Is this a legit Dark/Dark build?


Bobitron

 

Posted

My 50 Dark/Dark brute is in need of a respec to take advantage of inherent Fitness. I ran her through some villain tips last night, and she gets splattered by the Miss Thystle trio. Just standard Dark Armor issues. Right now, my bar is to be able to solo that encounter without resorting to Shivans.

I expect some improvements after respeccing to this build, which is sort of based on suggestions from folks in my favorite global channel, but it could probably use tweaking/more suggestions. I'm uncomfortable with the low accuracy in the attacks slotted with Kinetic Combat alone, but this could be solved by ripping enhancements from somewhere else and giving those attacks one Nuc each. I'm having trouble deciding where, though, since I despise taking powers that I'll never use...

Anyway, how's this look for starters?


Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Tinsel Black 04: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Teleportation
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Villain Profile:
------------
Level 1: Shadow Punch KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 1: Dark Embrace RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(29)
Level 2: Smite KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 4: Death Shroud Armgdn-Dmg(A), Armgdn-Dmg/Rchg(5), Armgdn-Acc/Rchg(15), Armgdn-Dmg/EndRdx(37), Armgdn-Dam%(40)
Level 6: Shadow Maul Oblit-Dmg(A), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 8: Murky Cloud RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(37)
Level 10: Siphon Life Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(11), HO:Nucle(25)
Level 12: Obsidian Shield RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(29)
Level 14: Teleport Zephyr-Travel(A), Zephyr-ResKB(15)
Level 16: Dark Regeneration Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/Rchg(17), Dct'dW-Rchg(17), HO:Nucle(23)
Level 18: Dark Consumption P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-Acc/Rchg(19), P'Shift-EndMod/Acc/Rchg(25)
Level 20: Taunt Mocking-Taunt(A), Mocking-Taunt/Rchg(40), Mocking-Acc/Rchg(40), Mocking-Taunt/Rng(46)
Level 22: Touch of Fear HO:Endo(A)
Level 24: Cloak of Darkness LkGmblr-Rchg+(A)
Level 26: Soul Drain RechRdx-I(A), RechRdx-I(27), RechRdx-I(27), HO:Nucle(37)
Level 28: Cloak of Fear HO:Endo(A)
Level 30: Kick KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 32: Midnight Grasp KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 35: Oppressive Gloom Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(46)
Level 38: Soul Transfer Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Rchg(39), HO:Nucle(39)
Level 41: Tough RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 44: Weave RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-Def/Rchg(45)
Level 47: Gloom Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(48)
Level 49: Darkest Night DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(50), DarkWD-ToHitdeb/Rchg/EndRdx(50), DarkWD-ToHitDeb/EndRdx(50)
Level 50: Musculature Radial Paragon
Level 50: Void Radial Final Judgement
Level 50: Diamagnetic Core Flawless Interface
Level 50: Seers Radial Superior Ally
Level 50: Ageless Core Epiphany
------------
Level 1: Brawl HO:Nucle(A)
Level 1: Fury
Level 1: Sprint Run-I(A)
Level 2: Rest RechRdx-I(A)
Level 2: Swift Run-I(A)
Level 2: Health RgnTis-Regen+(A), Mrcl-Rcvry+(43), Numna-Regen/Rcvry+(46)
Level 2: Hurdle Jump-I(A)
Level 2: Stamina EndMod-I(A), EndMod-I(43), EndMod-I(43)
Level 4: Ninja Run
------------
Set Bonus Totals:
9% DamageBuff(Smashing)
9% DamageBuff(Lethal)
9% DamageBuff(Fire)
9% DamageBuff(Cold)
9% DamageBuff(Energy)
9% DamageBuff(Negative)
9% DamageBuff(Toxic)
9% DamageBuff(Psionic)
22.5% Defense(Smashing)
22.5% Defense(Lethal)
5.63% Defense(Energy)
5.63% Defense(Negative)
11.3% Defense(Melee)
3.75% Defense(Ranged)
1.8% Max End
39% Enhancement(Accuracy)
32.5% Enhancement(RechargeTime)
5% FlySpeed
185.5 HP (12.4%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Held) 2.75%
MezResist(Immobilize) 17.6%
MezResist(Stun) 2.2%
MezResist(Terrorized) 6.6%
13% (0.22 End/sec) Recovery
16% (1 HP/sec) Regeneration
10.1% Resistance(Fire)
10.1% Resistance(Cold)
5% RunSpeed






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61866 - A Series of Unfortunate Kidnappings - More than a coincidence?
2260 - The Burning of Hearts - A green-eyed monster holds the match.
379248 - The Spider Without Fangs - NEW - Some lessons learned (more or less.)

 

Posted

Your topic title suggests you are asking if a build is possible to create in-game, but your thread asks us to evaluate the quality of your build.

Your slotting is lacking standard strategy. The set bonuses that have the most effect on characters are recharge and defense. Most of your sets should end on a set bonus that gives recharge or defense. For example, you put 4 Obliterations in Shadow Maul. A 5th Obliteration would give you 5% recharge bonus while a 6th would give you smashing, lethal, and melee defense. You also slotted 4 Apocalypse. A 5th one would give you 10% recharge, which is the reason most people use the VERY EXPENSIVE purple sets.

You took Teleport as your travel power without taking any other powers from that pool. Did you know you are required to have the 60-month veteran badge to take travel powers without taking other powers from the pool? If this was for theme, I can understand. Otherwise, I would not even take the teleport pool on most characters. Super Jump and Super Speed have far more useful powers in their pools.

You have 32.8% S/L defense with Cloak of Darkness on, but you didn't slot it very well. Cloak of Darkness is your best defensive toggle. It has the same base value as Weave, but a lower endurance consumption. Also, you should consider getting 32.5% energy defense because energy attacks are very common at 50.

