Dark Electric - Not much out there, I understand
I'll play around with it a bit later on but I'd say the main problem is that you're mixing defense types. You've got a mix of both AoE and Ranged defense with the final result being that you don't have a significant amount of either. In general you want to focus on one type of Defense (normally either Ranged or Smashing and Lethal for a Defender).
Unless you've got a significant amount of Defense to build on it's very hard to softcap more than either one Positional Defense or two matched Typed Defenses.
Perosnally for a Dark Elec I'd aim for Ranged Defense and Recharge.
I'll play around with it a bit later on but I'd say the main problem is that you're mixing defense types. You've got a mix of both AoE and Ranged defense with the final result being that you don't have a significant amount of either. In general you want to focus on one type of Defense (normally either Ranged or Smashing and Lethal for a Defender).
Unless you've got a significant amount of Defense to build on it's very hard to softcap more than either one Positional Defense or two matched Typed Defenses. Perosnally for a Dark Elec I'd aim for Ranged Defense and Recharge. |
Yourself and some other main line posters have given me some lessons in the past. I guess this is a new one. I was always under the impression with the defense it was all or nothing.
Lesson learned today.
Recharge wise, I think I can swing it. currently in SO's and I can get the pets up steady. Tar Patch I guess I would really like to get 2 dropped for a decent amount of time going.
I will say endurance is an issue. running Shadow Fall, Darkest Night and just using Ball lighting and Short Circuit I can drain endurance after several tosses of both.
I also find the DPS of electric is lacking. The endurance drain it does from the powers is hardly noticed at times. Short Circuit and Ball Lighting Pretty much are the big end drainers for obvious reasons.
I have Thunderous Blast, but it just doesn't do the damage I see in some other big nukes. I almost kills everything, but what you don't kill gets mad and attacks you back. Sometimes I end up dying, which of course I use Soul transfer to get back on my feet ( If its up ).
Thanks again.. I will work on what you mentioned and see if we both run into the same direction
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
I was always under the impression with the defense it was all or nothing.
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Anyway, here's a quicky build. There's probably room for improvement but it's got 30% ranged defense and 50% global recharge. I also slotted Tar Patch with sufficient slow enhancements to floor the speed of +3s, you could save a slot by using generic recharges instead if you don't feel a need for that. I also switched out Dark Consumption for Oppressive Gloom since that stacks with Howling Twilight. I tried to keep it relatively inexpensive put there are some pricier IOs in there (like the Obliteration set and the BotZ KB IO).
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: Electrical Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Acc/Heal(37), Nictus-Acc/EndRdx/Heal/HP/Regen(43), Theft-Acc/EndRdx/Heal(45)
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(7)
Level 4: Tar Patch -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(31), ImpSwft-EndRdx/Rchg/Slow(31), RechRdx-I(33)
Level 6: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15)
Level 8: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-ToHitDeb/EndRdx(17), DarkWD-Slow%(33)
Level 10: Shadow Fall -- Ksmt-ToHit+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(33), ImpArm-ResDam/EndRdx(39), ImpArm-ResDam(39), ImpArm-ResDam/EndRdx/Rchg(39)
Level 12: Howling Twilight -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(21), ImpSwft-EndRdx/Rchg/Slow(31), RechRdx-I(34), Dsrnt-I(34)
Level 14: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(34), Cloud-Acc/Rchg(40), Cloud-ToHitDeb/EndRdx/Rchg(43), Cloud-Acc/EndRdx/Rchg(50), Cloud-%Dam(50)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 18: Swift -- Run-I(A), Run-I(19)
Level 20: Health -- Heal-I(A), Heal-I(21)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Short Circuit -- Oblit-Dmg(A), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(29)
Level 26: Recall Friend -- Zephyr-ResKB(A)
Level 28: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(48)
Level 30: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(46)
Level 32: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(42), Cloud-Acc/Rchg(46), Cloud-ToHitDeb/EndRdx/Rchg(46), Cloud-Acc/EndRdx/Rchg(48), Cloud-%Dam(50)
Level 35: Voltaic Sentinel -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-+Res(Pets)(37)
Level 38: Aim -- RechRdx-I(A)
Level 41: Oppressive Gloom -- HO:Endo(A), HO:Endo(42)
Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+(A), ResDam-I(45), ResDam-I(45)
Level 47: Soul Drain -- RechRdx-I(A), Sciroc-Acc/Rchg(48)
Level 49: Soul Transfer -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 0: Ninja Run
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I like your build Adeon,
You fixed some of the slotting issues I noticed on the OP's build.
