Radiation Emission or Dark Miasma for solo?


Arboris_NA

 

Posted

Greetings,

I'm making a Duel Pistols Defender and have narrowed my choices down to Radiation Emission or Dark Miasma. While I do intend to team 50% of the time which set would serve me best for solo play?

Also would a Corruptor so significantly better for the job that I should consider it over the Defender Archetype?

Thank you!

-Arboris


 

Posted

Rad is going to be more offensive, Dark will tend to be safer.

Both are excellent choices.



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

 

Posted

Either set for Corrupter or Defender will give you enough safety to solo easily.

I'd go Corrupter for a soloer. The extra damage will be very welcome, and both Dark and Rad are quick to mature, so the later power orders on a Corrupter won't matter too much.


 

Posted

Radiation Emission paired with Dark Blast is the best of both worlds and I would reccomend it to you for either a defender or corruptor.

Edit - Ah, didn't see the dual pistols part. I would say that you'll be much happier with the safety of dark.


-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

 

Posted

You can solo with both, however from personal experiance with both sets to high levels.Heres the facts.

Radiant Aura - Can solo well, with small mobs.

Dark Miasma - Can solo extreemly well, with huge mobs.

This is all.


 

Posted

Having played both on Defenders, I would say either choice will solo well.

However, with the little bit I have seen on Dual Pistols (with SG Mates), and trying to keep alive a handfull of them at the same time, I would say Dark Miasma would have a slight edge on Radiation for synergy with DP.

Built in Stealth would help closing ranks. Tar Patch I feel is functionally better than LR for keeping things from leaving the area. But even without Tar Patch, how about Fearsome Stare for locking down a group that you want to Rain Bullets on.

Others have said Dark is safer than Rad. I am not convinced of that, but I will say Dark has ALOT of tools for quickly reducing incoming damage. Radiation has a little more "wait-time" for its mitigation. If that makes any sense.

Oh and Dark's Heal is much more powerful.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Weird no one has mentioned that Rad Has a hold, Chocking Cloud, and Enervating Field.



 

Posted

Actually, the fact that Darkest Night's -tohit AND -damage are in the same toggle is probably a good reason to go Dark Miasma over Rad.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
Actually, the fact that Darkest Night's -tohit AND -damage are in the same toggle is probably a good reason to go Dark Miasma over Rad.
Eh You guys a beating my butocks in this thread...um...er...*looks around*..Rad Has Accelerate Metabolism! It ups your recovery, Dmg and Recharge!...no..well darn lol.



 

Posted

Quote:
Originally Posted by Negate View Post
Eh You guys a beating my butocks in this thread...um...er...*looks around*..Rad Has Accelerate Metabolism! It ups your recovery, Dmg and Recharge!...no..well darn lol.
Does it help that I went RAD/DP for my own?

Admittedly, I tried to figure out how to justify DARK/ for the concept...I DID! But RAD/ = Time Manipulation just works better than DARK/ :/


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
Does it help that I went RAD/DP for my own?

Admittedly, I tried to figure out how to justify DARK/ for the concept...I DID! But RAD/ = Time Manipulation just works better than DARK/ :/
I've seen a toon who looked much like a mender in Ouro. I think she was a Dark/Dark but she colored both to look like sand. I was pretty impressed. I love making mender themed toons as well. Maybe if you color dark to be the "sands of time?"



 

Posted

Quote:
Originally Posted by Negate View Post
I've seen a toon who looked much like a mender in Ouro. I think she was a Dark/Dark but she colored both to look like sand. I was pretty impressed. I love making mender themed toons as well. Maybe if you color dark to be the "sands of time?"
Well, okay, works well for my concept of how the hero manipulates time.

Started out as a DB/WP Scrapper, who could see and react in bullet time (high defense...tactics) and was able to age the target of her daggers (needs a focus) at the point of contact to allow her to cut through anything (-resist procs...this explained away the daggers cutting through ANYTHING in game).

Now the same princable applies with RAD/DP...only she can focus the temoral-kinesis outward more...which RAD works nicely as.

I'm actually enjoying my RAD/DP more than my DP/Mental Blaster (same basic theory), but I think that's because I just can't get into Blasters lack of any kind of defenses outside of MORE DAMAGE FASTER!

