How does Beam/Dark sound to you?
*Spits on the ground,* You Blasters really are worthless, huh?
*Shakes head* Thanks for the help, Blasters.
It sounds kinda like a PYEOOOOOOWWWW mixed with the rumble/hum of dark powers, I assume.
when i saw thread title i was gonna post "yeah this is a great combo on a corr" then i saw it in the blaster forums and was like "...no comment..." lol
Personally, I avoid the forums on my off days, choosing to get paid while reading about my favorite hobby.
I fell in love with my Beam/Kin Corr so much that I had to roll more. So I ended up rolling a Beam/Rad Corr and a Beam/Dark Blaster.
Got them all to level 12 thanks to the DfB and it soon became apparent that, even though I loved the /Kin, The Beam/Rad Corr was the way to go!
Beam/Dark on Blasters.... Not so much.
I'm a blapper mainly, so it wasn't the melee that bugged me, I just didn't feel like my secondary was all that useful for mitigation. Which is crucial for Blasters. Plus, the added damage made Disintegrate harder to spread. So I deleted and stuck with the Corr.
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when i saw thread title i was gonna post "yeah this is a great combo on a corr" then i saw it in the blaster forums and was like "...no comment..." lol
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Meh, I don't really play Villain AT's (not that such a thing exists anymore) for reasons unknown I just don't find them appealing. Funnily enough, I play almost exclusively red side. Go figure.
I fell in love with my Beam/Kin Corr so much that I had to roll more. So I ended up rolling a Beam/Rad Corr and a Beam/Dark Blaster.
Got them all to level 12 thanks to the DfB and it soon became apparent that, even though I loved the /Kin, The Beam/Rad Corr was the way to go! Beam/Dark on Blasters.... Not so much. I'm a blapper mainly, so it wasn't the melee that bugged me, I just didn't feel like my secondary was all that useful for mitigation. Which is crucial for Blasters. Plus, the added damage made Disintegrate harder to spread. So I deleted and stuck with the Corr. |
The second part sort of worries me though. What do you mean by added damage making Disintegrate harder to spread? I figured the attack chain would be exclusively Beam attacks while pausing for Soul Drain/Consumption and perhaps opening up with Dark Pit.
Looking over the powers now, I am noticing that only the ST attacks have a to hit debuff which is sort of disappointing.. The exception being Shadow Maul which I either wouldn't take or use as anything but a set mule.
pew pew pew
zhzhzhzhhzhzhzht
whoooOOOOOooommm
kheee kheee kheeee
rrrrrrrrrrCHAHBLUUUUMMM
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I would say you want to think of Beam as more dependent on the gun than the secondary (which is true of most weapons sets, to be honest). The secondary is nicer if you can use it to buff up for a fight, or in a solid string late in the fight.
Case in point. I have a Beam/Fire that I ran through beta, and now have at 18 on Live. He uses build up before the fight when it's up, but then he sticks to using Beam through much of the fight. Any stragglers that get in close are melted quickly via Fire Sword or Fire Sword Circle. Hot Feet also slows and hurts such survivors of my Beam attacks as they are coming in. Works well.
Soul Drain is a little trickier in this scenario, but it's up for long enough that I could see using it on the last couple surviving mobs in one group, and then you have it up for most of the next. You have stuns and fears that would allow you to do this, and of course, Dark can be colored to look like Nictus powers, and would work well with a Void concept.
So, maybe not the most l33t Blaster combo, but reasonably sturdy/damagey, and you have a concept I believe you would find fun. Concept/fun trumps the most l33t numbers, in my book.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Beam/Dark blaster can certainly work. I personally can't attest to 50+ performance though. Purely looking at it from a levelling perspective, the reason I say Disintegrate is harder to spread for blasters is because you end up taking out targets before the chance hits.
Higher level mobs however, will stick around long enough to at least get 2 or 3 more shots in to trigger the spread. Teaming, you'll be able to target the boss in a middle of the mob, if you have a tank, and pew pew them until it spreads, then unload with Cutter etc. Though, really this is only an issue if you love aoe damage. Having the extra oomphf as a blaster means you won't have to rely on the spread as much as a corr, you'll be putting them down quick regardless.
The more I thought about it, Beam/Dark does sound like the best combo for a Void concept.
With invisibility you'd be able to position for optimal Drains and....
Hmmm...
Beam/Dark you say? *Runs off mumbling about altitis*
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Capt. Biohazrd - PCSAR
Talsor Tech - Talsorian Guard
Keep Calm & Chive On!
