Dark/Dark/Dark Alpha slotting


Captain_Karate

 

Posted

I've got a D3 defender, and am torn as to which alpha slot to take. Right now I am considering either musculature, or cardiac. Musculature seems great because honestly most of my attacks are slotted to debuff. (Example: Dark blast and gloom are slotted with 4x dark watcher, 1x nucleolus, 1x lysosome) I do have tenebrous tentacles slotted for damage tho, and I spam it all the time. But ya...more dps wouldn't hurt, and coupled with the 30% damage buff defenders get while solo would sure be helpful. So taking into account my less than optimal damage slotting, the +33% would really be noticeable.

One the other side of the coin, my recovery is 3.29/s and my consumption is 1.69 with all my toggles running(doesn't include darkest night). I find in long fights, my endurance slowly starts going down. I do have numina proc, and miracle proc slotted in health, and a perf shifter proc in stamina. Eventually I shut off dark embrace and maneuvers and rely on my -tohit to act as defence for me. So...less endurance consumption is nice too. A quick look at Mid's is showing that my endurance discount for my powers is between 30-50% on most.

I was thinking of going with musculature, and then taking ageless as my destiny for the recovery boost which would kinda be good. But on second thought, I'll probably take Clarion to mostly eliminate getting stunned, etc.

Any recommendations?

I'll post the build in case anyone wants more detailed information on my slotting, etc.

http://www.cohplanner.com/mids/downl...61FC071E91EA42


 

Posted

I ended up taking Cardiac.

I'll probably take Reactive interface for some more damage to all my attacks, and Clarion Destiny for the stun protection.


 

Posted

The upcoming Intuition alpha may also be an option.

Quote:
Intuition Boost: This alpha tree focuses on boosting Hold effects, and secondarily boosts Defense Debuffs and Range. The radial branch also boosts Damage, Slow effects, and To Hit Debuffs.
Don't you have Dark Consumption to deal with the endurance issue?


 

Posted

I went with Musculature on my DDD. The only time endurance is a problem is during protracted AV fights like the trials when I don't want to get in close enough to use Dark Consumption. But even during trials I find that two or three blues are usually enough to keep me in enough end to run my many toggles and attacks. That or I just meter my attacks to avoid my toggles going down (I've also got Maneuvers, Assault and Tactics).

I'm slotted for damage on my attacks rather than acc debuff, so I would be using less end per damage than you. Using Musculature it seems that you would experience a significant increase in damage output, which would result in you needing fewer attacks and less end to take down mobs.


 

Posted

I'd go with musculature. More damage means shorter fights, which means endurance is less of an issue. Also, musculature gives a +end mod, which will more than likely be all the extra endurance you need, since it doesn't sound like your end consumption out-stripes your end generation by a lot.

At least, this has always been the case for me.


 

Posted

None of them seem to make a great deal of difference to each power but atleast Cardiac applies to all powers though so all the little differences can add up. I'd have to go Cardiac I with my build. Looking at the OPs I'd of chose Cardiac with that.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

A valid point, except, endurance reduction beyond the point where you are regenerating endurance faster than you spend it is wasted (sappers type encounters excepted). Extra damage is almost never wasted unless you are one shotting everything you come across. And since almost every encounter requires you to reduce an enemies health bar, the extra damage will be useful in almost every encounter.

It is probably even moreso the case for the OP, who stated that, "honestly most of my attacks are slotted to debuff." I'd assume that means he didn't get all his attacks slotted to teh ED cap. In that case, musculature will be ever more help.


 

Posted

Quote:
Originally Posted by Rodion View Post
I went with Musculature on my DDD. The only time endurance is a problem is during protracted AV fights like the trials when I don't want to get in close enough to use Dark Consumption. But even during trials I find that two or three blues are usually enough to keep me in enough end to run my many toggles and attacks. That or I just meter my attacks to avoid my toggles going down (I've also got Maneuvers, Assault and Tactics).