If I could go DP/RAD/PSY hero side, id jump over to Corr in a second!

But I do like what you said someone did with DARK/. It just doesnt work for mine. :/


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Wow...I am still amazed how much effort, time, consideration and love people put into their toons! One thing this game has a leg up on compared to the rest.



 

Posted

Thanks for the feedback folks!

I decided to go with a Dark/DP Defender.

Here is the build. Let me know what you guys think.

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Dual Pistols
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Twilight Grasp -- Theft-Acc/Heal(A), Theft-Acc/EndRdx/Heal(3), Theft-Acc/EndRdx/Rchg(3), Theft-Heal(7), Theft-Heal/Rchg(34)
Level 1: Pistols -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(5), Entrpc-Dmg/Rchg(19), Entrpc-Heal%(37), Entrpc-Dmg/EndRdx/Rchg(48)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/Rchg(17), Thundr-Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36)
Level 4: Tar Patch -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(11), P'ngTtl-Rng/Slow(11), P'ngTtl-EndRdx/Rchg/Slow(15)
Level 6: Empty Clips -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(46)
Level 8: Darkest Night -- DampS-ToHitDeb/EndRdx(A), DampS-ToHitDeb/Rchg/EndRdx(9), DampS-ToHitDeb(9)
Level 10: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel(37), LkGmblr-Def(50), LkGmblr-Rchg+(50)
Level 12: Fearsome Stare -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(13), Cloud-Acc/EndRdx/Rchg(13), Cloud-ToHitDeb(43), Cloud-ToHitDeb/EndRdx/Rchg(43), Cloud-%Dam(43)
Level 14: Swap Ammo
Level 16: Swift -- Run-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), EndMod-I(21)
Level 22: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(23), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31)
Level 24: Shadow Fall -- S'fstPrt-ResDam/Def+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Rchg+(31)
Level 26: Howling Twilight -- RzDz-Acc/Stun/Rchg(A), RzDz-EndRdx/Stun(27), RzDz-Stun/Rng(27)
Level 28: Suppressive Fire -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Acc/EndRdx/Rchg/Hold(29)
Level 30: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(37)
Level 32: Dark Servant -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(33), Cloud-Acc/EndRdx/Rchg(33), Cloud-ToHitDeb(33), Cloud-ToHitDeb/EndRdx/Rchg(34), Cloud-%Dam(34)
Level 35: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/EndRdx(40), Posi-Dmg/Rng(42), Posi-Dmg/Rchg(50)
Level 38: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Rchg+(42)
Level 44: Power Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 47: Force of Nature -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(48)
Level 49: Conserve Power -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 2: Ninja Run
Level 14: Chemical Ammunition
Level 14: Cryo Ammunition
Level 14: Incendiary Ammunition



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Posted

Nice looking Build Arboris.

I will comment on a few things, but just take my opinion for the price you paid for it, because I am no expert on this combination. Heck, if you stick with it, you could be the expert

I am not a fan of the "Force of Nature" powers on defenders. I have tried it on Defenders and Blasters and by far they are more effective for a high damage AT. My choice would be to take Temp Invulnerability instead of FoN.

It looks like you had a secondary focus of upping your Damage. If so, I was wondering why you had not considered Assault, instead of Maneuvers. If you can improve your recovery, you could even drop Conserve Power and have BOTH Maneuvers and Assault.
Once again, you would seriously need to raise your recovery, which brings up the next thing I noticed.

You have some powers underslotted for my tastes, like Health and Stamina. And other powers may be over-slotted, like Power Buildup and Fearsome Stare. To boost up your recovery, you may want to consider 1-2 more slots on Health to slot Miracle, or Numina Uniques. Also, you are over-capped on 6.25% recharge globals. You could move the 6th slot from Fearsome stare to Pistols and put in a 6-piece Thunderstrike. Or any number of other changes to get rid of the over-cap. Stamina could have 4 slots (3 EndMod IOs plus the PS proc), and you could go three pieces of Impervium Armor on Temp Inv for a little more recovery.

I am curious about not taking Hail of Bullets. There is alot of hype about how bad it is, but with Dark, you should be pretty safe in PBAoE range, so its hard to turn down the extra damage it would bring. Alot of slotting options for it as well. My choice would be to drop the sniper and take HoB.

