examples of primary/secondary synergy
Dark / SR or SD
-tohit +defense
DM/Fire Scrapper: Two-end drains, two heals, two damage buffs. Burn can also be used as a quick AoE to make up for Dark's single-targetedness and also benefits well from Soul Drain.
Anything/TA Controller: Extra single target and AoE hold to stack with your other holds. You can self-hold bosses without Overpower in just a few seconds by level 8 by using primary hold + Ice Arrow!
Rad/Sonic Defender: AM boosts your damage, Enervating Field lowers resistance, your attacks lower resistance even more.
Kin/Sonic Defender: Massive damage buff and resistance debuffing attacks. Need I say more?
Dark Armor/Energy Melee: Stack stuns from Oppressive Gloom with your EM attacks. I think this can even stun bosses. Not sure, as I've never played the combo.
Elec/elec dom can drain pretty rapidly once you get slotted for it. 3 powers at 20% drain all AoE and on fast recharges or a pulsing toggle. Very safe and with all those gremlins and sentinels, very damaging on single targets. Mine at lvl 12 drained a +1 EB pretty quick and it was a shockingly easy win.
Dark/nin stalker will have a huge "bag of tricks" to use and will be very hard to hit with all the soft control on top of healing and -tohit+def going around.
Kinetic/shield scrapper will get a large damage buff from AAO and power siphon. Add to that the -resistance multiplies a defensive set's survivability, especially once soft capped.
Dark/archery will be a more unique one. With archery's 3 AoEs drawing agro, dark's ability to psuedo soft cap from to hit debuffs and minor defense will help you survive it all. And tar patch --> rain of arrows will be deadly if you place both on the same spot.
Any combination of sonic blast and traps or devices will be good too. Slow, but once you get into the twenties, VERY safe. And you can deal damage either ST or AoE very well with mines and debuffs. Blaster will be faster because of the higher blast damage, and they can stealth missions with cloaking device and ss or a stealth proc. But with defender and corruptor, you can have more useful tricks to toy around with during a fight.
Kin/elec defender (or the flip for corruptors): end drain on top of end drain
Sonic/sonic defender/corr: resistance debuff upon resistance debuff.
Kin/rad defender (or flip for corruptors): the defense debuff allows kin siphons to hit with more regularity. This type of function also applies to Earth/Kin controllers.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
kat/any resistance set
Thugs or Bots/traps stack defenses to the softcap easily
Ice/rad troller; can't remember why, just remember that it's sick
elec/nin stalker; caltrops's tag as summoned pet as well as lightning rod's make AS actually usable in a chain, and makes this combo more powerful than any other electric melee in the game.
warshade/warshade warshade
There are really a lot of good powersets that work well together; it's probably more worthwhile to pinpoint which combos are bad so you can avoid them.
The Inspiration Maker's Guide [i12] UPDATED with POPMENUS and Movement Binds!
A Flash in the Dark: The Electric/Ninjitsu Stalker [i23]
Kheldian Inspiration Macros UPDATED with POPMENUS and Movement Binds!
Guide to the Katana~Ninja Blade/Electric [i23]
Lots of good idea's in this thread here.
Super Strength/Shield Defense.
Combine a primary with a monstrous damage buff and one of the best AoE attacks in the game with a secondary with a monstrous damage buff and another fantastic AoE attack. Sure, not that enduring against vast hordes, but you have the defense of everything already being dead. The extensive knockdown the two share, especially if you grab Air Superiority, means that anything tough to survive is also going ot spend most of the fight flailing and falling over.
It's not the most monstrously optimised build, because it does have a tendency to die where most others wouldn't. What it gives in return is the feeling that you aren't so much a character as a moving radius of destruction.
Super Strength paired with Electric Armor
Rage boosting Lightning Field's damage while Lightning Reflexes reduces Rage and Foot Stomp's recharge. SS also tends to be end-heavy, which Power Sink patches.
Sonic Attacks with Traps
Resistance debuffs from Acid Mortar(s) and sonic blasts, which increase the damage of subsequent attacks and also increase the effectiveness of the damage debuffs from Seeker Drones
Dark Melee and Shield Defense
Being surrounded by mobs is beneficial to both Against All Odds and Soul Drain, for a massive damage buff. Dark has a self heal that Shield lacks, and Shield has the AoE that Dark lacks.
Dark Armour and Energy Melee, Martial Arts or War Mace.
Stacking the stuns of your attacks with Oppressive Gloom is pretty awesome.
Ninja/FF is quite effective but bubbling can be boring.
I like Elec/Earth Dom at the moment. The end drain alone from Elec is good enough and being melee range is better for Earth Assault. Foes may be put to sleep after getting up from knockdowns. I like it.
I used to run two Dark/Cold Corruptor builds. Love the -tohit and +defense and cone immb and aoe damage.
I see Dark/Ninjitsu Stalker being very very effective solo build. Having two heals and tohit stack with defense.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Fire blast/Dark Miasma, for the Tar patch/Rain of Fire combo.
floored resistance + damage is my fave synergy.
Looks like no one's pointed out doms, so I'll go ahead and do two:
Ice/Psi dom. You can easily stack so many recharge debuffs that it literally becomes meaningless, and have enough power to significantly impact AV recharge. Arctic air's melee range confuse and slow also has a synergy with drain psyche, letting you take a lot more damage than you might expect to be able to. Drain psyche also helps with handling the extreme endurance costs of arctic air. Lastly, psychic shockwave will help add some extra hard control to all of the slows and knockdown from ice.
