Dark / Psi - Build and IO Set Advice
here is a second build that focuses more on ranged defense, but I seem to have lost a lot of recharge and overall power utility. I also had to drop all my fun procs. compare and contrast? better ideas?
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Psychic Blast
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Twilight Grasp -- Nictus-Acc/Heal:50(A), Nictus-Acc/EndRdx/Heal/HP/Regen:50(5), Nictus-Heal/HP/Regen/Rchg:50(40), Nictus-Acc/EndRdx/Rchg:50(43)
Level 1: Mental Blast -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(3), Thundr-Acc/Dmg/EndRdx:50(7), Thundr-Dmg/EndRdx:50(34), Thundr-Dmg/EndRdx/Rchg:50(39), Thundr-Dmg/Rchg:50(40)
Level 2: Subdue -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(21), Thundr-Dmg/EndRdx/Rchg:50(39)
Level 4: Tar Patch -- ImpSwft-Dam%:30(A), RechRdx-I:50(9), RechRdx-I:50(42)
Level 6: Fly -- Flight-I:50(A)
Level 8: Darkest Night -- DarkWD-Rchg/EndRdx:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(9), DarkWD-ToHitDeb:50(31), DarkWD-ToHitDeb/EndRdx:50(45)
Level 10: Psychic Scream -- Ragnrk-Dmg/EndRdx:50(A), Ragnrk-Dmg:50(11), Ragnrk-Acc/Dmg/Rchg:50(11), Ragnrk-Acc/Rchg:50(13), Ragnrk-Knock%:50(21)
Level 12: Fearsome Stare -- Cloud-Acc/EndRdx/Rchg:30(A), Cloud-ToHitDeb:30(13), Cloud-Acc/ToHitDeb:30(15), Cloud-%Dam:30(42), Cloud-Acc/Rchg:30(43), Cloud-ToHitDeb/EndRdx/Rchg:30(50)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15)
Level 16: Telekinetic Blast -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(17), Thundr-Acc/Dmg/Rchg:50(17), Thundr-Dmg/EndRdx:50(19), Thundr-Dmg/EndRdx/Rchg:30(19), Thundr-Dmg/Rchg:50(39)
Level 18: Shadow Fall -- LkGmblr-Rchg+:50(A), HO:Cyto(37), HO:Cyto(46)
Level 20: Will Domination -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(23), Thundr-Dmg/Rchg:50(23), Thundr-Acc/Dmg/Rchg:50(25), Thundr-Acc/Dmg/EndRdx:50(25), Thundr-Dmg/EndRdx/Rchg:50(37)
Level 22: Maneuvers -- LkGmblr-Rchg+:50(A)
Level 24: Tactics -- EndRdx-I:50(A)
Level 26: Howling Twilight -- Stpfy-Acc/Rchg:50(A), Stpfy-Acc/Stun/Rchg:50(37), Stpfy-EndRdx/Stun:50(40), Stpfy-KB%:50(43), Stpfy-Stun/Rng:50(46), Stpfy-Acc/EndRdx:50(50)
Level 28: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(29), Posi-Dmg/Rchg:50(29), Posi-Acc/Dmg/EndRdx:50(31), Posi-Dam%:50(31)
Level 30: Hover -- LkGmblr-Rchg+:50(A)
Level 32: Dark Servant -- Cloud-Acc/Rchg:30(A), Cloud-ToHitDeb:30(33), Cloud-Acc/ToHitDeb:30(33), Cloud-Acc/EndRdx/Rchg:30(33), Cloud-%Dam:30(34), Cloud-ToHitDeb/EndRdx/Rchg:30(34)
Level 35: Petrifying Gaze -- Lock-Acc/Hold:50(A), Lock-Acc/EndRdx/Rchg/Hold:50(36)
Level 38: Vengeance -- LkGmblr-Rchg+:50(A)
Level 41: Dark Consumption -- Efficacy-Acc/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(42), Efficacy-EndMod/Acc:50(46)
Level 44: Dark Embrace -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(45), HO:Ribo(45)
Level 47: Soul Drain -- Oblit-Acc/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(48), Oblit-Acc/Dmg/EndRdx/Rchg:50(48), Oblit-Dmg/Rchg:50(48), Oblit-%Dam:50(50)
Level 49: Soul Transfer -- Dsrnt-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Mrcl-Heal:30(A), Mrcl-Rcvry+:40(27), Numna-Regen/Rcvry+:50(36)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), EndMod-I:50(27), EndMod-I:50(36)
Level 4: Ninja Run
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A few things to consider...nothing wrong with what you have built, just options to think about.
