together:

1. Twilight Grasp
1. Pistols
2. Dual Wield
4. Tar Patch
6. Darkest Night
8. Bullet Rain
10. Swift
12. Supressive Fire
14. Health
16. Shadow Fall
18. Executioner's Shot
20. Stamina
22. Swap Ammo
24. Fearsome Stare
26. Piercing Rounds

SF turned out to be a great pick at 12, as it really helped give me some control over the battlefield. Between this and Darkest Night, I was able to neutralize 2 threats right at the start of every fight. Bullet Rain is a really good power, but wasn't so much early on. It really came into it's own after SOs. Fearsome Stare is terrific, and allowed me to start the fights for my team in relative safety. Swap Ammo is a cool gimmick, but it really IS mainly a gimmick. I like the ability to turn a stun into a hold, but I'm glad I put this one off for awhile.

Okay, those are just my initial thoughts on DP?Dark. I had a great time playing with Double XP this weekend, and was able to get my Plant/Thorny Dom and my Rad/Mental Blaster past level 20 (Stamina) as well!


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Posted

I actually suggest taking Empty Clips instead of Dual Wield on a respec. That's mostly because I dislike the animation for Duial Wield though.

With Tar Patch down first you should be able to get in range for Empty Clips and back out long bfore they can get to you, especially if you slot Tar Patch with a slow or two.

I have a DP/Kin I'm working on, thinking about rerolling and taking Empty Clips instead of Dual Wield since he's still so low.


Quote:
Originally Posted by Dechs Kaison
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Posted

Don't underestimate the awesome that is Howling Twilight either. Yes it's a rez, it's also a ranged autohit stun vs minions (which will stack with your Suppressive Fire against a boss), a "run away" terror vs Lieuts & bosses (not the best effect in the world but can give you some breathing space) and a severe -Regen vs AVs and EBs.

I found it invaluable for both my Dark/Sonic Defender and my Necro/Dark MM even when soloing.

My biggest complaint with it on teams is sometimes I can be reluctant to fire it off as a mez in case someone faceplants (sods law dictates that this will be the case if you do use it as a Mez).


 

Posted

Quote:
Originally Posted by GGG247 View Post
Swap Ammo is a cool gimmick, but it really IS mainly a gimmick. I like the ability to turn a stun into a hold, but I'm glad I put this one off for awhile.
It's not just for turning a stun into a hold...

You change 30% of your attack damage into cold/fire/toxic damage, meaning you can get by lethal resistance a little tiny bit. You also replace regular ammo's knockback and -def with either -movement/attack speed, a crappy DoT, or a -damage debuff.

I'm sure your team will thank you for using a special ammo type and not knockbacking every mob you hit with bullet rain/hail of bullets all the time :P


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Posted

i have a DP/dark at 35

yes you definitly want to get swap ammo early (chem rounds -dmg stacks very nicely with darks -dmg)

by myself with no dark servant yet, i can floor an enemies dmg to around -50% (slightly more if i stack the heals -dmg on there too), once i get dark servant i could easily get an enemies dmg to -100% under my own power

the other rounds have their situational uses (fire or cold rounds if your fighting fire or cold enemies) and cold also has some slow effect


 

Posted

Don't get me wrong--I like Swap Ammo. It's just that, at level 6, I think that there are other, more useful powers to get. I took SA at 22 and, at 27, am seeing some good uses for it (hold, slows, DoT, -dmg). But again, at level 6? I was MUCH better off taking Darkest Night.

Those early levels are all about survival, getting good fast recharging attack powers and/or some power that will keep you alive. Fighting Snakes in Mercy Island is easier with more guns than with more (different) bullets. LOL


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