You took far too many attacks. With enough recharge, you should be running a good attack chain that only uses 3 or 4 attacks. An attack chain that doesn't require tons of recharge is Gloom -> Midnight Grasp -> Smite -> Siphon Life.

I think Dark/Dark/Soul is a tough combination to play. Dark Armor is an endurance-hog and doesn't provide the best mitigation against smashing, lethal, or energy attacks. Dark Melee lacks AoE attacks. Soul Mastery doesn't help with the problems of either set. If you insist on playing the combination for theme, you should work on your build some more. I suggest you look at other Dark Armor builds and see how people assembled them. They don't have to be Dark Melee or Soul Mastery because the melee sets and ancillary pools are fairly easy to swap out.


 

Posted

Okay, not a comprehensive critique (there are others here who can do that better than I), but there are some things I noticed from your build. It's also worth noting that the three-Thystle ambush is one of the nastiest Tip missions in the game and a lot of people avoid it entirely.

First, wow. You're taking every power in both your Primary and your Secondary? I'd seriously consider dropping both Touch of Fear and Cloak of Fear, since you're not giving them the slots to really use them anyway. Especially CoF. That's something you either take and slot heavily, or skip entirely. Also, with Gloom/Smite/SL/MG and a little more global recharge you can probably just drop Shadow Punch from your attack chain entirely.

You're treating Siphon Life like a heal more than an attack. I guess you can get away with it by just leaning on Musculature and Fury, but it seems like you're not taking full advantage of one of your best attacks by underslotting for damage. This is part of your standard attack chain, not a clicky-heal.

Is there a reason that you stopped short of the fifth Apocalypse in Gloom? Purples aren't cheap but you're already looking at an extremely high-budget build here and Dark/Dark responds really well to the recharge. In fact, I see several places where you stopped short of picking up global Recharge bonuses and it seems like you're undervaluing them. More recharge (LotG 7.5%, set bonuses and Hasten) lets you cycle your best attacks faster (which in the case of Siphon Life also essentially means faster steady health recovery), gives you better Soul Drain uptime and helps ensure that you will have Dark Regen available when you need it. It's a huge benefit.

Speaking of Dark Regen, put a Theft of Essence proc in it. Seriously. It makes a huge difference.

Why the heavy slotting in Soul Transfer? Unless you are planning to die constantly you'd be better served putting those slots almost anywhere else. Also, why put a Nucleolus there at all? ST is autohit.

The third recharge in Soul Drain is only giving you a 3 second benefit. You'll get much better uptime from improving your global recharge and adding Hasten to the build.

The regenerative tissue proc in Health will make a negligible difference to your survivability compared to tricking out Dark Regen. Drop it, move the slot elsewhere.

Last, you skipped Dark Obliteration? Why? It's a phenomenal power.

Just in general it seems like your strategy is to give most powers ~4-5 slots and not to max out anything, but as a result you're missing out on a number of attractive set bonuses and have sunk slots into powers that aren't really helping you much. Do you have specific statistical goals for this build? It would help to know what you're trying to accomplish in more concrete terms.


 

Posted

He says it's a level 50 character already, so I'm guessing he's going Cardiac, which will deal with the endurance issues. I'm absolutely positive that he's got the 60 month badge.

I figured that he only slotted 4 apocalypse because he also wanted to 4 slot Darkest night.


 

Posted

Quote:
Originally Posted by MajorDecoy View Post
He says it's a level 50 character already, so I'm guessing he's going Cardiac, which will deal with the endurance issues. I'm absolutely positive that he's got the 60 month badge.
The build is using Musculature. It looks like he's relying on Ageless Core Destiny and Dark Consumption to handle the end issues.

Quote:
I figured that he only slotted 4 apocalypse because he also wanted to 4 slot Darkest night.
Probably, but you could easily 5-slot Gloom and 4 slot DN just by changing the levels they are chosen at and pushing Soul Transfer back instead. Spending that much inf on an Apoc set and then not taking advantage of it is a screaming waste.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
You took Teleport as your travel power without taking any other powers from that pool. Did you know you are required to have the 60-month veteran badge to take travel powers without taking other powers from the pool?
Yes.

Quote:
Originally Posted by teflonshugenja View Post
Is there a reason that you stopped short of the fifth Apocalypse in Gloom? Purples aren't cheap but you're already looking at an extremely high-budget build here and Dark/Dark responds really well to the recharge. In fact, I see several places where you stopped short of picking up global Recharge bonuses and it seems like you're undervaluing them.
Just funky prototype slotting. I haven't worked on a build focusing on typed defense bonuses before. My SR was pretty tough to figure out, too.

Quote:
Why the heavy slotting in Soul Transfer?
The build above was my attempt to build up Fire/Cold resistances in addition to other stuff people usually focus on for Dark Armor. Guess I should have mentioned that.

Quote:
ST is autohit.
Well now I know that. >_>

Quote:
Last, you skipped Dark Obliteration? Why? It's a phenomenal power.
I know. I really wanted Darkest Night; it seems to be more useful against boss rank and up than Dark Obliteration.

Quote:
Originally Posted by teflonshugenja View Post
The build is using Musculature. It looks like he's relying on Ageless Core Destiny and Dark Consumption to handle the end issues.
Well, I don't choose Incarnate powers to fill holes, as a general rule...

Quote:
Probably, but you could easily 5-slot Gloom and 4 slot DN just by changing the levels they are chosen at and pushing Soul Transfer back instead. Spending that much inf on an Apoc set and then not taking advantage of it is a screaming waste.
I couldn't take Gloom after Darkest Night without taking Soul Tentacles first.
__________


Anyway, here's another attempt, based on advice from here and elsewhere.