One thing that you should consider Plainguy is taking Dark Comsumption instead of the self rez. Your recovery-to-use ratio is a little on the low side. I always try to get 2.0 eps or more in my builds. With Dark Consumption, you could probably run a little leaner without any issues.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
I like your build Adeon,
You fixed some of the slotting issues I noticed on the OP's build. One thing that you should consider Plainguy is taking Dark Comsumption instead of the self rez. Your recovery-to-use ratio is a little on the low side. I always try to get 2.0 eps or more in my builds. With Dark Consumption, you could probably run a little leaner without any issues. |
As far as the self ress goes. I pretty much went with a group friendly build. My only thoughts with that where IF we should get a team wipe the self ress and protection should be good enough for me to get away and bring everyone back up again without doing hospital runs. Hindsight being 20/20 I think in today's game there are more people who understand the game mechanics then those who don't. Especially in the Tank department. So its nice to have and I have used it several times already. It is nothing I wont miss if I swap it out.
I was playing with the builder last night but fell asleep at the computer. When I get home from work I will look and compare what I did with Adeon build to see how off base I was.
Good lessons learned though.
Off topic but I just redid my Robot FF MM and had the PvP setting on.. It messed up all my defense stats. I didn't know what was going wrong until someone pointed it out to me, suspecting what I had did.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
Biospark if you could explain by 2.0 eps and how I would look that up on MIDs I would greatly appreciate it. I'm assuming EPS means Endurance Per Second. But learning from my previous mistake I'm not gonna make any assumptions.
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EDIT: It should really be called Net Recovery Per Second I suppose, but EPS sounds much better than NRPS (pronounced nerps)
Wait, what?
With 30% To Hit Debuff in Fearsome Stare (20-ish against +3s) and 30% in Darkest Night (again, 20-ish against +3s) ...
how often are you going to NEED more than 20%-ish Defense? Especially considering Fluffy's contributions? (I am unclear on exactly what those are, debuffwise.) You've got your Fear, your stacked Holds, your ... umm, tentacle things, Fluffy's spamming heals, Shadowfall, I don't really see much of an issue with keeping a team alive there. (I tend to use only one of the Fear or Darkest Night for debuffs, unless I have something really ugly to tend to.) I didn't build my Dark/Psi for _any_ Defense, if I recall.
Elec mostly has end drain, which is admittedly not something that stacks well with anything in Dark, but you've got holds aplenty. You can stack Short Circuit with Thunderous blast with a fair degree of safety (that'll drop their end to zero) or you can run Power Build Up in the epic and use that with SC/Ball Lightning to get near-100% end drain.
I don't remember having any survival issues with a Darkity. Outbound damage, yeah, is not going to be amazing on a Dark/Elec. Voltaic Sentinel helps a little on tough targets, and regular Tar Patches will help, but it's a slow road, soloing.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Biospark if you could explain by 2.0 eps and how I would look that up on MIDs I would greatly appreciate it. I'm assuming EPS means Endurance Per Second. But learning from my previous mistake I'm not gonna make any assumptions.
As far as the self ress goes. I pretty much went with a group friendly build. My only thoughts with that where IF we should get a team wipe the self ress and protection should be good enough for me to get away and bring everyone back up again without doing hospital runs. Hindsight being 20/20 I think in today's game there are more people who understand the game mechanics then those who don't. Especially in the Tank department. So its nice to have and I have used it several times already. It is nothing I wont miss if I swap it out. |
Its the difference between your total recovery rate and the endurance use of your typical powers in combat.
Mainly, I wanted to indicate that if the self rez was not a "must-have" power, you could consider Dark Consumption in its place and basically never worry about endurance again.
