Ice/Dark Build Advice


Psylenz

 

Posted

Hi all,

Looking for general build advice on an Ice/Dark I just pulled out of mothballs. I play him with two friends--another Ice/Dark Corr and an Ice/Ice Corr. We hadn't played them since pre-IO, and we're planning on respecing and getting them to 50.

Couple of non-negotiables:

1. We're playing demons, so we're always flying. To that end, I built for ranged defense. I might have too much, because the others will always be running their auras and Manuevers.

2. I'm worried about end. I'll probably get the Cardiac alpha, just to help.

3. I desperately want an immobolize. That's why I went with Mako (plus, it somewhat fits the ice-ish thematic element).

4. I'm thinking I'll drop the tier one ice attack. I've got it in my build now and it seems to be useful, so I'm a tad nervous about this.

Any thoughts anyone has are welcome. Build is below.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Corruptor
Primary Power Set: Ice Blast
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(33)
Level 1: Twilight Grasp -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(5), Cloud-%Dam(42), Cloud-Acc/Rchg(43), Cloud-ToHitDeb/EndRdx/Rchg(43), Cloud-Acc/EndRdx/Rchg(46)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(3), RechRdx-I(3)
Level 4: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(9), Posi-Dmg/EndRdx(9), Posi-Dmg/Rng(40)
Level 6: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(7), DarkWD-ToHitdeb/Rchg/EndRdx(7)
Level 8: Aim -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(42)
Level 10: Hover -- LkGmblr-Rchg+(A)
Level 12: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
Level 14: Fly -- EndRdx-I(A)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), RctvArm-ResDam/EndRdx(17), RctvArm-EndRdx(17), RctvArm-ResDam(19)
Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(48)
Level 20: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(21), Cloud-Acc/Rchg(23), Cloud-ToHitDeb/EndRdx/Rchg(23), Cloud-Acc/EndRdx/Rchg(25), Cloud-%Dam(25)
Level 22: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(29)
Level 24: Howling Twilight -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(43)
Level 26: Maneuvers -- LkGmblr-Rchg+(A)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 30: Boxing -- Acc-I(A)
Level 32: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(37), RctvArm-EndRdx/Rchg(37)
Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(39), Cloud-Acc/Rchg(39), Cloud-ToHitDeb/EndRdx/Rchg(39), Cloud-Acc/EndRdx/Rchg(40), Cloud-%Dam(40)
Level 41: School of Sharks -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(42), TotHntr-Acc/EndRdx(45), TotHntr-Immob/Acc(48), TotHntr-Acc/Immob/Rchg(50), TotHntr-Dam%(50)
Level 44: Shark Skin -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-EndRdx/Rchg(46)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(5)
------------
Set Bonus Totals:

  • 2.5% DamageBuff(Smashing)
  • 2.5% DamageBuff(Lethal)
  • 2.5% DamageBuff(Fire)
  • 2.5% DamageBuff(Cold)
  • 2.5% DamageBuff(Energy)
  • 2.5% DamageBuff(Negative)
  • 2.5% DamageBuff(Toxic)
  • 2.5% DamageBuff(Psionic)
  • 1.25% Defense(Smashing)
  • 1.25% Defense(Lethal)
  • 1.25% Defense(Fire)
  • 1.25% Defense(Cold)
  • 22.5% Defense(Energy)
  • 22.5% Defense(Negative)
  • 2.5% Defense(Melee)
  • 28.1% Defense(Ranged)
  • 2.5% Defense(AoE)
  • 6.75% Max End
  • 3% Enhancement(Stun)
  • 50% Enhancement(Accuracy)
  • 5% Enhancement(Immobilize)
  • 76.3% Enhancement(RechargeTime)
  • 24% FlySpeed
  • 76.3 HP (7.12%) HitPoints
  • 24% JumpHeight
  • 24% JumpSpeed
  • MezResist(Confused) 7.5%
  • MezResist(Held) 10.3%
  • MezResist(Immobilize) 10.8%
  • MezResist(Sleep) 7.5%
  • MezResist(Stun) 7.5%
  • MezResist(Terrorized) 7.5%
  • 18.5% (0.31 End/sec) Recovery
  • 10% (0.45 HP/sec) Regeneration
  • 4.73% Resistance(Fire)
  • 4.73% Resistance(Cold)
  • 24% RunSpeed
------------
Set Bonuses:
Thunderstrike
(Ice Blast)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
Cloud Senses
(Twilight Grasp)
  • Status Resistance 2.5%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Positron's Blast
(Frost Breath)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
Dark Watcher's Despair
(Darkest Night)
  • 16.1 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Luck of the Gambler
(Hover)
  • 7.5% Enhancement(RechargeTime)
Positron's Blast
(Ice Storm)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Shadow Fall)
  • 7.5% Enhancement(RechargeTime)
Reactive Armor
(Shadow Fall)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
Thunderstrike
(Bitter Ice Blast)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Cloud Senses
(Fearsome Stare)
  • Status Resistance 2.5%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Basilisk's Gaze
(Freeze Ray)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Stupefy
(Howling Twilight)
  • 2.5% (0.04 End/sec) Recovery
  • 20.1 HP (1.87%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Tactics)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 20.1 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Positron's Blast
(Blizzard)
  • 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
Cloud Senses
(Dark Servant)
  • Status Resistance 2.5%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Trap of the Hunter
(School of Sharks)
  • 5% Enhancement(Immobilize)
  • 20.1 HP (1.87%) HitPoints
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Reactive Armor
(Shark Skin)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
Luck of the Gambler
(Vengeance)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Weave)
  • 10% (0.45 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)


 

Posted

Could you post a data chunk please?


@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
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Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr

 

Posted

Okay, looking at the build (the datalink works, Tux) I've got some feedback.

Responding to your points first:

1. We're playing demons, so we're always flying. To that end, I built for ranged defense. I might have too much, because the others will always be running their auras and Manuevers.

Fair enough. I was going to say you're not quite softcapped, but if you're always going to have the Maneuvers of the other person it shouldn't be an issue.

2. I'm worried about end. I'll probably get the Cardiac alpha, just to help.

Yeah, endurance looks like it will definitely be a problem. I turned on all the end-boosting accolades and chucked a Miracle +rec into Health, that bumps your recovery up substantially. The thing is, you're still burning 1.6 end/sec just standing around running your toggles. Turning off Tough drops it to 1.4, which is more manageable. Cardiac Total Core reduces that to .9 end/sec.

My concern would be that with this high toggle consumption paired with the rest of your powers and not having a power to regain endurance, you'll run into difficulties. Ice and Dark are both fairly end heavy powersets.

Other than slotting good endurance reduction in key powers, there's not a lot you can do with the Dark side. Fortunately, there is with the blasting side. If you've got your attacks slotted really well, you'll need fewer attacks to defeat things, therefore fewer attacks used = less endurance used per mob.

To this end I would recommend that you do take Ice Bolt. It's your lowest endurance attack, so you can constantly be plinking away with it and can do the least overkill with it when something is in Scourge range. I'd also slot Ice Blast up more. You really want Bolt, Blast and BiB all slotted up for max acc/dam with lots of end/rech too.

3. I desperately want an immobolize. That's why I went with Mako (plus, it somewhat fits the ice-ish thematic element).

Fair enough. You're also getting a fair chunk of ranged defense from it.

4. I'm thinking I'll drop the tier one ice attack. I've got it in my build now and it seems to be useful, so I'm a tad nervous about this.

Nuuuuuu don't, see above

Okay, so with that out of the way, general build feedback. I've noticed you don't have a Steadfast +3% defense IO anywhere, or any KB protection. Granted, if you're always Hovering you'll just do a little flip in the air, but a single -KB IO would stop the vast majority of air-flipping. The Steadfast +3% defense IO would also give you a decent chunk of defense for a single slot. I'd take a slot from Tough and leave it 2 slotted with the Steadfast KB prot IO and the 3% defense IO.

That'll leave you more wiggleroom defense wise. What you can do is figure out how much defense you'll be getting from your buddies (from shields, auras, Maneuvers, etc) and then work out how much defense you need given what you'll be getting from them. However, a simpler method would be to just build for 32% ranged defense.

