My Dark/Dark build. Opinions?


Alef_infinity

 

Posted

The first of many threads :P

The only thing missing to have this on live is one catalyst to upgrade the full ATO set. Focused on Recharge and Ranged defense. Maneuvers is not used (not enough slots to devote to it), just a lotg mule

Proobably the next improvement will be 5xapoc set in Fireblast, removing a slot from TG so I can keep using the decimation build up proc

Endurance use is just under control, having to use SA or Consume from time to time (very rarely) so I may drop the IO form Stamina and grab de performance shifter 3set bonus for a bit more HP

Any ideas? Thanks!

P.D: Using Musculature Radial Paragon: More Damage, more tohit debuff, a bit of end rec, and quicker travelling.


Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Darkness Control
Secondary Power Set: Darkness Affinity
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Dark Grasp

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Accuracy/Recharge
  • (3) Basilisk's Gaze - Recharge/Hold
  • (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (5) Thunderstrike - Accuracy/Damage
  • (7) Damage Increase IO
Level 1: Twilight Grasp
  • (A) Touch of the Nictus - Healing
  • (7) Touch of the Nictus - Accuracy/Healing
  • (9) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
  • (27) Touch of the Nictus - Accuracy/Endurance/Recharge
Level 2: Living Shadows
  • (A) Ragnarok - Damage
  • (9) Ragnarok - Damage/Recharge
  • (11) Ragnarok - Accuracy/Damage/Recharge
  • (11) Ragnarok - Accuracy/Recharge
  • (13) Ragnarok - Damage/Endurance
  • (13) Positron's Blast - Chance of Damage(Energy)
Level 4: Tar Patch
  • (A) Recharge Reduction IO
Level 6: Possess
  • (A) Coercive Persuasion - Confused/Recharge
  • (15) Coercive Persuasion - Accuracy/Confused/Recharge
  • (15) Coercive Persuasion - Accuracy/Recharge
  • (17) Coercive Persuasion - Confused/Endurance
  • (17) Coercive Persuasion - Contagious Confusion
Level 8: Fearsome Stare
  • (A) Siphon Insight - ToHit Debuff
  • (19) Siphon Insight - Accuracy/ToHit Debuff
  • (19) Siphon Insight - Accuracy/Recharge
  • (21) Siphon Insight - ToHit Debuff/Endurance/Recharge
Level 10: Howling Twilight
  • (A) Recharge Reduction IO
Level 12: Heart of Darkness
  • (A) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
  • (21) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
  • (23) Superior Will of the Controller - Endurance/Recharge
  • (23) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
  • (25) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
  • (25) Superior Will of the Controller - Recharge/Chance for Psionic Damage
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Shadow Fall
  • (A) Luck of the Gambler - Recharge Speed
  • (27) Luck of the Gambler - Defense
  • (29) Luck of the Gambler - Defense/Endurance
  • (29) Steadfast Protection - Resistance/+Def 3%
  • (31) Gladiator's Armor - TP Protection +3% Def (All)
Level 18: Haunt
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (31) Expedient Reinforcement - Accuracy/Damage
  • (31) Expedient Reinforcement - Damage/Endurance
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (33) Expedient Reinforcement - Endurance/Damage/Recharge
  • (33) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 20: Darkest Night
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (34) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (34) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (34) Dark Watcher's Despair - Recharge/Endurance
Level 22: Hasten
  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 24: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 26: Shadow Field
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (36) Basilisk's Gaze - Accuracy/Recharge
  • (37) Basilisk's Gaze - Recharge/Hold
  • (37) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (37) Lockdown - Chance for +2 Mag Hold
Level 28: Fade
  • (A) Luck of the Gambler - Recharge Speed
Level 30: Soul Absorption
  • (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (39) Performance Shifter - EndMod/Accuracy/Recharge
Level 32: Umbra Beast
  • (A) Blood Mandate - Accuracy/Damage
  • (39) Blood Mandate - Damage/Endurance
  • (39) Blood Mandate - Accuracy/Endurance
  • (40) Blood Mandate - Accuracy/Damage/Endurance
  • (40) Blood Mandate - Accuracy
  • (40) Blood Mandate - Damage
Level 35: Fire Ball
  • (A) Positron's Blast - Accuracy/Damage
  • (42) Positron's Blast - Damage/Endurance
  • (42) Positron's Blast - Damage/Recharge
  • (42) Positron's Blast - Accuracy/Damage/Endurance
  • (43) Positron's Blast - Chance of Damage(Energy)
Level 38: Dark Servant
  • (A) Cloud Senses - ToHit Debuff
  • (43) Cloud Senses - Accuracy/ToHitDebuff
