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Last Updated: 2008-05-17 06:00:02 EST
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Dark/Dark Defender's Guide: Issue 6/ED |
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Written by Blackest Night
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Purpose
There are a lot of Dark/Dark
guides out there but I wanted mine to be a little different just so
that the average player could get a feel for what he/she wants to do
with their Dark/Dark Defender or Corruptor (D3). D3s are very versatile
and besides the 4 or so powers that probably shouldn’t be
taken, you
really can’t go wrong choosing the “cool”
powers.
So what does a
D3 have to offer and why should you want to be one? D3s have the luxury
and privilege of being in the upper echelon of Primary/Secondaries
because we have so many tools at our disposal and because we are
balanced nicely between offensive and defensive ability. D3s can
perform many roles within a team and does many of them quite well but
if you want to know what we’re best at it comes down to this:
safety.
Unlike the Empathy Defender that heals all the damage that a team takes
or the Force Field Defender that gives everyone high defense, Dark
Defenders prevent the enemy from hitting you with their myriad of
–Accuracy debuffs or they simply stop the enemy from
attacking with a
variety of control powers, much like an actual Controller. In addition,
they are the only non-Controller with true pets and those pets are
quite versatile, much like the D3 themselves, that also do a ton of
debuffing and controlling. In addition, D3s have the ability to fine
tune themselves to a couple of distinct roles and each role is
noticeably different. So, while I will do the typical
“here’s the
power, when to take it and how to slot it” jig, I’m
also going to give
you how I feel it would be best used if you’re a
“Controller” D3 (CD3)
or a “Buffing” D3 (BD3, though it’s more
like a De-buffing D3 but that
would become a D4 and there’s already a D4 out there, but I
digress).
Here’s how I classify
the CD3 vs. the BD3
Controller
D3s are all about controlling the enemy and making sure that
they’re,
in some way, mezzed into submission. This can be done through the wide
variety of powers within both the Dark Miasma and Dark Blast sets. The
general rule here is that if there is a “hold”
(hold, disorient, sleep,
fear, stun, etc.) power that comes up at the same time as a Blast power
in the Secondary, the CD3 will, within limits, take the hold power over
the attack. Similarly, in battle, the CD3 will use a control power over
an attack, if all things were equal. This doesn’t mean that
they
completely ignore their secondary or that they don’t attack
in battle
or can’t solo, it simply means that they’re primary
concern is to take
foes out of the fight.
Buffing D3s are not quite opposites of
the CD3s but are different animals entirely. They will rely more on the
toggles (Darkest Night/Shadowfall) to insure their (and their
team’s)
safety instead of spamming holds or fears. This isn’t to say
that they
skip the holds, it’s just that they rely less on them. The
BD3 is
content with flooring accuracy to the 5% basement on mobs and playing
the chance game with hits, kind of like a pure defense set like Super
Reflexes or Ice Armor. However, by playing this game of death, they are
freer to take attacks and slot them up instead of taking all the holds.
The BD3 can also rely on his attacks to do the de-buffing, meaning,
they will probably attack more than the CD3 if only to get more
–Acc on
their foes.
Both D3s are great and one is not necessarily
better than the other. I would have to say that CD3 is a bit more team
friendly and is “safer” than the BD3 but the
trade-off there is that
the BD3 will have more powerful attacks and probably solo faster. This
isn’t to say one is not team friendly (the BD3 still rocks)
and the
other can’t solo (the CD3 will still do great) it’s
just that in
certain areas, one will be more efficient than the other.
I
would also like to mention at this point that the BD3 and CD3, despite
their class-distinction will overlap considerably. The BD3 will
probably still get Fearsome Stare and Dark Servant (henceforth known as
Fluffy) in addition to a sometimes handy Petrifying Gaze. This gives
them a wide-array of controlling powers already. The CD3 will simply
expand upon that by using Howling Twilight as a mezz power and grabbing
Dark Pit while possibly skipping Darkest Night altogether (why debuff
an enemy that can’t fight back?) due to its endurance drain.
The
slotting of the CD3 and BD3 will also be different but that will be
covered later.
This guide is designed to help both sides of
the D3 by listing a power, telling what it does and giving it a
star-system for how useful it would be for a CD3 and BD3. Some powers
will heavily favor one side or the other and some will be great
regardless of what kind of D3 you want to make. It’s still
all your
decision though. Have fun and experiment to see which one you enjoy the
most!
Dark Miasma
Dark Miasma is great because
it’s the only unique Defender set that isn’t shared
as a secondary with
Controllers. It’s a useful combination of holds, fears,
heals, and –Acc
debuffs that really turn enemies into whiffing machines. Darks are
sometimes called the most defensive of the Defender primaries and this
is for good reason. They lack any form of buffing an ally and all their
attacks affect enemies and not the team itself. Tar Patch may reduce
resistance (the only form of damage boost we get) but other than that,
teams will probably not even know that your powers are at work. You
will forever be the unsung hero because it’s hard to tell
that enemies
are missing you. Big green numbers, glowing buffs and bright green
anchors are the tell-tale signs of the other Primaries but not with
you. You just sit back and watch the enemies miss, something often
underappreciated by teams.
The powers are as follows:
Twilight Grasp (Level 1)
From
everything I’ve heard, the base heal on this nifty little
power is 22%
of your life and that goes a long way when you finally get a few Heal
SOs in it. It’ll save your butt on many occasions but there
are two
things that you, and your team must know about it. First, it has to
hit. Your ability to heal is directly proportional to the enemies you
fight. If you’re in the deep purple range, don’t
expect to heal often.
If you’re fighting whites and lower, this is a very reliable
heal.
Always, always, always, slot an accuracy enhancement in here, before
anything else (heals included) so that when that critical need comes
and you have to be healed, it doesn’t whiff completely.
Secondly, the
effect of the power is a fairly small radius around you and if
teammates want healed, they have to be within about 10-12 feet of you.
It’s very difficult to heal others as they run like chickens
with their
heads cut off in a battle so try to warn the team if you’re
the primary
healer. Speaking of, I wouldn’t recommend being the primary
healer due
to the fact that the heals, while normally reliable, aren’t
guaranteed.
Also, while Twilight Grasp does heal a good chunk of life for you, it
won’t be as significant to a Tank or Scrapper with higher max
HP. Just
remember that if they’re on the verge of death. Finally, TG
has an
added minus regen effect that will slow/stop regen for about 10
seconds. This is absolutely critical for high-hitpoint enemies that can
regen 100s of life per tick (because it is percentage based). Using
this on a Boss isn’t a bad idea even if no one needs the heal
for this
reason alone. Slot at least 1 Acc and whatever you want after that. 3
Heals, 1 Recharge wouldn’t be bad either.
Overall: 5-Star Power.
Take it and love it. Slot it up with 3 or 4 early and respec out of
those slots later in the game when Fluffy can do some of that for you.
This goes for both BD3 and CD3 types.
Tar Patch: (Level 1)
With
the addition of the –resistance aspect of Tar Patch and the
–fly/-jump,
this has become a must have power for anyone that wants to increase
their damage.It has a 45 second duration and a 90 second recharge. For
those playing at home this means that Hasten and the initial slot with
a recharge SO means that it’s ready to go the second it runs
out.
However, without Hasten, 3 Recharge SOs will also make it available the
second the first patch fades. Also, more than one Dark/* can double up
on Tar Patch duty and just spam as many as they can to increase
efficiency. Now, the –resistance is the reason to get the
power but the
original power had a slow effect that really helped in controlling
enemies. Basically, you would lay a Patch down and snipe the group so
that they ran through the Patch. Melee attackers would take forever to
get to you and you could blast them on the way in. This was also
helpful to Melee teammates who didn’t want their foes to run.
