Dark/DAff Controller Journal


Argentae

 

Posted

:: nods ::

The 4 pack of Exp Reinforcement is probably a good choice. I've got the full 6 pack of Exp Reinf in Umbra, so I'm getting the pet resist from there.

Mostly I think I'm looking at where to squeeze slots out where they can do more good elsewhere. I've got Waterspout, Bile Spray and Coralax all 6 slotted with SO's because I wanted to see how effective they were on a Dark/Dark. I'm thinking of putting the Posi Blast set in Bile Spray (probably just a 5 pack with either an additional proc or a franken to shore up whatever bonuses are needed or just 5 slotted).

Arg


 

Posted

I agree on not using the build-up, but largely because I don't agree with Haunt's being a low dmg power (not saying that's that's what you are saying, but I've seen it posted elsewhere). With there being 2 of them, the aggregate dmg total over their duration is actually really quite high. Unfortunately the way their attacks are split between fear and dmg any procs are split too IIRC. Personally I feel they are best off pure dmg and rech slotting as the priority. Without doing the math on it, I'd probably lean towards saving the slot from the buildup proc for use elsewhere?

The 6 pack of Cloud Senses in Fluffy is tempting for the 3.75 +def... I *think* I'm already at the max for +6.25 rech sets, but I might still have one available. Hrm. If I added the 2 additional Cloud Senses into Fearsome Stare and did the same in Fluffy I'd have an additional +7.5 Def and then add the +5 from the Purp Confuse set. And if I slot out Fade (with LotG?)...

Arg


 

Posted

I remember reading somewhere that the build up proc is very effective on umbral beast. I never tried it but it sounds ok.


 

Posted

Congrats on 50!

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

On the point on the Haunts I think people think they are low damage is on dominator which maybe true but definitely not on controllers. I just wish they double the duration and recharged


 

Posted

Slowly working through the changes. I'm definitely going to need to take advantage of the upcoming freespec! :-)

I've got a full set of 6 WotC, 4 of the 6 Coercive Persuasion, and working through the Cloud Senses sets (one 6 pack in FS and one in Fluffy). Cloud Senses is really hard to get hold of though particularly one of the tri-aspect and the proc. I think I'm 2 alignment merits short of having enough so I'll probably do some more signature arcs this weekend.

So far I'm liking having a 5 pack of WotC in Dark Grasp and the proc in Living Shadows, that gives me the 4 procs in LS (WotC,Posi,TotH and Cloud Senses) with 2 slots for franken slotting acc/end/rech etc. I know I'm giving up the +def from the six slotted WotC, But I think having the increased dmg in LS is more valuable.

I'm definitely going to need to re-arrange slots to take some away from Waterspout and Coralax and replace them with franken slotted IO's vs the SO's I've got in there atm.


 

Posted

Quote:
Originally Posted by UnicyclePeon View Post
Congrats on 50!

Lewis
Thanks!

Sorry for the late response, we were visiting with some friends the last couple days and just got back. This is the first time I've actually been excited about diving into the incarnate content with a character. :: rubbing hands ::

Arg


 

Posted

So... First entry after starting incarnate content in DA.

First lesson learned was that when you select an incarnate ability on the "create" tab to see what incarnate components you need to craft it: There is a SECOND recipe listed below the one you can see. If you scroll down you'll see a list of components that can be crafted with threads rather than shards.

This is important to know as IFAIK shards don't drop in DA, just threads.

I'm currently working on the Musculature tree. Musculature buffs so many things that benefit Dark/Dark that it seems like the hands down choice: Damage, Immobilization Duration, Defense Debuff, Endurance Modification, ToHit Debuff and Run Speed. So far just have the alpha unlocked (via Mender Ramiel's arc) and have the base Musculature ability created.

Running at +0/+8 with no bosses has been working for me, though it's more challenging in DA than it is in PI etc.

Still getting a handle on what the most effective way to collect incarnate components is when i'm restricted to mostly soloing. I'm working my way through the DA arcs, and will probably try out the signature arcs as well.

Short Version: Dark/Dark/Lev seems to be working very well in powering through initial incarnate content.

Arg


 

Posted

Quote:
Originally Posted by Argentae View Post
I'm currently working on the Musculature tree. Musculature buffs so many things that benefit Dark/Dark that it seems like the hands down choice: Damage, Immobilization Duration, Defense Debuff, Endurance Modification, ToHit Debuff and Run Speed.
If you're interested in radial musculature, might I suggest looking at intuition radial as well? You keep the tohit debuff, damage, and defense debuff, but trade the immob duration (not super needed since they last so long anyway), endmod (nice but not critical) and runspeed (ditto) for hold (always nice), range (very useful but you never seem to have room for it) and slow (nice for tar patch). All three of the things you trade aren't *super* important for either alpha (it's the damage and tohit debuff that are really the big things), but I'd personally say that hold/slow/range beats out immob/runspeed/endmod. Only real annoyance is you can't combine tohit debuff and damage until the full tier 4 radial.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

Quote:
Originally Posted by Muon_Neutrino View Post
If you're interested in radial musculature, might I suggest looking at intuition radial as well? You keep the tohit debuff, damage, and defense debuff, but trade the immob duration (not super needed since they last so long anyway), endmod (nice but not critical) and runspeed (ditto) for hold (always nice), range (very useful but you never seem to have room for it) and slow (nice for tar patch). All three of the things you trade aren't *super* important for either alpha (it's the damage and tohit debuff that are really the big things), but I'd personally say that hold/slow/range beats out immob/runspeed/endmod. Only real annoyance is you can't combine tohit debuff and damage until the full tier 4 radial.
That's a really good option, thank you very much for pointing out the possibilities. I'll have to think about it, but I totally agree that Hold + Range + Slow is more useful overall. Part of the problem is that I just don't get that much time to play (Wife, 2 kids and spending all day doing web development/community management will do that to ya ), so it's likely to take me a LONG time to get to tier 4. Given how much I solo (I rarely have a long enough block of time to do a long TF), +dmg will have by FAR the biggest impact on my build (both for the extra dmg, and the slots it'll save), so I'm not sure that I'm willing to give it up until I get all the way up to tier 3/4.

Ironically, the +Hold isn't that big a deal for me. On ANY other of my stable of Controller/Dom characters it would be a slam dunk easy choice... But on Shadow Fallen I have Dark Grasp 5 slotted with WotC and pretty much use -ToHit (Fearsome Stare/Living Shadows) as my primary damage mitigation. I don't really use ANY AOE controls, just -ToHit and Dark Grasp/Possess (6 Coercive Persuasion).

For me the +Range is one of the most appealing options in Intuition Radial, as you said it's very useful but rarely something you have room to slot for.

:: ponder ::

Arg


 

Posted

Woot!

I've gotten pretty lucky with the rewards on the random component reward table going through arcs in DA. Got a Rare last time and just got an uncommon upon finishing Praetor Duncan's arc.

Since I chose the ones I'll need in the musculature tree, I now need only 9 incarnate threads to finish the tier 2 Musculature, and I already have the rare I need for the radial tier 3!

Soooo I guess I'm going with Musculature over intuition.

Arg


 

Posted

Update:
Getting to a tier 3 Alpha didn't take as long as I thought it would. Yay for a +1 level shift!

Given how much more time it takes to get from Tier 3 to Tier 4 (based on the components you need to have), I think I'm going to start collecting components for Interface: Reactive which is a bit over 60% unlocked atm.

Then I'll work Interface up to tier 3, then start on Destiny and get that up to tier 3 for the second level shift etc.

Eventually I'll go back and work on the Alpha slot again, and at that point I'll focus on getting a tier 4 Intuition as Muon suggested.
Long road, but looks like it will be fun.

Arg


 

Posted

Thanks for the continued update. I have a dark/dark troller also and been following your progress with interest. Please carry on

cheers


 

Posted

Quote:
Originally Posted by Argentae View Post
Update:
Getting to a tier 3 Alpha didn't take as long as I thought it would. Yay for a +1 level shift!

Given how much more time it takes to get from Tier 3 to Tier 4 (based on the components you need to have), I think I'm going to start collecting components for Interface: Reactive which is a bit over 60% unlocked atm.

Then I'll work Interface up to tier 3, then start on Destiny and get that up to tier 3 for the second level shift etc.

Eventually I'll go back and work on the Alpha slot again, and at that point I'll focus on getting a tier 4 Intuition as Muon suggested.
Long road, but looks like it will be fun.

Arg
For what may be worth, my Dark/Dark controller uses Musculature. I considered Intuition, but I think Musculature is more useful

Intuition has:
- 33% Hold. Useles. Your holds are slotted for mezz duration. A spawn can be controlled with a standard AoE hold for long enough untl FS/HoD is recharged for further control, if needed. If you need ST hold, the recharge is very low
- 33% def debuff. Useless
- 20% range. Semi useful. I dont think more range is needed. Some pets may not attack if you are standing at max range even without this. And you still need to go melee for HoD/SA if you want to use them
- 33% damage: Great
- 20% tohit debuff: Great.
- 33% Slow. Almost useles. You use Tar Path for the -res, not for the slow, imo

So what you really get from here is damage and tohit debuff

From Musculature:
33% damage. Great. Same as Intuition
33% immob. Useful. Your immobs are usually slotted for damage.
33% def debuff. Useless
33% endmod. Useful. Improves Stamina and SA
33% run speed. Useful. More speed is always welcome, moving away from patches, or just going from spawn to spawn
20% tohit debuff. Great. Same as Intuition

So in short, Musculature gets you the same benefits as Intuition (damage, tohit debuff) and extra stuff (endmod, run speed, and inmmob) over hold/slow/range. YMMV, of course, but this was my reasoning