Some folks prefer to avoid melee range at all costs, so the idea of running in to melee to fire it off and re-fill your blue bar may not be your style. Just something to consider.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Generally speaking, you'll want to build up a significant amount of defense to one or two vectors over grabbing a hodge-podge of different defense types, if you want to go the IO'd Defense route. However, Dark/* Defenders already have a metric crap-ton of -tohit available to them, and since -tohit works the same as +defense in accuracy calculations, you don't really need much. The only time you'll really be craving +def instead of sticking with your copious -tohit is against significantly higher level enemies (+3/4s) and AVs, which will resist a good chunk of your debuffing. As such, the 'go big or go home' attitude with defense doesn't really apply; even against +4s which will resist half of your debuffs, 15-20% defense should still be plenty of wiggle room once you and Fluffy slap them with Fearsome Stare and/or Darkest Night.
Sidenote: I noticed that you have a Perf. Shifter proc in Short Circuit. You want to take that out, pronto. Like other procs, it will affect the target of the power, but since it's in an attack, that means the target is the enemy (unlike in stuff like Stamina), and it has a 20% chance of giving them BACK 10 endurance after you just worked so hard to drain them.
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.
Sidenote: I noticed that you have a Perf. Shifter proc in Short Circuit. You want to take that out, pronto. Like other procs, it will affect the target of the power, but since it's in an attack, that means the target is the enemy (unlike in stuff like Stamina), and it has a 20% chance of giving them BACK 10 endurance after you just worked so hard to drain them.
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@Biospark
With Short Circuit I am somewhat compelled to run in so I am pretty much in their face.
Off Topic - Oddly I am finding even with recall friend and aoe some people just don"t have the patience to be ressed. I had 4 die in a grp last night because we split.. I tried to tp them to aoe ress on next grp and 2 used wakie, 1 went to hosp. and only the last one stayed dead.. I just don't get it.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
Off Topic - Oddly I am finding even with recall friend and aoe some people just don"t have the patience to be ressed. I had 4 die in a grp last night because we split.. I tried to tp them to aoe ress on next grp and 2 used wakie, 1 went to hosp. and only the last one stayed dead.. I just don't get it.
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I have a Dark/Elec Defender to which I've been wanting to make him basically a tanker (though I've only tested a partially slotted version and got smacked down by Rikti and their mezzes), but I've also wanted to keep the "control" aspects as well. As such, I think I have a rather unconventional build (to which I've not yet built yet... too many projects at once!). Basically it's focus is on the two most obvious parts for the above: Defense and Endo Draining.
With this, I managed to get some good defenses going. 29.1% AoE defense, 31% Melee defense, 36.6% Ranged Defense, and 38.2% Energy/Neg defense. As far as Resistances go, 23.5% Toxic, 31.3% Psi/Energy, 54.8% Neg, 66.8% Smash/Lethal. Also, I've slotted several powers with Deflating Ego's Recovery debuff to combine with my electric powers. Most noticably being Fluffy, to which most/all of Fluffy's powers have a to-hit debuff part to it so they will all be effected. I also managed to get 186% recovery (3.25 eps), 286% Regen, and 40% Recharge. Granted, 1.51 eps used without Darkest Night being used.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Eldritch Green: Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Electrical Blast
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Twilight Grasp -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(3), Nictus-Acc/EndRdx/Rchg(3)
Level 1: Charged Bolts -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46)
Level 2: Lightning Bolt -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50)
Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(5), EndRdx-I(5)
Level 6: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(19)
Level 8: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13)
Level 10: Hurdle -- Jump-I(A)
Level 12: Fearsome Stare -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(13), Cloud-ToHitDeb/EndRdx/Rchg(15), Cloud-Acc/EndRdx/Rchg(15), DarkWD-Slow%(17), DefEgo-RecDeb%(17)
Level 14: Short Circuit -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(23), Sciroc-Acc/Dmg/EndRdx(23), Sciroc-Dmg/Rchg(25)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(25), Mrcl-Rcvry+(27), Mrcl-Heal(27)
Level 18: Howling Twilight -- RechRdx-I(A), RechRdx-I(31), EndRdx-I(34)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), EndMod-I(34)
Level 22: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-Rchg/EndRdx(37), DarkWD-ToHitDeb/EndRdx(37), DarkWD-Slow%(40), DefEgo-RecDeb%(40)
Level 24: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(39), S'fstPrt-ResDam/Def+(48)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Dark Servant -- Cloud-Acc/ToHitDeb(A), Cloud-ToHitDeb/EndRdx/Rchg(33), Cloud-Acc/EndRdx/Rchg(33), DefEgo-RecDeb%(33)
Level 35: Voltaic Sentinel -- S'bndAl-Dmg(A), S'bndAl-Acc/Dmg/Rchg(36), S'bndAl-Dmg/EndRdx(36), S'bndAl-Build%(36)
Level 38: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(39), Zephyr-Travel(39), Zephyr-ResKB(40)
Level 41: Oppressive Gloom -- Acc-I(A), Dsrnt-I(42)
Level 44: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 47: Soul Transfer -- RechRdx-I(A)
Level 49: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
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
Okay here is the skinny. I eventually got to 50 with SO's and started to try to build up some funds to get some IO's going. I pretty much bought the IO's I could and then worked up again to buy the salvage. After about spending 30 to 40 million and being broke, I was running around on some teams and farm when available to build up the cash. I was lucky enough to join a ITF and picked up a Respec IO. I sold it for 120 million and was able to almost finish up the whole build excluding one Gaussian IO which goes for around 30 million, but there are none on the market atm. I spent the whole 120 million, plus around another 10 million I had already. Total around 160 million.