Slotting
comes down to whether you want to have more Tar Patches out (which is
what I recommend so you can use it every battle) or if you want to
increase the slow aspect of the Patch. You can’t slow enemies
past 10%
of their normal walk/run speed so don’t go overboard. I have
6-slotted
this baby with all recharges and it’s up every 21 seconds or
so.
Double-stacking is freaking beautiful so I recommend it highly if you
can manage it but that’s only possible if you have Hasten or
some Buffs
from teammates.
Overall: 4-Star Power. The –resist is
absolutely awesome and I highly recommend it for any D3. If
you’re
using it just for the slow/-fly/-jump aspect then:
CD3: 4-Star (anything not held won’t be going anywhere)
BD3: 4-Star (keeps large groups near your anchor)
Darkest Night (Level 2)
For
the BD3…this is your Promised Land. To the CD3…it
is a waste of
endurance for anything less than an AV. Darkest Night reduces Accuracy
by 35% and reduces the damage of incoming attacks by 37.5%. It is a
somewhat expensive toggle that requires an anchor but affects a fairly
large area around the anchor. When fully slotted out with To Hit
Debuffs, this monster can floor just about anything (within reason) to
the 5% Accuracy basement and what this means is that you can fight with
near impunity against anything +4 or so and below. However, this
cornerstone of Dark Miasma has it’s downfalls. First, it is
endurance
heavy. You will notice the sharp contrast between fighting with it on
and off. Early on, I say just slot it with endurance reducers and throw
it on a boss that is giving you trouble. Once SOs open up, 3-slot it
with ToHit Debuffs and as many Endurance Reducers as you feel
necessary. Or you could skip it entirely, something I don’t
recommend
but if you’re CD3, it might make sense. My current set up is
2 End
Reducers and 3 ToHit Debuffs. It’s still wildly effective and
cost
efficient.
Overall: I still say it’s a 5-star power that is the
cornerstone of the set. The damage reduction alone is worth taking it
for.
BD3: 5-Star power (I cannot stress enough how important this is for you)
CD3: 2-Star power (might be nothing more than an endurance drain but
situationally useful against tough foes)
Howling Twilight (Level 6)
This
has a few things going for it. One, it’s an auto-hit, area of
effect
Rez that resurrects an entire team instantly to full health and
endurance. Two, it’s a mag 1 disorient and does significant
-recharge
of all foes in its area. The only downside to this power being used
like a pure controlling power is its recharge. Even maxed out with 3
SOs and Hasten this will only come up once every 67 seconds. It does
require an enemy to hit to get the rez so remember that you
can’t just
rez anybody at any time.
Overall: 3-Star Power. This is arguably
the best rez in the game due to being able to rez multiple people to
full health and endurance in addition to its other effects.
CD3: 4-Star Power (Recharge slightly too long to make it an every
battle weapon but auto hit is really nice)
BD3: 2-Star Power. (A very nice rez but skippable until later)
Shadow Fall (Level 8)
This
nice little area of effect power has some really great abilities. First
off, it’s a team stealth. This gives everyone around you a
stealth
factor greater than Stealth from the power pool. Secondly, it provides
a tiny amount of defense (2.5%) which always helps. Thirdly, and most
importantly, it gives Negative, Energy, and PSIONIC resistance at a
base level of 20%. Since Psi resistance is nearly non-existent to
everyone else, this is a rare commodity for Tanks and Scrappers looking
to fight Psychic Clock Kings and whatnot. To begin with, slot it with
endurance reducers and try to run it as much as possible. The defense
and stealth is simply too good to pass up. Eventually, once Negative,
Energy, and Psi become more common, I’d slot this puppy up
with
resistance enhancements. With 3 Resistance SOs, you get 32% resistance
to all of those damage types. Also note that turning on Super Speed
while running Shadow Fall is the same as running Invisibility. So, if
you want to stealth through missions, turn them both on and click the
glowies, find the boss and his gang, etc. A couple Endurance Reducers
will go a long way in keeping your blue bar healthy.
Overall:
5-Star Power. Too many good things to pass up in this power and
it’s
not terribly expensive. Very team friendly and gives Psi resistance.
CD3: 5-Star Power. (Helps with the initial alpha of holds in addition
to what’s been previously mentioned)
BD3: 5-Star Power. (See overall)
Fearsome Stare (Level 12)
Fearsome
Stare is a cornerstone power of Dark Miasma. This bad boy does two
things and does them very well. First, it puts a Fear effect on baddies
within a HUGE cone. This fear makes enemies cower and unable to attack
unless they are attacked first. Even if they are attacked, they can get
one attack off and then must resume the “fear
position” thereby having
a –recharge effect. What this amounts to is a pseudo-hold
that, if you
are smart, can turn into a hold by not touching the other feared mobs.
The fear lasts 20 seconds and has a 40 second recharge. It’s
also
pretty cheap. Secondly, it puts a modest –Acc debuff on
enemies,
somewhere in the order of 15%, which also stacks. So, you can easily
get a -30% debuff on most foes just by using two applications of
Fearsome Stare. Slotting is more of an issue now, however. You need it
to hit, so 1 Acc is mandatory. You want it up as much as possible, so 3
Recharge would be nice, but you also wan the fear effect to last a good
amount of time, so 2 Fear Durations would also be good. This would make
the power come up every 20 seconds with a Fear duration of 33 seconds.
Overall:
5-Star Power. Huge cone, cheap, massive debuff and Fear effect, this
power has it all. Takes slots to make great, however.
CD3: 5-Star (a great, maybe the greatest, control power in the set)
BD3: 5-Star (a great debuffing power, but the control is gravy)
Petrifying Gaze (Level 18)
The
only true “hold” of the set, Petrifying Gaze is a
power that takes some
slots to make useful. It’s a mag 3 single-target hold,
meaning that
you’ll be able to lock down lieutenants and minions in one
application.
Its base recharge is 16 seconds and has a duration of 12 seconds. That
means that it won’t be able to hold a boss without a bit of
help. A
Recharge SO would bring it down to 12 (two would make it 9.66) seconds
while a Hold Duration would extend it to 16 seconds. This, in my
opinion, is enough to make it useable but it won’t be as
powerful as
Controller holds. Dark Servant also has this power but because you
can’t enhance their Petrifying Gaze, it won’t be
near as effective as
yours. However, Fluffy will help you lock down the occasional minion or
lieutenant, which always helps. The obligatory Accuracy is also needed
as it doesn’t have the accuracy bonus of Controller holds.
Overall: 3-star Power. Without slots/Hasten, it’s useful but
not great.
CD3: 4-Star. Slotted up, a good hold but you’ll still be
jealous of Controllers.
BD3:3-Star. Still practical and a few slots aren’t that hard
to find.
Black Hole (Level 26)
Well,
to say this is the lame duck power of the set is about right. Yeah, it
can be used to turn a group of enemies intangible for a brief amount of
time and take them out of the fight but the duration (20 seconds)
isn’t
worth the massive endurance cost and the long recharge. Basically, this
power sucks not only because it’s worthless but because
it’s worthless
and expensive! The only thing I could really see this power being used
for is for that CD3 that wants to be as
“controller-ish” as possible.
Even still, it’s situational at best. Try it on Test and see
what you
think but I personally wouldn’t get a Moonbeam
snipe’s distance near it.
Overall:
1-Star. Completely useless in 90% of the situations you’ll
encounter
and that 10% where it could be useful can be covered by other powers,
namely Fearsome Stare.
CD3: 1-Star. (I’d still say it’s totally useless)
BD3: 1-Star. (Ditto)
Dark Servant (Level 32)
Totally
reworked in Issue 5, Dark Servant was drastically reduced in power by
disallowing multiple instances of them. Also, Petrifying Gaze was
reduced on them, just like the Primary Power. Dark Servants have a 4
minute recharge and duration, unlike the Controller level 32 pets that
have virtually unlimited duration. They will follow you up elevators
and through portals, however. Fluffy can also be unsummoned by typing
/release_pets.