Not much else to comment on. Hopefully one of the Dark Miasma experts can step in here and give you ideas on slotting for powers like Fearsome stare, Darkest Night and Dark Servant. I wasnt too certain how to best slot these, since my Dark Miasma defender was played before IO sets and has not been played since.

I like your build though, moderate overall defense to all positions with Ranged being the highest and good global ACC, DMG and Rech.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by Arboris_NA View Post
Thanks for the feedback folks!

I decided to go with a Dark/DP Defender.
If you're looking for some extra slots you might get them out of Tar Patch. I've found slotting Tar Patch for recharge is more useful than for slow, and the only useful set bonus you're getting out of it is 9% Accuracy, which you probably already have plenty of.

If you moved one slot from Tar Patch to Darkest Night you could slot 4 Dark Watcher's Despair for three good set bonuses (including 5% more recharge).

Also, one of your 6.25% recharge bonuses from Posi Blast is not being utilized because of the rule of 5.


 

Posted

Thank you Biospark & Rodion,

Taking advice from you both I came up with the following. (Please let me know what you guys think)

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Dual Pistols
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Twilight Grasp -- Theft-Acc/Heal(A), Theft-Acc/EndRdx/Heal(3), Theft-Acc/EndRdx/Rchg(3), Theft-Heal(7), Theft-+End%(9)
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(31), Thundr-Dmg/EndRdx/Rchg(31)
Level 4: Tar Patch -- RechRdx-I(A)
Level 6: Empty Clips -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(37)
Level 8: Darkest Night -- DampS-ToHitDeb/EndRdx(A), DampS-ToHitDeb/Rchg/EndRdx(9), DampS-Rchg/EndRdx(46)
Level 10: Hover -- Zephyr-ResKB(A), Flight-I(11), Flight-I(11), Flight-I(13), Zephyr-Travel(50), Zephyr-Travel/EndRdx(50)
Level 12: Fearsome Stare -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(13), Cloud-ToHitDeb(43), Cloud-Acc/EndRdx/Rchg(46)
Level 14: Swap Ammo
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(19), Mrcl-Heal(19), Mrcl-Rcvry+(27)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(23)
Level 22: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(23), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37)
Level 24: Shadow Fall -- GftotA-Def(A), GftotA-Def/EndRdx(25), GftotA-Def/EndRdx/Rchg(25), GftotA-EndRdx/Rchg(45)
Level 26: Howling Twilight -- RzDz-EndRdx/Stun(A), RzDz-Stun/Rng(27)
Level 28: Suppressive Fire -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-Slow%(48)
Level 30: Assault -- EndRdx-I(A)
Level 32: Dark Servant -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(33), Cloud-Acc/EndRdx/Rchg(33), Cloud-ToHitDeb(33), Cloud-ToHitDeb/EndRdx/Rchg(34), Cloud-%Dam(34)
Level 35: Piercing Rounds -- Ragnrk-Acc/Rchg(A), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Dmg(36), Ragnrk-Dmg/EndRdx(40), Ragnrk-Dmg/Rchg(46)
Level 38: Hail of Bullets -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg(39), Oblit-Dmg/Rchg(40), Oblit-%Dam(40)
Level 41: Dark Consumption -- P'Shift-EndMod/Acc(A), P'Shift-Acc/Rchg(42), P'Shift-EndMod/Acc/Rchg(42), P'Shift-EndMod(42)
Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(45), ResDam-I(45)
Level 47: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: Soul Transfer -- Amaze-Stun(A), Amaze-Stun/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 2: Ninja Run
Level 14: Chemical Ammunition
Level 14: Cryo Ammunition
Level 14: Incendiary Ammunition



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Posted

A few comments, but take them with a grain of salt, I've played a D3 out, but not a Dark/DP, so they may not be worth much:

You've got a lot of attacks. Nothing wrong with that, but once you have a chain going, odds are you won't bother with whichever one doesn't fit. Be alert to it and don't be afraid to respec and drop one if you're just not using it. There are a lot of good powers you could pick up in place of one.