Poor
PbAoE version of build up + set with only one non cone AOE = bad
I have to agree with another fan. PBAoE "build up" with set of cones = not good
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD
You should ignore any naysayers in this thread. It truly shows how rectilinear the thought process is here-- it's all about thinking inside the box. I have a Beam/Dark and chose this build over Mental Manipulation because there is excellent synergy available.
First, the much maligned Dark Pit is VERY potent for this combo. Beam Rifle has access to a 100% chance mag 3 Stun in Lancer Shot, and a 66%/100% (when disintegrating) chance stun in Overcharge. Dark Pit allows you to reliably stack mag to stagger bosses with Lancer Shot, and it will stun nearly every minion in a spawn while you target bosses and Lts with beam rifle to spread disintegration.
Beam Rifle is also one of the highest single target DPS sets available, and Soul Drain provides the best sustained damage buff. I have taken Leap Attack, which happens to have the same recharge as Soul Drain, and use it to quickly place my Blaster in optimal position for the PBAoE while staggering the spawn with knock down and allowing my Blaster to survive long enough to hop back out at range or hover virtically above the spawn on outdoor maps. People claiming that a PBAoE damage buff has no synergy fail to realize just how great the rewards are for proper use: Leap Attack-> Soul Drain -> Vertical Hover takes all of 5 seconds to execute. The next spawn is met with Dark Pit -> Overcharge ( damage buffed at +150%).
On top of this, your bread and butter skills (Soul Drain, Dark Pit) are used upfront to augment damage/survivability. This causes very little redraw for outsize rewards within the combo.
The melee attacks hit hard, but you don't really want to use them very often as Beam Rifle is a set that is optimized when the rifle is used almost exclusively. However, you have some great options to socket melee attacks with Cloud Senses for +recharge and +max endurance or with Kinetic Combat for S/L/M defense. Out of all the melee attacks in the set, I would say that Touch of Fear is the most useful for this combo. It is an excellent tool for stacking -ToHit on enemies, and 4 sockets of Cloud Senses is all it needs.
Beam Dark is pretty cool, playing with this build atm can be in melee range or at range with it. Smash and Lethal capped for survivability. Loads of Fun. Made this one as end friendly as possible and some fun stuff in it like little spiders to toy with :P Don't mind the 2 purple sets they can be swapped for something cheaper.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
@TheLastBoyScout: Level 50 Magic Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Darkness Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Charged Shot -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(46), Apoc-Dam%(48)
Level 1: Penumbral Grasp -- SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/Rchg(25), SipInsght-ToHitDeb/EndRdx/Rchg(40), SipInsght-Acc/EndRdx/Rchg(48), SipInsght-%ToHit(50)
Level 2: Smite -- SipInsght-Acc/ToHitDeb(A), SipInsght-%ToHit(11), SipInsght-Acc/Rchg(45), SipInsght-ToHitDeb/EndRdx/Rchg(45), SipInsght-Acc/EndRdx/Rchg(45)
Level 4: Cutting Beam -- Achilles-DefDeb(A), Achilles-DefDeb/Rchg(5), Achilles-ResDeb%(9), Posi-Acc/Dmg/EndRdx(11), Posi-Acc/Dmg(15)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Super Jump -- Zephyr-ResKB(A)
Level 10: Single Shot -- RechRdx-I(A)
Level 12: Shadow Maul -- SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/Rchg(13), SipInsght-ToHitDeb/EndRdx/Rchg(13), SipInsght-Acc/EndRdx/Rchg(29), SipInsght-%ToHit(43)
Level 14: Disintegrate -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(15), Dev'n-Dmg/Rchg(25), Dev'n-Acc/Dmg/Rchg(40), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
Level 16: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(43)
Level 18: Lancer Shot -- RzDz-Acc/Rchg(A), RzDz-Acc/EndRdx(19), RzDz-Acc/Stun/Rchg(19), RzDz-EndRdx/Stun(21), RzDz-Stun/Rng(46)
Level 20: Boxing -- Empty(A)
Level 22: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Acc/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(23), C'ngBlow-Acc/Dmg(37), C'ngBlow-Dmg/EndRdx(39)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(27), RedFtn-Def/EndRdx/Rchg(27), LkGmblr-Rchg+(50)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 30: Dark Consumption -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(31), Oblit-Acc/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-%Dam(34)
Level 32: Overcharge -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Knock%(34)
Level 35: Dark Pit -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(36), RzDz-Acc/EndRdx(36), RzDz-Stun/Rng(36), RzDz-Acc/Stun/Rchg(37)
Level 38: Midnight Grasp -- SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/Rchg(39), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-%ToHit(42), SipInsght-Acc/EndRdx/Rchg(46)
Level 41: Scorpion Shield -- RedFtn-Def(A), RedFtn-Def/EndRdx(42), RedFtn-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(50)
Level 44: Super Speed -- Zephyr-ResKB(A)
Level 47: Summon Spiderlings -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(48)
Level 49: Burnout -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Reactive Core Flawless Interface
Level 50: Spiritual Total Radial Revamp
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(3), Mrcl-Heal(7), Mrcl-Rcvry+(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc(7), P'Shift-End%(43)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Hero and Villian build discussion forum
You should ignore any naysayers in this thread. It truly shows how rectilinear the thought process is here-- it's all about thinking inside the box. I have a Beam/Dark and chose this build over Mental Manipulation because there is excellent synergy available.