I'm slotted for damage on my attacks rather than acc debuff, so I would be using less end per damage than you. Using Musculature it seems that you would experience a significant increase in damage output, which would result in you needing fewer attacks and less end to take down mobs.
Ya...in normal fights it isn't a problem. For a "test" I went up against Trapdoor and just wanted to see if I could keep him held and pretty much a non threat. But spamming Twilight grasp for the -regen, my ST hold, Tenebrous Tentacles, dark blast and gloom, my endurance began to drop slowly. Not alarmingly, but slooooooowly. Shutting off a few toggles after he was held seemed to solve that problem. [edit: this was before I slotted any Alpha]

I slotted for to hit debuff's mainly because on teams I'm pretty much expected to floor an enemy's to-hit chance and decided to play to that strength. It's definitely not a dps machine, but if I wanted pure dps I would have probably rolled another AT, honestly. I just got my T3 Cardiac yesterday, and have another rare salvage so it's not like making a T3 Musculature would be that hard to do. In any event, adding Reactive interface will up my damage output, so I'm not really all that worried about it at this point.

To the person that mentioned Dark Consumption, yes I have it. It's not that much help when the mob is dead except for the harder to kill boss/EB/AV. Which, usually by the time the battle has been going on for that long that I get concerned about my blue bar, is all that is left. Ya it helps a bit though.

I do agree on the point that more up front dps output means to shorter fights, and less endurance use overall, but I still went the other route to try to maximize my debuffs for when I am on teams. I won't be making dual builds on this defender, so this build is it!


 

Posted

I've played nearly every possible def combo out there. And yes, I can see the appeal of cardiacs end reduction. But unless I'm running a toggle heavy set, and stacking many toggles on top of it from pools (like only melee sets can do), I just can't see getting cardiac. I've always found the +end from musculature to be enough. And the added damage too be to awesome to pass up. Granted, I play my defs on the aggressive end of the spectrum.

I guess it depends on what you want to do with your def. If you want to be reactive, then the end reduction will probably pay for itself many times over.. If you want to solo much, or be proactive, then skipping the extra damage isn't the best plan. In my experience. And I've tried it both ways, and always found cardiac to be a waste of my shards..

But, I'll admit to being limited to an offensive play style. So my perspective is likely limited,


 

Posted

I'll have to investigate it a bit more. If you don't have an endurance issue playing aggressively, then I shouldn't either. I'm fairly active...running around lining up my cones, holding/immobilizing etc, but it's more on the control/containment side than killing side.

I could do either, and I don't mind changing my build for more dps(I just don't want two, but I have no trouble using some of my existing enhancements, and modifying the build). I looked around for a mid's build that was more dps than debuff, but didnt find one to my liking. Would you mind posting your build, so I can take a look at it, and compare it to mine?


 

Posted

I made some changed to the build for more dps.

Dark Blast: Changed from 4 Dark watcher, 1 Nucleolus, 1 Lysosome to 6x Decimation. I use this so much, the proc should be firing a lot.

Gloom: Changed from 4 Dark Watcher, 1 Nucleolus, 1 Lysosome to 5x decimation, and 1 Nucleolus.

Fearsome Stare: Changed from 5 Glimpse of the Abyss to 5 Unspeakable Terror, and 1 Glimpse of the Abyss proc.

Nightfall: Changed from 4 Dark Watcher, 1 Positron's Blast Proc to 5x Positron's blast, 1 Nucleolus.

Stamina: Changed to 4 slots, and Perf shift:end, Perf Shiftroc, 2x perf shift end/x.

Dark Servant: Changed from 5 Cloud senses to 5 Dampened Spirits, and 1 Cloud senses proc.

Oppressive Gloom: Changed from 5 Stupefy, to 5 Absolute Amazement.

Blackstar: Got rid of this power, and replaced it with Howling Twilight. I got the extra slots for the other slotting changes from this power, and having a player rez is useful.

All in all, my defence dropped 3% across the board, Hasten's recharge is still 1.5s from perma(1.5s doesnt matter to me. lol), and my global recharge without hasten is still 101%. Damage should be ramped up considerably now, and even moreso with Reactive Interface. I'll start working on crafting a T3 Musculature, depending on how fast I kill mobs with the above changes.