Too many slots in Tar Patch. It needs no accuracy, it does no damage and really needs little in the way of slows. I went with 2 recharges at 50 and left it at that.

You've also got a LOT of slots in Power Buildup. True, there's the nice +2.5 def bonus for 6 slotting, but still, that's a lot of slots to invest to get there. You'd probably be just as happy with the power itself with 2 recharges if you wanted to move those elsewhere.

I'd try to sneak some more End Reduction in where you can. It might let you drop Conserve Power in favor of something like Assault that will make you a more efficient killer. While you're at it, you've got 3 LotG Global Recharges and 2 Zephyr -KBs. If you're spending that much, I'd go ahead and spring for the Miracle +Recovery for your Health. You'll get a lot more mileage out of it than you would the 2nd KB protection.

As has been mentioned, you've gone over the top on 6.25% recharge. Perhaps go with Devastation in Pistols?

I usually like high def builds, but if your primary is -tohit, do you really need that much ranged def? It never hurts, mind you, but once you've got them floored, it doesn't help either.

You've got Suppressive Fire slotted for Hold. Might it be a little tempting to go for Petrifying Gaze for that near-instant boss stopping combo solo? PG is a lousy Hold alone, but stacked with another, it becomes suddenly a lot more interesting.

I'll go ahead and chime in with dislike of Force of Nature, or anything that has a built in crash on a toggle-centric defender. If the fight is tough enough to need it, there's a decent chance you're still going to be slugging it out when the crash catches up with you.

A good build and I'm sure you'd be able to use it to great effect, just throwing a few things out there for you to think about.

EDIT: The above was posted before the 2nd build, so it may no longer apply.


 

Posted

Yoru-Hime,

Thank you for the in-depth review...

What would you think about the following changes?

Swap out "Piercing Rounds" for "Petrifying Gaze"

Swap out "Maneuvers" for "Tactics"

-Arboris


 

Posted

Nicely Done Arboris,

I was playing around with your first build and was not able to get over 2.0eps net (taking Assault and Maneuvers), but your second build accomplishes that. Well Done.

I almost mentioned Dark Mastery, but felt that perhaps you had your heart set on Power.
One thing to consider is Soul Drain instead of the self Rez. I have used this power on my defender and its pretty nice as a build up.

Overall, I really like your second build. It looks solid to me.

Good Luck


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

In response to both questions, I'd say it's a matter of taste. I tend to overdo it on accuracy, so I'd probably go Tactics, where as you've got a more PBAoE build going, so the extra security of Maneuvers may work better for you. Not too sure how good Piercing Rounds is, so it may depend on whether you find yourself wanting a heavy hitting attack or a bit more control when the time comes.

You're only getting 1 MPH extra in flight speed for those last two Fly IOs in Hover. I doubt you'll notice the difference if they got moved somewhere more useful. If you really want to max out your flight speed, you'll get very nearly as much benefit from a second Fly IO in Swift and you'll still have an extra slot to play with.

I agree with Biospark all the way on ditching Soul Transfer for Soul Drain. Open up with Fearsome Stare, Darkest Night and/or Fluffy to soften the spawn, dart into the middle, hit Soul Drain, then let loose with Hail of Bullets. And you'll have Dark Consumption in your back pocket if the crash starts catching up with you. Besides, you're a dark defender, any power that starts with you being dead is one you're not going to get to use very often.


 

Posted

Quote:
Originally Posted by Arboris_NA View Post
Yoru-Hime,

Thank you for the in-depth review...

What would you think about the following changes?

Swap out "Piercing Rounds" for "Petrifying Gaze"

Swap out "Maneuvers" for "Tactics"

-Arboris
Don't give up Piercing Rounds for Petriying Gaze! PR isn't just flashy, it has a nice -resist to stack with all your other debuffs.

My Dark/Sonic/Dark does just find without PG. I don't see why a DARK/DP would be any different.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Arboris_NA View Post
Swap out "Maneuvers" for "Tactics"
You definitely want to keep manuevers. Together with shadow fall it gives a useful amount of defense.


 

Posted

Quote:
Originally Posted by Garent View Post
You definitely want to keep manuevers. Together with shadow fall it gives a useful amount of defense.
My Dark/Sonic Defender agrees with this.


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