dark/dark/dark looking for input on build
First of all, read this:
http://boards.cityofheroes.com/showthread.php?t=127276
Second, my D3 is only at 14 (EDIT: also my first defender), but I've been reading up on some guides (one of which listed earlier) and what not, so here's a few ideas to get the ol' noggin' churnin'.
As I'm leveling up, I too am trying to find my "place" in a team. Here's what I've gathered: #1 is debuffer. Give out -ToHit, -Regen, and -Recharge like candy (TG, DN, HT, FS, TT). #2 and #3 are debatable, but #2 is probably stacked disorient via HT and Dark Pit. Both targetted AoE's keep you out of the fray. #3 is blast. Of course Grasp is pretty spammable when needed. That said...
-Life Drain...seems like crap on paper. It seems like a wanna be TG + Blast. If you want a heal, why not use TGrasp and heal some teammates too? Plus it gives -DMG, -ToHit, and -Regen. Life Drain does only minor damage. Why not just use Gloom? It is DoT but the damage is high
-Assault + Maneuvers. As a D3 it looks like END is a major concern (I can already see it now, granted, this will improve as I level up more). I would rather focus on -ToHit of opponents rather than providing "meh" +DMG and +DEF for my team. I always thought those two powers were chosen to get to Tactics, which you didn't take? In my mind it's like, if you don't take Tactics, why bother.
-Dark Pit + HT. HT is a stun. Remember that. Why not stack it with Dark Pit? It can overcome boss MAG and stack. Tentacles + this combo would be pretty golden it seems.
-Oppressive Gloom. You take this, another toggle END hog which is a STUN, but no Dark Pit? (which would give you 2 targ AoEs instead of a Targ AoE (HT) and this PBAoE?) What good does being PBAoE do you when Night Fall is a cone? Depends on attack chain but I'm thinking HT>Pit>Tentacles>NightFall>run in>Dark Consumption wuld be pretty sweet. Or use Stare>Tentacles>etc. Then Gloom/Dark blast what's left perhaps?
-Lots of damage in Tentacles, is boosting "Minor" damage that much worth it? Just wondering since I don't have it yet. Seems to me you should focus more on -ToHit.
Jack of all trades = Master of none. I plan to be a master of the -ToHit. I could be way off the mark, but it sounds pretty reasonable, even coming from a lowbie at 14. YMMV
-MT
Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."
some good points, thanks.
i took life drain as kind of a back up if twilight grasp missed and i was hurting but it is kind of a lame pick. sometimes i toss these builds up with choices like that just because i don't know where i'm heading yet :/ i'm not sure if i want to trade it for gloom for another ST attack or dark pit for the stun combo. im currently leaning toward gloom since dark already has plenty of control type powers and debuffs. also i remember not caring for dark pit when using it previously but that was quite some time ago.
oppressive gloom was an afterthought just to use that power pick. will likely trade it for recall friend or something.
im sticking by my slotting of tentacles for the time being. enhancing the -to hit doesn't seem necessary to me since it should be floored with a fearsome stare, tentacle, night fall cycle. not to mention fluffy's help or really any other power you use for that matter. plus since it's an aoe the extra damage adds up. even more so if the proc fires.
side note: has anyone tried the chance for hold purple proc in tentacles? did it seem worthwhile?
being a master of -to hit shouldn't be hard since nearly every power is a debuff. even with half-arsed, i-cant-wait-to-get-to-50 slotting i found dark/dark to be quite capable and fun. mine is on freedom if you ever wanna double up on the fun!
thanks for commenting
im sticking by my slotting of tentacles for the time being. enhancing the -to hit doesn't seem necessary to me since it should be floored with a fearsome stare, tentacle, night fall cycle. not to mention fluffy's help or really any other power you use for that matter. plus since it's an aoe the extra damage adds up. even more so if the proc fires.
side note: has anyone tried the chance for hold purple proc in tentacles? did it seem worthwhile? |
As for use of a purple hold proc, I've always wanted to try it out but haven't been dissatisfied what my normal slotting yet.
And as for the Leadership Pool... I won't take any of it. Endurance will always be a problem, even at higher levels (worst if you slot for recharge). Darks has so many gems, that do so much already for your team. Why be a apple polisher and take leadership? Any team will be happy just having a D4 with them(Leadership or not)!