First, the much maligned Dark Pit is VERY potent for this combo. Beam Rifle has access to a 100% chance mag 3 Stun in Lancer Shot, and a 66%/100% (when disintegrating) chance stun in Overcharge. Dark Pit allows you to reliably stack mag to stagger bosses with Lancer Shot, and it will stun nearly every minion in a spawn while you target bosses and Lts with beam rifle to spread disintegration. Beam Rifle is also one of the highest single target DPS sets available, and Soul Drain provides the best sustained damage buff. I have taken Leap Attack, which happens to have the same recharge as Soul Drain, and use it to quickly place my Blaster in optimal position for the PBAoE while staggering the spawn with knock down and allowing my Blaster to survive long enough to hop back out at range or hover virtically above the spawn on outdoor maps. People claiming that a PBAoE damage buff has no synergy fail to realize just how great the rewards are for proper use: Leap Attack-> Soul Drain -> Vertical Hover takes all of 5 seconds to execute. The next spawn is met with Dark Pit -> Overcharge ( damage buffed at +150%). On top of this, your bread and butter skills (Soul Drain, Dark Pit) are used upfront to augment damage/survivability. This causes very little redraw for outsize rewards within the combo. The melee attacks hit hard, but you don't really want to use them very often as Beam Rifle is a set that is optimized when the rifle is used almost exclusively. However, you have some great options to socket melee attacks with Cloud Senses for +recharge and +max endurance or with Kinetic Combat for S/L/M defense. Out of all the melee attacks in the set, I would say that Touch of Fear is the most useful for this combo. It is an excellent tool for stacking -ToHit on enemies, and 4 sockets of Cloud Senses is all it needs. |
If you want a wade in stun things and then single target them to death play style beam rifle/ electricity manipulation is much better. You have two aoe stuns that can neutralize everything up to bosses and actually take out the minions.
Seriously I have no idea how someone can talk about pairing a single target very limited aoe primary, with a secondary that requires you to be surrounded by more than 4 targets to out perform any of the other secondaries. (less devices). Soul drain on high recharge needs 4 targets to outdo build up.
If you want a wade in stun things and then single target them to death play style beam rifle/ electricity manipulation is much better. You have two aoe stuns that can neutralize everything up to bosses and actually take out the minions. |
Secondly, if you would have read my post, you would realized just how fast Leap Attack sets up Soul Drain. And with Dark Pit, you don't have to wade in to stack stun mag-- that's a huge perk. This combo works very well together, and that's coming from experience.
There are certain strengths that Beam Rifle offers-- single target DPS, a reliable stun in it's hardest hitting attack, and the only crashless nuke that has mez (also a stun). Dark significantly augments all of these strengths.
Firstly, mathematics. Soul Drain with ONE target outperforms Build Up in total damage buffing-- 60% for 30 seconds versus 100% for 10 seconds. With socketed recharge of 95%, you will have Soul Drain up nearly 50% of the time while Build Up is active just 22% of the time. Soul Drain with 4 targets and a high recharge build (200% global) absolutely destroys every other secondary for damage buffing. That would be 90% enhanced damage 95% of the time, while Build Up would offer 100% enhanced damage 43% of the time.
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And that is against a soul drain which is considered to be up all the time.
If a more concrete example is needed, consider the process of fighting a spawn
with beam/dark
Its jump in
hit dark pit
Hit soul drain.
jump out
position the cone
hit aim
hit disintegrate
hit cutting beam
start single targeting until your cone is recharged
Beam/Ment
Position Cone
Hit aim
Hit Build Up
disintegrate
Cutting Beam
Psychic Scream
-- Minions have taken over 400 hp of damage and are dead that mag 2 stun is not needed
start your single targets on whatever is left.
