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Solitary
new visitor

Posted - Oct 27 2004 :  01:02:58  Show Profile  Reply with Quote
Just wanted to say thanks for the group the other night , was lots of fun (scary but fun ) heh.
Dark i was wondering if you can give me some pointers on what to add in the slots for dark defenders? Is there a site that talks about that? I found a good one with controllers but not defenders. I made 12 with Heaven's Guard , sure love that class. Thanks again
Misbee <waves>

Country: Canada | Posts: 12

Petrified-OMO
Taxing Patience



Posted - Oct 27 2004 :  11:37:17  Show Profile  Reply with Quote
Glad we could have you join us MisBee. Thought it time you got to meet most of the CoH group.

There are a couple guides for Dark/Dark Defenders at the City of Heros Forums (http://boards.cityofheros.com)

However, from my personal experience:

Dark Miasma

Twiglight Grasp (the heal) is good fully 6 slotted. I have 2 Accuracy Enhancements with 3 Healing Enhancements and a Recharge Reducer slotted. Since TG is dependant on hittin the target the accuracy helps, especially when you are dealing with villains several levels higher than yourself. The heal is also strong, so the 3 healing enhancements are good unless you do not plan on getting Stamina, in which case, 2 healing enhancements and 1 endurance reduction are wise. The recharge allows you to fire it off again quickly - especially if you missed the first time.

Tar Patch: A personal Favorite of mine, I only have it slotted with 1 recharge reducer and 1 slow. Now that I have Hasten, I may replace the recharge reducer with another slow. You don't need to add more than one slot to make this power useful if you add to it at all.

Howling Twilight: The group ressurect power that is unique to Dark Miasma. I do not have this yet, but I am thinking about how I will slot it when I get it. This power is also useful beyond raising fallen teammates, it disorients all minions and most Lts aroung the target and automatically slows all villains in the Area of Effect. Dark Miasma Defenders often use this in conjunction with Dark Pit. Endurance and recharge may be what I add to it, if not Disorient Enhancements.

Shadow Fall: if you do not have this, get it. It does several things: Group Stealth centered on you (at the cost of slowing your movement speed), a defense bonus, and damage reduction against Energy, negative energy, and Psychic. I plan on having it fully 6 slotted with 1 End Reduction, 2 Damage Reduction, and 3 Defence. Currently I only have 2 enhancements in it: end and defence.

Darkest Night: Like Shadow Fall, this is one of our main powers. It reduces the accuracy and damage of all villains surrounding the target. I plan on fully slotting it with 1 end, 3 damage reduction, and 2 accuracy debuffs. Currently it has 1 end reducer and 1 accuracy debuff.

Fearsome Stare: Makes your enemies run in terror. A good emergency power, but until the allow enemies to cower, instead of running away, you want to be careful in how you use it. I do not have this power yet but I only plan on adding accuracy to it with no additional slots.

Petrifying Gaze: Must have power. Single target hold that can keep bosses permanently held. Accuracy and Hold duration are good here. I currently have one of each in it and plan on going with 1 accuracy and 2 hold.

Black Hole: Area of effect Phase Shift against villains. There are a lot of people who dislike it when this power is used, which is why I skipped it, but it does make for an excellent emergency power. There are rumblings that they will be making it a toggle power, but that has yet to occur. You don't really need to slot it with anything other than 1 accuracy or 1 intagability enhancement (increases the magnitude allowing more resistent foes to be shifted as well as the length of time the shift lasts).

Dark Servant: Dark Fluffy is my pride and joy. He uses the following powers: Tenebrous Tentacles, Petrifying Gaze, Darkest Night, and Twilight Grasp. He seriously drops enemy accuracy over time as well as immoblizing and holding them. Currently, I can keep two out constantly. Enhancement wise: 3-4 recharge, 1 Accuracy, 1 end reducer, and possibly 1 tohit debuff. I am still playing with this. In order to keep two out constantly, you need to have Hasten from the Speed pool six slotted with recharge reducers. I set Hasten on auto-fire so it will constantly cycle without me 'forgetting'. Some people put out 3-4 constantly, but I would rather have 2-3 with better accuracy and more endurance on my part, than otherwise.

Dark Blast

Dark Blast: Good basic damage. I am reslotting to have 1 accuracy and 5 damage. The power also lowers the targets accuracy.

Gloom: Damage over time, when fully slotted, it is one of the best single-target damaging powers in Dark Blast set(better than moonbeam in a Damage Per Endurance and Damage per Second comparison). 1 accuracy and 5 damage

Moonbeam: an interuptable snipe: good if you are impatient over seeing the health bar on a target drop and good for long range sniping. It and Psionic Lance are the longest range snipes in the game. 1 End and 2 Damage since I use it the least and may even remove it altogether in favor of other powers.