Dark Servant, as a utility pet, works best if
you can realize his/her/its limitations and work around them. It has 5
powers: Twilight Grasp (identical to yours), Petrifying Gaze (also
identical), Darkest Night (similar in power but only affects one
target), Tenebrous Tentacles (vastly reduced damage but otherwise the
same), and Chill of the Night, the aura that does minor damage and
rumors to have incredible Accuracy debuffing capability. Chill of the
Night will always be on and Fluffy will cycle through the various
attacks in no real particular order. He will also follow you quite
religiously and usually attacks the closest thing next to him. He has
more health than you do and can be used as an
“alpha-strike” absorber
or as a small meat-shield while solo-ing.
Fluffy will
partially replace the need to debuff and control enemies but not as
much as it used to. Properly slotted (see below), a Dark Servant can be
very effective but don’t expect it to do your job for you. I
would
never recommend dropping Dark Servant altogether but there will be
various camps on how to slot it.
The first theory on how to slot
Dark Servant is to be minimal-istic and stick with a
“base” pet.
Therefore, this camp would say to keep Fluffy at either base or 1 slot.
An Accuracy would be very helpful and a Heal or ToHit Debuff would be
optional to get slightly more mileage out of him/her/it.
The
second theory is to maximize Fluffy for Debuffing. One Accuracy and 3
ToHit Debuffs would make everything that Fluffy does (minus Petrifying
Gaze) seriously drop the accuracy of enemies. Chill of the Night,
Darkest Night, Twilight Grasp and Tenebrous Tentacles all have
–Accuracy debuffs and this means that, more often than not,
Fluffy can
be a Debuff bot on top of your own personal debuffing abilities. Use
the other two slots for Heals or Holds.
The third theory is to
make Fluffy an all-around stronger pet by slotting for Accuracy, Hold
duration, Heals, and ToHit Debuffs. Instead of super-charging any one
aspect of Fluffy, they boost everything to make him more effective with
every power.
Overall: 5 Star Power. A very nice utility pet
that will help you a lot in your upper-levels. Can be made very
powerful or left at base and still be useful.
CD3: 5-Star. Helps you
hold a little but debuffs enemies, something you might not have a lot
of at this point in your career. Any help is good help.
BD3: 5-Star. Can be enhanced to be a very powerful Debuffer but the
heals and holds are always welcome.
Dark
Blast
Dark Miasma can stand on
its own as a powerful (one of the top) Defender Primaries and the
reasons were given above, but why would you want to take Dark Blast
over the other Secondaries? The first, and probably the most common,
reason is for concept. There is nothing that quite says
“I’m a bad-a**”
than being completely dark and evil yet still fighting for good. Many
people love having dark characters so this just naturally fits for
them. The next reason is probably the most practical: Dark Blast
synergizes very well with Dark Miasma. The –Acc on Dark
Miasma’s
debuffs will stack on top of the Dark Blast’s –Acc
in its attacks. By
simply attacking targets, you’re helping your Primary and
vice versa.
Also, Dark Blast features two “controlling” powers
in Tenebrous
Tentacles and Dark Pit that Immobilize or Disorient and a crowd control
power in Torrent. In terms of damage potential, Dark Blast is on the
lower end of the Secondaries. It does not have any way of boosting its
own damage via an Aim power nor does it have an innate accuracy boost
like Radiation or the “weapon” attacks. What it
does have, however, is
have the best or second best secondary effect for blasts. The
–Acc can
add up as you spam attacks and this increases your own survivability by
merely doing what you were going to do anyway: kill the enemy. Every
time you hit, they have a lower chance of hitting you back. Finally,
Dark Blast is known for its Cone attacks and for good reason. Tenebrous
Tentacles and Nightfall can be used back to back over large crowds to
do substantial damage over time. Because Tentacles immobilizes foes,
the enemies are held in place for Nightfall and another shot of
Tentacles. Doing this over and over, you get tons of numbers flying
over the enemies’ heads and if you add Tar Patch on top of
this, you’ll
feel almost like a Fire Tank’s Burn.
Dark Blast (Level 1)
The
power this set is named after is going to be your single target bread
and butter from level 1-50. It’s equal to most of the Blast
Secondaries’ first attack in that it does moderate damage
(2.7778 Brawl
Index at base) and has a quick recharge time (4 seconds base). It does
100% Negative damage which isn’t as resisted as many of the
attack
types but those that are resisted to it (Banished Pantheon for example)
are highly resistant to it. This is one power that you should slot up
early with the recommended 1 Accuracy/3 Damage/1 Recharge/1 End Redux
rule and use it against everything. If you’re skipping Gloom
or
Moonbeam, make sure to compensate by getting this baby slotted up ASAP.
Overall:
3-Star Power. You have to take it and it never becomes a monster in
damage but you can lean on this attack and squeeze off a few rounds to
make the enemy squirm a little.
CD3: 4-Star. As a CD3, you may skip
other attacks so this will be your bread and butter for many levels. If
that’s the case, get as many damage slots in it as you can if
you want
to be able to solo. If you team a lot, this isn’t as much of
a problem
but still devote a few slots early to it.
BD3: 3-Star. If you plan
on taking a lot of attacks, don’t neglect Dark Blast.
You’ll use it
more than any other in most battles so make sure it’s doing
moderate
damage. Slotting a ToHit Debuff might not be a bad idea either if you
don’t intend on using it as a damage dealer but as a
debuffer.
Gloom (Level 2)
This
is one of those attacks that takes some getting used to. Gloom is 175%
stronger than Dark Blast (just shy of twice as much) but many times it
doesn’t feel like it because the damage is delivered over
about 4
seconds. Compared to most of the other second tier Blast Secondaries,
Gloom does slightly more damage (on the order of 7.3%) but because of
its DoT, some people don’t see the trade off as worth it.
However, in
the Dark Blast Secondary, Gloom is the second highest single-target
damage attack and you get it at level 2. The tricky part, however, is
that you have to wait to see if Gloom finishes off a target if you want
to save endurance and impatience may make you throw out a Dark Blast.
This causes some endurance issues in the beginning but as you use this
power, you’ll learn to judge if it will kill a foe or not.
Another
problem lies in the fact that many times your Gloom will be ticking
away and will kill the enemy but a teammate will run in and finish them
off anyway. This leads to endurance problems for them because they
didn’t need to attack. Still, this attack is a diamond in the
rough and
I suggest taking it at level 2 to give yourself a one-two combo of Dark
Blast and Gloom that cycles fairly quickly and packs a decent punch.
Overall:
4-Star Power. Does more damage than Dark Blast but the DoT is tricky
and sometimes bothersome. Fully slotted with 1 Acc/3 Dam/1 Recharge/1
End SOs, it becomes a remarkably potent weapon so use it often.
CD3:
4-Star. Still a great buy early on and it will help you get past some
of the rough spots in your solo career. Slot it as you are able.
BD3:
4-Star. The Debuff on Gloom is greater than that on Dark Blast and
lasts longer. So add a ToHit Debuff if you feel it necessary. I still
would rather have flat out damage but that’s your call. Take
it early
and slot it up as you have the opportunities.
Moonbeam (Level 4)
This
is your Snipe and it comes at level 4! Like all Snipes, Moonbeam
suffers from the same pros and cons of having awesome damage at extreme
range for an interruptible and long animation time attack.