Hover is going to be pretty slow for moving around when you've only got a Swift to boost the speed. Might consider either another slot or two for flight speed, or switching travel options. My personal favorite is Combat Jumping for combat and Super Speed for normal travel. You can still slot the LotG in CJ, or put in a KB protection. And SS lets you slot a Zephyr KB protect if you like. There's always temp powers if you really need to fly in certain situations.
Obliteration in Soul Drain seems a bit overkill. The damage on Soul Drain isn't much to begin with so the damage bonus isn't going to help a lot. There are other sets that are quite a bit cheaper and can give you good recharge, like Adjusted Targeting. Also you might consider dropping a slot or two and moving them over to Tactics, so you can put a Gaussian Chance for Build Up there.
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looks good. you sure you wanna skip Acrobatics?
Click this DataLink to open the build!
perma jump is ---> /up 1
In the days after the Japanese earthquake, our game hosts decided to donate a big chunk of change to the relief effort. I was really impressed by this action. Su much so, I donated some funds to a secular relief effort on the list of donees. I also decided I would ante up my support of NCSoft and purchased the Animal Pack.
You may question my motives in this, but having the Animal Pack available on each and every character means I have a travel power with features of superjump and features of increased linear ground travel. I call it a Win Win Win situation. Another thing: the flight/raptor packs available through sales at the auction house or a trip to Fire Base Zulu or Grandville are fairly easy to acquire. None of these options require a power selection.
If I double up on travel pools it is usually for the hover/recall friend/teleportation combo.
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.
Plus it's only a mag 2 hold resistance. In other words, you'll pretty much get held by any enemy that has a hold.
@Ra Ra
You don't need Acro for a PVE emp build. Slotting Blessing of the Zeypher in SS and Karma in Combat Jump or another Blessing in Hover/Fly/SJ etc is more than sufficient for the majority of the PVE content.
Plus it's only a mag 2 hold resistance. In other words, you'll pretty much get held by any enemy that has a hold. |
FYI: Flight is for concept, but I do like the Animal Pack suggestion
I've re-tweaked my build a bit to softcap ranged using Zephyrs and the Steadfast unique. the first version shifts almost all of HT slots to PG for better ranged bonus, and the second de-slots Mental Blast in order to slot up both HT and PG. I also removed all of the purple sets for now. I haven't had Hasten in my build since ED eviscerated perma-hasten and I never put it back in after IO's came out, so I'm confident but not positive that I can drop Mental Blast from my ST attack chain and still be ok. I'm still concerned that I'm sacrificing some utility in building for the softcap, for example: no heals in Fluffy and no fears in Fearsome Stare. I also have decent recharge in both of these builds, but nowhere near the level in the very first build I posted. will I be able to perma Hasten with only two recharge IO's with the amount of set bonus recharge?
main problem is that I can't really take these builds out for a ride due to the heavy reliance upon set bonuses, and I don't want to go to the expense of buying up recipes and enhancements only to learn that I dislike what I've gotten myself into. thus I want to really be as sure as I can before I start building that this is a good idea. thus I really appreciate all the feedback (and more)!
build #1
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build #2
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the first character I ever rolled in CoH back in 2004 is my Dark/Psi defender. also my first 50. that said, I've only recently returned to the game after a loooong hiatus. I've never really IO'd out any of my chars, so this is an experiment for me. I've also had to discard long-standing slotting rules that were ingrained in my head (2acc/2mez/2rec in FS and PG for example)
in my first build attempt, I tried to aim for defense. that didn't work out too well since I seemed to be sacrificing the actual power of my powers in order to get sets with good def bonuses. so then I read a bunch of other people's builds and stole their ideas (thanks!)
I'm not married too much to the build, but I do have reasons for almost all of the power selection, order and slotting. price is generally not an option. I'm not rich, but this is something I plan on building towards in the long term as this is my main character. please comment and critique, both from a Dark/ and /Psi perspective. thanks much in advance!
and without further ado:
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Psychic Blast
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Twilight Grasp -- Nictus-Acc/Heal:50(A), Nictus-Acc/EndRdx/Heal/HP/Regen:50(5), Nictus-Heal:50(40), Cloud-Acc/Rchg:30(43), Cloud-%Dam:30(43)
Level 1: Mental Blast -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(3), Thundr-Acc/Dmg/EndRdx:50(7), Thundr-Dmg/EndRdx:50(34)
Level 2: Subdue -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Dmg/EndRdx:50(7), TotHntr-Dam%:50(21)
Level 4: Tar Patch -- ImpSwft-Dam%:30(A), RechRdx-I:50(9), RechRdx-I:50(42)
Level 6: Fly -- Flight-I:50(A)
Level 8: Darkest Night -- DarkWD-Rchg/EndRdx:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(9), DarkWD-ToHitDeb:50(31), DarkWD-ToHitDeb/EndRdx:50(45)
Level 10: Psychic Scream -- Ragnrk-Dmg/EndRdx:50(A), Ragnrk-Dmg:50(11), Ragnrk-Acc/Dmg/Rchg:50(11), Ragnrk-Acc/Rchg:50(13), Ragnrk-Knock%:50(21)
Level 12: Fearsome Stare -- Cloud-Acc/EndRdx/Rchg:30(A), Cloud-ToHitDeb:30(13), Cloud-Acc/ToHitDeb:30(15), Cloud-%Dam:30(42), Cloud-Acc/Rchg:30(43), Cloud-ToHitDeb/EndRdx/Rchg:30(50)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15)
Level 16: Telekinetic Blast -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(17), Thundr-Acc/Dmg/Rchg:50(17), Thundr-Dmg/EndRdx:50(19), ExStrk-Dam%:20(19)
Level 18: Shadow Fall -- LkGmblr-Rchg+:50(A), HO:Cyto(37), HO:Cyto(46)
Level 20: Will Domination -- Apoc-Acc/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(23), Apoc-Dmg:50(23), Apoc-Dmg/EndRdx:50(25), Apoc-Dam%:50(25)
Level 22: Maneuvers -- LkGmblr-Rchg+:50(A)
Level 24: Tactics -- EndRdx-I:50(A)
Level 26: Howling Twilight -- Amaze-Stun/Rchg:50(A), Amaze-Acc/Rchg:50(37), Amaze-EndRdx/Stun:50(40), Amaze-ToHitDeb%:50(46), Amaze-Acc/Stun/Rchg:50(50)
Level 28: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(29), Posi-Dmg/Rchg:50(29), Posi-Acc/Dmg/EndRdx:50(31), Posi-Dam%:50(31)
Level 30: Hover -- LkGmblr-Rchg+:50(A)
Level 32: Dark Servant -- Heal-I:50(A), Cloud-ToHitDeb:30(33), Cloud-Acc/ToHitDeb:30(33), Cloud-Acc/EndRdx/Rchg:30(33), Cloud-%Dam:30(34), HO:Lyso(34)
Level 35: Petrifying Gaze -- Lock-Acc/Hold:50(A), Lock-Acc/EndRdx/Rchg/Hold:50(36)
Level 38: Psychic Wail -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dam%:50(40)
Level 41: Dark Consumption -- Efficacy-Acc/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(42), Efficacy-EndMod/Acc:50(46)
Level 44: Dark Embrace -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(45), HO:Ribo(45)
Level 47: Soul Drain -- Oblit-Acc/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(48), Oblit-Acc/Dmg/EndRdx/Rchg:50(48), Oblit-Dmg/Rchg:50(48), Oblit-%Dam:50(50)
Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(27), Numna-Regen/Rcvry+:50(36)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(27), P'Shift-EndMod/Acc:50(36), P'Shift-EndMod/Rchg:50(37)
Level 4: Ninja Run