Dark Pit: Area of effect disorient, it will effect all minions and most Lts that you hit. A lot of people use this and follow it up with Howling Twilight to disorient Bosses as well. Endurance and accuracy, maybe one of each with the possibility of an additional disorient.

Tenebrous Tentcles: Must have cone immobilize that reduces your targets accuracy. When fully slotted it will have 1 end reducer, 1 accuracy, 3 damage and 1 immobilize duration. Very useful.

Night Fall: A narrow cone that does damage over time. To get the most out of this power, you really need to have 5 or more enemies grouped together. Used on a single target or even 3 targets, it is a waste of endurance. Used on 5+ and in conjunction with repeated applications of Tenebrous Tentacles, you can take down a large group of villains in less time and for less endurance than if you used Gloom and Dark Blast on them individually. You can use Tar Patch to clump them all together, hit them with TT, and then alternate between NF and TT until they are all defeated. The only thing that ruins this efficiency if you miss with TT a couple times in a row and they spread out or if someone with knockback comes along and scatters them. Throw Darkest Night on the cluster and they may only hit you if they are very lucky.

Torrent: Cone Knockback. I don't plan on taking it, but it is useful if knockbacks fit your style. Judicous use is advised if you are teamed with Melee classes since they tend to dislike chasing their targets.

Life Drain: Not planning on taking it since I already have Twilight Grasp. This is a self heal that depends on your hitting the target. Decent range, but I hear the actual heal is sub par. Useful if you are not a defender with a self heal already (Storm and Force Field Defenders).

BlackStar: For those times you get really mad and want to blow up? This power is for you. You can run into the middle of a group of villains and trigger this power. It does Extreme damage as well as debuffing any survivors accuracy (so long as it hits). It has a natural accuracy bonus of 40% which is equal to two SO Accuracy. I plan on 4 damage and 2 rechage or 3 damage and 3 recharge. The draw back to this power is that you are drained of endurance after using it and cannot regenerate endurance for a little while. Making sure you have a catch breath or two will allow you to get your toggles back up.

Advised Pool Powers
Fitness: Stamina is one of the most useful powers in the game since it allows you to regain endurance more quickly. It means you last through fights longer and regain endurance in between more quickly. The draw back is that you have to take 2 of the following 3 powers: Swift, Hurdle, or Health. My personal preference is Swift and Hurdle since swift negates the movement penalty of Shadow Fall and Hurdle allows you to jump higher. Both get better as you level as well (so you jump a little higher and run a little faster with each level you gain) apart from enhancements - you don't need to add slots to make these powers useful. Health is advised for any type of player that cannot self heal (all Blasters, Tankers, some Scrappers, and Storm or Force Field Defenders). The reason why is simple: the effect is negligable in combat and only reduces downtime between fights. In order to get more use out of it, you need to add more slots to it that are better used elsewhere. Swift and Hurdle are more useful in my opinion.

Hasten: whether you get Super Speed is another matter, but Hasten allows you recyle your powers almost twice as fast and allows you to keep more Dark Servants out while keeping them enhanced for usefulness. To give you an example: Hasten + a power with 1 SO recharge allows that power to cycle twice as fast.



Country: USA | Posts: 7782 Go to Top of Page

FuddyDud-OMO
Sub-reme Commander



Posted - Oct 27 2004 :  12:32:33  Show Profile  Send FuddyDud-OMO a Yahoo! Message  Reply with Quote
WOW!!! That lot makes me glad I haven't got COH

I bet you like the Petryfying gaze..



Edited by - FuddyDud-OMO on Oct 27 2004 12:34:06

Country: USA | Posts: 3586 Go to Top of Page

Petrified-OMO
Taxing Patience



Posted - Oct 27 2004 :  12:57:03  Show Profile  Reply with Quote
It does fit, no?

Why does that lot make you glad Fuderizer?



Country: USA | Posts: 7782 Go to Top of Page

Solitary
new visitor

Posted - Oct 27 2004 :  13:20:51  Show Profile  Reply with Quote
Thanks so much hun, aye this helps alot,i had nooooo idea what a difference the enhancments make. Printing this off now for future reference yup yup. Oy wish i had asked before i took my latest power last night , i took the rezz one( seeing as we seem to die alot hehe) thought it would come in handy. I am also goin to reslot my others the way you stated there, i have only one damage atm, and its not near enough. I do have hasten tho, love that power makes a huge diff with my controller so i got it first even tho other blaster types said not to. Thanks again
Misbee <waves>



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