Currently when I run solo I am at 0 +8 with no issues. The End drain on the mobs helps out tons as they are stuck using there base attack. The IOs helped my DPS out as well. Much more DPS output then I expected or was accustom to with SO's.
I have not tired +1 +8, but will tonight and see how it goes. Doing Farms I have jumped on some purple con 54 mobs to see how it was. Again possible but the fight would be LONG. I think yellow cons with Orange bosses might be the sweat spot. Decent amount of time but decent return.
I will post up what I have working atm maybe someone will find a tweak point. Personally I think I have a very good spec that no one will have issues with if they want to play it and it comes with a pretty much unlimited supply of endurance. I only wish it did more DPS.
The really great thing is I am sure others will find ways of improving the spec which only make it that much greater.
Thanks again to many on the Defenders forums who answered my pet questions earlier on and the guys in this thread who gave me the insight to make a really cool toon.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
If you don't want to play the market game (buy for 6 million, craft, sell for 20 million- just check the stuff in your build till you find a winner) I think an ITF still gets you around 10 million on average, after you roll your merits. I've been wrong before, though, often and in public.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Here is the build I am working with ATM
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: Electrical Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Flight
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Twilight Grasp
- (A) Touch of the Nictus - Healing: Level 48
- (3) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
- (3) Touch of the Nictus - Accuracy/Healing: Level 48
- (7) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 48
- (7) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 48
- (11) Accuracy IO: Level 50
- (A) Thunderstrike - Accuracy/Damage: Level 48
- (43) Thunderstrike - Accuracy/Damage/Recharge: Level 48
- (43) Thunderstrike - Accuracy/Damage/Endurance: Level 48
- (45) Thunderstrike - Damage/Endurance/Recharge: Level 48
- (A) Thunderstrike - Accuracy/Damage: Level 48
- (40) Thunderstrike - Damage/Endurance: Level 48
- (42) Thunderstrike - Damage/Recharge: Level 48
- (42) Thunderstrike - Accuracy/Damage/Recharge: Level 48
- (42) Thunderstrike - Accuracy/Damage/Endurance: Level 48
- (43) Thunderstrike - Damage/Endurance/Recharge: Level 48
- (A) Pacing of the Turtle - Range/Slow: Level 48
- (5) Pacing of the Turtle - Endurance/Recharge/Slow: Level 48
- (5) Pacing of the Turtle - Chance of -Recharge: Level 48
- (19) Recharge Reduction IO: Level 50
- (A) Detonation - Accuracy/Damage: Level 50
- (34) Detonation - Accuracy/Damage/Endurance: Level 50
- (37) Positron's Blast - Accuracy/Damage: Level 50
- (37) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (37) Energy Manipulator - EndMod/Recharge: Level 20
- (40) Energy Manipulator - Chance to Stun: Level 20
- (A) Dark Watcher's Despair - To Hit Debuff: Level 48
- (9) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 48
- (9) Dark Watcher's Despair - Chance for Recharge Slow: Level 48
- (A) Red Fortune - Defense/Endurance: Level 48
- (11) Red Fortune - Defense/Recharge: Level 48
- (13) Red Fortune - Endurance/Recharge: Level 50
- (13) Red Fortune - Defense/Endurance/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Siphon Insight - ToHit Debuff: Level 48
- (15) Siphon Insight - Accuracy/ToHit Debuff: Level 48
- (15) Siphon Insight - Accuracy/Recharge: Level 48
