Dark Manipulation


Another_Fan

 

Posted

From the Facebook Friday thing about Powerset proliferation, here is the current list of powers for Dark Manipulation in Beta (and hance, subject to change):

  • Penumbral Grasp
  • Smite
  • Death Shroud
  • Shadow Maul
  • Soul Drain
  • Touch of Fear
  • Dark Consumption
  • Dark Pit
  • Midnight Grasp


Always remember, we were Heroes.

 

Posted

Was just coming here to post this. Whilst I know it can change during beta, I am thinking there are gonna be some poorer folks out there. From my post "Yes yes yes" I mean. I'm glad I didn't bet on the whole Dark Regen bit! LOL!


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Posted

Quote:
Originally Posted by Dr_Darkspeed View Post
From the Facebook Friday thing about Powerset proliferation, here is the current list of powers for Dark Manipulation in Beta (and hance, subject to change):
  • Penumbral Grasp
  • Smite
  • Death Shroud
  • Shadow Maul
  • Soul Drain
  • Touch of Fear
  • Dark Consumption
  • Dark Pit
  • Midnight Grasp
Pretty much exactly what I predicted, with the exception of one power...... http://boards.cityofheroes.com/showp...5&postcount=43


 

Posted

Nice. Glad to see they kept Soul Drain over Build Up, to give it a different flavor. Will have to see what the numbers come out to be, on average, to see if I prefer it over B/U. Still, with Smite, Shadow Maul, Midnight Grasp and Dark Consumption, I know I'll be rolling one of these. Sounds like fun!


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Posted

Hmmm...I think Death Shroud and Dark pit could go!

Put in a PBAOE version of Tar Patch and Cloak of Darkness!

I think the no Cloak of Darkness what really has me sad though. :/ All other Dark/Dark combo's get a Stealth in there.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

That's looking kinda tasty for melee-oriented or otherwise close-range Blasters.


 

Posted

As per the second FREEdoM talk..

Current powers for Dark Blast (subject to change):
- Dark Blast
- Gloom
- Aim
- Moonbeam
- Tenebrous Tentacles
- Abyssal Gaze
- Life Drain
- Blackstar

and

-Umbral Torrent


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Posted

Quote:
Originally Posted by War-Nugget View Post
As per the second FREEdoM talk..

Current powers for Dark Blast (subject to change):
- Dark Blast
- Gloom
- Aim
- Moonbeam
- Tenebrous Tentacles
- Abyssal Gaze
- Life Drain
- Blackstar

and

-Umbral Torrent
Oh snap. That's a quality powerset, man.

Drop Torrent for Aim? Win. Drop Dark Pit for anything? Win (I don't know if Abyssal gaze = fearsome stare or just a single target, but it has to be better than Dark Pit)


 

Posted

Quote:
Originally Posted by War-Nugget View Post
As per the second FREEdoM talk..

Current powers for Dark Blast (subject to change):
- Dark Blast
- Gloom
- Aim
- Moonbeam
- Tenebrous Tentacles
- Abyssal Gaze
- Life Drain
- Blackstar

and

-Umbral Torrent
I have to admit to being a little surprised.

I thought for sure they were going to swap Tenebrous Tentacles for something else, due to an identical power existing in Soul Mastery.

I'm also a little surprised that Life Drain made the cut.


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Originally Posted by Dechs Kaison
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Posted

Quote:
Originally Posted by BrandX View Post
Hmmm...I think Death Shroud and Dark pit could go!

Put in a PBAOE version of Tar Patch and Cloak of Darkness!

I think the no Cloak of Darkness what really has me sad though. :/ All other Dark/Dark combo's get a Stealth in there.
Though I see the reason for Death Shroud(other Manip sets have PBAoE Auras too) I agree that Dark Pit should be removed. Level 20 Dark Manip Power should be Cloak of Darkness and then Touch of Fear should be moved to level 28 and Dark Consumption should be moved to level 35.


"Character is what you are in the dark"-John Warfin

 

Posted

Quote:
Originally Posted by War-Nugget View Post
As per the second FREEdoM talk..

Current powers for Dark Blast (subject to change):
- Dark Blast
- Gloom
- Aim
- Moonbeam
- Tenebrous Tentacles
- Abyssal Gaze
- Life Drain
- Blackstar

and

-Umbral Torrent
I assume the above order is not correct, and that Umbral Torrent will be in the T7 spot, leaving Blackstar at T9?

As for Dark Manipulation... first off, I bet that they won't get rid of Dark Pit. Assuming that Penumbral Grasp is the stereotypical ranged ST immobilization found in most Blaster secondaries, every other power is close range except for Dark Pit. Seven close range powers is the largest number of close range powers in any other Blaster secondary (counting Location PBAoEs like Ice Patch and Burn). On an archetype with a ranged primary, I cannot see them conceivably exceeding that number.