Here's the build for anyone interested.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

DARK ASCENTIA DPS: Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Dark Blast
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Acc/EndRdx/Rchg(9)
Level 1: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(17), Decim-Build%(43)
Level 2: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(21), HO:Nucle(42)
Level 4: Tar Patch -- RechRdx-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
Level 8: Shadow Fall -- LkGmblr-Rchg+(A)
Level 10: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(23), Stpfy-Acc/EndRdx(25), Stpfy-Stun/Rng(25), Stpfy-Acc/Stun/Rchg(27)
Level 12: Fearsome Stare -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(13), U'spkT-Acc/EndRdx(13), U'spkT-Fear/Rng(15), U'spkT-Acc/Fear/Rchg(15), Abys-Dam%(48)
Level 14: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(43), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-ToHitDeb/Rchg(45)
Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Dam%(29), Posi-Acc/Dmg/EndRdx(31), HO:Endo(31)
Level 18: Petrifying Gaze -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Acc/Hold(33), BasGaze-Rchg/Hold(33), HO:Endo(33)
Level 20: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40), HO:Nucle(48)
Level 22: Hover -- LkGmblr-Rchg+(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def(34)
Level 26: Assault -- EndRdx-I(A)
Level 28: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(43)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Dark Servant -- DampS-ToHitDeb(A), DampS-ToHitDeb/Rchg(46), DampS-ToHitDeb/Rchg/EndRdx(46), DampS-Rchg/EndRdx(46), DampS-ToHitDeb/EndRdx(50), Cloud-%Dam(48)
Level 35: Life Drain -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg(36), Thundr-Dmg/EndRdx/Rchg(37), Thundr-Dmg/EndRdx(37)
Level 38: Oppressive Gloom -- Amaze-Stun(A), Amaze-Stun/Rchg(39), Amaze-Acc/Stun/Rchg(39), Amaze-Acc/Rchg(39), Amaze-EndRdx/Stun(40)
Level 41: Dark Consumption -- P'Shift-End%(A), P'Shift-EndMod(42), RechRdx-I(42)
Level 44: Dark Embrace -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(50)
Level 47: Howling Twilight -- RechRdx-I(A)
Level 49: Soul Transfer -- RechRdx-I(A)
Level 50: Musculature Total Core Revamp
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-End%(3), P'Shift-EndMod(5), P'Shift-EndMod/Acc(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run


 

Posted

I am an idiot. lol. I totally forgot about Soul Drain. Blah. This is a glaring omission considering more damage was the point. I replaced Howling Twilight for Soul Drain, and slotted it with the Obliteration's that were previously in Blackstar. Had to move some more slots around, but it's looking a lot better dps-wise.


 

Posted

I wouldn't choose Soul Drain over Howling Twilight. Not sure I'd go Anything over Howling Twilight it's that great, solid, awesome etc..

At a quick glance (very quick) I'd drop either Petrifying Gaze or Life Drain to keep both Soul Drain and Howling Twilight in there.

On anything either while leveling or if I have ANY intention of ever running below 50 I'd also get HT in there much earlier.

Or am I not following the changes you've made since the last posted build?


 

Posted

I rarely team outside of incarnate trials, so getting an ally rez is not high on my priorities. I am not against getting it per se, and I can see where it would be highly useful, but I'm not sure I want to get rid of siphon life. Twilight's grasp has a fairly long animation in my opinion, and usually my first panic button is to use siphon life, and then twilight grasp, to get me the rest of the way to full health. I've died enough times now mid activation after rapid burst damage to not rely on Twilight's Grasp as my go to heal.

And most times in incarnate trials, people with rebirth just pop it when ppl die, or else they go to hospital immediately. (this makes vengeance practically useless for me on incarnate trials, but i do still take it for pve use). Actually...I could swap howling twilight for vengeance. So it's a choice of when a teammate dies...do I softcap everyone's defence for 2 mins etc...or do i bring him back to life and stun the mob?


 

Posted

Quote:
Originally Posted by Captain_Karate View Post
I rarely team outside of incarnate trials, so getting an ally rez is not high on my priorities. I am not against getting it per se, and I can see where it would be highly useful, but I'm not sure I want to get rid of siphon life. Twilight's grasp has a fairly long animation in my opinion, and usually my first panic button is to use siphon life, and then twilight grasp, to get me the rest of the way to full health. I've died enough times now mid activation after rapid burst damage to not rely on Twilight's Grasp as my go to heal.