- (17) Siphon Insight - ToHit Debuff/Endurance/Recharge: Level 48
- (17) Siphon Insight - Accuracy/Endurance/Recharge: Level 48
- (46) Siphon Insight - Chance for +ToHit: Level 50
- (A) Recharge Reduction IO: Level 50
- (25) Recharge Reduction IO: Level 50
- (25) Recharge Reduction IO: Level 50
- (A) Run Speed IO: Level 50
- (19) Run Speed IO: Level 50
- (A) Healing IO: Level 50
- (21) Healing IO: Level 50
- (21) Healing IO: Level 50
- (A) Endurance Modification IO: Level 50
- (23) Endurance Modification IO: Level 50
- (23) Endurance Modification IO: Level 50
- (A) Performance Shifter - EndMod/Accuracy: Level 50
- (27) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
- (27) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
- (31) Efficacy Adaptor - EndMod/Accuracy: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 48
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (A) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
- (29) Basilisk's Gaze - Accuracy/Recharge: Level 30
- (29) Basilisk's Gaze - Accuracy/Hold: Level 30
- (31) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
- (A) Basilisk's Gaze - Accuracy/Hold: Level 30
- (31) Basilisk's Gaze - Accuracy/Recharge: Level 30
- (45) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
- (A) Siphon Insight - ToHit Debuff: Level 50
- (33) Siphon Insight - Accuracy/ToHit Debuff: Level 50
- (33) Siphon Insight - Accuracy/Recharge: Level 50
- (33) Siphon Insight - ToHit Debuff/Endurance/Recharge: Level 50
- (34) Siphon Insight - Accuracy/Endurance/Recharge: Level 50
- (34) Siphon Insight - Chance for +ToHit: Level 50
- (A) Blood Mandate - Accuracy/Damage: Level 48
- (36) Blood Mandate - Accuracy/Damage/Endurance: Level 48
- (36) Blood Mandate - Damage: Level 48
- (36) Blood Mandate - Accuracy: Level 48
- (39) Blood Mandate - Damage/Endurance: Level 50
- (45) Blood Mandate - Accuracy/Endurance: Level 50
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (40) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (A) Accuracy IO: Level 50
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (46) Steadfast Protection - Knockback Protection: Level 30
- (46) Steadfast Protection - Resistance/Endurance: Level 30
- (A) Adrenal Adjustment - EndMod/Accuracy/Recharge: Level 20
- (48) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
- (50) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 0: Ninja Run
------------
Set Bonus Totals:
- 4.5% DamageBuff(Smashing)
- 4.5% DamageBuff(Lethal)
- 4.5% DamageBuff(Fire)
- 4.5% DamageBuff(Cold)
- 4.5% DamageBuff(Energy)
- 4.5% DamageBuff(Negative)
- 4.5% DamageBuff(Toxic)
- 4.5% DamageBuff(Psionic)
- 11.8% Defense(Smashing)
- 11.8% Defense(Lethal)
- 11.8% Defense(Fire)
- 11.8% Defense(Cold)
- 20.5% Defense(Energy)
- 20.5% Defense(Negative)
- 3% Defense(Psionic)
- 9.25% Defense(Melee)
- 23% Defense(Ranged)
- 17.7% Defense(AoE)
- 2.25% Max End
- 5% Enhancement(Heal)
- 41% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
- 2.5% Enhancement(RunSpeed)
- 2.5% Enhancement(JumpSpeed)
- 2.5% Enhancement(JumpHeight)
- 2.5% Enhancement(FlySpeed)
- 22% FlySpeed
- 80.1 HP (7.88%) HitPoints
- 22% JumpHeight
- 22% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 2.2%
- MezResist(Sleep) 4.4%
- MezResist(Stun) 1.65%
- 20% (0.33 End/sec) Recovery
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 22% RunSpeed
- 4% XPDebtProtection
------------
Set Bonuses:
Touch of the Nictus
(Twilight Grasp)
- 19.1 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 2.25% Max End
(Charged Bolts)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