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Tinsel Black 06: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Teleportation
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Villain Profile:
------------
Level 1: Shadow Punch KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 1: Dark Embrace RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
Level 2: Smite KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 4: Death Shroud Armgdn-Dmg(A), Armgdn-Dmg/Rchg(37), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(39), Armgdn-Dam%(39)
Level 6: Shadow Maul C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(21), C'ngBlow-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(36)
Level 8: Murky Cloud RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
Level 10: Siphon Life Hectmb-Dmg(A), Hectmb-Dmg/Rchg(17), Hectmb-Acc/Rchg(19), Hectmb-Dmg/EndRdx(19), Hectmb-Dam%(34)
Level 12: Obsidian Shield RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(15)
Level 14: Teleport Zephyr-Travel(A), Zephyr-ResKB(37)
Level 16: Dark Regeneration Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Rchg(34), Theft-Heal/Rchg(36), Theft-Acc/EndRdx/Rchg(37), Theft-+End%(40), HO:Golgi(46)
Level 18: Dark Consumption P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(31), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Acc(31)
Level 20: Touch of Fear N'mare-EndRdx/Fear(A), N'mare-Acc/Fear/Rchg(23), N'mare-Acc/Fear(25)
Level 22: Taunt Zinger-Dam%(A)
Level 24: Cloak of Darkness LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Rchg+(27)
Level 26: Soul Drain Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(27), Acc-I(29), RechRdx-I(29), RechRdx-I(46)
Level 28: Cloak of Fear SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(34), SipInsght-Acc/Rchg(40), SipInsght-ToHitDeb/EndRdx/Rchg(40), SipInsght-Acc/EndRdx/Rchg(43)
Level 30: Kick HO:Nucle(A)
Level 32: Midnight Grasp KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 35: Oppressive Gloom HO:Endo(A)
Level 38: Soul Transfer RechRdx-I(A)
Level 41: Tough RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 44: Weave LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Gloom Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48)
Level 49: Darkest Night DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(50), DarkWD-ToHitDeb/EndRdx(50), DarkWD-Slow%(50)
Level 50: Musculature Radial Paragon
Level 50: Void Radial Final Judgement
Level 50: Diamagnetic Core Flawless Interface
Level 50: Seers Radial Superior Ally
Level 50: Ageless Radial Epiphany
------------
Level 1: Brawl HO:Nucle(A)
Level 1: Fury
Level 1: Sprint Run-I(A)
Level 2: Rest RechRdx-I(A)
Level 2: Swift Run-I(A)
Level 2: Health Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(36)
Level 2: Hurdle Jump-I(A)
Level 2: Stamina EndMod-I(A), EndMod-I(23), P'Shift-End%(43)
Level 4: Ninja Run
------------
Set Bonus Totals:
21.9% Defense(Smashing)
21.9% Defense(Lethal)
11.3% Defense(Energy)
11.3% Defense(Negative)
10.9% Defense(Melee)
6.56% Defense(Ranged)
1.8% Max End
46% Enhancement(Accuracy)
1.65% Enhancement(Terrorized)
40% Enhancement(RechargeTime)
9% FlySpeed
179.9 HP (12%) HitPoints
9% JumpHeight
9% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Immobilize) 12.7%
20% Perception
16% (0.27 End/sec) Recovery
30% (1.87 HP/sec) Regeneration
5.04% Resistance(Fire)
5.04% Resistance(Cold)
9% RunSpeed
2% XPDebtProtection






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|-------------------------------------------------------------------|


61866 - A Series of Unfortunate Kidnappings - More than a coincidence?
2260 - The Burning of Hearts - A green-eyed monster holds the match.
379248 - The Spider Without Fangs - NEW - Some lessons learned (more or less.)

 

Posted

Quote:
I couldn't take Gloom after Darkest Night without taking Soul Tentacles first.
Huh? Since when is this true? Last I checked, Gloom and Darkest Night are both tier 1 picks in Soul Mastery. You should be able to take either one at level 41 and the other at 44.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Huh? Since when is this true? Last I checked, Gloom and Darkest Night are both tier 1 picks in Soul Mastery. You should be able to take either one at level 41 and the other at 44.
Mid's says otherwise. :/


61866 - A Series of Unfortunate Kidnappings - More than a coincidence?
2260 - The Burning of Hearts - A green-eyed monster holds the match.
379248 - The Spider Without Fangs - NEW - Some lessons learned (more or less.)

 

Posted

Quote:
Originally Posted by TheDeepBlue View Post
The build above was my attempt to build up Fire/Cold resistances in addition to other stuff people usually focus on for Dark Armor. Guess I should have mentioned that.
Resistance bonuses are a drop in the bucket when you attempt to get those from IO sets. You simply can't get enough to make a useful difference on a character. Instead, stacking defense is the best way to ensure a character turns out much tougher than they currently are. Also, fire and cold damage attacks are relatively rare. You can basically ignore F/C defense unless you are making a Fiery Aura farming character.

Quote:
I know. I really wanted Darkest Night; it seems to be more useful against boss rank and up than Dark Obliteration.
Foes of higher ranks get accuracy bonuses, not to-hit bonuses. This means that no amount of to-hit debuff will decrease their chance to hit you if you are at the defense soft-cap. Also, ranks above minion will resist the effects of Darkest Night more. Higher level foes also resist the effects. A +4 AV resists 85% of your to-hit debuff, making it a waste of endurance to use it. I wouldn't take Darkest Night unless you need it for a set bonus mule. It isn't very useful in actual gameplay.