And most times in incarnate trials, people with rebirth just pop it when ppl die, or else they go to hospital immediately. (this makes vengeance practically useless for me on incarnate trials, but i do still take it for pve use). Actually...I could swap howling twilight for vengeance. So it's a choice of when a teammate dies...do I softcap everyone's defence for 2 mins etc...or do i bring him back to life and stun the mob?
Howling Twilight is a great stun and slow and group rez and since it does minor AoE damage, with Reactive, it will do moderate damage.

Here is a build that softcaps your S/L. It will allow you to spam your two cones doing *a lot* of damage (since cones are balanced around hitting 5 foes, in an iTrial, you'll be hitting and doing 3 times as much).

And going with Cardiac means never eating a blue again.

http://www.cohplanner.com/mids/downl...ACFF03CF05EA0A


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

Posted

Quote:
Originally Posted by Zombie Man View Post
Howling Twilight is a great stun and slow and group rez and since it does minor AoE damage, with Reactive, it will do moderate damage. ...
Nevermind Howling Twilight's MINUS 500 REGEN debuff

or its -62.5% recharge debuff

or Mag 3 Afraid (Fear) effect

Edit: to add the recharge and Afraid effects ... it's Mass Ally Rez is possibly the least of its effects.

PS: and in theory with a very high recharge one could stack HT ... at least in Mids there's no "effect does not stack from same caster" notation ... Scatch that thought I was looking at the duration not base recharge ... at the recharge cap you'd be about 6 seconds off firing it as the effects dropped at 30 seconds.


 

Posted

Wait a minutes?!? Howling Twilight has a rez factor? I just thought it was the best auto hit aoe stun regen debuff in the game. Totally didn't know it rezzed people too, but now that I think about maybe allmy teammates were just getting up with wakies and bfs then popping lots of blues and green in the safe zone during the stun but were actually getting rezzed?! That explains a lot.



Note: The above was a joke. I did know it was a rez, but I play as if I didn't know that. It's an awesome stun and regen debuff, and that's how I play it, and rezzing is almost always an incidental side effect.

Joke aside, in case anyone was unaware, unlike some powers that depend on there being a dead body around to work, HT doesn't need one, so it can do it's stun, and regen debuff before anyone dies, or even while solo.


 

Posted

Quote:
Originally Posted by Captain_Karate View Post
I'll have to investigate it a bit more. If you don't have an endurance issue playing aggressively, then I shouldn't either. I'm fairly active...running around lining up my cones, holding/immobilizing etc, but it's more on the control/containment side than killing side.

I could do either, and I don't mind changing my build for more dps(I just don't want two, but I have no trouble using some of my existing enhancements, and modifying the build). I looked around for a mid's build that was more dps than debuff, but didnt find one to my liking. Would you mind posting your build, so I can take a look at it, and compare it to mine?
Hmm. Well, as it turns out, 1 specific combo I've not done is a D3. I'll try to adapt my Dark/Cold/Dark to a D3 build, and factor in that you want flight, and see what I can come up with.


 

Posted

OK. I sorta spliced my Dark/Ice/Dark with your build, since I figured the power selection was what suited your style of play, and I fiddled with the slotting a bit. Managed to push up the defense (especially ranged) by a fair about, while dropping by endurance consumption by a large amount. This build uses less end with darkest night running than your previous build was costing without it. Added in some accuracy to Dark Consumption to make sure it hits, too, as it's useless if it doesn't. Also, I'm pretty sure the Performance Shifter Procs is bugged in an attack power and gives the critters the +end. Even if not, I'd still not use it Dark Consumption, as most of the time if it hits more than one target, you'll not need it. And the +end doesn't get than many chances to fire. Moved Abs Amaze to Dark Pit,a s it seemed to me to work better there, but you can move it back without really affecting anything set-wise. I also added in Dam/Range to the Posi sets in your cones. The extra really extends the effective width by a noticeable chunk. In my mind, it's worth it, but if you don't like it, or want even more endurance tools, just sub in the Dam/EndRed from the same set.

I used a couple of Enzymes, which are expensive. If they are outside your price range, use Red Fortune Def/End. If you have plenty of money, you can use Enzymes in place of LotG in both Hover and CJ, and get even more total Def out of the build.