Secondly, if you would have read my post, you would realized just how fast Leap Attack sets up Soul Drain. And with Dark Pit, you don't have to wade in to stack stun mag-- that's a huge perk. This combo works very well together, and that's coming from experience. There are certain strengths that Beam Rifle offers-- single target DPS, a reliable stun in it's hardest hitting attack, and the only crashless nuke that has mez (also a stun). Dark significantly augments all of these strengths. |
Dark is still a melee oriented that needs many enemies to perform at its best, beam rifle is a mostly single target oriented that shines when taking on smaller numbers of harder targets.
If a more concrete example is needed, consider the process of fighting a spawn with beam/dark Its jump in hit dark pit Hit soul drain. jump out position the cone hit aim hit disintegrate hit cutting beam start single targeting until your cone is recharged Beam/Ment Position Cone Hit aim Hit Build Up disintegrate Cutting Beam Psychic Scream -- Minions have taken over 400 hp of damage and are dead that mag 2 stun is not needed start your single targets on whatever is left. |
And why are you using Disintegrate in your AoE combo? Are you hoping to spread Disintegrate with Cutting Beam? Have you even played Beam Rifle? I have a hard time believing that you want Cutting Beam to deal more damage to a single target.
Beams/Dark will out DPS any other combo due to Soul Drain. It also has the potential to offer superior burst damage on spawns following a saturated Soul Drain. It has the option to open with a minion level stun at range and immediately stun a boss with Lancer Shot and start spreading Disintegration.
with beam/dark
Its jump in hit dark pit Hit soul drain. Die from the alpha. |
In all seriousness though it should look like this;
Its jump in
hit dark pit
Hit soul drain.
jump out
position the cone
hit aim
hit disintegrate
hit tier 1 attack - Hope for spread
hit tier 2 attack if previous doesn't spread
hit cutting beam
start single targeting until your cone is recharged
It might seem counter-intuitive to hold off on the AoE, but the benefit of Disintegrate spreading is worth it. The mob will melt that much quicker.
Maestro Mavius - Infinity
Capt. Biohazrd - PCSAR
Talsor Tech - Talsorian Guard
Keep Calm & Chive On!
400 hp on minions eh? That's interesting. Guess how much damage you do with Aim->Spring Attack-> Soul Drain-> Cutting Beam? And then consider that the spawn after this is being met with a +100% to +150% damage buff.
And why are you using Disintegrate in your AoE combo? Are you hoping to spread Disintegrate with Cutting Beam? Have you even played Beam Rifle? I have a hard time believing that you want Cutting Beam to deal more damage to a single target. Beams/Dark will out DPS any other combo due to Soul Drain. It also has the potential to offer superior burst damage on spawns following a saturated Soul Drain. It has the option to open with a minion level stun at range and immediately stun a boss with Lancer Shot and start spreading Disintegration. |
You keep missing this but spring attack isn't part of beam/dark. If you want to have a spring attack a combo that can fire off aim and build up first before going in going to do 80 more points of AoE than your dark blaster.
Beams/Dark will out DPS any other combo due to Soul Drain |
I actually laughed out loud at that. Its so true in all these comparisons there is always that implicit assumption you can actually survive to pull off the tactic.
In all seriousness though it should look like this; Its jump in hit dark pit Hit soul drain. jump out position the cone hit aim hit disintegrate hit tier 1 attack - Hope for spread hit tier 2 attack if previous doesn't spread hit cutting beam start single targeting until your cone is recharged It might seem counter-intuitive to hold off on the AoE, but the benefit of Disintegrate spreading is worth it. The mob will melt that much quicker. |
Well this has been an interesting read, hah. One quick thing-
But yeah, I wouldn't use the Spring Attack. My main concern right now is, what is the highest ST DPS chain for Beam/Dark, is it all beam attacks or do Blaps have a place?
Personally I don't see why it makes a difference if you're playing an ST set in melee or at range. If your build is solid enough, it won't matter if you stand 10 feet away and blow guys up or stand a foot away and blow guys up- Especially with an AoE Stun, ST to hit debuffs and a bunch of other goodies to boot.
My Human Form Warshade only uses 2 AoE's: One of them is Sunless Mire, essentially the same thing as Soul Drain, and the other is Unchain Essence, a Crashless Nuke with a stun component. Sound familiar? Other than that, he focuses his ST attack chain on hard targets while his damage aura runs. He lives in melee. Sound familiar? Oh, and he can also solo 54x8 Malta, clear Fire Farms to the ticket cap in just over 2 minutes, and solo level 53 AV's. And he doesn't even have a regen debuff.