  • (43) Cloud Senses - Accuracy/Recharge
  • (45) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (45) Cloud Senses - Accuracy/Endurance/Recharge
  • (45) Cloud Senses - Chance for Negative Energy Damage
Level 41: Fire Blast
  • (A) Decimation - Accuracy/Damage
  • (46) Decimation - Damage/Endurance
  • (46) Decimation - Accuracy/Endurance/Recharge
  • (46) Decimation - Accuracy/Damage/Recharge
  • (48) Decimation - Chance of Build Up
Level 44: Consume
  • (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (48) Efficacy Adaptor - EndMod/Accuracy
  • (48) Performance Shifter - EndMod/Accuracy/Recharge
Level 47: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
Level 49: Rise of the Phoenix
  • (A) Recharge Reduction IO
------------
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (50) Miracle - +Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (50) Performance Shifter - EndMod
  • (50) Endurance Modification IO
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 6% Defense(Melee)
  • 6% Defense(Smashing)
  • 6% Defense(Lethal)
  • 9.75% Defense(Fire)
  • 9.75% Defense(Cold)
  • 18.81% Defense(Energy)
  • 18.81% Defense(Negative)
  • 6% Defense(Psionic)
  • 24.13% Defense(Ranged)
  • 10.69% Defense(AoE)
  • 4.5% Max End
  • 105% Enhancement(RechargeTime)
  • 4% Enhancement(Stun)
  • 4% Enhancement(Held)
  • 5% Enhancement(Heal)
  • 57% Enhancement(Accuracy)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Confused)
  • 8% Enhancement(Sleep)
  • 8% Enhancement(Immobilize)
  • 14% FlySpeed
  • 68.67 HP (6.75%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 7.75%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 6.65%
  • MezResist(Terrorized) 5%
  • 18.5% (0.31 End/sec) Recovery
  • 20% (0.85 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 14.1% Resistance(Fire)
  • 14.1% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 14% RunSpeed
  • 2% XPDebtProtection
------------
Set Bonuses:
Basilisk's Gaze
(Dark Grasp)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Touch of the Nictus
(Twilight Grasp)
  • 19.08 HP (1.88%) HitPoints
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(Heal)
Ragnarok
(Living Shadows)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Coercive Persuasion
(Possess)
  • 4% (0.07 End/sec) Recovery
  • 4% Enhancement(Confused)
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Siphon Insight
(Fearsome Stare)
  • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
  • 2% XPDebtProtection
  • 9% Enhancement(Accuracy)
Superior Will of the Controller
(Heart of Darkness)
  • 4% DamageBuff(All)
  • 8% Enhancement(Immobilize), 8% Enhancement(Sleep), 4.4% Enhancement(Terrorized), 4% Enhancement(Confused), 4% Enhancement(Held), 4% Enhancement(Stun)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
  • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
Blessing of the Zephyr
(Super Jump)
  • Knockback (Mag -4), Knockup (Mag -4)
Luck of the Gambler
(Shadow Fall)
  • 10% (0.42 HP/sec) Regeneration
  • 11.45 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Steadfast Protection
(Shadow Fall)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Gladiator's Armor
(Shadow Fall)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Expedient Reinforcement
(Haunt)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 10% (0.42 HP/sec) Regeneration
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 10% Resistance(All)
Dark Watcher's Despair
(Darkest Night)
  • 15.26 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Basilisk's Gaze
(Shadow Field)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Fade)
  • 7.5% Enhancement(RechargeTime)
Blood Mandate
(Umbra Beast)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Positron's Blast
(Fire Ball)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Cloud Senses
(Dark Servant)
  • Status Resistance 2.5%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Decimation
(Fire Blast)
  • MezResist(Immobilize) 2.75%
  • 11.45 HP (1.13%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Efficacy Adaptor
(Consume)
  • 11.45 HP (1.13%) HitPoints
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



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Posted

There are two things that leap out at me. You definitely want ragnarok in fireball and posi's blast in living shadows if you're going to slot living shadows for damage at all. I would strongly suggest considering a proccy slotting instead, though.

Five slotted coercive persuasion makes me very sad deep down inside. Places where you could recover another slot include hasten and consume.

Oh yeah, and instead of the thunderstrike acc/dam, use the dam/end or dam/end/rech.