All of this did lose you a little global recharge, and did cost you perma hasten, but you're only a few seconds off from it. I'd consider a few seconds down time of hasten not the end of the world, but some people disagree.

You'll not likey run out of steam now, even in AV fights, especially after getting Musculature and the +end mod bonus.

I might slot fearsome stare for more acc (but it'll cost ya 5% off your global recharge) if you plan to exempt a lot, but otherwise... Well, have a look.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

DARK ASCENTIA DPS: Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Dark Blast
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Twilight Grasp

  • (A) Touch of the Nictus - Healing: Level 50
  • (5) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
  • (7) Touch of the Nictus - Accuracy/Healing: Level 50
  • (7) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50
  • (9) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50
Level 1: Dark Blast
  • (A) Thunderstrike - Accuracy/Damage: Level 40
  • (9) Thunderstrike - Damage/Endurance: Level 40
  • (11) Thunderstrike - Damage/Recharge: Level 40
  • (11) Thunderstrike - Accuracy/Damage/Endurance: Level 40
  • (17) Thunderstrike - Accuracy/Damage/Recharge: Level 40
  • (23) Thunderstrike - Damage/Endurance/Recharge: Level 50
Level 2: Gloom
  • (A) Decimation - Accuracy/Damage: Level 40
  • (17) Decimation - Damage/Endurance: Level 40
  • (19) Decimation - Damage/Recharge: Level 40
  • (19) Decimation - Accuracy/Endurance/Recharge: Level 40
  • (21) Decimation - Accuracy/Damage/Recharge: Level 40
Level 4: Tar Patch
  • (A) Recharge Reduction IO: Level 50
Level 6: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (21) Recharge Reduction IO: Level 50
Level 8: Shadow Fall
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (31) Luck of the Gambler - Defense/Endurance: Level 50
  • (33) HamiO:Enzyme Exposure
  • (48) Titanium Coating - Resistance/Endurance: Level 50
Level 10: Dark Pit
  • (A) Absolute Amazement - Stun: Level 50
  • (23) Absolute Amazement - Stun/Recharge: Level 50
  • (25) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
  • (25) Absolute Amazement - Accuracy/Recharge: Level 50
  • (27) Absolute Amazement - Endurance/Stun: Level 50
Level 12: Fearsome Stare
  • (A) HamiO:Lysosome Exposure
  • (13) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50
  • (13) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
  • (15) Dark Watcher's Despair - Recharge/Endurance: Level 50
  • (15) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
Level 14: Darkest Night
  • (A) Dark Watcher's Despair - To Hit Debuff: Level 50
  • (43) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
  • (45) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
  • (45) Dark Watcher's Despair - Recharge/Endurance: Level 50
  • (50) Endurance Reduction IO: Level 50
Level 16: Tenebrous Tentacles
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (27) Positron's Blast - Damage/Range: Level 50
  • (29) Positron's Blast - Damage/Recharge: Level 50
  • (29) Positron's Blast - Chance of Damage(Energy): Level 50
  • (31) Positron's Blast - Accuracy/Damage/Endurance: Level 50
Level 18: Petrifying Gaze
  • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
  • (31) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (33) Basilisk's Gaze - Accuracy/Hold: Level 30
  • (33) Basilisk's Gaze - Recharge/Hold: Level 30
Level 20: Night Fall
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (34) Positron's Blast - Damage/Range: Level 50
  • (37) Positron's Blast - Damage/Recharge: Level 50
  • (40) Positron's Blast - Accuracy/Damage/Endurance: Level 50
  • (40) Positron's Blast - Chance of Damage(Energy): Level 50
Level 22: Hover
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (42) Luck of the Gambler - Defense: Level 50
Level 24: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (34) Luck of the Gambler - Defense/Endurance: Level 50
  • (34) HamiO:Enzyme Exposure
Level 26: Howling Twilight
  • (A) Recharge Reduction IO: Level 50
Level 28: Assault
  • (A) Endurance Reduction IO: Level 50
Level 30: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (43) Luck of the Gambler - Defense: Level 50
Level 32: Dark Servant
  • (A) Cloud Senses - ToHit Debuff: Level 30
  • (46) Cloud Senses - Accuracy/ToHitDebuff: Level 30
  • (46) Cloud Senses - Accuracy/Recharge: Level 30
  • (46) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
  • (50) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
  • (48) Cloud Senses - Chance for Negative Energy Damage: Level 30
Level 35: Life Drain
  • (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (36) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (36) Thunderstrike - Damage/Recharge: Level 50
  • (36) Thunderstrike - Accuracy/Damage: Level 50
  • (37) Thunderstrike - Damage/Endurance/Recharge: Level 50
  • (37) Thunderstrike - Damage/Endurance: Level 50
Level 38: Oppressive Gloom
  • (A) Stupefy - Accuracy/Recharge: Level 50
  • (39) Stupefy - Endurance/Stun: Level 50
  • (39) Stupefy - Accuracy/Endurance: Level 50
  • (39) Stupefy - Stun/Range: Level 50
  • (40) Stupefy - Accuracy/Stun/Recharge: Level 50
  • (43) Stupefy - Chance of Knockback: Level 50
Level 41: Dark Consumption
  • (A) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
  • (42) Efficacy Adaptor - Accuracy/Recharge: Level 50
  • (42) Efficacy Adaptor - EndMod/Recharge: Level 50
Level 44: Dark Embrace
  • (A) Steadfast Protection - Resistance/Endurance: Level 30
  • (45) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (48) Titanium Coating - Resistance/Endurance: Level 50
  • (50) Steadfast Protection - Knockback Protection: Level 30
Level 47: Vengeance
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 49: Soul Transfer
  • (A) Recharge Reduction IO: Level 50
Level 50: Musculature Total Core Revamp
------------
Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (3) Miracle - +Recovery: Level 40
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (3) Performance Shifter - Chance for +End: Level 50
  • (5) Performance Shifter - EndMod: Level 50
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Unbounded Leap - +Stealth: Level 50
Level 1: Vigilance
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 4: Ninja Run