That would mean a single purple inspiration would put you at the softcap. Or one set of the Cold shields. So you'd have a lot more build freedom and the slightest buffing from your friends will have you properly softcapped. So I'd suggest a rework of the build with that goal in mind.

Going back to the endurance issue, your AoEs stick out to me. Posi Blasts give awesome bonuses, but absolute crap end rdx and recharge. With Cardiac the end rdx is a lot better, but you've gotta get there first. I'd recommend slotting both Breath and Storm more to make the most of them.

I get what you were going for with the Twilight Grasp slotting, but I really think you'd be better off slotting it as a heal. It delivers a massive -tohit debuff anyway, so that's not something you need to worry about. It's a very powerful heal, so while I'd recommend fully slotting it as a heal, even frankenslotting for a little heal would go a long way. When your health bar is flashing red and you bring yourself back up to green with a single button click, you'll appreciate it.

I'd try and get one more slot of end rdx in Maneuvers. With the Cardiac Total Core you've got 45% end rdx in it which drops it to .27end/sec, another end rdx drops that to .21end/sec.

What you could consider is putting Red Fortunes in some of your defensive powers. 5 slots gives you recharge, 6 gives you more ranged defense. It's a great set.

That's about it for now, hope that helps


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

Posted

Silas makes a good point about the tier one attacks. It is a good suggestion for blasters, dominators, and defenders as well. The character needs those low endurance, fast recharge, but low damage attacks to SAVE endurance. If I am in the right range, especially on melee-style defenders/corruptors/dominators I use brawl and throwing knives trying to finish off a target rather than spend a chunk of end on something like thunderstrike, bitter ice blast or cosmic burst.


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.

 

Posted

Many thanks for the responses, and my special thanks to Silas for the very detailed feedback. I've made some revisions based on your suggestions, Silas. If you could take a look and let me know if you see any other way I could improve, please let me know.

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

Click this DataLink to open the build!

Level 50 Natural Corruptor
Primary Power Set: Ice Blast
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(33), Decim-Acc/Dmg/Rchg(37)
Level 1: Twilight Grasp -- Numna-EndRdx/Rchg(A), Numna-Heal/EndRdx(5), Numna-Regen/Rcvry+(42), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(43), Numna-Heal(46)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(3), RechRdx-I(3)
Level 4: Frost Breath -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Dmg/EndRdx/Rng(9), Posi-Dmg/EndRdx(9), AirB'st-Dmg/EndRdx(34), Posi-Acc/Dmg/EndRdx(40)
Level 6: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(7), DarkWD-ToHitdeb/Rchg/EndRdx(7)
Level 8: Aim -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(42)
Level 10: Hover -- LkGmblr-Rchg+(A)
Level 12: Ice Storm -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Dmg/EndRdx/Rng(13), Posi-Dmg/Rchg(13), AirB'st-Dmg/EndRdx(15), Posi-Acc/Dmg/EndRdx(15)
Level 14: Fly -- EndRdx-I(A)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), RctvArm-ResDam/EndRdx(17), RctvArm-EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(19)
Level 18: Bitter Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(48)
Level 20: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(21), Cloud-Acc/Rchg(23), Cloud-ToHitDeb/EndRdx/Rchg(23), Cloud-Acc/EndRdx/Rchg(25), Cloud-%Dam(25)
Level 22: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(29)
Level 24: Howling Twilight -- Amaze-Stun(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(31), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Build%(34)
Level 30: Boxing -- Acc-I(A)
Level 32: Blizzard -- Posi-Dmg/Rchg(A), AirB'st-Dmg/Rchg(36), Det'tn-Acc/Dmg/EndRdx(36), Det'tn-Dmg/EndRdx/Rng(36), Posi-Acc/Dmg/EndRdx(37)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(37)
Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(39), Cloud-Acc/Rchg(39), Cloud-ToHitDeb/EndRdx/Rchg(39), Cloud-Acc/EndRdx/Rchg(40), Cloud-%Dam(40)
Level 41: School of Sharks -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(42), TotHntr-Dam%(43), TotHntr-Acc/EndRdx(45), TotHntr-Immob/Acc(48), TotHntr-Acc/Immob/Rchg(50)
Level 44: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(5)
------------
Set Bonus Totals:

  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 13.9% Defense(Energy)
  • 13.9% Defense(Negative)
  • 3% Defense(Psionic)
  • 19.3% Defense(Ranged)
  • 3% Defense(AoE)
  • 11.3% Max End
  • 24% Enhancement(Accuracy)
  • 5% Enhancement(Immobilize)
  • 6% Enhancement(Heal)
  • 86.3% Enhancement(RechargeTime)
  • 15% FlySpeed
  • 112.4 HP (10.5%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5%
  • MezResist(Held) 11.1%
  • MezResist(Immobilize) 14.4%
  • MezResist(Sleep) 9.95%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 5%
  • 20% (0.33 End/sec) Recovery
  • 32% (1.43 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 15% RunSpeed
------------
Set Bonuses:
Decimation
(Ice Blast)
  • MezResist(Immobilize) 2.75%
  • 12 HP (1.12%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Numina's Convalescence
(Twilight Grasp)
  • 12% (0.54 HP/sec) Regeneration
  • 20.1 HP (1.87%) HitPoints
  • 6% Enhancement(Heal)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Detonation
(Frost Breath)
  • MezResist(Sleep) 1.65%
Positron's Blast
(Frost Breath)
  • 2.5% (0.04 End/sec) Recovery
Dark Watcher's Despair
(Darkest Night)
  • 16.1 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Luck of the Gambler
(Hover)
  • 7.5% Enhancement(RechargeTime)
Detonation
(Ice Storm)
  • MezResist(Sleep) 1.65%
Positron's Blast
(Ice Storm)
  • 2.5% (0.04 End/sec) Recovery
Luck of the Gambler
(Shadow Fall)
  • 7.5% Enhancement(RechargeTime)
Reactive Armor
(Shadow Fall)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
Decimation
(Bitter Ice Blast)
  • MezResist(Immobilize) 2.75%
  • 12 HP (1.12%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Cloud Senses
(Fearsome Stare)
  • Status Resistance 2.5%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Basilisk's Gaze
(Freeze Ray)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Absolute Amazement
(Howling Twilight)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  • 10% (0.45 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Tactics)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 20.1 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Positron's Blast
(Blizzard)
  • 2.5% (0.04 End/sec) Recovery
Detonation
(Blizzard)
  • MezResist(Sleep) 1.65%
Steadfast Protection
(Tough)
  • 1.5% (0.03 End/sec) Recovery
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
  • Knockback (Mag -4), Knockup (Mag -4)
Cloud Senses
(Dark Servant)
  • Status Resistance 2.5%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Trap of the Hunter
(School of Sharks)
  • 5% Enhancement(Immobilize)
  • 20.1 HP (1.87%) HitPoints
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Decimation
(Ice Bolt)
  • MezResist(Immobilize) 2.75%
  • 12 HP (1.12%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Vengeance)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Weave)
  • 10% (0.45 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)


 

Posted

Looks much, much better. Two last things I'd tweak. The Twilight Grasp slotting: While the Numina set gives an awesome ranged defense bonus, you need accuracy in Twilight Grasp. Especially since Ice/Dark otherwise has no -defense to help it land.

So if you slot accuracy there, you need to make up the ranged defense elsewhere.

The other thing I'd tweak would be the Shadowfall slotting. Shadowfall offers a chunk of defense so if you slot it for defense, you'll actually get more defense than you're getting from the resistance set bonuses.

If you put 2 Gift of the Ancients in it (def/end and defense), you get a little more recovery and more defense than you had. You can then take the last slot and put it somewhere else.

What you could do is put the last slot in one of your blasts and slot a full set of Thunderstrikes. That'd bring you back up over 32% ranged defense. You could then slot 5 Doctored Wounds to get back most of the recharge and an Accuracy in Twilight Grasp.

Glad to have been able to help


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