I am not too pleased with that list. I prefer to keep my blasters at actual range, as opposed to "blapping," so seeing a bunch of close range powers is annoying. Admittedly, I was hoping for more stuff from Dark Miasma (like Fearsome Stare or Petrifying Gaze). I am especially disappointed to see Soul Drain as opposed to typical Build Up. I get that it already exists and is a cool "dark" variation of the stereotype, but I always enjoyed the fact that I could activate Build Up whenever I wanted, i.e. that I didn't need enemies around me to do it.

Like-themed sets do not necessarily have a history of having synergy. After all, Fire Blast is completely ranged while Fire Manipulation is mostly close-range powers (7/9, including Burn). The difference is, though, that I can make a completely ranged Fire/Fire blaster and still utilize Build Up. A completely ranged Dark/Dark blaster would not have the same advantage. If the set is to remain close-range centric, that is fine since many of the powers will be quite useful, but I think the "build up" power should be usable independently of enemies.


@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.

 

Posted

Best guess at effects:

Code:
=Dark Manipulation=	SecLev	Effect	
Penumbral Grasp		1	Range:  -Regen, -DMG, -To-Hit, Self Heal
Smite			2	Melee, Mod.DMG (Smash/Neg), -To Hit
Death Shroud		4	Toggle: PBAoE Min.DoT(Neg)
Shadow Maul		10	Melee (Cone), Hi.DoT(Smash/Neg), -To Hit
Soul Drain		16	PBAoE Mod.DMG(Neg), Self +DMG, +To Hit
Touch of Fear		20	Melee Fear, -To Hit
Dark Consumption	28	PBAoE Mod.DMG(Neg), Self +End
Dark Pit		35	Range (Targ.AoE),  Stun
Midnight Grasp		38	Melee, Sup.DMG(Neg), Foe Immob, -To Hit
		
=Dark Blast Range=	PrimLev	Effect
Dark Blast 		1	Range: Mod.Dmg(Neg), -ToHit
Gloom 			1	Range: High DoT(Neg), -ToHit
Aim			6	Self +To-Hit, +DMG
Moonbeam 		2	Sniper, Extreme DMG(Neg), -ToHit
Tenebrous Tentacles 	8	Range (Cone), Minor DoT(Neg),  Immob, -To-Hit
Abyssal Gaze		12	Single Target Hold, MinDoT(Neg)
Umbral Torrent 		18	Range (Cone), Mod.Dmg(Neg), -ToHit, KB
Life Drain 		26	Range: Min.Dmg(Neg), -ToHit, Self Heal
Blackstar 		32	PBAoE, Extreme DMG(Neg), -ToHit, Self -Rec 
		
		
=Blaster Soul Mastery=	Level 	Effect
Night Fall 		41	Range (Cone), Mod.Dmg(Neg), : -ACC
Dark Embrace 		41	Toggle: Self +RES(S/L, Neg, Toxic)
Soul Tentacles 		44	Range (Cone), Mod.Dmg(Neg), : Immob
Oppressive Gloom	44	Toggle: PBAoE,  Stun, Self -Hit Points
Soul Storm 		47	Range: Mod DoT(Neg), : Hold 
		
		
No Blaster Dark Mastery APP


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Posted

Dark/Dark/Dark Synergies:

Aim + Soul Drain = ++ToHit +++++Dmg

Dark Pit + Oppressive Gloom = Mag 4 Stun

Tenebrous Tentacles + Soul Tentacles + Night Fall + Umbral Torrent = Cones of Death

Penumbral Grasp + Siphon Life = 2 Self Heals

Abyssal Gaze + Soul Storm = Mag 4 (or 5 or 6?) Hold

-ToHit stacked hat high = can't touch this



Dark/Dark/Dark Orphaned or Meh Synergies:

Touch of Fear: Mag 2 Fear that has to stack with itself to Fear a Boss who's going to hit you anyway each time you attack it. Pretty useless.

If you want to immob someone... they're like *super* immobed (2 cone immobs and 2 ST immobs). yay?



Dark/Dark/Dark Missed Opportunities:

While I'd certainly like the mythological Dark Control Set to explore these, but the 'dark' theme would lend itself to Sleeps and -Perception. And with -Perception, -Range fits in naturally, especially since this is such a Blappery set.


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Posted

Quote:
Originally Posted by Zombie Man View Post

Penumbral Grasp + Midnight Grasp = 2 Self Heals
Are you guessing that Penumbral Grasp is both an immob AND self heal? I dont think its gonna heal.

I am assuming you mean Siphon Life not Midnight Grasp as the Self Heal.

That being said....I agree that some sort of stealth power is warranted for Dark Manipulation. Badly.


 

Posted

Quote:
Originally Posted by Super Flu View Post
Are you guessing that Penumbral Grasp is both an immob AND self heal? I dont think its gonna heal.

I am assuming you mean Siphon Life not Midnight Grasp as the Self Heal.

That being said....I agree that some sort of stealth power is warranted for Dark Manipulation. Badly.
Oops. Yeah.


Quote:
Originally Posted by StratoNexus View Post
Why would you think Penumbral Grasp is anything other than a tier 1 Immob? It will deal damage and likely have -to-hit. It may have a slow effect, but that is doubtful.
One of the defining features of Dark is it's vampiric quality: I hurt you and I get better from it.

If it's just an immob, then a really big and sarcastic 'yay', for Dark/Dark/Dark will have 3 ST immobs and 2 cone immobs.


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Posted

I might have missed the boat about synergies between sets with my earlier post calling for the removal of Dark Pit. Maybe Touch of Fear should be removed instead. Winterminal is correct about there being too many close quarters powers in the set.
I feel strongly that Dark Manipulation should have Cloak of Darkness available at level 20.
Dark Pit could be at level 28 and Dark Consumption would be fine at level 35. Every thing else is just great.
I am very excited about this proliferation. I have wanted Dark Blast and Dark Manipulation since my first day in CoH.


"Character is what you are in the dark"-John Warfin

 

Posted

There is a chance that this "blapper" set may be better than anything Blasters have had in the past, mainly due to the -ToHit in combination with Defense available. According to Arcanaville, -ToHit is essentially equal to +Defense, in other words 10% To Hit Debuff is essentially the same as 10% Defense.

And this would be non-positional, in that -ToHit applies whether the attack is Ranged, Melee or AoE. Based on the Night Fall power, I would assume that Blaster -ToHit will be 5% per attack. -ToHit is also protective against mez attacks landing, regardless of whether they are ranged or melee.

So, if you can layer a few -ToHit effects from range and have some baseline "all-position" Defense from Weave, Maneuvers, and a travel prereq power, melee range might be more survivable. And many of these attacks will have -ToHit as well, so you can keep that protection going. Let's say that you can overlap two AoE attacks reliably for -10%, it's like getting a Corruptor's unslotted FFG.

This set definitely has my attention.


Ideally, the tank will die precisely as everyone else starts fighting, allowing aggro to be spread evenly among the blaster. -seebs, "How to Suck at CoH/CoV" Guide

 

Posted

Quote:
Originally Posted by Stealth_Bomber View Post
There is a chance that this "blapper" set may be better than anything Blasters have had in the past, mainly due to the -ToHit in combination with Defense available. According to Arcanaville, -ToHit is essentially equal to +Defense, in other words 10% To Hit Debuff is essentially the same as 10% Defense.

And this would be non-positional, in that -ToHit applies whether the attack is Ranged, Melee or AoE. Based on the Night Fall power, I would assume that Blaster -ToHit will be 5% per attack. -ToHit is also protective against mez attacks landing, regardless of whether they are ranged or melee.

So, if you can layer a few -ToHit effects from range and have some baseline "all-position" Defense from Weave, Maneuvers, and a travel prereq power, melee range might be more survivable. And many of these attacks will have -ToHit as well, so you can keep that protection going. Let's say that you can overlap two AoE attacks reliably for -10%, it's like getting a Corruptor's unslotted FFG.

This set definitely has my attention.
Well, that's what I do with my Dark/Dark defender. The minor Defense powers and IOs take me to low 20s in positional defense. The stacked -ToHit then floors the final chance ToHit.


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Posted

Dark Pit will be great for when you're a lowbie. This is exciting I've already written down what powers I want to take and what IO's I'm going to slot.



 

Posted

Quote:
Originally Posted by Negate View Post
Dark Pit will be great for when you're a lowbie.
Too bad you don't get it until level 35...

I'd think I'd rather see the set re-ordered like so:
  • Penumbral Grasp
  • Smite
  • Dark Consumption
  • Shadow Maul
  • Soul Drain
  • Death Shroud
  • Touch of Fear
  • Dark Pit
  • Midnight Grasp


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
Too bad you don't get it until level 35...

I'd think I'd rather see the set re-ordered like so:
  • Penumbral Grasp
  • Smite
  • Dark Consumption
  • Shadow Maul
  • Soul Drain
  • Death Shroud
  • Touch of Fear
  • Dark Pit
  • Midnight Grasp
Yeah, blame that on my intuitive yet exhausting 4 am posts lol.



 

Posted

Just a note. -ToHit is not equivalent to defense.

At lower levels yes, but at higher levels you have to multiply by the resistance modifier...

Therefore, a boss with 30% dark resistance would see 10% -ToHit as 7% -ToHit


 

Posted

Quote:
Originally Posted by Beelzy View Post
Just a note. -ToHit is not equivalent to defense.

At lower levels yes, but at higher levels you have to multiply by the resistance modifier...

Therefore, a boss with 30% dark resistance would see 10% -ToHit as 7% -ToHit
Are you sure? That would imply that Energy Resistance would give resistance to Def Debuffs.


Ideally, the tank will die precisely as everyone else starts fighting, allowing aggro to be spread evenly among the blaster. -seebs, "How to Suck at CoH/CoV" Guide

 

Posted

Quote:
Originally Posted by Beelzy View Post
Just a note. -ToHit is not equivalent to defense.

At lower levels yes, but at higher levels you have to multiply by the resistance modifier...

Therefore, a boss with 30% dark resistance would see 10% -ToHit as 7% -ToHit
No - it doesn't work that way. Damage resistance is not used to resist to hit debuffs. The only thing that resists to hit debuffs are level differences and EB/AV debuff resistance.


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