I looked at your new build. You still have more powers than you need from your primary and secondary pools. Did you read any guides on Dark Melee or Dark Armor? I suggest you skip Shadow Punch, Shadow Maul, and Touch of Fear. Shadow Punch is lower DPS than your other attacks. Shadow Maul has an annoyingly long animation and root time, as well as low single-target DPS and a difficult cone to hit multiple enemies with. Touch of Fear is not useful because fears are simply not useful in the current state of the game. Enemies need to stay in melee range for you to do full damage to them. In your secondary, I would skip Cloak of Fear and Oppressive Gloom. Oppressive Gloom's stun is not powerful enough to affect anything higher than a lieutenant.

Instead of taking those powers, you can use pool powers to fill in your build. I would add Maneuvers and Combat Jumping so you don't have to use as many set bonuses on defense. You could also add Recall Friend and possibly work your way up to Vengeance. Most of the pool powers do not require heavy slotting. Hasten is another good power if you want to do DPS.

The Musculature is not a very good choice on a Brute. Damage bonuses add to each other. Normal attack slotting gives about 95% damage bonus and Fury gives about 150% damage bonus. That would make a 100 damage attack do 345 damage. Adding Musculature would bring that up to 380, which is a 10% increase in overall damage. Instead, I would take the Spiritual Alpha boost to increase your recharge bonus. Having Soul Drain on permanently would add much more damage bonus than Musculature.

The Ageless Radial is not a reliable recharge time buff. It only provides 10% recharge bonus for the second half of the duration, which isn't enough to boost your recharge rate to run a good attack chain. Instead, use the Ageless Core because it provides a reliable amount of endurance recovery. You will likely have endurance problems because this is Dark Armor. The Ageless Core can fix those problems.

Dark Regeneration seems over-slotted. It hits everything around you and heals for every target hit. If you want to heal to full with only two targets hit, aim for about a 50% heal. If you want three targets to bring you to full, 33%-40% is fine. Basically, put healing enhancement on low priority with Dark Regeneration. The "Dark Armor Sucks" thread in the Tanker forum should have some discussions on different slotting options.

Stamina should be slotted better than Dark Consumption. The recharge time on Dark Consumption makes it more of an emergency-use power than something you can rely on to keep your endurance full.

I would also wait until 49 to take Soul Transfer. That helps you use more slots on more important powers, like Gloom and Dark Obliteration.

Your overall performance is still lacking. Your energy defense is still a bit low to tank energy-based enemies and your recharge is too low to run a good attack chain. Hasten and the Spiritual Alpha would allow you to run a good attack chain until you run out of endurance. Ageless Core would ensure you don't run out of endurance. Fixing your defense would require another pool power at the very least, and better overall slotting to ensure you get enough defense and recharge at the same time.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
Foes of higher ranks get accuracy bonuses, not to-hit bonuses. This means that no amount of to-hit debuff will decrease their chance to hit you if you are at the defense soft-cap.
If you look at the build, he's not at the soft-cap. Also, Darkest Night debuffs damage as well.

Quote:
Shadow Maul has an annoyingly long animation and root time, as well as low single-target DPS and a difficult cone to hit multiple enemies with.
I do not have that much trouble hitting multiple enemies with Shadow Maul, I think you're exaggerating things.


 

Posted

Quote:
Originally Posted by MajorDecoy View Post
I do not have that much trouble hitting multiple enemies with Shadow Maul, I think you're exaggerating things.
It' AoE is actually pretty good and its not really hard to hit a few targets but the animation time is just...really long.


"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

Posted

Quote:
Originally Posted by TheDeepBlue View Post
Mid's says otherwise. :/
Okay, I got the placement backwards.

But...you only need to take ONE of the first two powers to unlock the next two.

You can take Gloom, and then Darkest Night. And then you can take Dark Obliteration.

You do NOT need to take Soul Tentacles in order to take Dark Obliteration.

See? Gloom, Darkest Night, and Dark Obliteration, NO Soul Tentacles:

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Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by Syntax42 View Post
I looked at your new build. You still have more powers than you need from your primary and secondary pools. Did you read any guides on Dark Melee or Dark Armor?
I get the gist of opting out of primary/secondary powers in exchange for economic pool choices and freeing up slots for the powers that remain. I'm just particularly of the mind that I'd rather have certain powers and not always need them than need them and not always have them. I've seen plenty of tanks/brutes eat pavement because the mob they jumped into wouldn't let up, and wondered what a single Hand/Lightning Clap would have done for them, just as an example. I understand that making critters dead is the best form of crowd control, but it's not always instantaneous and I never expect it to be unless I'm fighting grays. That's been my experience, at least.

Quote:
Touch of Fear is not useful because fears are simply not useful in the current state of the game. Enemies need to stay in melee range for you to do full damage to them.
Touch of Fear and Cloak of Fear don't cause critters to flee.

Quote:
Oppressive Gloom's stun is not powerful enough to affect anything higher than a lieutenant.
That's fine. It's another way to mitigate damage from a decent chunk of any mob. It just has to mitigate more damage than it causes by its use.

Quote:
The Musculature is not a very good choice on a Brute. Damage bonuses add to each other. Normal attack slotting gives about 95% damage bonus and Fury gives about 150% damage bonus. That would make a 100 damage attack do 345 damage. Adding Musculature would bring that up to 380, which is a 10% increase in overall damage. Instead, I would take the Spiritual Alpha boost to increase your recharge bonus. Having Soul Drain on permanently would add much more damage bonus than Musculature.
Well, I'm not taking Musculature Radial Paragon just for the damage, but for the -ToHit and End Mod bonuses as well. Seems fun.