Elec/Earth dom: Elec's end drain control is based on being in melee range, and earth is a melee set. It also has a lot of knockdown mitigation, and electricity's immobilize doesn't stop enemies from being knocked down. It's also got a decent AOE disorient to help add some hard control to electricity's soft control.
Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)
Retired (Virtue): Gaav (Inv/EM Tank), Baqra (Fire/SS Tank)
Earth/Kin Controller. Kin needs to hit, and Earth puts out -Def with a lot of control powers plus Quicksand.
Fire/Storm or Ice gives you the even more ridiculous combo of RoF+FR or Sleet
![]() |

Grav/TA controller. TA brings extra control to Grav, Grav brings the ability to immob without preventing knockdown and the ability to teleport chunks of enemies into Oil Slick.
Traps/Dark Defender (or corrupter) : -ToHit stacks with FF Generator. Dark Pit allows you to Toe Bomb without fear. Little flying thingies stuns stack with Dark Pit. Life Drain lets you heal yourself.
Necro/Dark Mastermind. Silly amounts of -ToHit, 4 different holds (3 from the various henchies and fluffy), stacked Fearsome Stares.
Currently I'm working on a Broadsword/Fire scrapper who has the potential to do ridiculous damage spikes, coupled with Parry helping out Fires low survivabilty.
Elec/Psi Dom
End drain form Elec with the -recharge from Psi prevents enemies from attacking. Elec's Aura combined with Drain Psyche creates absurd +Regen for you to boot as well.
DM/SR Scrapper the -to hit works great with /SR's defense and DM has the Heal SR lacks, Quickness means your DM attacks are up more often than they would be normally.
crab spider soldier + crab spider training?
I had a storm/dark defender that was absolutely wonderful. Great cone immobilize attack + freezing rain + properly used hurricane. Fun times.
WM + WP brute as well. Great mitigation via crowd control, making the secondary WP be that much better through the wide reliable KD.
wow thanks a lot guys for the suggestions. Thanks to you lot I now have to make 15 alts to find the one I like haha.
Ice/rad troller; can't remember why, just remember that it's sick |
Ice/Rad Reborn Hi all, I would like to throw in a new twist to the Ice/Rad Controller. Most folks would pish-post if I told them that my ice/rad can melt down +4/+8 difficulty mobs. Well.... It can thanks to 14, yes 14 chance for damages, two great confuses, and two chance for holds. Here's the build's powers and what I have on them: 1. Chilblain: 6 slot Enfeebled Operation IO Set 2. Frostbite: 6 slot Enfeebled Operation IO Set 3. Arctic Air: Chance for damages (Malaise Illusion, Cacophony, Impeded Swiftness) Coercive persuasion chance for confuse and coercive persuasion end/conf, malaise illusion end/conf 4. Ice Slick: 2 rech 5. Radiant Aura: Miracle end/heal, heal/end/rech, end redux 6. Rad Infection: Achilles heal chance for res debuff, Touch of Lady Grey chance for damage, Dark watchers despair to-hit/end, DWD to-hit/end/rech, DWD Chance for rech slow 7. Enervating Field: 2xend redux 8. Choking Cloud: Chance for damages (GW Embrace, Neuronic Shutdown, Unbreakable Constraint), Lockdown chance for hold, Basilisk chance for rech slow, Unbreakable Constr hold/end 9. Fallout: Siphon Insight set x 5 10. Lingering rad: 1xacc 11. The following powers have IO set Kinetic Combat 4 slotted: Brawl, Boxing, Kick, Flurry) 12. Hasten: 3xrech 13. Super Speed: Blessing of the Zephyr KB Protection 14. Hurdle: 1xJump 15. Health: Miracle +recovery, Miracle Heal, Numina regen/recovery 16. Stamina: Performance Shifterx4, I took the chance for end in that set 17. Tough: Reactive Armorx4, Steadfast Protection defense+3% 18. Weave: Gift of the ancients def/end and def/end/rech 19. Maneuvers: Gift of the ancients def/end and def/end/rech 20. Indomitable Will: 2xrech redux 21. World of Confusion: Chance for damages (Eradication, Obliteration, Armageddon, Scirocco, Cacophony and Malaise) 22. Mind over Body: Reactive Armorx4 Nets you 41% defense to smash/lethal and 64% resistance to smash/lethal. Although it does limit you a bit to that damage type. You can still mish just fine, since you also have around a 32% to-hit debuff from rad infection. All in all, the build has 3 aura confuses from arctic air, world of confusion and the contagious confuse; it has two holds from choking cloud and Lockdown; it has some damage mitigation from the 3 recharge slows from arctic air, basilisk gaze and dark watcher. What you have is a very survivable build, with some wonderful fireworks roughly every 8 seconds from 14 chance for damages. And it also has two resistance debuffs, one from Enervating field and the other from Achilles heal. Try it out and have fun with it! |
Martial Arts/Dark Armor.
I'm sorry, did you expect me to stop stunning you anytime soon, Mr. Boss?
What shall claim a Sky Kings' Ransom?
PPD & Resistance Epic Archetypes
23 replies to this thread and not a peep from Local Man?
I am truly heartbroken ;-*(
p.s.: I answered the Q posed by this thread by asking my own Q.
Lots of people brought up stacking stuns with dark armor, but no one mentioned stone melee yet. AoE perma-stunning everything including bosses ... who needs "armor" to tank?
The Bacon Compels You.
Cold/Ele is the first that comes to mind. The end drain of heat loss paired with SC.
I'm looking for toons whose primary is enhanced by it's secondary.
Another obvious one is the slows from ice to go with cold dom.