Here’s a few
things to get you thinking though: Moonbeam is tied with having the
longest range in the game (even among Snipes) and it has a significant
Accuracy debuff attached (meaning that the foe you just shot might miss
you on the return volley). Also, to reiterate, it’s available
at level
4! Most sets have to wait until they’re 16 or 20 for their
Snipe. Also,
Moonbeam does the same exact same amount of damage as Dark Blast and
Gloom combined (base) so if they’re slotted the same, you can
know
exactly how much damage a follow-up One-Two punch will inflict. If
Moonbeam one-shots a baddie, than a Dark Blast and Gloom will do the
same. Moonbeam is great if you want to pull a group or lay down some
heavy fire. Unlike most Snipes, using Moonbeam in battle
isn’t that
difficult because enemies will be unable to interrupt your animation
due to the –Accuracy on them. I use it all the time
mid-battle to
inflict a nasty reminder that Defender’s can do some decent
damage from
time to time. Used in conjunction with Tar Patch, a fully slotted
Moonbeam can one-shot an even minion and can lay down some serious hurt
on a lieutenant. I recommend taking this but you may not like Snipes.
If you have to choose between Gloom and Moonbeam, I would personally
take Gloom because it will be used more often and it is safer to use
but Moonbeam isn’t bad either.
Overall: 3-Star Power. This is a
love/hate relationship and I simply love it because I can actually get
a big hit in from time to time. Pulling is nice too. I also like the
fact that the actual graphic for it is a big-beefy blast rather than
the pencil-thin bolt like the others. It’s impressive to
watch it
follow an enemy as they run.
CD-3: 2-Star. Again, Gloom is the
better choice if you have to choose but you’ll actually get
some use
out of Moonbeam because enemies will be unable to interrupt you.
BD-3:
3-Star. If you’re not taking another Control power for
awhile, throw
Moonbeam in at level 4 and have a triumvirate of death dealers.
Dark Pit (Level 10)
One
of the odd things about this “blast” power is that
it does no damage.
Instead, it causes a Mag 1 disorient over a decent area of effect that
causes foes to stumble around like they’re drunk, unable to
retaliate.
Unfortunately, it has an innate -20% accuracy built in that puts you
down to the 55% range of hitting an even minion instead of the usual
75%. Basically, this means that you literally have to put Accuracy
enhancements in here (2 SOs minimum) if you want it to be reliable. For
the CD3, this is an additional crowd control power that, in conjunction
with Tar Patch, Howling Twilight, and Tenebrous Tentacles, you can
pretty much turn a group of enemies into a dark pile of disoriented
goo. The Tar Patch will slow them down and –resist them, the
Howling
Twilight will add its own Mag 1 disorient in addition to debuffing and
Tentacles will hold them in place for other powers (once you get it).
This combo would cause lieutenants to become disoriented as well. Many
people lead off with Dark Pit, followed by Fearsome Stare to control
the majority, if not the entire, group. Disoriented mobs can run away
(at high speeds sometimes) so the Immobilize of Tentacles is a welcome
addition. I suggest slotting two accuracy and a few recharge reducers
into it as it does have a 60 second downtime and you’ll want
it to
start nearly every fight.
Overall: 3-Star Power. The accuracy
penalty is hard to overcome early on but once it is accounted for, this
becomes a very nice opening move.
CD3: 4-Star. It’s a control power so you really do want to
have it. Enemies that are stumbling around don’t fight back.
BD3:
2-Star. It doesn’t debuff and the slots could go elsewhere. I
respecced
out of it in my 20’s and haven’t looked back.
It’d be nice to have from
time to time but I have lived happily without it.
Tenebrous Tentacles (Level 16)
Most
D3s swore by Tentacles back in the day because it was their first
“cool” power that not only did damage but
immobilized and was nearly
the defining power for D3s in general. Most would still agree it is the
staple power of the Dark Blast set and as such, I’ll go into
some
detail on how this power is used. First off, it’s a Cone
attack,
something to be loved or hated depending on your school of thought.
Positioning is key when using it to make sure you get everything you
want/can get in the Cone. Tentacles has a very broad cone, somewhere
along the lines of 120 degrees in front of you and about 20 feet deep.
As such, you needn’t be too far away to get a large group
within its
slimy clutches. Tentacles is a somewhat dubious attack power because it
does roughly the damage of Dark Blast but over about 8-10 seconds,
making it not the greatest attack power out there. For pure damage, it
will never become a show-stopper but when facing large groups, a Dark
Blast over the head of 10 enemies is worth it. Most people love the
fact that it immobilizes foes and keeps them from running. This is
especially helpful to melee classes and those with such powers as Burn.
Tentacles also does primarily Smashing damage, the only non-Negative
damage you get. Also note that the duration on the Immobilize is far
greater than the recharge time, meaning that you needn’t spam
the power
to keep the immobilize going. Although Fearsome Stare will be a better
control power, Tentacles will also help you control the battlefield by
making sure enemies don’t go anywhere. Slotting is something
kind of
tricky, despite what you might think. If there is one attack power that
you could pull slots from, I say it’s this one. Since it does
the least
amount of damage of any of your attacks, you’ll get less of a
benefit
from slotting it. This is true of the opposite: pulling slots out hurts
your damage less than pulling it from other powers. Typical slotting is
recommended or add a Range enhancer. That way it’s roughly
the same
“depth” as Night Fall, which helps in positioning
your cones. Either
way, you can’t go wrong.
Overall: 5-Star Power. Still the
defining Dark Blast power, get it at 16 and start feeling powerful.
Getting used to the Cone takes some time but positioning yourself
won’t
take long to master. Slotting is your preference but I do suggest
investing at least two more into it beyond base.
CD3: 4-Stars.
Fearsome Stare will probably do 85% what Tentacles does so adding this
may seem redundant, however, Tentacles will keep enemies from running
which Fearsome Stare does not do all the time and it recharges much
faster. Just add it to your impressive list of controlling powers.
BD3:5-Stars.
See CD3 but also add on that the Debuffing factor of Tentacles is nice
in addition to keeping enemies near your Anchor. Whether you take this
as an attack or a debuffing tool, you can’t go wrong.
Night Fall (Level 20)
A
long misunderstood power that in any other set would be near useless
makes a nice niche in the D3 set. Night Fall is a pure damage dealer
that happens to be in the form of a narrow but deep Cone. What makes it
unique is that it synergizes incredibly well with your existing cones
(Fearsome Stare and Tentacles) if you simply take a few steps back
before firing. It also does roughly Dark Blast damage (actually just
about 10% more and 15% more than Tentacles) but it’s a very
quick
Damage over Time. The numbers fly up like a Burn patch and are over
with in about one full second so to say this is Damage over Time is a
little bit of a misnomer because it is only slightly less than instant.
Where the Single-Target blasts had the one-two punch of Dark Blast and
Gloom, the Area of Effect blasts are also paired together intimately.
Tentacles can hold the group in place and Nightfall, after positioning,
can hit the same group with more damage. The two attacks cycle fairly
quickly and you can melt large groups easily (especially with a Tar
Patch underneath). This is costly, however. Nightfall costs a whopping
19 endurance per use and Tentacles uses 15 so each time you use this
one-two you’ve burned a third of your endurance for what
comes out to
be just a little over two Dark Blasts in damage. This might not seem
like a good trade-off but think of it this way: if there were 10
enemies in a group, you’d have to shoot them 10 times with
Dark Blast
to equal one Nightfall. The rule of thumb I like to use is that I
don’t
use Nightfall on anything less than three targets. After 3 targets, the
damage per endurance becomes positive versus Dark Blast and applying
Nightfall is to your advantage. Once Stamina comes into play,
you’ll
find that spamming Tentacles and Nightfall over and over to kill groups
is not as costly as it was and you’ll be able to kill faster
than ever.
Like all pure attack powers, I suggest 1 Accuracy/3 Dam/1 Recharge/1
End if you can spare the slots.