61866 - A Series of Unfortunate Kidnappings - More than a coincidence?
2260 - The Burning of Hearts - A green-eyed monster holds the match.
379248 - The Spider Without Fangs - NEW - Some lessons learned (more or less.)

 

Posted

I'd move the heca set to smite, perhaps 4 KC and an acc/heal for siphon life? I'd use eradications in place of the cleaving blow set.

There are a few other opportunities to use erads to up e/n def- which makes a huge improvement in dark armor's survivability. death shroud, dark consumption, soul drain- in my DA scrap, i frankenslotted dark regeneration with erads:acc/rech,acc/dam/rech,dam/rech, ToE proc, and two touch of the nictus(acc/end/heal and acc/heal/rech is what i used).

i upped the kb resist to 12 by changing tough and weave, which will help you keep your feet planted against nemesis wands. it's more of a QoL improvement than a necessity, and enzymes aren't cheap... Also added a steadfast 3%.

i still feel like it needs a bit of fiddling, shadow maul, soul drain and siphon life could all be a bit better with another slot. i'd like another slot for end redux in the fear aura, too... maybe from tp and touch of fear?

anyway, here it is with the changes, 35% s/l/e/n should make you pretty sturdy.

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Posted

Quote:
Originally Posted by EJI View Post
I'd move the heca set to smite, perhaps 4 KC and an acc/heal for siphon life? I'd use eradications in place of the cleaving blow set.
How necessary is the heal improvement in Siphon Life?


61866 - A Series of Unfortunate Kidnappings - More than a coincidence?
2260 - The Burning of Hearts - A green-eyed monster holds the match.
379248 - The Spider Without Fangs - NEW - Some lessons learned (more or less.)

 

Posted

It's not necessary, especially since you have Dark Regeneration. For builds that have no other healing (DM/SR for example) enhancing Siphon Life's healing is more attractive. You can probably just treat it as an attack though.


 

Posted

How about something like this, Blue? It isn't what I would prefer; I tried to take your preferences in mind by keeping more attacks than strictly necessary, Touch of Fear, Shadow Maul, etc.

It only has 4 KB protection and I switched you to Cardiac and had to drop Cloak of Fear due to a lack of slots. You could sacrifice a bit of S/L defense to plug up the holes if you like. +70% Rech plus Hasten and 40-ish% S/L Def is pretty solid, especially with some very nice Resists and Dark Regeneration (every 7-12 sec depending on what powers you have active) and Midnight Grasp to back it up.

I haven't paired those two sets before, so this isn't a tested build, but I think this would work fairly well as long as you had Cardiac to make the Endurance issues reasonable.

Keep in mind you would be pretty short of the softcap. I do have a capped Melee/Ranged/AoE Kat/DA scrapper and found it frustrating to fight stuff with -Def due to a complete lack of Defense Debuff Resistance.

I personally would drop Touch of Fear (I don't think it is as useful as some players) and move those slots around for some more +Rech or Def. You could also free up a lot of slots by dropping an attack (most likely Shadow Maul; I really like that power, but it doesn't fit incredibly well into an optimized build).

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Smite

  • (A) Kinetic Combat - Accuracy/Damage
  • (3) Kinetic Combat - Damage/Endurance
  • (3) Kinetic Combat - Damage/Recharge
  • (5) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Dark Embrace
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (7) Reactive Armor - Resistance/Endurance
  • (7) Reactive Armor - Resistance/Endurance/Recharge
  • (27) Reactive Armor - Resistance
  • (27) Reactive Armor - Endurance
Level 2: Shadow Maul
  • (A) Obliteration - Damage
  • (13) Obliteration - Accuracy/Recharge
  • (15) Obliteration - Damage/Recharge
  • (15) Obliteration - Accuracy/Damage/Recharge
  • (17) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (17) Obliteration - Chance for Smashing Damage
Level 4: Death Shroud
  • (A) Obliteration - Damage
  • (23) Obliteration - Accuracy/Recharge
  • (25) Obliteration - Damage/Recharge
  • (25) Obliteration - Accuracy/Damage/Recharge
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (43) Obliteration - Chance for Smashing Damage
Level 6: Touch of Fear
  • (A) Siphon Insight - ToHit Debuff
  • (19) Siphon Insight - Accuracy/ToHit Debuff
  • (21) Siphon Insight - Accuracy/Recharge
  • (21) Siphon Insight - ToHit Debuff/Endurance/Recharge
  • (23) Siphon Insight - Accuracy/Endurance/Recharge
Level 8: Siphon Life
  • (A) Hecatomb - Damage
  • (9) Hecatomb - Damage/Recharge
  • (9) Hecatomb - Accuracy/Damage/Recharge
  • (11) Hecatomb - Accuracy/Recharge
  • (11) Hecatomb - Damage/Endurance
  • (13) Doctored Wounds - Heal/Recharge
Level 10: Murky Cloud
  • (A) Reactive Armor - Resistance/Endurance
  • (31) Reactive Armor - Resistance/Endurance/Recharge
  • (37) Reactive Armor - Resistance
  • (39) Reactive Armor - Endurance
Level 12: Obsidian Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (39) Reactive Armor - Resistance/Endurance/Recharge
  • (39) Reactive Armor - Resistance
  • (40) Reactive Armor - Endurance
Level 14: Hasten
  • (A) Recharge Reduction IO
  • (19) Recharge Reduction IO
Level 16: Dark Regeneration
  • (A) Theft of Essence - Chance for +Endurance
  • (31) Theft of Essence - Accuracy/Endurance/Healing
  • (34) Theft of Essence - Accuracy/Endurance/Recharge
  • (34) Doctored Wounds - Endurance/Recharge
  • (34) Recharge Reduction IO
Level 18: Dark Consumption
  • (A) Obliteration - Damage
  • (29) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (40) Obliteration - Chance for Smashing Damage
  • (45) Obliteration - Accuracy/Recharge
  • (45) Obliteration - Damage/Recharge
  • (45) Obliteration - Accuracy/Damage/Recharge
Level 20: Cloak of Darkness
  • (A) Red Fortune - Defense/Endurance
  • (43) Red Fortune - Defense
  • (50) Luck of the Gambler - Recharge Speed
Level 22: Combat Jumping
  • (A) Karma - Knockback Protection
Level 24: Super Jump
  • (A) Jumping IO
Level 26: Soul Drain
  • (A) Armageddon - Chance for Fire Damage
  • (29) Armageddon - Damage/Endurance
  • (46) Armageddon - Damage/Recharge
  • (48) Armageddon - Accuracy/Damage/Recharge
  • (48) Armageddon - Accuracy/Recharge
Level 28: Super Speed
  • (A) Endurance Reduction IO
Level 30: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (31) Kinetic Combat - Damage/Endurance
  • (46) Kinetic Combat - Damage/Recharge
  • (48) Kinetic Combat - Damage/Endurance/Recharge
Level 32: Midnight Grasp
  • (A) Kinetic Combat - Accuracy/Damage
  • (33) Kinetic Combat - Damage/Endurance
  • (33) Kinetic Combat - Damage/Recharge
  • (33) Kinetic Combat - Damage/Endurance/Recharge
  • (50) Focused Smite - Accuracy/Damage/Recharge
Level 35: Oppressive Gloom
  • (A) Absolute Amazement - Stun
  • (36) Absolute Amazement - Stun/Recharge
  • (36) Absolute Amazement - Accuracy/Stun/Recharge
  • (37) Absolute Amazement - Accuracy/Recharge
  • (37) Absolute Amazement - Endurance/Stun
Level 38: Tough
  • (A) Titanium Coating - Resistance/Endurance
Level 41: Gloom
  • (A) Apocalypse - Chance of Damage(Negative)
  • (42) Apocalypse - Damage/Recharge
  • (42) Apocalypse - Accuracy/Damage/Recharge
  • (42) Apocalypse - Accuracy/Recharge
  • (43) Apocalypse - Damage/Endurance
Level 44: Weave
  • (A) Red Fortune - Defense/Endurance
  • (46) Red Fortune - Defense
  • (50) Luck of the Gambler - Recharge Speed
Level 47: Darkest Night
  • (A) Endurance Reduction IO
Level 49: Soul Transfer
  • (A) Recharge Reduction IO
Level 50: Cardiac Core Paragon
Level 50: Void Radial Final Judgement
Level 50: Diamagnetic Core Flawless Interface
Level 50: Seers Radial Superior Ally
Level 50: Ageless Core Epiphany
------------
Level 1: Brawl
  • (A) Empty
Level 1: Fury
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Miracle - +Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (5) Endurance Modification IO
  • (36) Endurance Modification IO
------------
Set Bonus Totals:
  • 13% DamageBuff(Smashing)
  • 13% DamageBuff(Lethal)
  • 13% DamageBuff(Fire)
  • 13% DamageBuff(Cold)
  • 13% DamageBuff(Energy)
  • 13% DamageBuff(Negative)
  • 13% DamageBuff(Toxic)
  • 13% DamageBuff(Psionic)
  • 27.4% Defense(Smashing)
  • 27.4% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 6.75% Defense(Energy)
  • 6.75% Defense(Negative)
  • 3% Defense(Psionic)
  • 23.6% Defense(Melee)
  • 4.88% Defense(Ranged)
  • 3% Defense(AoE)
  • 1.8% Max End
  • 81% Enhancement(Accuracy)
  • 70% Enhancement(RechargeTime)
  • 4% FlySpeed
  • 112.4 HP (7.5%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 16%
  • MezResist(Stun) 6.6%
  • 12% (0.2 End/sec) Recovery
  • 26% (1.62 HP/sec) Regeneration
  • 7.56% Resistance(Fire)
  • 7.56% Resistance(Cold)
  • 4% RunSpeed
  • 2% XPDebtProtection



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Posted

Quote:
Originally Posted by TheDeepBlue View Post
How necessary is the heal improvement in Siphon Life?
Play it for a while without slotting it for healing. If you find you need more healing, add some slots of healing to it.


 

Posted

First of all, I want you to click the Dark/Dark/Soul guide in my signature and take a look at it.

Second, do the following with your build:

Drop Oppressive Gloom. Oppressive Gloom is a terrible power for a Brute. Brutes build Fury by attacking, being attacked, missing, and being missed. You'll lose out on a lot of Fury generation if all of your enemies are stumbling around drooling. This is a great power for DA Tankers, but not Brutes. Forget all that BS about Ice slowing enemies too much and hindering Fury; OG will stop them completely.

Drop Cloak of Fear. Cloak of Fear seems nice in theory. But once you use it, you'll see it's pretty useless save for the -ToHit (which is small anyway). Enemies who are terrorized will attack only when damaged. Not bad, but considering you'll be using Death Shroud in the same range as CoF, every tick will open the terrorized enemies up to attack. Not worth the endurance cost or power choice.

Don't slot Kick. It's a crap power. Take it for Fighting and leave it, your slots are better used elsewhere.

You don't need Taunt. If you rework your build to use Dark Obliteration (and seriously, you should), you will never need Taunt.

You need Darkest Night. The two first picks in Soul mastery are Gloom and Soul Tentacles. TAKE GLOOM! Do not take Soul Tentacles. Next, take Darkest Night. Then take Dark Obliteration. They are your key tools.