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Posted

@Madadh,

I'd probably swap the Stupefy in OG with the AA in Dark Pit. The knockback proc in Dark Pit mostly annoying if/when it knocks something out of Tar Patch etc.. Same thing happening in OG and by the time they get up likely the OG stun has worn off. Thou I've heard the amusement value of things getting randomly thrown around from the proc in OG is relatively high


 

Posted

Quote:
Originally Posted by Doomguide View Post
@Madadh,

I'd probably swap the Stupefy in OG with the AA in Dark Pit. The knockback proc in Dark Pit mostly annoying if/when it knocks something out of Tar Patch etc.. Same thing happening in OG and by the time they get up likely the OG stun has worn off. Thou I've heard the amusement value of things getting randomly thrown around from the proc in OG is relatively high
I don't know if I'd swap them myself, I can see reasons for doing it either way, and the potential amusement value you mention is a factor I'd consider. But, either way, I did totally forget that stupid KB proc. What a pain. I think I might also just lose the KB proc. Then either eat the ranged def reduction or put the extra slot somewhere else; perhaps into Gloom and slot another 6 thunderstikes there instead to get the ranged def back.

Either way, great catch on that oh so annoying proc.


 

Posted

Quote:
Originally Posted by Madadh View Post
I've played nearly every possible def combo out there. And yes, I can see the appeal of cardiacs end reduction. But unless I'm running a toggle heavy set, and stacking many toggles on top of it from pools (like only melee sets can do), I just can't see getting cardiac.
Dark Miasma is a toggle-heavy set. Not because it has a ton of toggles, but because the toggles it have are expensive to run.

On top of that, typical solo play for Dark Blast is cone heavy, which means it's EPS heavy. Combine that with two expensive toggles, and you're asking for endurance pain.

Most people do not ED-max their endurance. Most people do ED-max their damage. That means that most people get more DPE increase out of Cardiac than they do out of Musculature, because they mostly only get the 2/3 of Musculature that ignores ED, but probably get most if not all of Cardiac. Slotting Musculature increases DPS as well as DPE, but higher DPS only tips the balance over higher DPE if you're going to run out of foes before you run out of endurance. If you play like me, and charge continuously from spawn to spawn, having larger the larger DPE ends up leading to higher long-term DPS, because I don't normally ever run out of end, where I would if I had lower DPE.