I gotta speak up about the constant mention of Dark Pit here: I would not rely on it, as it tends to be an atrocious power. With a base accuracy of only .80, a horrendously short duration, and an unjustifiably high endurance cost, it is the weak link in the set and unfortunately the only ranged option outside of Penumbral Grasp. It is a shame they didn't upgrade it when porting it over...
As for the "highest DPS attack chain" question, that is hard to say because Beam Rifle can vary. Your DPS will be much higher if you achieve Disintegration Spread within the first attack or two than if you don't. Also, you will get much more out of Cutting Beam while at a distance because a 60ft cone gets quite wide at it's max range.
At the end of the day, the two sets contradict each other.
Beam Rifle is not only entirely ranged attacks, but it also encourages ranged combat with a sniper that gives 100% chance for Disintegration Spread, and a longer-than-average cone attack. While you can use most of Beam Rifle's attacks while in close-range, your DPS from Beam Rifle alone will most likely be higher by staying at range.
Darkness Manipulation is almost entirely based on close-range tactics, with 7 of 9 attacks being either melee or PBAoEs. Thus, you'll get far more mileage out of Darkness by staying in close.
In short, you get the most out of Beam Rifle by staying at range, and you get the most out of Darkness Manipulation by getting in close. Therefore, the time you spend getting in and out of close range is, in turn, taking away from your DPS of one set or the other. So while the combo is doable, you will be fighting against your ultimate objective (high DPS) by attempting to use both sets simultaneously.
@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.
Personally I don't see why it makes a difference if you're playing an ST set in melee or at range. If your build is solid enough, it won't matter if you stand 10 feet away and blow guys up or stand a foot away and blow guys up- Especially with an AoE Stun, ST to hit debuffs and a bunch of other goodies to boot.
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As you said, you just need to know what to build for so things are solid. Building for defense is always a good idea on any AT, so doing that here is a good thing. I would think S/L might be the best if you want to be in close much, that's better than building for ranged damage defense.
The main key to making a weapon ranged set work as a Blaster is to handle things in chains with your attacks. Don't constantly swap between using Beam and Dark attacks: use Beam until you want to switch over to dark for the rest of a fight, so you don't waste time on redraw. I suppose that's really no different than most weapon ATs, but Scrappers, Tanks, etc. don't have as much reason to redraw from their defense sets as Blasters do from their secondaries.
Not really. Like I mentioned earlier, it's probably not the most uber pairing, but you can make it work just fine. There are many secondaries that work well up close (electric and energy), and they can be paired fine with most sets. You just have to learn to use the sets to maximum advantage. There is nothing about Beam that screams "you MUST be at range!" Yes, the cone is nicer when you are a little farther away, but that just means you start the fight there. Better to use it early on, and then when the mobs get closer you switch to Dark, with this pairing. Or you keep using beam, as your other attacks don't really care where you are.
As I said earlier, theme and fun can trump the numbers for most people, and I know TwoHeaded likes to have fun, and the void concept. He'll be fine.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
I've been trying to dream up the perfect powerset combination for my Void Hunter themed character for a while, and this is striking me as a pretty good way to go. Here's the thing, though- I haven't picked up the Beam Rifle yet. That's sort of why I'm posting this.
I know Dark Manipulation is going to require some active blapping, and I'm wondering how that would synergize with how Beam plays. I would answer this question myself, but I don't want to spend the 800 points until I know what I'm getting myself into, y'know?
If this ends up being a good combo, or one that becomes good/shines excessively on a high budget, that won't be a problem. I would be willing to invest in the character pretty heavily. I played around in Mids a bit and came up with a theoretical final build goal but once again I'm not sure how efficient it would be since I don't know much about BR.
I figured ~18% across the board for defense since it will stack with the -tohit from /Dark and 50% s/l resistance. I also worked recharge up around the 180% mark for lots of consumption (assuming this will be a pretty end heavy set, especially with how I've built) and oodles of Soul Drain for maximizing damage.
Now, assuming the sets work well together, does anyone know what the optimal single target attack chain would be? Is it best to use only Beam attacks and ignore the melee's from Dark (aside from possible set mules) due to the disintegration effect?
I appreciate any help with this, I'd like to get some general response before I post the build I've worked up so that I can correct any possibly poor decision making on my part once I get some better insight on the subject.