Overall: 4-Star Power. I
consider it to be just under Tentacles in usefulness in the long run,
especially if you want to take out large groups in the shortest time
possible. It, too, takes some getting used to for positioning but once
that is down, you’ll find it to be a great tool to have.
CD3:
3-Stars. Skippable if a controlling power comes up and probably
skippable if you don’t intend to be a Cone damage dealer.
Still, I
recommend it if only to solo better.
BD3: 4-Stars. In addition to
the damage, the debuff is also nice and spamming Tentacles and
Nightfall is doubly debuffing the whole gaggle of enemies. Again, if
you want to add ToHit Debuffs to this, it’s a great power to
have
because it spreads all that debuff around to a ton of enemies.
Torrent (Level 28)
For
a level 28 power, this is a bit of a let down. Unlike the Energy
Blast/Torrent or the Radiation Blast/Electron Haze, this Cone
“attack”
does virtually no damage at all but instead has a very good chance
(somewhere around 90%) to knockback foes should it hit. I’ve
tried this
power out on the Test server and, while occasionally useful, I found
that it simply sat unused 90% of the time. This, unlike the
aforementioned Cone “Torrents”, is a control power
and should be
treated as such (like a Power Push or Gale). When used, it sends a
black cloud of mire toward the enemy, much like Tenebrous Tentacles and
those caught and hit within it go flying back a good distance. Higher
level foes will not be pushed far but lower level foes simply get
launched. This is a good “Get out of my face!”
power if melee attackers
are trying to get close enough to count the number of eyelashes you
have. If you have an Anchor, this could be used to launch foes back
toward the anchor or if you have a Tar Patch down, it could throw them
back into it. However, more often than not, you’ll probably
throw them
out of the anchor or Tar Patch. As with all Knockback, teams that rely
one aggro and control will dislike you for throwing foes around every
which way so be mindful of their tactics. This, too, has a small debuff
on it but not enough to warrant using it for that sole purpose alone.
Personally, this is a fun power to have when you’re level 49
and have
nothing else to take so you can impress the newbies in Atlas Park by
launching level 1 Hellions 300 feet back. Outside of that, I
wouldn’t
recommend this power. Should you take it, I recommend an Accuracy (to
make sure that if you’re using it to save your butt that it
hits) but
really nothing more unless you want to send that Hellion 600 feet with
another Knockback enhancer.
Overall:2-Star Power. It’s
usefulness is limited in most situations and there are a host of other
powers to take at level 28 so I suggest skipping it entirely. If it
came earlier, it would be better (i.e. switch Dark Pit and Torrent) but
since it is not, it loses its luster.
CD3: 3-Star Power. As a
controlling power, you might want to take it to position enemies within
Cones or whatnot. However, this again, is situational at best.
BD3:1-Star
Power. Simply doesn’t add anything you can’t get
elsewhere and throwing
people around is a bad thing with anchors. Skip it.
Life Drain (Level 35)
Oh
the power that has absolutely no business being in with a D3. This
power could possibly make up for not having a personal heal in your
Primary (a la Storm and Force Field) but even then it costs a ton for
very little health. Being a D3 that already has a heal power that has
to hit in Twilight Grasp, this power is 100% worthless. It
doesn’t do
any more damage than Dark Blast, costs 3 times as much and recharges
over 3 times longer as well. There is simply no redeeming quality in
the power. So, alas, your level 35 power is a lemon but consider
yourself lucky. Because you don’t take this power, you can
take just
about anything you missed along the way right here. Also, 6 slots will
open up over the course of the next to levels to finish slotting out
things that are lacking. So really, it is a blessing in disguise.
Overall: 1-Star Power. Worthless in every way shape and form but the
slots are nice to have.
CD3: 1-Star. Perhaps even more worthless to a CD3 because it
doesn’t control anything.
BD3: 1-Star. Nope, not even going to say “it
debuffs.” Worthless.
Blackstar (Level 38)
At
level 38 you get your Nuke and like the others, it has its drawbacks.
First, it drains all your endurance and you’ll be unable to
recover for
a few seconds. Two, anything you don’t kill will
automatically be
aggroed to you in your vulnerable state. However, IT’S A
FREAKING
NUKE!!! A lot people don’t use it often and probably would
get more use
out of another power but how can you skip your level 38 uber attack?
Since ED, I’d slot it with 1 Acc, 3 Dam, and 2 Recharge. This
power is
pretty much a “cool” power to have worth little
practical value but
having it never hurts. Since you’ll have Fearsome Stared,
Tentacled,
Nightfalled, and Tar Patched the group already, in addition to
Fluffy’s
Holds and Debuffs, you’ll actually be safest
“Nuke-r” around. If
anything is left standing, Fluffy will automatically target them and
since Blackstar puts a massive accuracy debuff on everything it hits,
you might not even get hit by return fire. Of all the Nukes in the
Defender Secondaries, Blackstar is probably in the middle but in
addition to Fluffy, it becomes a contender simply because you can use
it without as much fear of dying afterwards. Take it, show it to your
friends and impress the masses. Later on, you may get Soul Drain that
will add an additional 50% of damage to Blackstar (if you max it) and
if you add in the Tar Patch –resist, you’ll really
go boom. That
doesn’t happen to a minimum of level 47 but once you get it,
it will be
impressive. One more thing is that Defender Nukes are Finishers, not
Openers. Unlike Blasters, you can’t expect your nuke to drop
everything
at once while they have full health. Even cons and +1s might die but
not Lts. or +2s. So basically, if you’ve gotten a lot of
enemies to
half health or below, fire off your Nuke to finish them.
You’ll still
be safe because of all the debuffs.
Overall:3-Star Power.
Granted, you don’t have to take it but it’d be a
crying shame if you
didn’t. Shame on you for thinking about skipping it!
It’s a nuke, man!
A Nuke!!!
CD3: 2-Star Power. Does no controlling but heck if you’re not
cool when you blow a group of 16 guys away.
BD3: 4-Star Power. It debuffs too! Plus…it BLOWS
$*^& UP!
Pool
Powers
There is only one mandatory Pool to take (Fitness) but Speed is
incredibly useful so I highly recommend it. Outside of those two, the
sky’s the limit. I personally took Fly for concept reasons
and having
the vertical movement helps considerably. In all, I only took 3 pools
(Stamina, Speed, and Flight) and my 4th is currently Recall Friend.
Here’s my picks and reasoning behind them:
Fitness
Swift: Once incredibly useful because Shadowfall had a movement
penalty, Swift is now just optional rather than encouraged.
Hurdle: Same as Swift, whichever you believe will help you more.
Health: With the new boost on Health, it’s kind of silly not
to
take it. It gives +40% Regen and some protection against Sleep. I take
it at level 18, after Tentacles so I can get…
Stamina: …at 20 (a.k.a. ASAP). This is what makes your life
as a D3
enjoyable. Without it you’ll suffer the slings and arrows of
outrageous
fortune. Slot it up as fast as you can without neglecting your primary
focus (Controlling/Debuffing). Once slotted up, you’ll be
able to go
from group to group with much less downtime and you’ll be
able to spam
attacks and control powers much better.
Speed
Hasten: Not as powerful since ED, since it can’t be made
perma,
Hasten is still a nice power to have to increase DPS and make longer
recycling powers come up faster. 3 Slotted, it comes up about a minute
after it drops which isn’t terrible but nothing compared to
the old
perma days.
Super Speed: Not only a nice travel power but Shadowfall + Super
Speed= Invisibility. You’ll be able to stealth around
missions which is
very handy for finding glowies or scouting. Since I have Fly, this gets
me around faster and I just turn Fly on to get over obstacles.
