Seeking advice for Dark/DP Offender
My thoughts:
As a Dark Defender, you're never going to churn out massive damage. As a dark, what you're going to do is steadily beat down your enemies with a level of safety that will make tanks jealous. Not that it's agonizingly slow in my opinion, but don't expect to keep up with the scrappers, either.
Keep in mind, this is all from the perspective of a Dark/Dark. I'm still learning the ins and outs of Dual Pistols.
Hold Protection - Yours is called -tohit. You hit Fearsome Stare, they're too busy cowering to get off many attacks, and when they do, they miss anyway. Slip in a KB protection IO or two, carry a few break frees in case they get lucky, but otherwise, don't get too bent out of shape worrying about mez.
Hasten - It's not mandatory, but it helps out quite a bit. I run a high recharge build, personally. I've never really seen the need for lots of defense on a Dark Defender.
Tar Patch - It is certainly a power you want to take and slot for recharge. The -Res does equate to a nice little +Damage. When you're fighting big foes, remember that Howling Twilight and Twilight Grasp also pack -Regen debuffs.
Fighting pool - I wouldn't trade a cone, even a lackluster one, for a melee attack, certainly not one of those listed. I'd also avoid the Fighting Pool altogether unless you're really going for extreme defense. Shadowfall will take that +3 def IO, if you want to use it, along with two flavors of KB IO.
Temp Attacks - If you need more than one or two temp attacks after 30 or so, you need to look at taking more real attacks. You don't have a serious -defense power, so that base accuracy is going to get VERY tiresome. Truthfully, I never use them at all.
Assault - Assault isn't a huge boost, but it's noticeable and it spreads to your team as well, when you have one. Even as a soloist, I'd invest in the Leadership pool long before I started messing around in the Fighting pool on a Defender.
Darkest Night - Unless you're soloing at a very high difficulty level, eventually you probably won't be using this every fight. This is purely a protective power, so if you're not in danger without, this is wasted Endurance. I save it for bad spawn placement and nasty bosses when I'm alone. For anything else, Fearsome Stare and a little defense from IOs generally protects me just fine.
I'm trying to make a dark/DP soloist offender, and I need some advice. I know, I know... dark/DP is not the best offender material, but it's a concept character.
First problem - hold resistance... basically, should I take Acrobatics, or should I just carry a bunch of "break free" insps with me? Or is there another way of getting this resistance I should look at (IO's?). |
Next problem... damage. Dark doesn't have any damage-dealing powers. In regards to DP, there aren't any real hard-hitters there, either. Pistols is your typical minor damage attack, Dual Wield is okay, Empty Clips does crummy damage in a cone. Switch Ammo is not an attack, and Bullet Rain is ok, but its end cost is too high. You don't get into High damage until level 28, with Executioner's Shot. |
Here are some ideas I have for improving my damage... does anyone have any thoughts on these tactics, or other ideas? 1. Hasten... allows me to fire off my two mediocre attacks more frequently, giving me close to a continuous attack chain. This also has the side effect of more quickly recharging other powers that are key to my build, like Tar Patch and Howling Twilight. |
Then Proc out your blasts. Use as many damage procs as you can squeeze in especially on your fast recharging, fast animating attacks (total rech + animation time <10 seconds)
2. Speaking of Tar Patch... it has a 30% RES debuff, which is essentially a damage buff for me, as long as I can keep the bad guys in the patch. |
3. Incendiary ammo - this ammo type is supposed to add some extra DoT, and it removes the sometimes problematic knockback effect of my pistol shots (which can knock mobs out of the Patch). I just don't know how much extra damage we're talking about here... does anyone know? |
4. Punch, Kick, or Jump Kick (not AS because I won't be a flyer) - I could trade Empty Clips for one of these power pool melee attacks. That would give me some extra single-target damage, which is what I really need for knocking down a couple bad guys before Fearsome Stare or Howling Twilight wears off. Punch or Kick would also open up Tough for me, which I can use to mule in some Steadfast Protection IO's for the +3% def and KB prot. |
5. Temp powers - I have Sands of Mu, and I'm wondering if temp powers like "revolver" or "gabriel's hammer" will help me out to any significant degree? Unfortunately, none of these can be enhanced with Accuracy, so they miss a bunch. |
6. Assault - this enhances damage, but only by about +20%. Darkest Night gives me enough endurance trouble as it is... I'm not sure if +20% damage warrants another end-hogging toggle. |
Any thoughts on these few strategies? Any other ideas? Thanks! |
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
I leaned on my primary more, so I don't have an Offender build really, but here it is for giggles. It has a fair amount of +recharge and a lot of +accuracy. I haven't started the character yet but I plan to this week. Maybe you'll get some slotting ideas from it, or maybe you'll hate it.
Lewis
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
ZZZ DEF DARK DP: Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Dual Pistols
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(15), Nictus-Acc/Heal(15), Nictus-Acc/EndRdx/Heal/HP/Regen(27), Nictus-Acc/EndRdx/Rchg(34)
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(23)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(23)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(31)
Level 6: Tar Patch -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 8: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(11), DarkWD-ToHitdeb/Rchg/EndRdx(11), DarkWD-ToHitDeb/EndRdx(21)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 12: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(13), Abys-Acc/EndRdx(13), Abys-Fear/Rng(27), Abys-Acc/Fear/Rchg(37)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(31)
Level 18: Shadow Fall -- S'fstPrt-ResKB(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam(43), TtmC'tng-ResDam/EndRdx(46)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Mrcl-Rcvry+(A)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(25), EndMod-I(25)
Level 26: Howling Twilight -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(43)
Level 28: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(31)
Level 30: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(40), Lock-Acc/EndRdx/Rchg/Hold(42)
Level 32: Dark Servant -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(33), DarkWD-ToHitdeb/Rchg/EndRdx(33), DarkWD-ToHitDeb/EndRdx(33), HO:Endo(34), HO:Endo(34)
Level 35: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Swap Ammo
Level 44: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46)
Level 47: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(48), FtnHyp-Acc/Sleep/Rchg(48), FtnHyp-Acc/Rchg(48), FtnHyp-Sleep/EndRdx(50)
Level 49: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(50), TtmC'tng-ResDam/EndRdx(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 41: Chemical Ammunition
Level 41: Cryo Ammunition
Level 41: Incendiary Ammunition
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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
I'm trying to make a dark/DP soloist offender, and I need some advice. I know, I know... dark/DP is not the best offender material, but it's a concept character.
First problem - hold resistance... basically, should I take Acrobatics, or should I just carry a bunch of "break free" insps with me? Or is there another way of getting this resistance I should look at (IO's?). Next problem... damage. Dark doesn't have any damage-dealing powers. In regards to DP, there aren't any real hard-hitters there, either. Pistols is your typical minor damage attack, Dual Wield is okay, Empty Clips does crummy damage in a cone. Switch Ammo is not an attack, and Bullet Rain is ok, but its end cost is too high. You don't get into High damage until level 28, with Executioner's Shot. Here are some ideas I have for improving my damage... does anyone have any thoughts on these tactics, or other ideas? 1. Hasten... allows me to fire off my two mediocre attacks more frequently, giving me close to a continuous attack chain. This also has the side effect of more quickly recharging other powers that are key to my build, like Tar Patch and Howling Twilight. 2. Speaking of Tar Patch... it has a 30% RES debuff, which is essentially a damage buff for me, as long as I can keep the bad guys in the patch. 3. Incendiary ammo - this ammo type is supposed to add some extra DoT, and it removes the sometimes problematic knockback effect of my pistol shots (which can knock mobs out of the Patch). I just don't know how much extra damage we're talking about here... does anyone know? 4. Punch, Kick, or Jump Kick (not AS because I won't be a flyer) - I could trade Empty Clips for one of these power pool melee attacks. That would give me some extra single-target damage, which is what I really need for knocking down a couple bad guys before Fearsome Stare or Howling Twilight wears off. Punch or Kick would also open up Tough for me, which I can use to mule in some Steadfast Protection IO's for the +3% def and KB prot. 5. Temp powers - I have Sands of Mu, and I'm wondering if temp powers like "revolver" or "gabriel's hammer" will help me out to any significant degree? Unfortunately, none of these can be enhanced with Accuracy, so they miss a bunch. 6. Assault - this enhances damage, but only by about +20%. Darkest Night gives me enough endurance trouble as it is... I'm not sure if +20% damage warrants another end-hogging toggle. Any thoughts on these few strategies? Any other ideas? Thanks! |
BrandX Future Staff Fighter
The BrandX Collection
On topic, for a pure soloist running missions on normal difficulty, taking Air Superiority instead of Empty Clips might be a viable option, but if you intend to team at all or solo against reasonably large numbers of enemies, skipping Empty Clips seems incredibly wasteful.
Keep a couple breakfrees on hand, but your -tohit should let you avoid almost all of the incoming mezzes that would make Acrobatics an attractive choice.
Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.
On topic, for a pure soloist running missions on normal difficulty, taking Air Superiority instead of Empty Clips might be a viable option, but if you intend to team at all or solo against reasonably large numbers of enemies, skipping Empty Clips seems incredibly wasteful.
Keep a couple breakfrees on hand, but your -tohit should let you avoid almost all of the incoming mezzes that would make Acrobatics an attractive choice. |
I have a high level Dark/Dark Defender, and half the time I dont even bother using anything past tar patch while my Blast set floors the mobs -toHit.By telling you this, I can easly tell you that using just Dark Miasma and the Fluffy is MORE THEN ENOUGH to have extreem survivability on a Dark/DP build because Dark/ offers way more -toHit debuffs then the Dark Blasts I use.
Not to mention the Fluffy alone Tanks and auto heals, AND drops the mobs ToHit even more.Your safe without taking Pool powers.
Taking Air Superiority and Acrobatics is the stupidest thing iv ever heard of when it comes to Dark Miasma.
It irritates me that people like you give such horrible advice.
Ok, I say stupid stuff alot, but these 2 sugjestions take the cake.
I have a high level Dark/Dark Defender, and half the time I dont even bother using anything past tar patch while my Blast set floors the mobs -toHit.By telling you this, I can easly tell you that using just Dark Miasma and the Fluffy is MORE THEN ENOUGH to have extreem survivability on a Dark/DP build because Dark/ offers way more -toHit debuffs then the Dark Blasts I use. Not to mention the Fluffy alone Tanks and auto heals, AND drops the mobs ToHit even more.Your safe without taking Pool powers. Taking Air Superiority and Acrobatics is the stupidest thing iv ever heard of when it comes to Dark Miasma. It irritates me that people like you give such horrible advice. |
Technically no, but Dark Servant is so amazing that I can't conceive of any Dark/* build that would be improved by its absence.
On topic, for a pure soloist running missions on normal difficulty, taking Air Superiority instead of Empty Clips might be a viable option, but if you intend to team at all or solo against reasonably large numbers of enemies, skipping Empty Clips seems incredibly wasteful. Keep a couple breakfrees on hand, but your -tohit should let you avoid almost all of the incoming mezzes that would make Acrobatics an attractive choice. |
Actually Fire, if you read it again, he is advocating against those two powers,
and further he gives details why he would choose something else.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Ok, I say stupid stuff alot, but these 2 sugjestions take the cake.
I have a high level Dark/Dark Defender, and half the time I dont even bother using anything past tar patch while my Blast set floors the mobs -toHit.By telling you this, I can easly tell you that using just Dark Miasma and the Fluffy is MORE THEN ENOUGH to have extreem survivability on a Dark/DP build because Dark/ offers way more -toHit debuffs then the Dark Blasts I use. Not to mention the Fluffy alone Tanks and auto heals, AND drops the mobs ToHit even more.Your safe without taking Pool powers. Taking Air Superiority and Acrobatics is the stupidest thing iv ever heard of when it comes to Dark Miasma. It irritates me that people like you give such horrible advice. |
It is a viable choice to prevent knockback before you get your hands on -knockback IOs. Knockback bothers me to the extent that I try and get these as soon as possible, but if that can't be done, then acro is a viable choice.
He/she can even skip certain powers in their primary or secondary that will free up the room for the power itself. I personally would go for knockback IOs as they are easy to obtain and will not require power choices to obtain.
As for the hold protection, I agree with the Doc, that bfs are too easy to use.
Ok, I say stupid stuff alot, but these 2 sugjestions take the cake.
I have a high level Dark/Dark Defender, and half the time I dont even bother using anything past tar patch while my Blast set floors the mobs -toHit.By telling you this, I can easly tell you that using just Dark Miasma and the Fluffy is MORE THEN ENOUGH to have extreem survivability on a Dark/DP build because Dark/ offers way more -toHit debuffs then the Dark Blasts I use. Not to mention the Fluffy alone Tanks and auto heals, AND drops the mobs ToHit even more.Your safe without taking Pool powers. Taking Air Superiority and Acrobatics is the stupidest thing iv ever heard of when it comes to Dark Miasma. It irritates me that people like you give such horrible advice. |
That said, OP, you're DARK/DP, you will have enough redraw issues with DARK/ that you don't need to add to the redraw with a power pool attack.
BrandX Future Staff Fighter
The BrandX Collection
First problem - hold resistance... basically, should I take Acrobatics, or should I just carry a bunch of "break free" insps with me? Or is there another way of getting this resistance I should look at (IO's?).
|
Empty Clips does crummy damage in a cone. Switch Ammo is not an attack, and Bullet Rain is ok, but its end cost is too high. |
1. Hasten... allows me to fire off my two mediocre attacks more frequently, giving me close to a continuous attack chain. This also has the side effect of more quickly recharging other powers that are key to my build, like Tar Patch and Howling Twilight. |
3. Incendiary ammo - this ammo type is supposed to add some extra DoT, and it removes the sometimes problematic knockback effect of my pistol shots (which can knock mobs out of the Patch). I just don't know how much extra damage we're talking about here... does anyone know? |
But also note that the knockback in standard ammo is only problematic some of the time. Other times, it's great. If a boss is giving you a hard time and is about to escape your Tar Patch, turn off Incendiary and knock him back into the patch with Standard Ammo.
Remember that Swap Ammo's redeeming quality is that it allows you to use secondary effects tactically. Default to extra damage when stuff is in your Tar Patch, and keep Incendiary on unless you have reason to turn it off. But there will be times when you'll benefit more from the knockback in Standard Ammo; learn to recognize these occasions and be ready to toggle Incendiary off for the knockback effects. (Remember that turning off a toggle uses no animation time. And turning on the Swap Ammo toggles is very fast. You don't want to do it between every attack, but don't be afraid to use different ammo in reaction to emerging situations. It's basically the only advantage that DP offers. Use it.)
When I was running at +2x6 on an SO build, I often needed every ounce of mitigation I could get, right down to the -dam debuffs from Chemical Ammo. I was fighting in close quarters to leverage Hail of Bullets, had everything debuffed all to hell but I was still taking a lot of damage. So I'd use Chemical Ammo, and together with Darkest Night, it managed to keep most of the bad guys down around -60% or more damage. Come to think of it, I used Chemical about as often as I used Incendiary. However, on a decent IO build I imagine that the added -dam debuff would be less valuable than the damage boost from Incendiary.
Just remember, though, that questions like, "What type of ammo do you like best?" Or "Which ammo type do you usually use?" are wrong-headed to begin with. Your favorite type of ammo is the type that best keeps foes inside your tar patch taking as much damage as possible while dealing you as little as possible. That ammo type will change, often in the middle of a fight.
4. Punch, Kick, or Jump Kick (not AS because I won't be a flyer) - I could trade Empty Clips for one of these power pool melee attacks. That would give me some extra single-target damage, which is what I really need for knocking down a couple bad guys before Fearsome Stare or Howling Twilight wears off. |
5. Temp powers - I have Sands of Mu, and I'm wondering if temp powers like "revolver" or "gabriel's hammer" will help me out to any significant degree? Unfortunately, none of these can be enhanced with Accuracy, so they miss a bunch. |
6. Assault - this enhances damage, but only by about +20%. Darkest Night gives me enough endurance trouble as it is... I'm not sure if +20% damage warrants another end-hogging toggle. |
Any other ideas? |
That's pretty much the best way to leverage Dark/DP.
I'm trying to make a dark/DP soloist offender, and I need some advice. I know, I know... dark/DP is not the best offender material, but it's a concept character.
First problem - hold resistance... basically, should I take Acrobatics, or should I just carry a bunch of "break free" insps with me? Or is there another way of getting this resistance I should look at (IO's?).
Next problem... damage. Dark doesn't have any damage-dealing powers. In regards to DP, there aren't any real hard-hitters there, either. Pistols is your typical minor damage attack, Dual Wield is okay, Empty Clips does crummy damage in a cone. Switch Ammo is not an attack, and Bullet Rain is ok, but its end cost is too high. You don't get into High damage until level 28, with Executioner's Shot.
Here are some ideas I have for improving my damage... does anyone have any thoughts on these tactics, or other ideas?
1. Hasten... allows me to fire off my two mediocre attacks more frequently, giving me close to a continuous attack chain. This also has the side effect of more quickly recharging other powers that are key to my build, like Tar Patch and Howling Twilight.
2. Speaking of Tar Patch... it has a 30% RES debuff, which is essentially a damage buff for me, as long as I can keep the bad guys in the patch.
3. Incendiary ammo - this ammo type is supposed to add some extra DoT, and it removes the sometimes problematic knockback effect of my pistol shots (which can knock mobs out of the Patch). I just don't know how much extra damage we're talking about here... does anyone know?
4. Punch, Kick, or Jump Kick (not AS because I won't be a flyer) - I could trade Empty Clips for one of these power pool melee attacks. That would give me some extra single-target damage, which is what I really need for knocking down a couple bad guys before Fearsome Stare or Howling Twilight wears off. Punch or Kick would also open up Tough for me, which I can use to mule in some Steadfast Protection IO's for the +3% def and KB prot.
5. Temp powers - I have Sands of Mu, and I'm wondering if temp powers like "revolver" or "gabriel's hammer" will help me out to any significant degree? Unfortunately, none of these can be enhanced with Accuracy, so they miss a bunch.
6. Assault - this enhances damage, but only by about +20%. Darkest Night gives me enough endurance trouble as it is... I'm not sure if +20% damage warrants another end-hogging toggle.
Any thoughts on these few strategies? Any other ideas?
Thanks!