Now to dispel some of the worst Dark/Dark/Soul critique I've ever seen.

Quote:
Originally Posted by Syntax42 View Post
You have 32.8% S/L defense with Cloak of Darkness on, but you didn't slot it very well. Cloak of Darkness is your best defensive toggle. It has the same base value as Weave, but a lower endurance consumption. Also, you should consider getting 32.5% energy defense because energy attacks are very common at 50.
Most energy attacks at level 50 aren't pure energy; they usually have a Smash component (energy melee-ish attacks, Malta Titan cannons, Carnie swords/rings and ranged energy bolts) or a Lethal component (plasma bullets, Vanguard swords, Sapper stabbings).

Quote:
Originally Posted by Syntax42 View Post
You took far too many attacks. With enough recharge, you should be running a good attack chain that only uses 3 or 4 attacks. An attack chain that doesn't require tons of recharge is Gloom -> Midnight Grasp -> Smite -> Siphon Life.
I never grasped this whole "you should only use 4-5 powers for fighting" mindset. If this was the case why even bother putting in attacks past level 8? Let me address some things here.

Build for maximum global recharge. Dark/Dark/Soul functions best with gobs of recharge, rather than gobs of defense. The more recharge you have, the faster you can use your heal, your endmod AoE, your attacks, and your rez.

Do not neglect Soul Transfer. So many people have this idea that dying means you've failed. Not with Dark Armor! If you die, your ENEMY has failed. The ultimate mistake for any foe in CoX is killing a Dark Armor user. Why?

AUTOHIT MAGNITUDE THIRTY STUN.

Dying just means you're now able to use the most powerful tool in your arsenal. Don't underestimate it.

Shadow Maul is not a garbage power. I constantly hit 4-5 enemies per go with Shadow Maul, and despite the long animation I still crank out an absurd amount of damage with it. It's real fun to hit Frenzy, saturate Soul Drain and watch Shadow Maul tick-tick-tick for 61 when it lands.

An "optimal attack chain" can get boring, and restricts IO set combinations. If you're just going to take the optimal attack chain attacks, you're severely hindering what IO sets you can put into your build. I took every attack in my Primary. Why? I always have an attack ready; I like to mix up my attack chain because I enjoy it; STACKING TOHIT DEBUFFS, SON. That's right. For every attack you have, you have another ToHit debuff to apply. Those things add up, trust me. Couple that with Diamagnetic Interface and even the most accurate enemies will start whiffing.

Dark Consumption is your friend! Dark Consumption is your buddy! It's your pal, your champ, your ol' top! I have mine slotted for maximum accuracy, recharge, and endurance modification. A lot of people use it as an attack; I prefer it to recharge my blue bar with ONE ENEMY (oh yes, one) in range. It's a big help against tough fights like EBs, AVs, and the like. Don't neglect this guy. You'll feel it if you do.

Dark Regeneration needs to be 6-slotted. Just trust me on this. Look at how I've slotted in my build. I have 4 pieces of Touch of the Nictus to bolster the power's attributes, the Theft of Essence +End proc (I've watched Dark Regen fill BOTH my bars), and a Golgi Exposure (to maximize heal/endurance enhancement). My Dark Regen costs me a whopping ELEVEN endurance and heals for 901 per enemy, while recharging in 15 seconds.

Finally, Take Cardiac as your Alpha Slot. It quite literally closes the gap in this build. Endurance is no longer an issue, resistances get beefed up, and you get a little bit of range to play with in Gloom/Dark Oblit.

Quote:
Originally Posted by Syntax42 View Post
I think Dark/Dark/Soul is a tough combination to play. Dark Armor is an endurance-hog and doesn't provide the best mitigation against smashing, lethal, or energy attacks.
With Fighting, this isn't an issue. My main sits at 55% Res to S/L/N, 48% to Fire/Cold, 36% to E/Tox, and 68% to Psi. Coupled with a solid 25% defense to S/L, he's my most survivable character (next to my up-and-coming level 30 Dark/Kin Tanker ).

Quote:
Originally Posted by Syntax42 View Post
Dark Melee lacks AoE attacks.
This may be true, but with practice Shadow Maul will solve this, Dark Obliteration will solve this, and Death Shroud takes care of a lot of AoE work for you. Plus, when just the Bosses are left over from your initial assault, you have a fantastic set of ST attacks to quickly pulverize them with.

Quote:
Originally Posted by Syntax42 View Post
Soul Mastery doesn't help with the problems of either set.
Yes it does and you should be ashamed of yourself for perpetuating that notion.

Darkest Night's -ToHit and -Damage stack directly on top of Dark Armor's inherent defense and resistance. If you have Fighting and some nice set bonuses, you'll have even MORE survivability. If you have Diamagnetic Interface, chances are almost NOTHING will land a hit on you.

Gloom adds even more single-target goodness to the combo. Wanna have fun? Try this:

Midnight Grasp > Gloom > Shadow Maul. The numbers ticking away are great and that combo melts just about everything it hits.

Finally, Dark Obliteration adds a great AoE and -ToHit; something you said Dark Melee needed, by the way.

Again, Blue, take a look at my guide and see what it does for you. I have my current build in there. 50% recharge before Hasten!


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

Posted

More tweaking. Dumped Taunt and Oppressive Gloom for TP Foe (which I use) and Dark Obliteration. I'm also still thinking of taking Ageless Radial over Ageless Core because Cardiac is supposed to close the endurance issue, and Dark Armor has no -DEF resistance; any -DEF could crumple the defense bonuses I'd have worked so hard to get.