(Lightning Bolt)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Tar Patch)
- MezResist(Sleep) 2.75%
- 2.5% Enhancement(Slow)
(Ball Lightning)
- MezResist(Sleep) 1.65%
(Ball Lightning)
- 2.5% (0.04 End/sec) Recovery
(Ball Lightning)
- 1.5% (0.03 End/sec) Recovery
(Darkest Night)
- 15.3 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Shadow Fall)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
(Fearsome Stare)
- 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
- 2% XPDebtProtection
- 9% Enhancement(Accuracy)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
(Short Circuit)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Short Circuit)
- 11.4 HP (1.13%) HitPoints
(Recall Friend)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Petrifying Gaze)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Tesla Cage)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
(Dark Servant)
- 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
- 2% XPDebtProtection
- 9% Enhancement(Accuracy)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
(Voltaic Sentinel)
- 1.5% (0.03 End/sec) Recovery
- 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
- MezResist(Stun) 1.65%
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Aim)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Charged Armor)
- 1.5% (0.03 End/sec) Recovery
- 15.3 HP (1.5%) HitPoints
- 3% Defense(All)
- Knockback Protection (Mag -4)
(Hover)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1413;713;1426;HEX;| |78DA9D93594F135114C7EFB4D4E92CA540292DFB22FB52E0CDE5C104C1C4C41A028| |81A97662C1798585BD28E89BCF968D4181F8C4F824B5C1F5010A251BE864683DFC0| |F523D4B3DC167975D2FE7F33E7FECF993367EE24AF8DDB425C3F22B4CAA319A7504| |88DCB79999D93F940D25970D3421742D49762A9B1ABF3F38971277F3995749DC215| |A7ADBC32E56417E45C622223D35EDE4D3B99D41894F3AA8F6717655E66BD44E9C49| |CCCE53289E92529E76C3A3DE67A595928D4D0C58CCCC8A55CDE733C3797B5783DE3| |2E2C7AF18925375D2EEF7ACBA9249497F9E53834D807FF699F50473120227E21868| |5AF16302A7C51BADA57C78811CC06816B6BBB597EB12270A5FF11E33161F009E135| |F834555D635FCF2AA1EF2183B3FA38AB9FB36620CBAFAAFBD7350C556C30DE126A0| |6A88B37E00BA8EA81350AB56F103A3719EF1937C118113DB708A740756AAAE8D3DF| |F9B05EF023639B701AD46083DF30E986A645B06D0DEBD921C22CF82CBEBDB0B8A33| |3100A716A20A4D3C42A830C835065322CC2904D93EE80DD12561D85B9507C0F0260| |A86683563D44A11A860E2B11951AE9A450ED1E04C1105586681B85EAF6601D5A8EA| |961C7EEFB30D4708F7187D07297D00585EAD9A7D5EFD0A046BFD1CA59D04655A1F1| |0B5C348BA6CF8C4F8496AF844D526EA559ADB06F900DE7405BD5F45A751A4D5B906| |1304C42BBC5E0E96D415687DA051DDF6903EDFFC5F8C3F84DE8FE41CF3BF893B001| |595DEA5E5D4FE939BA9F319E137A5E11865F305E121EC01D7BD52BEFE54F6105420| |36AC003310D9F6328CEA823AC8221A1696448DCA02D38CC931DE5391B30D911F576| |4776788527DB5451FECCE00787388111EDDFC86445F913131A454EEE7A8A4615390| |59BFFEBF86097CA195326E80CCA24CA2CCA79940B2817511C944B286994E2B65D7A| |84F001ECEB20CA2194C32851E84FDC46A78E9F928562A384502A51C228552811940| |6941594E25F19E9013A| |-------------------------------------------------------------------|
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
Nice Build Plainguy !
I see you went with Electric Mastery for the awesome effect of Short Circuit plus Powersink. Charged Armor stacks really well with Shadowfall too.
One thing that will really boost this build some more is getting some merits and/or luck drop-farming to Slot the Miracle, Numina's and Regen.Tissue procs into Health.
The Miracle +recovery would probably be the first one I would try for. But I am kind of a freak on +recovery. Even though my Blue bar stays near full on every team I join, its just something I "obsess" over. Hehe.
