Just Came Back to Game, Help with DM/DA


Comfort

 

Posted

Hey everyone. I just got back into the game after about a year and a half layoff and now am having trouble trying to respec my DM/DA for i19. I've been playing around with mids but still feel completely lost trying to find the right build for him. I'm trying to find a build that focuses on def and recharge. If anyone could give me a few ideas or point me in the right direction, I would really appreciate it.


 

Posted

Here's where I'm at right now. The slots in Rest are reserved for Numina and Miracle proc for after I 19.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Darkness Mastery

Hero Profile:
Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Dark Embrace -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx/Rchg(25)
Level 2: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam(31)
Level 6: Death Shroud -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(17)
Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dark Regeneration -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(36), Nictus-Acc/Heal(36), Nictus-Acc/EndRdx/Heal/HP/Regen(36), Nictus-Acc/EndRdx/Rchg(37)
Level 18: Boxing -- Acc-I(A)
Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def(23)
Level 22: Dark Consumption -- EnManip-EndMod/Rchg(A), EnManip-EndMod(25), Efficacy-EndMod(29), Efficacy-EndMod/Rchg(34), Efficacy-EndMod/Acc/Rchg(50)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(45)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(27), LkGmblr-Def/EndRdx/Rchg(29)
Level 28: Touch of Fear -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(42), Abys-Acc/EndRdx(42), Abys-Fear/Rng(42), Abys-Acc/Fear/Rchg(43)
Level 30: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 32: Midnight Grasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 35: Oppressive Gloom -- EndRdx-I(A)
Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 41: Hasten -- RechRdx-I(A)
Level 44: Petrifying Gaze -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(48), NrncSD-Acc/EndRdx(48), NrncSD-Dam%(48), NrncSD-Hold/Rng(50), NrncSD-Acc/Hold/Rchg(50)
Level 47: Acrobatics -- EndRdx-I(A)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A), Empty(17), Empty(19)
Level 1: Critical Hit
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 15.5% DamageBuff(Smashing)
  • 15.5% DamageBuff(Lethal)
  • 15.5% DamageBuff(Fire)
  • 15.5% DamageBuff(Cold)
  • 15.5% DamageBuff(Energy)
  • 15.5% DamageBuff(Negative)
  • 15.5% DamageBuff(Toxic)
  • 15.5% DamageBuff(Psionic)
  • 18.6% Defense(Smashing)
  • 18.6% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 8% Defense(Energy)
  • 8% Defense(Negative)
  • 3% Defense(Psionic)
  • 28.6% Defense(Melee)
  • 7.38% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 2.25% Max End
  • 5% Enhancement(Heal)
  • 2% Enhancement(Held)
  • 41.3% Enhancement(RechargeTime)
  • 52% Enhancement(Accuracy)
  • 2.75% Enhancement(Terrorized)
  • 5% FlySpeed
  • 235.9 HP (17.6%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 11%
  • MezResist(Immobilize) 16.5%
  • MezResist(Stun) 2.2%
  • 5.5% (0.09 End/sec) Recovery
  • 30% (1.68 HP/sec) Regeneration
  • 5% RunSpeed


 

Posted

Hey Dia, I don't have my DM/DA around anymore, but I have a MA/DA I play pretty actively, and I also went for defense and recharge. It's definitely worth it, and a very fun time. I went for S/L over Melee though. Some suggestions/thoughts... Not going to make/remake any actual build atm, maybe later after clarifications

The Theft of Essence +end proc in Dark Regeneration, if you are having end issues.

No Shadow Maul? That makes me sad...

I started off always favoring Oppressive Gloom over Cloak of Fear, but now, even on the MA toon that has other stuns to stack with OG, I've been favoring CoF, and just used OG as a set mule for a small end recovery bonus. With a DM, esp since you took Touch of Fear (which I don't take on my DMs), I would think there would be a good place to stack the fear on bosses that way too. The [Fear Incarnate] power for being a Vigilante has also proven very nice as a compliment to CoF.

Is Petrifying Gaze solely for the set bonuses? Seems like ToF and PG together is a bit redundant. If you're only after the set bonus, try one of the ST immob epic powers (probably Ring of Fire) and 6 slot it with Enfeebled Operations. Gives you some more leeway defense wise, either for reslotting other things more effectively, or vs defense debuffs.

Given Acro vs +KB protection IO, I always go for the IO. Maybe a Blessing of the Zephyr's +KB prot into SJ?

I tend to like slotting Soul Drain and Dark Consumption for damage, esp since Obliterations came out. The defense bonus would overlap with your ToD sets, but again, would be a nice way to get more leeway to reslot other things if you like. The two powers may not be up super often, but you'd be surprised how they can help out, especially a soul drain saturated damage slotted dark consumption (and/or Shadow Maul) can really thin a mob out before you get sticky with your single target.

While a lot of Mez protection toggles don't benefit much from slotting, if you are going to be fighting psi opponents much, dark armor's is a good one to slot up.

Guessing you're going to get the +end accolades to help with endurance? I know stamina isn't showing up, but as is now, without even all your toggles on (without assault and OG in particular), you are actually losing endurance just from standing idle. Again, Stamina, and possible health uniques and accolades will help with this, but that is a warning light for me.

I'd usually say get some heal slotted in Siphon Life, but... Dark Regen is pretty frickin' awesome... Still, something to be aware of if you decide to frankenslot.

Just tried to redo the build some, but I really don't like building knowing i19 inherent fitness changes things, and being unsure how you were planning on slotting those powers, as well as being unsure which powers/parts of the build you are really attached to, and which you aren't.


 

Posted

Why take shadow maul? Isn't it fairly low damage compared to single target stuff? I find it's rare that I can get enemies to line up enough to all get punched at the same time.

Just curious cause the longish animation makes it seem pretty meh to me.


 

Posted

Just wanted to jump in quickly to say you should most definitely take Shadow Maul....do you also have Sands of Mu...if so line em up...Shadow Maul/Sands of Mu and hey where did everyone go?


 

Posted

Quote:
Originally Posted by Rubber_Dog View Post
Just wanted to jump in quickly to say you should most definitely take Shadow Maul....do you also have Sands of Mu...if so line em up...Shadow Maul/Sands of Mu and hey where did everyone go?
I would recommend taking Shadow Maul at the lower levels for two reasons. One, because it works great with Sands of Mu, like Rubber Dog said. Getting them to line up isn't all that difficult for me, either; when I have 3 guys attacking me they tend to want to be as close as possible and end up in a little arc in front of me. Then, I just have to take a step back, then two steps to the left or right, and they're lined up enough to hit them all.

The second reason I recommend it for lower levels is that it does a steady stream of damage while you're waiting for your other powers to recharge.

However, the second reason is also what makes it a bad choice for Single Target damage. Shadow Maul has a 3.07s cast time for 148.4 points of damage (according to Mids, which I believe displays damage done at level 50.)

In those 3 seconds, I could use both Siphon Life (Cast 1.97s for 134.9 points of damage) and Smite (Cast .97s for 90.8 points of damage,) for a total of 225.7 damage in only 2.48 seconds. More damage in less time then shadow maul. Or I could use Midnight Grasp and Smite - it's only a slightly longer cast time then Siphon+Smite, but Grasp does higher base damage then Shadow Maul.

So in the end, Shadow Maul will be great for hitting multiple enemies, so if you fight large mobs it may be useful to clear out minions faster. However, when fighting Bosses, or Elite-Bosses, or other players, shadow maul is only wasting time for less damage.