 

Posted

Personally, I'm not committing to a build yet for my dark/dark. If the changes to Fade and Soul Absorption come through, you may want to change your slotting. With the proposed 60 second duration and 210 second recharge, Fade will be permable.


 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
There are two things that leap out at me. You definitely want ragnarok in fireball and posi's blast in living shadows if you're going to slot living shadows for damage at all. I would strongly suggest considering a proccy slotting instead, though.
Are you positive than proc slotting will net me more damage than damage slotting? I so, I will proc the hell out of it :P

Quote:
Originally Posted by PleaseRecycle View Post
Five slotted coercive persuasion makes me very sad deep down inside. Places where you could recover another slot include hasten and consume.
The purple confuse set is really nice, great bonuses and neat proc. Agree with consume, it can afford to lose one or even 2 slots. May move them to Fade if the changes go live


 

Posted

He means that if you were to 6 slot CP you'd get that very juicy 5% ranged def that goes really nice with all the -to hit you're throwing at mobs.


 

Posted

Quote:
Originally Posted by Sir Hextor View Post
He means that if you were to 6 slot CP you'd get that very juicy 5% ranged def that goes really nice with all the -to hit you're throwing at mobs.
Of course! Gah not sure how I missed that Thanks!


 

Posted

I like the Acc/Dam in Dark Grasp, as 4 Baz Gaze is a bit low on accuracy against high level foes . . . and it is often used an an alpha against single targets to set Containment. Consider using an Acc/Dam Hami-O for higher numbers.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Local_Man View Post
I like the Acc/Dam in Dark Grasp, as 4 Baz Gaze is a bit low on accuracy against high level foes . . . and it is often used an an alpha against single targets to set Containment. Consider using an Acc/Dam Hami-O for higher numbers.
Thought of it, but the Hami-O stops working if I exemplar, doesnt it?


 

Posted

It's set bonuses that do that. Enhancement values, like the ones you get from Hamis, don't go away (though they do get lowered to a level-appropriate value like all other enhancement values from enhancements).


 

Posted

Quote:
Originally Posted by Alef_infinity View Post
It's set bonuses that do that. Enhancement values, like the ones you get from Hamis, don't go away (though they do get lowered to a level-appropriate value like all other enhancement values from enhancements).
I didnt know that, then I will use a hami, have a few laying around I will post my latest build later


 

Posted

This can be the final build (for now, im using decimation in place of apocalypse, but I have some purple sleep sets that are going to be converted very soon). Moved ragnarok to fireball, added cloud senses proc to living shadows, removed RotP to make room for another lotg mule, allowing me to get a slot from Hasten

Maybe a proc slotting in Living Shadows will net me more damage, but I like the set bonuses and this way the damage is not random

Thanks for your feedback so far! Has helped a lot

Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Darkness Control
Secondary Power Set: Darkness Affinity
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Dark Grasp -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), HO:Nucle(5), Dmg-I(7)
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(27)
Level 2: Living Shadows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(11), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(13), Cloud-%Dam(36)
Level 4: Tar Patch -- RechRdx-I(A)
Level 6: Possess -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(17), CoPers-Conf%(17), CoPers-Conf(48)
Level 8: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(19), SipInsght-Acc/Rchg(19), SipInsght-ToHitDeb/EndRdx/Rchg(21)
Level 10: Howling Twilight -- RechRdx-I(A)
Level 12: Heart of Darkness -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(21), SWotController-EndRdx/Rchg(23), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(23), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(25), SWotController-Rchg/Dmg%(25)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(29), S'fstPrt-ResDam/Def+(29), GA-3defTpProc(31)
Level 18: Haunt -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(31), ExRmnt-Dmg/EndRdx(31), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-+Res(Pets)(33)
Level 20: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(34), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-Rchg/EndRdx(34)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Shadow Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37), Lock-%Hold(37)
Level 28: Fade -- LkGmblr-Rchg+(A)
Level 30: Soul Absorption -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc(39)
Level 32: Umbra Beast -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(39), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc/Dmg/EndRdx(40), BldM'dt-Acc(40), BldM'dt-Dmg(40)
Level 35: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43), Posi-Dam%(50)
Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(43), Cloud-Acc/Rchg(43), Cloud-ToHitDeb/EndRdx/Rchg(45), Cloud-Acc/EndRdx/Rchg(45), Cloud-%Dam(45)
Level 41: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46), Apoc-Dam%(48)
Level 44: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc(48)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod(50)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 15% DamageBuff(Smashing)
  • 15% DamageBuff(Lethal)
  • 15% DamageBuff(Fire)
  • 15% DamageBuff(Cold)
  • 15% DamageBuff(Energy)
  • 15% DamageBuff(Negative)
  • 15% DamageBuff(Toxic)
  • 15% DamageBuff(Psionic)
  • 6% Defense(Melee)
  • 6% Defense(Smashing)
  • 6% Defense(Lethal)
  • 9.75% Defense(Fire)
  • 9.75% Defense(Cold)
  • 21.31% Defense(Energy)
  • 21.31% Defense(Negative)
  • 6% Defense(Psionic)
  • 29.13% Defense(Ranged)
  • 10.69% Defense(AoE)
  • 2.25% Max End
  • 116.3% Enhancement(RechargeTime)
  • 4% Enhancement(Stun)
  • 4% Enhancement(Held)
  • 5% Enhancement(Heal)
  • 57% Enhancement(Accuracy)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Confused)
  • 8% Enhancement(Sleep)
  • 8% Enhancement(Immobilize)
  • 14% FlySpeed
  • 118.3 HP (11.63%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 5%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 6.65%
  • MezResist(Terrorized) 5%
  • 18.5% (0.31 End/sec) Recovery
  • 36% (1.53 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 14.1% Resistance(Fire)
  • 14.1% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 14% RunSpeed
  • 2% XPDebtProtection



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Posted

One thing I notice with your build that I can't belive I never seen or thought of before (maybe I'm just too old and blind); using Grant Invisibility and Invisibility for LkGmblr-Rchg+ mules.

May have to take a look at the many toons I have with just End IOs in these powers.


 

Posted

Im considering proc slotting Living shadows, with 2 acc/rech, and 4 damage procs (trap of the hunter, javellin volley, positrons blast, cloud senses).


 

Posted

While I like procing out as much as I can the AoE immob, the END cost of them usually has me slotting some END reduction. Depending on your global recharge (no mids at work) I'd consider 2xACC/END with the 4 procs.


 

Posted

Quote:
Originally Posted by Badaxe View Post
One thing I notice with your build that I can't belive I never seen or thought of before (maybe I'm just too old and blind); using Grant Invisibility and Invisibility for LkGmblr-Rchg+ mules.

May have to take a look at the many toons I have with just End IOs in these powers.
I dislike using "set mules," as I would rather have a power that does something, anything, than a wasted power pick. For example, the OP could switch to the Flight Pool, drop Super Jump for Fly, and then fit LotG Recharge into both Hover and Afterburner in place of the invisibility pool. Afterburner has some situational uses, like faster travel for long distances or a nice boost to Defense if you want to escape (or fly past) a difficult situation. I really like it on my Ill/Rad for flying past Rikti Drones in confined spaces (since they ignore invisibility).


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

You might want to take into accord that as of the latest patch, Fade's now permable with 60 second duration/210 recharge. A build with zero ranged defense other than throwing in that extra slot to six-slot instead of five-slot the ATO and Contagious Confusion (and a very incidental 1.25% bonfus from Baslisk's Gaze that I just noticed) but with Fade permanent actually has as much ranged defense (and more general defense aross the board) as your latest build with some ranged defense and non-permanent Fade. Even without Hover turned on, it has 36.1% ranged defense (and 38.7% with it turned on). Plus it gives the Fade buff to the entire party. (And I'm running Manuevers as well).

With the kind of build focus you've got, I'm pretty sure you could outright softcap ranged defense with little sacrifice if you slotted up Fade. I decided I couldn't be bothered with that myself and focused on team defensive buffs instead, but as I said, we have differing build priorities and that's fine.

EDIT: Build removed since I just remembered that I modified my database to account for the Fade changes, so if you open it, you won't get the same results. But all you really need is the kind of recharge you're already throwing around in your build plus decent defense+recharge slotting. 4-slotted LotG set and a Recharge IO is the kind of slotting I'm talking about here, though I'm sure more efficient slotting such as three Defense/recharge Hami-O's and a LotG 7.5% recharge proc could be used. So, really, all you need is three slots from somewhere to turn Fade permanent. That Hami-O slotting would give you 14.85% additional defense across the board from Fade. So you only need to build for 31% ranged defense plus the kind of recharge you have right now.


 

Posted

Soul mastery is in my to-do list for theme too, but right now I CBA with it :P Swapping fireball for oblit, consume for dark consumption...and Ill swap fireblast for shadowy binds I guess, since I have no other option for ST damage

I know about fade, but I prefer the 37% I get now without it, instead of having to rely on Fade for capping. Even now is quite close to perma (tested ingame, and im lacking 10% recharge or so from the above build).

Even tho, I may drop a slot from hasten (letting it sit at 124s) and put a def/rech on fade


 

Posted

Quote:
Originally Posted by Sir Hextor View Post
While I like procing out as much as I can the AoE immob, the END cost of them usually has me slotting some END reduction. Depending on your global recharge (no mids at work) I'd consider 2xACC/END with the 4 procs.
This is the better approach IMO. The AOE Immobs recharge quickly anyway, especially if you're going for Recharge set bonuses and have Hasten. The End will work better in terms of letting you spam it as much as possible.

Although I'd replace one of those damage procs with the Grav Anchor Chance for Hold. It's brilliant in any immob.


 

Posted

Thanks for the acc/end suggestion, you are 100% right. Without any recharge, im sitting at 2.9s recharge, which fits me fine, since my tipical aoe chain is immob-power-power (power can be fireball, fireblast, hold, fear, heal, tar patch...whatever is needed)

I considered the hold proc, but I dont think is that good for a dark/dark. With FS+immob im hitting them with over 30% tohit debuff, plus my own 37% ranged defense. Anything that could be hold with the proc is not a danger anyway.

Im waiting for Mids patch to see what I do with Fade, but I dont think I will bother to perma it. It will already be up most of the time, and I like to be survivable enough without having to rely on a 1min click buff


 

Posted

Quote:
Originally Posted by Erhnam View Post
Soul mastery is in my to-do list for theme too, but right now I CBA with it :P Swapping fireball for oblit, consume for dark consumption...and Ill swap fireblast for shadowy binds I guess, since I have no other option for ST damage

I know about fade, but I prefer the 37% I get now without it, instead of having to rely on Fade for capping. Even now is quite close to perma (tested ingame, and im lacking 10% recharge or so from the above build).

Even tho, I may drop a slot from hasten (letting it sit at 124s) and put a def/rech on fade
That's pretty much a fine enough decision. I went for maxmizing Fade mostly for team buffage utility, myself, in part because AVs resist tohit debuffs. Not to the point where they're useless, but I think that defense'll prove useful. It sounds like you might be going for a less team oriented build than me.


 

Posted

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Posted

Quote:
Originally Posted by Granite Agent View Post
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I would love to know what do you want me to do with this
- Less recharge
- Less defense (unless you want me to rely on a 1min buff that wont be perma because hasten is 10s off - and I said I didnt want to rely on it)
- Less damage
- Less tohit debuff
- A patron pool, when I have said that I havent gone Soul because I didnt do the arcs
- No explanation whatsoever. It seems that you just drop this here by accident


 

Posted

This is probably the last build until I remove my laziness and switch to red side to unlock patron pools.

Im considering droping consume for Recall Friend (and put a winters gift 20% protection). I dont remember the last time I used consume, Soul Absorption is great and can be up 80% of the time with minimal slotting

Strong points:
- 182.5% recharge with permahasten
- 36.1% ranged def
- Living shadows + Fearsome Stare account for 30% tohit debuff (not taking into account alpha slot or mob resistances)
- Good damage both AoE and ST
- Perma Heart of Darkness (and HT has 55s rech for a mag4 stun)

The "only" weak point I can see is that Fade is not perma and is underslotted, but it will still have a good uptime.

Had to use a few enh boosters, but I have some extra points and nothing to buy until staff fighting :P


Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Darkness Control
Secondary Power Set: Darkness Affinity
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Dark Grasp -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), HO:Nucle(5), Dmg-I(7)
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(9)
Level 2: Living Shadows -- TotHntr-Acc/EndRdx(A), Enf'dOp-Acc/EndRdx(9), TotHntr-Dam%(11), JavVoll-Dam%(11), Posi-Dam%(13), Cloud-%Dam(36)
Level 4: Tar Patch -- RechRdx-I(A)
Level 6: Possess -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(17), CoPers-Conf%(17), CoPers-Conf(48)
Level 8: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(19), SipInsght-Acc/Rchg(19), SipInsght-ToHitDeb/EndRdx/Rchg(21)
Level 10: Howling Twilight -- RechRdx-I(A)
Level 12: Heart of Darkness -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(21), SWotController-EndRdx/Rchg(23), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(23), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(25), SWotController-Rchg/Dmg%(25)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(29), S'fstPrt-ResDam/Def+(29), GA-3defTpProc(31)
Level 18: Haunt -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(31), ExRmnt-Dmg/EndRdx(31), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-+Res(Pets)(33)
Level 20: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(34), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-Rchg/EndRdx(34)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Shadow Field -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(36), UbrkCons-EndRdx/Hold(37), UbrkCons-Dam%(37), Lock-%Hold(37)
Level 28: Fade -- LkGmblr-Rchg+(A)
Level 30: Soul Absorption -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc(39)
Level 32: Umbra Beast -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(39), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc/Dmg/EndRdx(40), BldM'dt-Acc(40), BldM'dt-Dmg(40)
Level 35: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43), JavVoll-Dam%(50)
Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(43), Cloud-Acc/Rchg(43), Cloud-ToHitDeb/EndRdx/Rchg(45), Cloud-Acc/EndRdx/Rchg(45), Cloud-%Dam(45)
Level 41: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46), Apoc-Dam%(48), GJ-Dam%(48)
Level 44: Consume -- Efficacy-EndMod/Acc/Rchg(A)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod(50)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 15% DamageBuff(Smashing)
  • 15% DamageBuff(Lethal)
  • 15% DamageBuff(Fire)
  • 15% DamageBuff(Cold)
  • 15% DamageBuff(Energy)
  • 15% DamageBuff(Negative)
  • 15% DamageBuff(Toxic)
  • 15% DamageBuff(Psionic)
  • 6% Defense(Melee)
  • 6% Defense(Smashing)
  • 6% Defense(Lethal)
  • 9.75% Defense(Fire)
  • 9.75% Defense(Cold)
  • 18.81% Defense(Energy)
  • 18.81% Defense(Negative)
  • 6% Defense(Psionic)
  • 27.88% Defense(Ranged)
  • 10.69% Defense(AoE)
  • 2.25% Max End
  • 4% Enhancement(Held)
  • 112.5% Enhancement(RechargeTime)
  • 8% Enhancement(Confused)
  • 63% Enhancement(Accuracy)
  • 13% Enhancement(Immobilize)
  • 4% Enhancement(Stun)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Sleep)
  • 14% FlySpeed
  • 106.8 HP (10.5%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 5%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 6.65%
  • MezResist(Terrorized) 5%
  • 18% (0.3 End/sec) Recovery
  • 36% (1.53 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 15.04% Resistance(Fire)
  • 15.04% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 14% RunSpeed
  • 2% XPDebtProtection
------------
Set Bonuses:
Basilisk's Gaze
(Dark Grasp)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Touch of the Nictus
(Twilight Grasp)
  • 19.08 HP (1.88%) HitPoints
  • 9% Enhancement(Accuracy)
Trap of the Hunter
(Living Shadows)
  • 5% Enhancement(Immobilize)
Coercive Persuasion
(Possess)
  • 4% (0.07 End/sec) Recovery
  • 4% Enhancement(Confused)
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
  • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
Siphon Insight
(Fearsome Stare)
  • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
  • 2% XPDebtProtection
  • 9% Enhancement(Accuracy)
Superior Will of the Controller
(Heart of Darkness)
  • 4% DamageBuff(All)
  • 8% Enhancement(Immobilize), 8% Enhancement(Sleep), 4.4% Enhancement(Terrorized), 4% Enhancement(Confused), 4% Enhancement(Held), 4% Enhancement(Stun)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
  • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
Blessing of the Zephyr
(Super Jump)
  • Knockback (Mag -4), Knockup (Mag -4)
Luck of the Gambler
(Shadow Fall)
  • 10% (0.42 HP/sec) Regeneration
  • 11.45 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Steadfast Protection
(Shadow Fall)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Gladiator's Armor
(Shadow Fall)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Expedient Reinforcement
(Haunt)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 10% (0.42 HP/sec) Regeneration
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 10% Resistance(All)
Dark Watcher's Despair
(Darkest Night)
  • 15.26 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Unbreakable Constraint
(Shadow Field)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Fade)
  • 7.5% Enhancement(RechargeTime)
Efficacy Adaptor
(Soul Absorption)
  • 11.45 HP (1.13%) HitPoints
Blood Mandate
(Umbra Beast)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Ragnarok
(Fire Ball)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Cloud Senses
(Dark Servant)
  • Status Resistance 2.5%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Apocalypse
(Fire Blast)
  • 16% (0.68 HP/sec) Regeneration
  • 30.52 HP (3%) HitPoints
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Grant Invisibility)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Invisibility)
  • 7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.08 HP (1.88%) HitPoints



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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