Good Luck
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Plainguy, I see a problem with your slotting.
Powersink is auto hit, instead of slotting ENDMOD/ACC/RCH IOs, you should stick with just ENDMOD/RCH IOs.
BrandX Future Staff Fighter
The BrandX Collection
Plainguy, I see a problem with your slotting.
Powersink is auto hit, instead of slotting ENDMOD/ACC/RCH IOs, you should stick with just ENDMOD/RCH IOs. |
@Biospark
After keeping the rules in mind that you guys[i]( gender neutral for the ladies )[i] outlined. I kept playing and playing with the builder, swapping sets in and out and comparing which set was giving me bonuses I was more interested in. And I kept looking at the end regen calculations as well.
I was even looking at some rare sets for the pets and seen I was getting less benefit from them when compared to what I have now.
StormyDarkness put out a compelling build because of the defense numbers, but for me I felt the DPS output for it was a bit lower then mine and I wish I had more DPS then what I am doing now.
Oddly enough I have a old AR Device toon with a +Regen on him. I know that is odd. At the time when it came out, which was many years ago. It was not a big deal as it is today and I had no way of swapping with another toon. So I just put it on him. I am tempted to respec him just to get it out and send the IO in the new mail system coming out. But it is such a pain to respec to get an IO.
I will just follow your advice and get them with merits.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
There are only a few IO recipes that I will farm merits for: those being LoTG +Recharge, Numina Proc, Miracle Proc, Steadfast +3% Defense(All) to name the big ones.
Everything else I have has been gotten thru drops or simply with WW purchases.
Those few recipes will take significant enough time if you're a casual player like me, but are well worth the efforts. I could add a few more on the list, but things like the Performance Shifter proc and Regen.Tissue proc haven't made it into the spotlight yet and seem to be reasonably affordable to buy. (Reasonable is subjective though. 50mil for the Reg.Tissue last I checked)
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
I have a 49 Dark Electric.. I just do not know where to go with him.. I tried doing the defense cap thing.. I just couldn't get it..
This is what I have now.. It seems ALL OVER the place..
any insight would be appreciated..
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: Electrical Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Twilight Grasp -- Nictus-Heal:48(A), Nictus-Heal/HP/Regen/Rchg:50(3), Nictus-Acc/Heal:48(3), Nictus-Acc/EndRdx/Heal/HP/Regen:48(7), Nictus-Acc/EndRdx/Rchg:48(7), Acc-I:50(11)
Level 1: Charged Bolts -- Thundr-Acc/Dmg:48(A), Thundr-Acc/Dmg/Rchg:48(43), Thundr-Acc/Dmg/EndRdx:48(43), Thundr-Dmg/EndRdx/Rchg:48(45)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg:48(A), Thundr-Dmg/EndRdx:48(40), Thundr-Dmg/Rchg:48(42), Thundr-Acc/Dmg/Rchg:48(42), Thundr-Acc/Dmg/EndRdx:48(42), Thundr-Dmg/EndRdx/Rchg:48(43)
Level 4: Tar Patch -- P'ngTtl-Rng/Slow:48(A), P'ngTtl-EndRdx/Rchg/Slow:48(5), P'ngTtl--Rchg%:48(5), RechRdx-I:50(19)
Level 6: Ball Lightning -- Det'tn-Acc/Dmg:48(A), Det'tn-Dmg/EndRdx:48(34), Det'tn-Dmg/Rchg:48(37), Det'tn-Dmg/Rng:48(37), Det'tn-Acc/Dmg/EndRdx:48(37), Det'tn-Dmg/EndRdx/Rng:48(40)
Level 8: Darkest Night -- DarkWD-ToHitDeb:48(A), DarkWD-ToHitDeb/EndRdx:48(9), DarkWD-Slow%:48(9)
Level 10: Shadow Fall -- RedFtn-Def/EndRdx:48(A), RedFtn-Def/Rchg:48(11), RedFtn-EndRdx/Rchg:50(13), RedFtn-Def/EndRdx/Rchg:50(13)
Level 12: Howling Twilight -- RechRdx-I:50(A)
