ertuening player need critique on this Dark/Sonic


Duke'Rai

 

Posted

I rolled a Dark/Sonic for 2xXP day (currently at 22)
having just returned after 1000 days away (that's about i13), I'm rusty with builds, so I would like opinion on this one.
I tried to go with +Acc bonuses (important for my heal) + Rchg (again for heal but also attack speed, I want to be able to solo) so +End/Rec so that I don't run out of Eng


I am also really fuzzy about the rules for examplaring and IOs (I'll need to read up on it), but I want to be able to exemplar for TFs, etc... so I want to maximize benefit at 25+ in case reordering some slots might help.

I put most IOs at lvl35 not for examplaring (I think it doesn't matter?) but becuase I plan on buying them as I go starting around lvl32, and if the build is decent with lvl35 IOs, it only gets better with higher level oens if I get them.

I'm not rich, so no purple sets for me. I already have about 1/2 of the enh from my old days. I have a +recharge LoTG but not sure I want to spend it on this toon (better on my DOM I think)



Note I didn't slot 2 of the lvl50 slots, waiting for your critique to decide what to do.

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

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BelleMoth levelling: Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Twilight Grasp -- Acc-I(A), Acc-I(7), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal(43), Dct'dW-Heal/EndRdx(43)
Level 1: Shriek -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg(5), Thundr-Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(13)
Level 2: Scream -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg(5), Thundr-Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15)
Level 4: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb(31), DarkWD-Rchg/EndRdx(34)
Level 6: Hover -- Srng-EndRdx/Fly(A)
Level 8: Tar Patch -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Rng/Slow(9), RechRdx-I(11)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Super Speed -- EndRdx-I(A)
Level 14: Howling Twilight -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(15), Stpfy-EndRdx/Stun(37), Stpfy-Stun/Rng(37), Stpfy-Acc/EndRdx(46), RechRdx-I(48)
Level 16: Fearsome Stare -- SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/Rchg(17), SipInsght-ToHitDeb(17), SipInsght-ToHitDeb/EndRdx/Rchg(34), N'mare-Acc/Fear/Rchg(34)
Level 18: Shadow Fall -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Def/Rchg(19), LkGmblr-EndRdx/Rchg(29)
Level 20: Howl -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(21), Posi-Dmg/Rchg(21), Posi-Dmg/EndRdx(25), Posi-Dam%(27), RechRdx-I(48)
Level 22: Shout -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(23), Thundr-Dmg/EndRdx(27), Ruin-Acc/Dmg/Rchg(29)
Level 24: Amplify -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(46), AdjTgt-ToHit(46)
Level 26: Assault -- EndRdx-I(A)
Level 28: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(37), RedFtn-Def/EndRdx(43)
Level 30: Recall Friend -- RechRdx-I(A)
Level 32: Dark Servant -- Acc-I(A), ToHitDeb-I(33), ToHitDeb-I(33), Heal-I(33)
Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-EndRdx/Stun(40), RechRdx-I(42)
Level 38: Dreadful Wail -- C'ngBlow-Dmg/Rchg(A), C'ngBlow-Acc/Dmg(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), M'Strk-Dmg/Rchg(40), C'ngBlow-Acc/Rchg(40)
Level 41: Oppressive Gloom -- Dsrnt-I(A), Stpfy-Acc/Stun/Rchg(42), Stpfy-Acc/Rchg(42)
Level 44: Dark Embrace -- ResDam-I(A), EndRdx-I(45), ResDam-I(45), EndRdx-I(45)
Level 47: Soul Drain -- RechRdx-I(A), RechRdx-I(48)
Level 49: Vengeance -- DefBuff-I(A), DefBuff-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
------------
Set Bonus Totals:

  • 2% DamageBuff(Smashing)
  • 2% DamageBuff(Lethal)
  • 2% DamageBuff(Fire)
  • 2% DamageBuff(Cold)
  • 2% DamageBuff(Energy)
  • 2% DamageBuff(Negative)
  • 2% DamageBuff(Toxic)
  • 2% DamageBuff(Psionic)
  • 8.75% Defense(Energy)
  • 8.75% Defense(Negative)
  • 4.38% Defense(Ranged)
  • 4% Enhancement(Heal)
  • 23.8% Enhancement(RechargeTime)
  • 6% Enhancement(Stun)
  • 57% Enhancement(Accuracy)
  • 12% FlySpeed
  • 64.9 HP (6.38%) HitPoints
  • 12% JumpHeight
  • 12% JumpSpeed
  • MezResist(Terrorized) 2.2%
  • 23% (0.38 End/sec) Recovery
  • 20% (0.85 HP/sec) Regeneration
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 12% RunSpeed
  • 2% XPDebtProtection




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Posted

I should clarify that Hover is not only for concept (this character has fairy wings), but I also like to be above the fray for healing and placement of my cone and fear.

SS+Shadowfall makes me invisible but is often too fast in a mission, which is why I'd rather have a +stealth in Run to have control over invisibility.

Not sure if I should go Tactics or Assault, I figured Assualt synergizes with the -rez, and I don;t need the +Acc from Tactic

Is there a "better" choice for APP? maybe one with a hold so I can take Petrifying Gaze and stack?


 

Posted

Just some generalities:

I like hover, too, for many reasons, good mobility. I don't have too many purples myself, but I do alignment missions for alignment merits. LotG +7.5 Recharge are not so rare.

Shadow fall has good psionic damage resistance, I would leverage some reisistance in shadow fall. Dark Servant seems minimally slotted. It has the best -tohit of dark miasma in Chill of the Night.

My favorite epic pool (for now :P) is dark mastery. Oppressive gloom is all that and a peanut butter and jelly sandwich. Since you took the sonic nuke, dark consumption would seem to be a good fit.

Everyone takes leadership it seems. Do you need leadership? Are the defender numbers for leadership worth it for your teammates, your teammates pets? There is a nice confuse protection in it. Maybe you don't want the robots shooting their ally?

Perhaps you don't want to farm the iTrials. Getting the alpha slot filled with Spiritual is a fairly common practice for dark miasma users. The bonuses to heal, slow, stun and recharge are hefty.


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

Thansk for the reply.

I'd like to know more about what I should slot in Dark Servant. I slotted max -toHit which I see as his main function. His hold is unpredictable, not sure I care about his tentacles (I'd rather have them myself, I guess that's for another character), so his other usefulness is the heal. it's perma out of the box for a defender and it's pretty sturdy (I think), so I don;t know if +Rchg help (does it affects how often he comes back, not how often he attacks right?)
I just realized I didn't slot an accuracies though, so I probably need to do that, especially if I don't take Tactics.

I took leadership for the additional +def in Maneuvers and I have never used vengeance to I was thinking of trying it, but I'm sure not married to it

Mostly I wasn't sure what else I would take instead, I'd take Gaze if I had another hold, but I have lots of controller and I'd rather my defender not pretend he's a controller, or I'm going to be disappointed.


I didn't think about Dark Consumption to recover from the nuke. I usually pop a few blues but it may not be a bad idea, although if I did my job right, there may not be that many enemies to tap. I'll think about it.

Thanks for the info on the alpha slot, my Going Rogue is in the mail, so that's not something I have any knowledge of at this time.


 

Posted

Another thing a bout Dark Servant. can he be controlled at all?
I often like to run ahead (invisible) for perfect placement of Fearful, then take my time applying debuffs. some team even wait for the debuffs to be applied, others jump right in. it's all good as long as we all survive.
I'm worried about Fluffy messing up my setup by aggroing early.
Also, don;t the tentacles have DoT damage, effectively negating the fear?



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