Medicine
General thoughts: The Medicine pool would tool your D3 to be more
team-friendly and more versatile as a traditional "healer" but my
interpretation of Dark Miasma is that if you're doing your job, heals
should not be a huge part of gameplay. Except for Stimulent, Dark
Miasma contains "better" versions of the other 3 powers. I'll explain
in the detailed descriptions of the Pool powers themeselves:
Aid Other: While Twilight Grasp is an excellent heal, a targeted
heal (even if it is interruptable) can be valuable should Twilight
Grasp miss the target or you're not in range of your teammate. However,
Twilight Grasp costs less, recharges faster and heals multiple people
in range. The only thing Aid Other has that is better than Twilight
Grasp is that it doesn't miss, if it doesn't get interrupted. Both
powers have a drawback to them but I'd have to say Twilight Grasp is
far and away the better heal power, and that's not taking into
consideration the debuffs associated with it.
Stimulent: The one power that really would be useful in a team
setting where squishies are involved or the Scrappers/Tanks haven't
gotten their Mez resistance yet. I have little experience with this
power and couldn't tell you how long the resistance lasts but even if
it's only 10-15 seconds, that's incredibly helpful if you're getting
mezzed all the time. Of all the powers in the Medicine Pool to take,
this is the only one I'd suggest.
Aid Self: A self-heal that is interruptable. For the same reasons
as I said above in Aid Other, Twilight Grasp is still the better heal.
This could be good if you like to play a tank mage role and do
intentionally take hits for the team. Other than that, stick with
Twilight Grasp.
Resuscitate: For the same reasons the other Heals in the Medicine
Pool are different but inferior to Dark Miasma's counterparts, this too
is inferior in every way but one: it doesn't take an enemy nearby to
use. Howling Twilight's main drawback is the reason this power shines a
little brighter, but you'd have to spend 3 powers to get it and the rez
itself is far worse than Howling Twilight's. Resuscitate is the same
cost, same recharge as HT but the rez itself is far inferior (half
hitpoints, no endurance as opposed to full for both with HT).
Overall, the pool is skippable in my opinion or if you had an extra
pool and an extra power to grab, Stimulent could be worth it.
Flight
Hover: It’s nice to get away from melee attackers and be able
to
attack in the air. Cones are kinda funky when coming from above but
you’ll figure it out. It’s a prerequisite to Fly so
I took it.
Fly: Yeah it has a lot of negatives about it but as a Magic
Dark/Dark Defender that is bristling with black magic, it seemed only
natural to fly. Getting around in missions is especially nice and the
endurance cost, once obscene, now doesn’t dent my endurance
bar with
Stamina. Suppression should be noted here: if you attack while flying,
you’ll get reduced to base hover speed for 4 seconds. Toggles
do not
cause suppression though. Since ED, I found that I could actually get
slots into the power and with 3 Flight SOs it’s not too
shabby. Nothing
compared to Super Speed but not bad either.
Group Fly: Looks cool but has no real value unless you’re in
the
Shadow Shard or teamed up with a lot of lowbies. It is slower than Fly
but costs less and some teammates might get annoyed with it.
Leadership:
Maneuvers: Now fairly worthless, this isn’t worth the
endurance to
run it, let alone slot it. I’d have to check the numbers
again but I
want to say it’s 3.5% or something. 6% if fully slotted with
Defense
Buffs…a.k.a. worthless.
Assault: Defenders get about an 18% boost to base Damage or about a
DO. Considering you have to take one Leadership pool power before
Tactics, I suggest this. Just put an Endurance reducer in it and run it
when you feel it’s worthwhile.
Tactics: Not as worthwhile as before since you can’t
realistically
slot 5 ToHit Buffs anymore. Also, ToHit buffs are Type B enhancements
now, making them only worth 20%. If you did 3-slot with ToHit Buffs,
the base 12.5% would go up to 20% +Accuracy. It’s not bad but
it’s not
to enough to allow you to take Accuracy SOs out of your powers.
Vengeance: Any power that requires a death to work is just not cool
in my book but the buffs from this power are incredibly good and it
provides mezz protection. Still “meh” but it has
it’s uses I guess.
Concealment:
Stealth: Useless, Shadowfall already does it and it slows you down,
which Shadowfall does not.
Grant Invisibility: Not useless but Shadowfall gives team stealth. Take
it if you’re on the path to Phase Shift.
Invisibility: Since you’ll already have this in Shadowfall +
Super
Speed, this too is redundant but if you want to look more invisible,
I’d take it on the way to Phase Shift.
Phase Shift: Since it was changed to a 30 second timed toggle, this
has seriously diminished it usefulness. I don’t think
it’s worth 3
power picks but some people might. It still costs a ton and has
somewhere around a minute recharge (I think) and personally, the
drawbacks outweigh the advantages.
Fighting:
Tough/Weave simply don’t put up the numbers like Scrappers
and
Tanks. Wait for the Ancillary Pools and take the Armors there because
they’re much more impressive. Boxing and Kick are even more
worthless
to a Defender.
Teleportation
Recall Friend: Incredibly valuable as you can Teleport your Fluffy
around but since he can go up elevators now, it’s not as bad
as it was
before. Still a team-friendly power that is useful from level 6-50.
Teleport Foe: I guess you could pull with it but I wouldn’t
recommend this power as you don’t necessarily want any
enemies up in
yo’ grill.
Teleport: The fastest travel power when slotted correctly, this
takes some getting used to and probably needs a bind to really work as
well as you’d like. When I have used teleport, I bound it to
my left
shift button so all I have to do is hit shift and then click. It is
costly when you first get it but if you want to slot it up,
it’s
insanely fast and will get you across large distances quickly. However,
it isn’t easy to go exactly where you want to go, especially
if you
want to go somewhere in mid-air.
Group Teleport: Probably among the more useless powers in the game,
it doesn’t have the distance of Teleport and it costs a lot
for how
much distance you travel. It might be useful if you have Howling
Twilight and want to group rez but other than that, no use for it.
Leaping
Combat Jumping: Nice early power to have and it gives defense and
immobilization protection. If you go the Super Jump route, there is no
reason not to take this. It’s also dirt cheap so you can run
it all the
time.
Super Jump. IMO, the best Travel Power because it gives good
vertical movement with great speed. Plus, it’s not that
expensive to
run.
Acrobatics: Some Mezz protection is better than none and knockdown
can get annoying. Is it worth a toggle power? Maybe, but I
don’t
recommend it.
Ancillary Pools
(Levels 41-49)
Ancillary pools, in my opinion, should be totally your decision and
what you want to do. I know I will go with the Dark Pool for concept
reasons but also because there are some cool possibilities with my
current powers. Power Mastery is also a popular set because every power
in it is useful and wanted. I have little experience with Psychic and
Electric Mastery but since they’re much like their
counterparts in the
other sets, I think I can assume what they do.
Dark Mastery
Oppressive Gloom: A toggle that causes all nearby foes to become
disoriented at the expense of your Hit Points (the more foes in range
the more it drains you) and a very meaningless amount of endurance
(something like .12 end/sec). Oppressive Gloom is kind of worth
something as an added control feature. If you stack it with Howling
Twilight and Dark Pit, you should be able to disorient Bosses but since
Howling Twilight comes up so infrequently, you’re best to
stick with
Dark Pit + Oppressive Gloom to take out Lts. It looks cool too!
Dark Consumption: Unfortunately, this power is not like the
Scrapper version. The base recharge on this power is 6 minutes and
this, in my opinion, kills any usefulness it might have had. 3-Slotted
brings it to 3 minutes or about every third fight. I find it a waste.
If you leave it at its base slot and slot one accuracy in it, it will
recharge at the exact same rate as the base recharge of your Nuke. So
you could use it as an “after-nuke” power. But,
because Nukes take all
your endurance now, you won’t be able to use it, even if it
only takes
5 endurance or some small number to use. Even though this power is very
situational, it’s still “better” than
Oppressive Gloom, in my opinion.
I picked Oppressive Gloom out of frustration for this power and because
I like to glow red.
Dark Embrace: The sweet, sweet armor I’ve been craving for so
I
don’t die instantly becomes available at level 44. Like most
Ancillary
armors, it gives good (25%) Smash/Lethal resistance but it also gives
Negative and Toxic resistance as well (25%). Couple this with
Shadowfall and you can put up some modest resistance numbers. The only
thing that you won’t be protected against is Fire/Cold
damage. Not bad
for a squishy. I would suggest 1 Endurance Reducer and 3 Resist SOs
which would bring you to 40% resistance to Smash/Lethal/Negative/Toxic
and if you slot Shadowfall up with 3 resistance SOs then
you’d have a
total 40% to Smash/Lethal/Toxic 40% to Energy/Psionic and finally 80%
resistance to Negative(!). Since Defenders can only get 75% resists,
this isn’t doing too shabby.
Soul Drain: This is probably the reason you took Dark Mastery, if
you’re like me and want to do a ton more damage. Soul Drain,
like the
Scrapper Secondary power, pulls the essence out of foes around you and
increases your damage and accuracy, while also doing damage and
debuffing them. The effect lasts 30 seconds and you get ~5% (tested at
around 4.88%) more damage and accuracy to your attacks per mob that it
hits. Basically, it’s a combat
“Build-Up,” something we D3s don’t have
it all besides Tar Patch. Since the most targets you can hit is 10, you
could theoretically add 50% Damage and Accuracy to all your attacks for
30 seconds. Since you’ll want this on as much as possible, I
suggest
slotting it out with as many Recharge Reducers as you can. 3-slotted it
comes back every minute, so once a fight. According to my HeroPlanner,
it has a +20% accuracy built in so an Accuracy in it would also make it
very reliable even in the red-purple range. What I’ve done,
beyond the
normal “use at the start of a fight and kill stuff”
is to fire off a
Fearsome Stare, throw down Tentacles and Tar Patch (maybe cast Darkest
Night on a lieutenant in the group), run in and Soul Drain then fire
off Blackstar. With Tar Patch and Soul Drain, Blackstar (3-slotted for
Damage) should blow most everything away and those that survive will be
seriously debuffed. Plus I have a Fluffy behind me doing mop up and
watching my back.
Power Mastery
Conserve Power: This a really difficult power to pass up, even from
among the other Ancillary Pools. Basically, for the 90 second duration
that it is up, your endurance cost from all powers is cut in half and
this translates to virtually unlimited endurance because with 3-slotted
Stamina, you’ll regain faster than you lose. You can blast,
debuff,
hold, cast Fluffy, whatever to your hearts content and not even blink
at your blue bar. This power is so good that you’d be a fool
not to
have it up as much as you can. 3-recharge SOs will bring it up every
300 seconds, which isn’t great but if you have Hasten, it
will reduce
it some.
Power Build Up: Another gem of the set, PBU not only gives you
Build Up (+80% damage and +60% Accuracy) but affects all secondary
functions of your powers. Heals will go up, -Accuracy debuffs will
increase, Holds will hold longer, Immobilizes will last longer, etc.
It’s an all-around awesome power to have. It lasts 15 seconds
rather
than the usual 10 for Build Up but has a 4 minute down-time rather than
a 90 second one. Recharges go best here.
Temporary Invulnerability: This is just like the Tanker version
except that it gives 30% to Smash/Lethal. That’s all it does.
No
Energy, Toxic, Fire/Cold, Negative…just Smash/Lethal.
It’s still nice
to have however so do take it and slot it with an endurance reducer and
the rest as resists. You could get your Smash/Lethal up to 48%.
Total Focus: Much like the Blaster/Tanker version, Total Focus is
an extreme damage single-target attack that also has a Mag 3 Disorient
built in (will affect a boss). It does require melee range and has a
long animation time but those are its only downsides. If the Brawl
Index is the same for Defenders as it is for Tankers, it would be at
9.8889 (compared to a Snipe at 7.6667) base. Basically, it will be your
single-target monster damage. However, I suggest taking it at 47
instead of 49 if you intend to slot it because the level 47 power can
get 6-slotted while the 49 cannot. So you’ll have to choose
between
Temporary Invulnerability or Total Focus at level 47. However,
it’s got
a decent recharge on it so I’d go 1 Acc/3 Dam/2 Recharge.
Psychic Mastery
Dominate: Foe Hold plus Psi damage (in the same league as Dark
Blast), this would either replace Petrifying Gaze or be used in
conjunction with it to hold a boss in short order. Since it is a
“Controller” Hold, it already has a +20% bonus to
Accuracy but it
recharges just as fast as Petrifying Gaze. For CD3s, this is awesome
because you’ll do damage while holding. If you take this, I
suggest one
Accuracy in the initial slot or going all out and pump it full of
Damage. It’s kind of an all-or-none thing.
Mass Hypnosis: This power puts a large group to Sleep, which means
that anything that affects them will wake up, somewhat like the Fear
effect on Fearsome Stare. Good for crowd control before a battle, this
power (like other mass control powers) has a 10% accuracy penalty and
will need to make up for it in an Accuracy SO. I currently have no
experience with this power so I can’t even begin to say how
to use it.
Since all AoE Holds have been reduced, I’m out of the loop on
the
numbers for this power.
Mind Over Body: Like the other Ancillary Powers, this one gives
Smash/Lethal/Psi resistance at 25% each. Unlike other sets, you already
have Psi resistance in Shadowfall so this would increase it even more.
Again, 1 Endurance Reducer/3 Resists if you can spare the slots.
Telekinesis: Another power I have no experience with. I gather that
it’s an incredibly expensive toggle that is an AoE Hold.
Electric Mastery
Electric Fence: Possibly the most useless Ancillary Power for a D3,
Electric Fence simply Immobilizes a single foe and does minor damage to
them (with a terribly small endurance drain attached). All I can say is
to skip it because it just doesn’t do anything you
can’t do already.
Plus the power that could be taken in its place is so much better.
Thunder Strike: One of the more impressive melee attacks from the
Electric Secondary of Blasters, Thunder Strike is a superior,
near-Snipe level, damage close-quarter area of effect attack that
disorients the target and hits everyone around them and knocks them
down. Unfortunately, like most of the heavy hitting melee attacks
(Total Focus, etc.) this has a longer recharge (20 seconds) and heavy
endurance usage (21.5), This also drains a fair amount of endurance
although it’s nothing compared to the next power. Typical
attack
slotting is recommended.
Charged Armor: Much like the other Ancillary armors, Charged Armor
gives you the standard 25% resistance to Smash/Lethal/Energy and since
those are the most common damage types, it’s possibly the
most useful
of the 4 sets. Adding Shadowfall into the mix would give you some very
good numbers across the board but would get you to the cap for Energy
damage. This power looks pretty cool and causes you to
“spark” all over
and the noise of running it isn’t annoying like some of the
others.
Like all the armors one endurance reducer and as many resists you can
spare should go into it.
Power Sink: Works much like Dark Consumption in that it draws
endurance from foes around you and the more foes the more endurance,
however, this one does no damage but instead actually drains endurance
from enemies. It naturally drains about 75% of the endurance from even
level foes and you can fill up from about 3 mobs. It also appears to be
an auto-hit because it doesn’t take accuracy enhancements.
I’ve never
seen it miss so, I think it has very high accuracy (like Burn) or
auto-hits. This power only has a 60 second recharge and 3 Recharge SOs
would drop it to 30. Hasten would just be gracy. Endurance enhancements
are also great so if you feel like 6-slotting it, plug 3 Endurance
enhancements in here and you’ll get more bang for your buck.
Miscellaneous
Tips
- Early on it’s best to slot all your toggles with endurance
reducers because the boost to the actual is so minimal that
you’ll
hardly notice it. While the same can be said for how much Training
Enhancements reduce the amount of endurance you’re being
drained,
endurance is a much more valuable commodity than the debuff. I heard
this a long time ago from an Supergroup mate and he told me a very
simple rule: don’t buy Training Enhancements. Save your
influence until
level 12 and buy Duel Origins. The boosts you’re getting from
Trainers
are minimal and you’ll be fine with what you find doing
missions or
hunting.
- Know what you’re going to choose for a power or what
you’re going
to slot far in advance. Use a HeroPlanner or similar program to chart
out what you’re taking and when and also how you are slotting
it.
Having a build laid out in advance can save you a lot of frustration
later.
- It’s very tempting to slot out attacks but try to put slots
in
your Primary early on so you don’t have to later. Again,
Training
Enhancements don’t do a hill of beans in the long run so slot
out your
Primary and get the slots in before slots become a premium.
- Fluffy AI: Like all pets, Fluffy suffers from some silly AI but
there are a few things that you can almost always count on. First, he
almost always lead offs with Tenebrous Tentacles and he attacks the
closest enemy. What this means is that they will aggro large groups do
to the cone nature of Tentacles which can sometimes be his undoing.
Their second attack is usually Petrifying Gaze and he will cast it on
the enemy he just Tentacled. At this point he will check his own health
and decide whether to cast Twilight Grasp. If he takes any damage
whatsoever, he will use Twilight Grasp as soon as it is available and
on the enemy he has been attacking. This heal will interrupt his
“routine” of Tentacles and Petrifying gaze as it
take priority over
other attacks. Thirdly, he really likes to avoid melee range. Even
though he has a personal aura, he rarely gets in range to use it. If
you want him in melee combat, you pretty much have to cast him in it.
How he uses Darkest Night is a bit of a mystery to me because I just
never notice that he’s using it as it never jumps out when he
does. One
thing I do know, however, is that if he uses it, it only lasts about 10
seconds on any particular enemy and then it shuts off so he
doesn’t
keep it on all the time. And finally, the best piece of advice I can
give you is this: kill the enemy he’s attacking. He
doesn’t switch
targets often so if you want him to affect another enemy, you have to
dispatch the one he’s preoccupied with. Just make a routine
of taking
out his targets so he can hold and debuff the next.
- Know your own limits. It is sometimes very tempting to run ahead
of your team because you know you can control most groups however, you
are still a Squishy. You simply cannot take the damage of most alpha
strikes later on and will find yourself eating dirt if you get
overzealous. With Fluffy, this isn’t as much of a problem
because he
can heal you but still, let the Tank or Scrapper draw the initial
aggro. At the same time, many mobs are clustered when they spawn and
almost always perfectly arranged for your cones. Again, hang back and
let someone take the initial alpha strike before tossing out a Fearsome
Stare or Dark Pit because should you miss any great number of them,
you’re going to face plant. Darkest Night is the exception
here because
it auto-hits but if you haven’t slotted it incredibly well
(or at all)
enemies can still hit you with a little luck.
- Don’t be surprised if teammates don’t understand
your powers.
I’ve had to explain what I do many times so don’t
take offense if they
simply don’t understand. Many times, seeing is believing so
just get
into the mission and show them what you do. If they still want that
Empathy or Bubbler, let them try to get one without complaining. If you
do your job, the Empath will say “I have nothing to
do” and you’ll know
that you’re getting it done.
- Feared mobs don’t fight back. If you can help it, after
Fearsome
Staring, take targets out one at a time because if you don’t
attack the
Feared enemies, they just stand there cowering until affected. This can
be hard to do with Fluffy or if the mob is just screaming to get
Tentacled/Nightfalled so just be a good judge of when you can do this.
- Team Play. When on a team, debuff/control before attacking (as a
general rule) as your damage will pale in comparison to any
Scrapper/Blaster worth his salt. Once your primary duty is fulfilled,
blast away for two reasons. One, you’re adding damage, even
if it isn’t
stellar and two, because the more you attack, the more you’re
debuffing
the enemy’s accuracy, which in turn creates safety. So even
by
attacking, you’re fulfilling your main duty. Don’t
believe, however,
that the –Accuracy on your blasts will be enough to ensure
team safety
because at best, they’re only going to get up to 15-25%
-Accuracy
versus a Fearsome Stare or Darkest Night that does 20-35% by
themselves. Adding that additional 15-25% on top of your Primary is
what keeps everyone safe so know your role and fulfill it.
- CD3s. A well built CD3 will rival just about any good Controller
so don’t be afraid to call yourself one. Yes, you
don’t get the chance
to “critical” a hold or get Containment but you
will most definitely be
able to control just as well and mitigate damage just as efficiently as
some Controllers. If you’re on a team and they call for a
Controller,
just say “I’m already pretty good at
that” and explain that you can
fulfill that role. Once you get Fluffy, they’ll really begin
to
understand (because pets are supposed to only be for Controllers) but
in the mean time, act like a blasting Controller.
And then, finally, there is Blackest Night himself. He is a bit of
a variation on the BD3 and leans toward the Offender side of the coin.
I play him like a CD3 but don’t have all the powers to make
him one. At
any rate, he kicks butt so I’m not complaining. This is what
Blackest
Night looks like at level 50.
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype:
Defender
Primary Powers - Ranged :
Dark Miasma
Secondary Powers - Support :
Dark Blast
01 : Dark Blast
acc(01)
dam(3)
dam(3)
dam(5)
recred(5)
endred(7)
01 : Twilight Grasp
acc(01)
hel(7)
hel(9)
hel(43)
recred(46)
02 : Gloom
acc(02)
dam(9)
dam(11)
dam(11)
endred(13)
recred(13)
04 : Moonbeam
acc(04)
dam(15)
dam(15)
dam(17)
recred(17)
endred(19)
06 : Darkest Night
endred(06)
endred(19)
thtdbf(21)
thtdbf(21)
thtdbf(23)
08 : Swift
runspd(08)
10 : Hover
fltspd(10)
12 : Fearsome Stare
acc(12)
recred(23)
recred(25)
recred(25)
ferdur(27)
ferdur(27)
14 : Fly
fltspd(14)
endred(43)
16 : Tenebrous Tentacles
acc(16)
dam(29)
dam(29)
dam(31)
recred(31)
endred(31)
18 : Health
hel(18)
20 : Stamina
endrec(20)
endrec(33)
endrec(33)
22 : Shadow Fall
endred(22)
damres(33)
damres(34)
damres(34)
endred(46)
24 : Night Fall
acc(24)
dam(34)
dam(36)
dam(36)
endred(36)
recred(37)
26 : Hasten
recred(26)
recred(37)
recred(37)
28 : Super Speed
runspd(28)
30 : Tar Patch
recred(30)
recred(39)
recred(39)
32 : Dark Servant
acc(32)
thtdbf(39)
thtdbf(40)
thtdbf(40)
hel(40)
hlddur(42)
35 : Petrifying Gaze
recred(35)
hlddur(43)
acc(46)
38 : Recall Friend
recred(38)
41 : Conserve Power
recred(41)
recred(42)
recred(42)
44 : Temp Invulnerability
endred(44)
damres(45)
damres(45)
damres(45)
47 : Total Focus
acc(47)
dam(48)
dam(48)
dam(48)
endred(50)
recred(50)
49 : Howling Twilight
recred(49)
recred(50)
-------------------------------------------
01 : Brawl
Empty(01)
01 : Sprint
Empty(01)
02 : Rest
Empty(02)
So there you have it! One of the most complete guides to the D3 out
there, I hope this has helped. Have fun with your D3 and I hope you get
as much enjoyment out of them as I did!
Hope to see you around so we can team!
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