Level 14: Fearsome Stare -- SipInsght-ToHitDeb:48(A), SipInsght-Acc/ToHitDeb:48(15), SipInsght-Acc/Rchg:48(15), SipInsght-ToHitDeb/EndRdx/Rchg:48(17), SipInsght-Acc/EndRdx/Rchg:48(17), SipInsght-%ToHit:50(46)
Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
Level 18: Swift -- Run-I:50(A), Run-I:50(19)
Level 20: Health -- Heal-I:50(A), Heal-I:50(21), Heal-I:50(21)
Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(23), EndMod-I:50(23)
Level 24: Short Circuit -- P'Shift-EndMod/Acc:48(A), P'Shift-EndMod/Acc/Rchg:48(27), P'Shift-Acc/Rchg:48(27), P'Shift-EndMod:48(31), P'Shift-EndMod/Rchg:48(31), P'Shift-End%:48(45)
Level 26: Recall Friend -- Zephyr-ResKB:48(A), Zephyr-Travel/EndRdx:50(50)
Level 28: Petrifying Gaze -- BasGaze-EndRdx/Rchg/Hold:30(A), BasGaze-Acc/Rchg:30(29), BasGaze-Acc/Hold:30(29), BasGaze-Acc/EndRdx/Rchg/Hold:30(40)
Level 30: Tesla Cage -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(31), BasGaze-Acc/EndRdx/Rchg/Hold:30(45)
Level 32: Dark Servant -- DarkWD-ToHitDeb:48(A), DarkWD-ToHitDeb/Rchg:48(33), DarkWD-ToHitdeb/Rchg/EndRdx:48(33), DarkWD-Rchg/EndRdx:48(33), DarkWD-ToHitDeb/EndRdx:48(34), DarkWD-Slow%:48(34)
Level 35: Voltaic Sentinel -- BldM'dt-Acc/Dmg:48(A), BldM'dt-Acc/Dmg/EndRdx:48(36), BldM'dt-Dmg:48(36), BldM'dt-Acc:48(36), BldM'dt-Dmg/EndRdx:50(39)
Level 38: Aim -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(39), GSFC-ToHit/Rchg/EndRdx:50(39), GSFC-Rchg/EndRdx:50(50), GSFC-ToHit/EndRdx:50(50)
Level 41: Dark Consumption -- Efficacy-EndMod/Acc/Rchg:48(A), Efficacy-Acc/Rchg:48(48), Efficacy-EndMod/Acc:48(48), Efficacy-EndMod/Rchg:48(48)
Level 44: Dark Embrace -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResPsi:40(46), ImpArm-ResDam:40(46)
Level 47: Soul Transfer -- EndMod-I:30(A)
Level 49: Soul Drain -- Acc-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 0: Ninja Run
------------
Set Bonus Totals:
------------
Set Bonuses:
Touch of the Nictus
(Twilight Grasp)
- 19.1 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 2.25% Max End
Thunderstrike(Charged Bolts)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
Thunderstrike(Lightning Bolt)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Pacing of the Turtle(Tar Patch)
- MezResist(Sleep) 2.75%
- 2.5% Enhancement(Slow)
Detonation(Ball Lightning)
- MezResist(Sleep) 1.65%
- 1.88% Resistance(Energy)
- 1% XPDebtProtection
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- 1.88% Resistance(Toxic)
Dark Watcher's Despair(Darkest Night)
- 15.3 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
Red Fortune(Shadow Fall)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
Siphon Insight(Fearsome Stare)
- 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
- 2% XPDebtProtection
- 9% Enhancement(Accuracy)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
Performance Shifter(Short Circuit)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Blessing of the Zephyr(Recall Friend)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- Knockback Protection (Mag -4)
Basilisk's Gaze(Petrifying Gaze)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
Basilisk's Gaze(Tesla Cage)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
Dark Watcher's Despair(Dark Servant)
- 15.3 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 5% Enhancement(RechargeTime)
- 2% DamageBuff(All)
- 3.75% Resistance(Psionic)
Blood Mandate(Voltaic Sentinel)
- 1.5% (0.03 End/sec) Recovery
- 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
- MezResist(Stun) 1.65%
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
Gaussian's Synchronized Fire-Control(Aim)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
Efficacy Adaptor(Dark Consumption)
- 11.4 HP (1.13%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
Impervium Armor(Dark Embrace)
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives