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I have been playing my warshade on Virtue and enjoying some good leveling. I just hit level 47. I foresee a respec coming for inherent stamina so I have been playing around with slotting, which is more than "more is better" since you want so many slots for so many powers. I tri-form.
About half-way through getting slots into the dwarf form powers, I realized I could put resistance in dwarf from itself for survivability even prior to getting eclipse. I then turned my attention to Dark Nova. I don't have all attacks 6 slotted, and I don't have all attacks with 90% accuracy. Researching Red Tomax, the base +tohit in Dark Nova is 9%. Using two generic tohits (since sets aren't allowed), that adds around 50% more tohit or 13.5%. I know there is a lot of flexibility in playstye and slotting of how you play your forms, it seems to me 13% on top of what I can afford slotting into 4 attack powers is a pretty big deal. What am I missing? -
For big game, especially at the lower levels:
Siphon Power drains the targets damage potential; you live longer.
Siphon Speed is an irresistible debuff from what I last heard. This power rocks AVs worlds.
Transfusion isn't the biggest -regen power, but it does knock a bit off although -regen is usually resisted. You need to combine it in fast rotation with siphon speed to get your repetitions up.
For most bosses and big targets, I usually use the chem rounds for the damage debuff. Combined with siphon power, it should keep you alive longer. Now if the foe is Batzuul, of course, I would use the cryo rounds since the cold damage would be resisted less in theory. -
I agree with Earth. The defense debuff in earth control powers make everything hit so much better. Radiation, Cold, and Kinetic are all great pairings with it. I guess for a beginner I might suggest Cold secondary because a lot of it is intuitive.
When you have a teammate that makes it easier to shoot stuff and harder for teammates to be hit, it is easily appreciated. Quicksand is probably an underrated power, but it does so much more than just slow foes down. -
I recently had an eye-opener myself: web grenade. Stops running AVs in their tracks AND recharge debuff.
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Quote:You can change the color of fire of course. You sound a bit offish on fire. Dark/ice nothing to ashamed of at all in the damage department, and your slow secondary effect is very noticeable.Think of it this way, ill/rad is just more challenging to lay down your controls, you have to play it just right to always be able to control the flow of battle, yes they are softer controls but we get more tools, you probably did not play it high enough to truly see it's power lucky for me I was not aware of how other ats developed fast otherwise I would not have had the patience for it then.
Anyways if you really want to have a blast now dark/fire is the way to go, just pretend its not fire if you do not enjoy fire. -
My knee jerk reaction was Bots/Dark, but you are avoiding masterminds.
I would also suggest Night Widow or Crab SoA. -
Quote:On a trapper, you can easily set up the mini-base between this group and the next one beyond so you get full use out of the triage and acid mortar. With the bots, they tend to knock that first group right into your killing field.Just dinged 39 today. It's been a long, hard few days. But I'm loving this bots/traps more and more with every mish.
I certainly see what's meant by 'set up time'...I've found it works well when I fire up a mini-base (triage, acid mortar, etc) and lay out caltrops (which I bet is even more win when loaded with procs).
Honestly though, with properly geared up bots I don't worry about the mini-base unless I'm fighting bosses, AVs or something similar. I've heard its possible to solo some GMs with a bots/traps...that's the next big challenge. -
Dark Pit stacks with howling twilight, too. I use howling twilight early and often, just like how I vote in Chicago.
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Quote:Between fearsome stare and howling twilight, you should be able to neuter every spawn.Of course, since I posted that, I started another toon, a BS/WP scrapper. First time I've gotten anywhere on a scrapper. Killed monkeys to get to Quick Recovery, been playing more normally since -- and it's a blast. At level 26 I was easily handling +0/x4 missions, which is better than I expected.
I think I may narrow things down a bit. Currently leaning towards my dark/dark defender, since she's 36. Just need to drop some enhancements in her attacks and she'll be good to go. And people seem to like teaming with a dark/dark defender. Sometimes they even let me use powers other than my heal! -
Quote:I heartily endorse Dark/Ice defenders. Specifically Ice Storm and Blizzard, the ice nuke, are targetted AoEs, which mean you can cast them from around corners - no line of sight, no immediate repercussions - AND the powers use BLASTER level strength damage. That's a big deal. The secondary effect is slow which stacks to a point with tar patch. You have the self-heal from dark miasma, you also get a nice single target hold in ice blast. This takes care of nasties like sky raider engineers, embalmed abominations, sappers, and other guys you want to take out of the fight right away.Hmmm interesting. I think it's obvious by what you are saying and looking over the powers that Dark Miasma has everything I want on it in a single set- team support, a stealth, and a heal. I have never played fire before because I much preferred to support a team than nuke and fire has no secondary effect. That being said, Dark Miasma by itself has enough team support that taking fire to get through those times when I am forced to solo is interesting.
If I reverse it and put it on a defender, what's a good secondary? I have heard Ice and Psychic are good choices because they do solid damage.
I will add as a thought to chew on: Dark/dual pistols isn't shabby either. -
There are a number of mastermind primaries that mesh quite well with dark miasma. Play them all if you like to get a feel for them. In my opinion they are all very capable just depends on your temperament.
Robots/dark - very powerful. Positioning with the knockback, you eventually have a combo with incendiery missiles on tar patch that is quite lovely.
Necromancy/Dark - Your minions will all tend to move into melee. With the combines powers of your debuffs and heals around yourself, your mastermind will be safe enough and will want to heal the minions and stay right in battle with them. Sometimes you might have to nudge your second tier guys to more immediate melee, but I don't find the zombies all the difficult to manage, maybe just a touch more than robots.
Demons/Dark - This comination is newer, but it's a very powerful and effective synergy. Again, your mastermind will want to stay right in the thick of things keeping the demons healthy. In addition your ember demon will shield and heal YOU, too. Your demons are bigger than other mastermind pets, but don't take a back seat to anybody. Your guys are most effective in melee range. I don't monkey much at all manuvering demons, BUT I often split their stance, meaning I put the top 3 big boys on Attack/Aggressive and the little three first tier guys on defensive/follow. Obviously I don't do this in boss fights. I want that Demon Prince to fire off his first attack on the first target and that is usually his single target ice hold, and that suits me very fine.
Thugs/Dark is another powerful set. The only thing I micromanage is the bruiser. I have a Goto/Aggressive in situations where I want him to go and grab aggro and take the alpha strike. I don't do this every spawn. The twilight grasp coupled with the enforcers leadership and the pet aura IO sets make this set up extremely tough to kill. The added layers of tohit debuff and resistance debuff counter any concerns you may have with dealing a lot of lethal damage. Thugs just deal a lot of damage, period. -
Quote:Fire/Dark corruptor is a very good suggestion. This is my spin on it. You have a self heal, a very good single target attack, a ranged targetted AoE attack, a big tar patch for resistance debuff and slowing speed, with the rain of fire by level 6. These core powers alone with take your character a long, long way.Fire/Dark Corrupter
- Good on teams
- Good solo
- No buffs
- Excellent PBAoE Heal
- Solid ST & AoE Damage
- Good Control Capability (for a corrupter)
- Useful Pet
- Stealth
- Has all of it's primary debuffing tools by L20
- Has 3 ST attacks and 3 AoE attacks by L18
There's more, but that should do. -
Statistically speaking, a rad blast secondary on a Dark Miasma defender will do more damage than dark blast because of the defense debuff in rad blast. More blasts will hit.
For Defender primaries with a ton of defense debuff already like Radiation emission, Storm Summoning, even Traps, the character won't notice appreciably more damage from rad blast than from dark blast. -
I think you hit on two potential winners: dark and storm. You can add traps to that also. Secondaries that I would choose from are Rad blast, Dual Pistols, Sonic blast, and dark blast (especially on a trapper).
Looking at your requirements, dark has a good self heal, Storm does NOT in the storm set itself, but you could take medicine. Traps has a regeneration beacon, but not an actual heal per se. The debuffs from Storm and Traps but no heal never precluded my defenders from soloing.
Traps doesn't have stealth. You can pick up the run or jump stealth proc and pop them in sprit if you like. Traps is very gutsy. You eventually get seeker drones which are primarily a distraction while you set up your kill znne. Before that, with just a forcefield generator backing you up, your trapper marches in, points at all the foes, and announces this is the day you all get arrested, and then drops acid mortar and commences the beat down. -
Quote:I posted my Rad emission/dark blast build in another thread just today in the defender forums. It's got a synergy that isn't obvious, but is really effective. It plays very differently from Rad/rad.Hmmm rad/dark sounds interesting hate to ask you but what would be missing just dot damage and differant kind of debuffs if I go that route?
Now if I have this backwards, and you mean Dark Miasma with Rad blast, again it's very different and also very viable. Dark miasma is chock full of tohit debuff and benefits from the rad blast defense debuff; dark miasma has NO defense debuff. A particularly good tool is howling twilight (autohit stun, slow, regen debuff) with a cosmic burst chaser on the boss. Now, THAT is some fun stunning.
Selling points to dark/dark is that dark pit (I know, not the most popular) will stack the stuns with howling twilight. Dark blasting will fill in tohit debuff on targets outside fearsome stare and darkest night, your added spawns. Tenebrous tentacles complements a lot of primaries as well as dark miasa, keeping target in line for the narrow cones of dark, helping Stormies contol knockback from hurricane. Dark blast offers extra tohit debuff protection for kinetics, filling gaps in Traps debuffing. -
You can run a dark miasma defender without dark blast. Ice, Dual pistols, Rad, Electric, and Pyschic blast are a few you could try.
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Back in the long, long ago, I started a Forcefield/Psychic blast defender as my first defender, first character on my first MMORPG. He is very good at what he does, but he isn't the best solo'er by any stretch.
My first storm defender on Triumph became my main since I could solo and team. He is Storm/Rad blast, since we didn't have ice blast on defenders then. Storm is great and has a tool for almost every occasion.
My next big project was the Rad/Rad defender. When I2(?) first came out, there was a great upheaval in the community about how hard things were made. My little Tachyon Bug would bravely street hunt, walking up to red con minions with purple lieutenants, apply his radiation infection toggle and slowly, steadily and safely defeat spawn after spawn, with very little debt, high risk, high reward. (We couldn't select mission difficulty then, so street hunting gave good rewards.) He really changed as his powers expanded, choking cloud being a whole new deal. I am a stormy at heart, but my Rad/Rad defender is definitely my go to guy for AV/GM fights.
When villains came about, my first villain I rolled was a Robots/Poison mastermind, but soon a great many of my villains were using dark miasma. Radiation hasn't been ported over to masterminds yet. Dark was the defining set for masterminds, although players definitely give /dark a run with traps, poison, pain, and thermal now. I took back that experience and quickly leveled a Dark/Ice defender to 50. I never did finish up my Dark/dark defender to 50 but it's personal taste and alting. I know Dark is as every bit as successful as Radiation Emission (or Traps, or Thermal). -
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This is my current Rad/Dark just hit level 44. This is basically my cheap IO build to get me to 50. I am also a big fan of choking cloud and procs.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Terrabyte: Level 43 Natural Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Dark Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Radiant Aura -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(3), H'zdH-Heal/Rchg(3), H'zdH-Heal/EndRdx/Rchg(5)
Level 1: Dark Blast -- Acc-I(A), Dmg-I(5), Dmg-I(7), Entrpc-Acc/Dmg(7)
Level 2: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9), EndMod-I(11), EndMod-I(11)
Level 4: Gloom -- Acc-I(A), Mael'Fry-Dmg/EndRdx(13), Mael'Fry-Dmg/EndRdx/Rchg(13), Decim-Acc/Dmg(15)
Level 6: Radiation Infection -- EndRdx-I(A), DampS-ToHitDeb(15), DampS-ToHitDeb/EndRdx(17), DarkWD-ToHitDeb(17), DampS-ToHitDeb/Rchg/EndRdx(19)
Level 8: Super Speed -- EndRdx-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 12: Lingering Radiation -- TmpRdns-Acc/Slow(A), Acc-I(21), Acc-I(23)
Level 14: Hurdle -- Jump-I(A)
Level 16: Tenebrous Tentacles -- Acc-I(A), Acc-I(23), Dmg-I(25), Dmg-I(25), Dmg-I(27)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(27), EndMod-I(29)
Level 22: Choking Cloud -- NrncSD-Acc/EndRdx(A), BasGaze-Rchg/Hold(29), NrncSD-Dam%(31), BasGaze-EndRdx/Rchg/Hold(31), G'Wdw-Dam%(31), Lock-%Hold(33)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(33)
Level 26: Night Fall -- Acc-I(A), Det'tn-Acc/Dmg(33), Det'tn-Acc/Dmg/EndRdx(34), Det'tn-Dmg/EndRdx(34)
Level 28: Fallout -- Dmg-I(A), Det'tn-Acc/Dmg/EndRdx(34), Det'tn-Dmg/Rchg(36), AirB'st-Dmg/Rchg(36)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(36)
Level 32: EM Pulse -- NrncSD-Acc/Rchg(A), NrncSD-Acc/Hold/Rchg(37), RechRdx-I(37), RechRdx-I(37), NrncSD-Acc/EndRdx(39), P'Shift-EndMod/Acc(39)
Level 35: Tactics -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(39), AdjTgt-ToHit(40), AdjTgt-ToHit/Rchg(40), AdjTgt-EndRdx/Rchg(40)
Level 38: Blackstar -- Acc-I(A), C'ngBlow-Dmg/Rchg(42), M'Strk-Dmg/Rchg(42), M'Strk-Dmg/EndRdx/Rchg(42), Sciroc-Dmg/Rchg(43)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(43), AdjTgt-ToHit(43)
Level 44: Temp Invulnerability -- Empty(A)
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 47: Ninja Run -
Quote:I forgot in the previous rant... hasten is indispensible to my Dark miasma users for tar patch, howling twilight, and fluffy.Ok first question any changes to recall friend? Not sure if I would find hasten more useful or not, any current sample builds I can look at? Seems there has been some changes to dark anyways help me out here please its been ages I do not even remember how to play it!
Thank you. -
Dark Miasma, as a defender thrives once you have fearsome stare. You fear the spawn, drop tarpatch on the spawn, and then have your way with the spawn like a marauding pirate. Darkest Night is best used on bosses, not so necessary against minions as they drop so quickly.
Tactic 2, when you have howling twilight, you can neuter a big spawn, even with no downed teammates. Stun the spawn, if you have another attack that stuns it will stack with howling twilight (autohit) and stun the boss as well. HT has a terrific amount of burst -regen to drop bosses.
Most of the time I usually pounce with the dark powers. Prior to level 12 on a dark defender you can pull with darkest night around a corner or obstacle on to your tar patch to minimize incoming damage. In my opinion, darkest night has more fear effect on spawn's AI causing them to run away more frequently. Added spawns can provide hilarious amounts of aggro.
Tactic 3 at higher levels, short of having the fearsome stare/howling twilight alpha busters, you can summon the Dark Servant into spawns for instant tohit debuffing. It's another option, but Fluffy taking the alpha from the Psychic Clockwork King can be preferable to you taking it. -
Radiation emission:
Radiant aura - PbAoE heal, no tohit check, but weaker than Twilight Grasp
Accelerated Metabolism - this buffs recovery of endurance, recharge of attacks, and shortens duration of mezzes. Dark has no equivalent.
Radiation Infection - work very much like darkest night, these both have the tohit debuff. Rad infection also debuffs defense while darkest night debuffs damage potential.
Lingering radiation - debuffs speed and regeneration. Howling Twilight has the same effect with stronger effects but also a longer cooldown.
Enervating Field - debuffs resistance and also damage potential comparable to tar patch but it's a toggle.
Mutation - teammate resurrection power. Howling Twilight is an AoE rez that can revive multiple teammates to go along with the other debuffs.
Choking Cloud - PbAoE hold that applies ticks of Mag 2 and Mag 3 holds. It can carry multiple procs to aid with holds and psionic damage. It's also an end hog, but it's worth it to me.
Fallout - this power does AoE damage in the area of a defeated teammate. It's high damage and is usually coupled with vengeance and mutation for a big turnaround for the team.
EM Pulse - The top tier Debuff. It's a PbAoE hold, debuffs recovery and end, and does special damage to robots. In my opinion this power is underrated.
All that said Radiation Emission is a powerful successful set as well as Dark Miasma. Rad's debuffs include powers that can allow you to hit more successfully, but Dark Miasma is no slouch and can be just as successful as its other defender primary cousins. -
Ah, my friend, that is a defender of a different radiation glowing color. Rad/rad is very survivable and fun. It can quasi-tank, blast, debuff, support in a different manner from kin but very successful, too.
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Traps/DP is a very solid defender set. You still have lots of travel options with the different costume additions: mechanical wings, rockets boots for fly; piston boots for superjump. Your costume parts can make these powers work for your tech guy.