/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen
Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper
well, how do u have it slotted? i take it u meant u have it slotted for immobilze and not hold.
as far as cost goes i already have the posi's laying around so it isn't a big deal. it's as much for the bonuses as anything. maybe i'll throw the purple immob set in there including the proc.
the leadership powers are more for me than for teammates in a way. i'm losing 15% global rech if i drop them. but if i were to drop them what would be good to take? assuming i dont take slots from anything else i cant really enh any powers with the few extra slots leadership is using. i'd have to find 1 more slot to be able to 5 slot something in an attempt to reduce the rech lost.
im not shooting down your suggestions just sharing the reasons behind what might seem like odd choices. i appreciate the advice i just dont know what route i should be taking if i dropped the powers you're advising against.
thanks for commenting
I find little point in slotting TT for -tohit or immob on my D4, unless you're going for specific bonuses. The duration is long enough to triple-stack immob when you got a little recharge in it, and you should be flooring tohit on just about anything with your three cones+toggle+Fluffy (Fluffy alone is doing -85% tohit if he fires off all his powers according to my ingame numbers). TT isn't that far off Nightfall on damage either, about 15% less damage, so TT is getting damage slotting in my build.
I also picked up all Leadership powers, but I am considering dropping some of them. End is killing me at the moment, especially when I'm on small teams/soloing
Icelock - Ice/Storm Controller
Command Bot 1 - Bot/Traps MM
I find little point in slotting TT for -tohit or immob on my D4, unless you're going for specific bonuses. The duration is long enough to triple-stack immob when you got a little recharge in it, and you should be flooring tohit on just about anything with your three cones+toggle+Fluffy (Fluffy alone is doing -85% tohit if he fires off all his powers according to my ingame numbers). TT isn't that far off Nightfall on damage either, about 15% less damage, so TT is getting damage slotting in my build.
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that was precisely the reasoning i used which led me to my slotting of it. thanks for helping me feel like i'm not completely out of it
that was precisely the reasoning i used which led me to my slotting of it. thanks for helping me feel like i'm not completely out of it
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-MT
Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."
Some numbers from Mid's
Night Fall, slotted with five Pos Blast 91.1 damage, recharge 7.53, accuracy 117.5%
Night Fall , slotted with six Post Blast ups the damage to a possible 105.4
Tenebrous Tentacles, slotted with five Pos Blast 77.4 damage, recharge 7.19, accuracy 124.3%. With six Pos Blast, damage is a possible 91.8. But if you take out Pos Blast A/D/E and keep the %Change Energy Damage, so five slot it again, damage is still a possible 90.7. Default Duration 22.4
Now if you slot it with;
Pos Blast - D/E and %chance/energy
Trap of the Hunter: %chance/lethal and a A/I/R
Cloud Sense: Tohit Debuff and a %chance/negative
Damage is a possible 95.9 (4 different types), a rechange of 7.85, Accuracy 97.6 , a Duration of 28.2, and a -11.3 ToHit Debuff (normal 9.38).
But you miss out on the Pos Blast set bonus of +9 to Acc and 6.25 to recharge for a Status Resistance of 2.5% from Cloud Senses.
Now if you switch Trap of the Hunter for Gravitational Anchor Immobilize and Change for Hold... damage is down to 76.2 (I switched Pos Blast %change for a more reliable D/R). But you get a duration of 34.2, and a another chance for a immobile.
With looking over the numbers, maybe you're right on using Pos Blast to get the recharge and Acc set bonus.
For 4 LotG Rechange %, you could do one in Shadow Fall, Maneuvers, Combat Jump, and Vengeance... then take Tactics for a Gaussian's Synch Change for Build-up. With Tactics and Shadow Fall running, its a end cost of 0.83/s. Since I would be using Maneuvers and CJ as mules, not going to add their cost in. Frankly won't use them at all unless on a full team that's getting their behinds kicked.
As I said before, Endurance will be your biggest problem on anywhere but a full team (Vigilance). Problem with being a D4 with good recharge, you got to play it like a blaster in regards to endurance usage.
/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen
Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper
Great to know, thanks for the clarity guys. What would a typical attack chain be like?
-MT |
This pair of powers simply melts groups of enemies. If you put damage procs in them (Tentacles can hold 3, Night Fall can hold 2) you will never, ever look back.
As to your build, I think you'd get more mileage replacing the two Luck of the Gamblers (not the recharge unique obviously) with resistance enhancements. The teeny extra defense you're currently getting won't even be noticeable with all the to-hit buffs you're tossing around.
I also can't imagine many occasions when you'll actually need Life Drain. If you're really worried about healing, slot your Dark Servant for it and stand near him.
Just a further point: Oppressive Gloom's endurance cost is pretty negligible, it often stays toggled after nuking if I use a blue quickly enough. So don't see it as "another toggle" in an already end-heavy build, and it can be far more mitigating than something like Maneuvers, depending on your build.