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Tinsel Black 08: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Teleportation
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7), S'fstPrt-ResDam/Def+(37)
Level 2: Smite -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(17)
Level 4: Death Shroud -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Rchg(29), Armgdn-Dmg/EndRdx(29), Armgdn-Dam%(31)
Level 6: Shadow Maul -- Erad-Dmg(A), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34)
Level 8: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(13)
Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(17)
Level 12: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 14: Teleport -- Zephyr-Travel(A), Zephyr-ResKB(21)
Level 16: Dark Regeneration -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/Heal(23), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Acc/EndRdx/Rchg(25), Theft-Heal/Rchg(25), Theft-+End%(27)
Level 18: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(42), Erad-Acc/Dmg/Rchg(42), Efficacy-EndMod/Acc(42), Efficacy-EndMod/Rchg(43)
Level 20: Touch of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(37), SipInsght-Acc/Rchg(37), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-Acc/EndRdx/Rchg(39)
Level 22: Cloak of Darkness -- LkGmblr-Rchg+(A)
Level 24: Teleport Foe -- Zephyr-ResKB(A)
Level 26: Soul Drain -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), Oblit-Acc/Rchg(40)
Level 28: Cloak of Fear -- HO:Enzym(A)
Level 30: Kick -- HO:Nucle(A)
Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(36)
Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(50)
Level 38: Soul Transfer -- Amaze-Stun(A), Amaze-Stun/Rchg(43), Amaze-Acc/Stun/Rchg(43), Amaze-Acc/Rchg(46), Amaze-EndRdx/Stun(46)
Level 41: Weave -- LkGmblr-Rchg+(A)
Level 44: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45)
Level 47: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48), DarkWD-Slow%(48)
Level 49: Dark Obliteration -- HO:Nucle(A), HO:Nucle(50), HO:Nucle(50)
Level 50: Cardiac Core Paragon
Level 50: Void Radial Final Judgement
Level 50: Diamagnetic Core Flawless Interface
Level 50: Seers Radial Superior Ally
Level 50: Ageless Radial Epiphany
------------
Level 1: Brawl -- HO:Nucle(A)
Level 1: Fury
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(36), P'Shift-End%(36)
------------
Set Bonus Totals:

  • 23% Defense(Smashing)
  • 23% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 20.5% Defense(Energy)
  • 20.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 13% Defense(Melee)
  • 12.7% Defense(Ranged)
  • 3% Defense(AoE)
  • 5.4% Max End
  • 5% Enhancement(Heal)
  • 70% Enhancement(Accuracy)
  • 50% Enhancement(RechargeTime)
  • 4% FlySpeed
  • 134.9 HP (9%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 12.7%
  • 16.5% (0.28 End/sec) Recovery
  • 10% (0.62 HP/sec) Regeneration
  • 7.56% Resistance(Fire)
  • 7.56% Resistance(Cold)
  • 4% RunSpeed
  • 2% XPDebtProtection



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61866 - A Series of Unfortunate Kidnappings - More than a coincidence?
2260 - The Burning of Hearts - A green-eyed monster holds the match.
379248 - The Spider Without Fangs - NEW - Some lessons learned (more or less.)

 

Posted

Quote:
Originally Posted by Nalrok_AthZim View Post
May I suggest swapping the Hecatomb and Kinetic Combat in Smite and Siphon Life? Siphon Life will benefit more from having Hecatomb in it than Smite will.
Is that only because of the higher recharge and proc?


61866 - A Series of Unfortunate Kidnappings - More than a coincidence?
2260 - The Burning of Hearts - A green-eyed monster holds the match.
379248 - The Spider Without Fangs - NEW - Some lessons learned (more or less.)

 

Posted

Okay, some things. A lot of this is subjective opinion, so take it as such.

- I'm not liking Touch of Fear. It's not a terribly useful power to begin with and is eating up a ton of slots you desperately need elsewhere. Against a single hard target (the only useful situation for this power) you should be stacking enough -tohit just from your DM attack chain that ToF isn't necessary. If you really want to keep the 5-set bonus from Siphon Insight, put it in Cloak of Fear instead, where it'll do some good.

- Dark Obliteration: x3 Nucleolus is way too much accuracy and totally ignores both endurance and recharge, both of which are high. I like to give it x5 Positron's and a Cloud Senses damage proc, but really this is your only true AoE, it's an awesome one, and you're skimping on it. Why?

- Dark Consumption seems overslotted. Don't try to turn this into an attack, it's pretty lousy at that. Three slots is fine, there are other things that need the love way more.

- Drop the fifth slot in Shadow Punch. It's doing almost nothing for you, and with this much recharge you'll barely use it anyway. You still have Smite, SL, MG and Gloom. SP is really just muling for a Kinetic Combat set.


Here's a slight tweaking of your build - I changed as little as I could, but feel free to ignore it anyway if you don't like it. It moves around a few powers and slots, drops ToF and adds Maneuvers (for giggles). Big perks are that it makes Cloak of Fear functional and turns Dark Oblit into a much cheaper, faster cycling and more powerful attack. It also has slightly higher defense and recharge. With access to Cardiac, Ageless and Dark Consumption the slightly higher cost of running more toggles shouldn't be an issue.

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Posted

Quote:
Originally Posted by Nalrok_AthZim View Post
No, because Siphon Life hits WAY harder than Smite and will benefit from better damage enhancement. Kinetic Combat is very anemic when it comes to damage.
True, but you really shouldn't be making that decision based on how hard a single use of the power is, but rather on its overall damage contribution in actual play. With the high-recharge attack chain you'll be using Smite roughly twice as often as Siphon Life. That's a compelling argument in favor of slotting Smite more heavily, since it'll make up a larger chunk of your overall damage output than SL will. Also since Smite is a faster cycling attack you'll get a lot more mileage out of the Hecatomb proc than you would in SL.