As mentioned, Cardiac also makes it less expensive to spam Howling Twilight, plus things like Judgement.

Now, my Dark/Dark is not a Soul or Dark Mastery, and Dark Consumption clearly changes the equation. I might at least experiment with Musculature in that situation.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
Dark Miasma is a toggle-heavy set. Not because it has a ton of toggles, but because the toggles it have are expensive to run....[edited for brevity]...
Fair points all. As I said, I can see the appeal. Perhaps I do slot for more end reduction than is standard. Or perhaps I don't match your pace. Either way, I don't generally ever see end being enough of an issue on a defender to warrant Cardiac anywhere near as often as Cardiac seems to be used. Usually, the gap between max consumption and end recovery is small enough that the Musculature's +end mod is enough to close the gap, in my experience. Usually completely, but when not completely, a very occasional blue inspire is more than enough, and lets face it, on a high end build, running full out, you're going to see inspires drop. You probably won't see reds drop fast enough outside of an ambush farm to keep ya at the damage cap, so every inch you can make to getting there (via musculature) is always going to help. But getting the blue bar up to the max if it's already very close is easy to achieve via inspires.

I will admit to seeing an occasional exception where no amount of end reduction slotting (short of crippling yourself) and not all the +Max End, and +Recovery can make up the ground.

But, as you pointed out, I surely don't think a build making decent use out of Dark Consumption is that build.


 

Posted

Quote:
Originally Posted by Madadh View Post
Wait a minutes?!? Howling Twilight has a rez factor? I just thought it was the best auto hit aoe stun regen debuff in the game. Totally didn't know it rezzed people too, but now that I think about maybe allmy teammates were just getting up with wakies and bfs then popping lots of blues and green in the safe zone during the stun but were actually getting rezzed?! That explains a lot.



Note: The above was a joke. I did know it was a rez, but I play as if I didn't know that. It's an awesome stun and regen debuff, and that's how I play it, and rezzing is almost always an incidental side effect.

Joke aside, in case anyone was unaware, unlike some powers that depend on there being a dead body around to work, HT doesn't need one, so it can do it's stun, and regen debuff before anyone dies, or even while solo.
Whoa. It doesn't need a dead ally to work? I had no idea, which is why I shrugged it off kinda lightly. :-(

But...I now have my T3 musculature, T3 cardiac, T3 reactive, T3 clarion, T4 Lore, and T2 Judgement.

With Cardiac, no matter how much I attack, I never have endurance issues. It's like a solid wall of blue most times. Switching to Musculature, my endurance goes down(kinda faster than I like) but only with hover, and cloak of darkness on. If I turn those off, it's just like it is with cardiac. But either way, she is kicking butt. She can solo on 0x8, and I just recently solo'd a rikti pylon, and an AV(Chimera)!!!

I'm going to have to rethink this build though, knowing that howling twilight does not need a dead ally to work. Thanks for all the input everyone!


 

Posted

Quote:
Originally Posted by Captain_Karate View Post
Whoa. It doesn't need a dead ally to work? I had no idea, which is why I shrugged it off kinda lightly. :-(

But...I now have my T3 musculature, T3 cardiac, T3 reactive, T3 clarion, T4 Lore, and T2 Judgement.

With Cardiac, no matter how much I attack, I never have endurance issues. It's like a solid wall of blue most times. Switching to Musculature, my endurance goes down(kinda faster than I like) but only with hover, and cloak of darkness on. If I turn those off, it's just like it is with cardiac. But either way, she is kicking butt. She can solo on 0x8, and I just recently solo'd a rikti pylon, and an AV(Chimera)!!!

I'm going to have to rethink this build though, knowing that howling twilight does not need a dead ally to work. Thanks for all the input everyone!
Awesome. Glad to hear it's working out so well for you.

Gratz on the pylon and AV accomplishment. Well done!

I suspected that you may have assumed the need for a corpse. I'll admit I did, way back when I first looked at this powerset when I started. Thankfully, it doesn't work like that. Fire this puppy off every time it recharges and love the huge autohit AoE stun and the huge regen debuff.

Cheers