Defiant EU
Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor
I like that build as it has some similarities to my own. I like how much recharge you are getting there, that's very nice. I wish I had all those LoTG +rech lying around. Anyway, I just got done with with doing a STF with my D3 the other night and realized how much I liked playing him. Anyway, here is a comparison build that focuses less on recharge and a little more on defense while still being more a common budget range.
Cheers
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Lord of Gloom: Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Twilight Grasp -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Heal(5), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Heal/HP/Regen(15), Nictus-Acc/EndRdx/Rchg(17)
Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(34)
Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Tar Patch -- RechRdx-I(A), TmpRdns-EndRdx/Rchg/Slow(5)
Level 6: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(9), DarkWD-ToHitdeb/Rchg/EndRdx(11)
Level 8: Hurdle -- Jump-I(A)
Level 10: Howling Twilight -- RechRdx-I(A)
Level 12: Combat Jumping -- Krma-ResKB(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A)
Level 18: Tenebrous Tentacles -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(19), Det'tn-Dmg/Rchg(19), Det'tn-Dmg/EndRdx/Rng(29), Det'tn-Acc/Dmg/EndRdx(34)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(23), SipInsght-Acc/Rchg(23), SipInsght-ToHitDeb/EndRdx/Rchg(25), SipInsght-Acc/EndRdx/Rchg(36), SipInsght-%ToHit(37)
Level 24: Shadow Fall -- RedFtn-Def/Rchg(A), RedFtn-Def/EndRdx(25), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(34), RedFtn-EndRdx(36), S'fstPrt-ResDam/Def+(37)
Level 26: Night Fall -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(27), Det'tn-Dmg/Rchg(27), Det'tn-Dmg/Rng(29), Det'tn-Acc/Dmg/EndRdx(31)
Level 28: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(37), Lock-Acc/Rchg(39), Lock-Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(40), Lock-%Hold(42)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(31)
Level 32: Dark Servant -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(33), Nictus-Acc/Heal(33), Nictus-Acc/EndRdx/Heal/HP/Regen(33), Nictus-Acc/EndRdx/Rchg(43)
Level 35: Life Drain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(46)
Level 38: Maneuvers -- GftotA-Def(A), GftotA-Def/EndRdx(39), RedFtn-Def/EndRdx(39)
Level 41: Dark Consumption -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(42), M'Strk-Dmg/Rchg(46), M'Strk-Dmg/EndRdx/Rchg(46)
Level 44: Dark Embrace -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(50)
Level 47: Soul Drain -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(48), M'Strk-Dmg/Rchg(48), M'Strk-Acc/EndRdx(48), M'Strk-Dmg/EndRdx/Rchg(50)
Level 49: Oppressive Gloom -- Stpfy-Acc/EndRdx(A), Stpfy-EndRdx/Stun(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 0: Ninja Run
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[B] GUARDIAN 50s:[/B] [B]Tank[/B]: Ice/Fire, Fire/Fire, DA/SS, Inv/WM, SD/Elec...[B]Scrap[/B]: BS/Reg, Spin/DA, DM/SD, Fire/WP, Claws/SR....[B]Troller[/B]: Ill/Rad, Fire/Kin...[B]Blaster[/B]: Fire/EM....[B]Defender[/B]: D3...[B]Brute[/B]: Elm/ElA...[B]EPIC[/B]: Widow, PB, Crab...CURRENTLY: 45 Stone/Stone Tank...38 AR/Rad Corr...21 Ice^3 Dom
Generally I think you're on an awesome road. I'd only tweak and thing here and there. Here are a few comments and thoughts.
You haven't six-slotted fluffy??? He is sad. Make him happy.
Do you feel you have enough attacks to solo? I might try to grab Gloom and/or Moonbeam... I point out below a couple power picks in this build for which you might trade off. Or you might have enough rech to just spam Dark Blast, Life Drain, and Night Fall... in which case I'd try to trade for Petrifying Gaze and Dark Pit.
I agree with six-slotting Twilight Grasp, but I wouldn't slot a healing set in Twilight Grasp. My top pick would be Cloud Senses (accurate to-hit debuff). The fourth enhancement in cloud Senses gives you the recharge you're looking for. If I really wanted to slot for healing, I'd take four Cloud Senses (focus on accuracy, recharge, and end rdx), and either two straight-up Heal IO's or two from a Healing or Accurate Healing set.
I've never found myself in a situation where I wanted Howling Twilight and it wasn't up. I think this would be even more true with all the rech in this build. I'd slot one rech, then put the two other slots somewhere else... (hint, hint... fluffy).
The same can be said for Hasten. If three enhancements helps you get to perma-hasten or almost perma-hasten, well... ok. But again, I've never really found myself needing Hasten and not having it. (I understand, though, that perma-hasten is much more a necessity in PvP). I'd slot two rech and move the extra slot elsewhere.
I think you can save a slot in Stamina. I'd put in P'shift +end, P'shift end mod, and a plain end mod IO. It's true that with your slotting you have about +5% recovery over what I just outlined, but you're also pointlessly enhancing accuracy and recharge on an auto power. I think you can take the extra slot and add a real enhancement somewhere else.
Why don't you have a Numina's +regen/+rec slotted in Health? I'd add a slot for that proc -- maybe the one that you take off Stamina.
You've got a lot of defense in this build, which is usually a good thing. But... in your case that extra defense might be overkill. As a dark defender, you're in the business of de-buffing bad guys' to-hit. That's essentially the same as increasing your own (and your teammates') defense. If you think about it this way, when a spawn is firing at you from inside a Darkest Night, you are essentially soft-capped if you have even just 17% defense (since you get about 28% from an enhanced DN). This build has defense in the high 20's for ranged and melee... about 10% more than you need. I think you can drop Maneuvers... you personally don't need the DEF, and it saves you some end drain. Trade it for Dark Pit, which is going to give you (and your buds) better damage mitigation than a few DEF.
To my mind, Dark Consumption is not going to be effective. I think you've got your END handled in more reliable ways via Stamina and your IO recovery bonuses. I'd trade it for another attack... Gloom or Moonbeam. Or for Petrifying Gaze or Dark Pit if you're feeling like you're good on attacks.
I think Dark Embrace is also a bit of a lead weight. Again, you're going to essentially be at soft-capped DEF most of the time, so why burn your END on damage mitigation that doesn't actually get used ('cause you're not getting hit). And the .63% Melee and Ranged defense that you can mule in with IO's is not worth it. You have to take either this power or Dark Consumption to get Soul Drain, so I'd take Dark Embrace as the lesser evil. But I wouldn't use it, and I certainly wouldn't slot it. I'd put the slots in Dark Pit or one of the other new powers I traded for.
I hope those are useful thoughts.
Confused about something.
Fearsome Stare has an 18.8% tohit debuff. Doesn't it? So, why is the tohit debuff lower with the enhancement? Am I missing something, MIDS related?
Fearsome Stare has an 18.8% tohit debuff. Doesn't it? So, why is the tohit debuff lower with the enhancement? Am I missing something, MIDS related?
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I bet it's because the proc that boosts the caster's to-hit is slotted in there. Mids will combine the to-hit debuff of the power and the to-hit buff of the proc together even though they affect different targets.
Ahhhhh.
That's it. I removed the +ToHit proc and the debuff shot up to 28.5%.
TY!
ok, here is the build after some modifications. i still have good recharge, recovery, and decent defense to stack with the -to hit debuffs. i ditched the leadership toggles and picked up the hold. i was left with 2 powers with no slots available so i just added on super speed and the self rez. i figure with SS i can use it with shadow fall to zip around undetected. the self rez i just slapped on. i could maybe switch that for stealth or even grant invis for a lotg +rech mule. or i could pick up recall friend.
have a look
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Twilight Grasp -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(11), Dct'dW-Rchg(23), Acc-I(34)
Level 1: Dark Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(7), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg(34)
Level 2: Tar Patch -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(5), RechRdx-I(5)
Level 4: Darkest Night -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-ToHitDeb/EndRdx(40), DarkWD-ToHitDeb(46)
Level 6: Howling Twilight -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(11)
Level 8: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(43), S'fstPrt-ResKB(43), S'fstPrt-ResDam/Def+(43)
Level 10: Hurdle -- Jump-I(A)
Level 12: Fearsome Stare -- Abys-EndRdx/Fear(A), Abys-Fear/Rng(13), Abys-Acc/Fear/Rchg(13), Abys-Acc/EndRdx(15), Abys-Acc/Rchg(15), RechRdx-I(37)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(31)
Level 16: Tenebrous Tentacles -- Posi-Dam%(A), Posi-Acc/Dmg(17), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(37)
Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 24: Night Fall -- Posi-Dam%(A), Posi-Acc/Dmg(25), Posi-Acc/Dmg/EndRdx(25), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(31)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Petrifying Gaze -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(29), BasGaze-Acc/Rchg(31), BasGaze-Acc/Hold(45)
Level 30: Super Speed -- Zephyr-Travel/EndRdx(A)
Level 32: Dark Servant -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb(33), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(42), BasGaze-Acc/Hold(42)
Level 35: Gloom -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg/Rchg(46)
Level 38: Blackstar -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(39), Oblit-Dmg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 41: Dark Consumption -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(42)
Level 44: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 47: Soul Drain -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(48), GSFC-ToHit/Rchg(48), GSFC-ToHit/EndRdx(48), GSFC-ToHit(50), GSFC-Build%(50)
Level 49: Soul Transfer -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
I'm not really one for critiquing builds, but I'll throw out some random advice.
Post-Fluffy and on teams, you don't need to use Darkest Night for anything but the toughest fights; it has a long(ish) animation, and you and your teammates will most likely be better served with Fearsome Stare and Tar Patch. You can pile on such a ginormous crapton on -ToHit that DN is mostly just contributing -damage at that point ... which seems frivolous since nothing much will be hitting you, anyway. It's best used, IME, for adds, emergencies, monsters, EBs, and AVs.
And, speaking of DN and all things -ToHit, mosters and AVs tend to MASSIVELY resist -ToHit, but they also poorly resist -damage. And Dark can also layer on lots of -damage from Twilight Grasp (also has -regen) and Darkest Night. You can still keep your team safe, but you'll be focusing more on reducing the damage of whatever hits you. It also helps if you can layer on some +def. FWIW, I think Maneuvers and Tactics are good choices if you're planning on AV-hunting since +def is /always/ good against AVs, and it really, really sucks to have TG miss a couple times in a row.
YMMV 'n' all that.
Post-Fluffy and on teams, you don't need to use Darkest Night for anything but the toughest fights
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that's what i have it for. kind of an emergency tool if necessary. my main focus will be on using fearsome stare, tentacles, nightfall, tar patch and twilight grasp with other powers being used as necessary or as places for io bonuses.
i actually dropped leadership in the 2nd build since the majority of commentators seemed to feel it was skippable on this build. figured i'd try without it and see if i missed it.
also, what is YMMV? i've been meaning to ask since i see it in posts often. i'm not cutting edge when it comes to all these acronyms =/
thanks.
i actually dropped leadership in the 2nd build since the majority of commentators seemed to feel it was skippable on this build. figured i'd try without it and see if i missed it.
also, what is YMMV? i've been meaning to ask since i see it in posts often. i'm not cutting edge when it comes to all these acronyms =/ thanks. |
Anyway ... something to keep in mind is that, with Shadowfall slotted for +def, Maneuvers, Combat Jumping and the +def unique, you can solidly be in the teens for defense. That's nothing to sniff at.
You can also go for leadership in a second build, so it's not really an either / or situation.
Good luck! My dark / dark defender is, hands down, my favourite defender.
ive decided i want to update my dark defender and slap some io's in her. this is my first draft. anyone see any glaring mistakes or improvements i should make?
if possible id like a build that could handle going solo if necessary but is also a strong team player. ive got a lot of inf and loot hoarded so budget isnt a big deal.
thanks for any advice
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Twilight Grasp -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(11), Dct'dW-Rchg(23), Acc-I(34)
Level 1: Dark Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(7), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg(34)
Level 2: Tar Patch -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(5), RechRdx-I(5)
Level 4: Darkest Night -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-ToHitDeb/EndRdx(40), DarkWD-ToHitDeb(46)
Level 6: Howling Twilight -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(11)
Level 8: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(43), S'fstPrt-ResKB(43), S'fstPrt-ResDam/Def+(43)
Level 10: Hurdle -- Jump-I(A)
Level 12: Fearsome Stare -- Abys-EndRdx/Fear(A), Abys-Fear/Rng(13), Abys-Acc/Fear/Rchg(13), Abys-Acc/EndRdx(15), Abys-Acc/Rchg(15), RechRdx-I(37)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Tenebrous Tentacles -- Posi-Dam%(A), Posi-Acc/Dmg(17), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(37)
Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 24: Night Fall -- Posi-Dam%(A), Posi-Acc/Dmg(25), Posi-Acc/Dmg/EndRdx(25), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(31)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Assault -- EndRdx-I(A), EndRdx-I(29)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Dark Servant -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/Rchg(33), DarkWD-Rchg/EndRdx(33), DarkWD-ToHitDeb(33)
Level 35: Life Drain -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg/Rchg(46)
Level 38: Blackstar -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(39), Oblit-Dmg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 41: Dark Consumption -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-Acc/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(42)
Level 44: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), RctvArm-ResDam/Rchg(45)
Level 47: Soul Drain -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(48), GSFC-ToHit/Rchg(48), GSFC-ToHit/EndRdx(48), GSFC-ToHit(50), GSFC-Build%(50)
Level 49: Oppressive Gloom -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run