
natewest1987
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Everything posted by natewest1987
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Yeaaah, I’m not seeing the ice/kinetics appeal. I only tried it with Ice/time, and it was one of the quickest turn arounds for me to drop a char. This was before I started messing around on test, so I pl’d that thing to 50 just to archive it, almost immediately. If if you’re interested in farming corruptors, you may wanna give fire/storm another try. In above post I mentioned using entropic heal proc in blazing bolt, paired with entropic AND scourging blast’s heal/end proc in lightning storm. It has been far more successful than my water/storm variants. It will probably never be able to pull ice/fire blaster times, but I think it may be the quickest corruptor farmer I’ve came across. Water/storm is nice, but personally feels a lot less effective post PPM changes. I was all about it for a minute, until I found a way to play fire/storm without faceplanting
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I wish I could get into those animations. I’d love to try out dual pistols, but it’s such a weird visual set. Like the one where you’re baically just shooting into random spots in the air.
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How can we hate hasten? =-(
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I would vote for Water/Time as the most well rounded set. You miss out on the snipe, but Waterjet bends to the role of single target nuke pretty accessibly. Because of Water's mechanics, you can cast it once, let it cool down, hit tidal power, cast it again, and then a third time. If you slot Gladiator's toxic proc and apocalypse's negative energy proc, then you're benefiting from 2 chances to proc, over 3 times, without effecting the chance to fire. As long as you don't slot recharge in it, which you can get by with due to all the low hanging recharge the combination has to offer. Another benefit to taking water jet over a snipe, is that you dont have to build out of the way to get the most of it. Even with the recent snipe changes, you still need to build extra +to hit, just to get the damage to scale appropriately - but not with waterjet. It has a quick cast time as well, so it's basically always insta snipe and sits at the same damage scale regardless. It has a good mix of ST & AOE damage, with two High damage ranged nukes, three High damaged ranged AOE's, one High Damage Melee attack, and one High damage PBAOE. It also has a good mix of damage types ( Cold/Fire/Smashing/Psionic/Energy ( Time ) ). More damage types = less damage resisted. The secondary effects allow for a lot of flexibility for proc abuse. Dehydrate specifically can be turned into a nasty single target attack. Additionally, you can slot several powers in Water with +recharge proc, complimenting the recharge bonuses from chronos ( 30% ) and timelord ( 20% ). It also has the ability to debuff, which you mentioned, including slow, -to hit debuff, -recharge, -regen, -heal and -def debuff. For defenses, Water & Time gives you a heal, tons of mitigation from Time's absorb toggle - which recharges in between enemy knockdown effects - and recovery/regen on top of that. ALSO. You can color water to look like blood or LAVAAAA. ALSO/PS. Tidal Power is an interesting mechanic that atleast allows you to make choices in combat that other sets don't. Need more single target damage? Need a stronger heal? Need more AOE damage + knockup? Tidal Power. Likewise, Chronos can be bent to fill certain scenarios as well. Need a boost of recharge to get that attack/buff in right now? stronger absorb shield? extra damage?
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Corruptor. Hands down. The corruptor version will have near the same slotting and power choice flexibility as a defender. With farsight and chronal shift, you won’t need to chase as many set bonuses for recharge & defense. Fire does not have the best proc options for its abilities, which is usually where the defender variant of these builds shine. Most of its single target abilities have pretty low cool downs and the rest are a cone, an aoe, and a patch. The exception obviously being inferno - which can take a few good Procs. So the corruptor variant is going to do even more damage because of how nasty scourge is with such high base damage attacks. Plus, since you have all that defense already, you can still take the few procs that are available for a tiny boost. I think people really under estimate the value of scourge when paired with fire. If you want something to die, then it’s going to happen very quickly. Also, unless you are eating reds, then a corruptor is going to have a much easier time getting to the damage cap than a blaster too - thanks to the option to take soul drain. So on a fire corruptor you basically have a blaster with more defense, plus the ability to heal, soft control options, and decent -resist Debuffs. In my opinion, corruptor fire/time creates the most synergy between the power sets - giving the defense a blaster needs, while both maintaining and accelerating the damage a defender lacks.
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Temporal will serve you well. The absorb toggle is insane mitigation when paired with water. Between knock ups, it basically means that the majority of hits you take will be reduced by up to 118 ( on my blaster ), more so if Chrono enabled. Throw in the absorb proc and the +hp/end procs and you’re tanky AF. Plus you get recharge from chronos and r timelord. Combined with the +recharge proc options in water, you’ll sit at really high recharge rates. In my opinion Time takes everything water does good and makes it even better.
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@Silvanthis I've bounced back to my fire/storm build. I tinkered around a lot with water/storm a lot, but it really just felt like too much work for not enough damage, and to get the most out of it required a heavy investment in incarnates. If you’re still considering fire, here is how I overcame its issues with sustain & mitigation. So far it does not seem like that big of a damage trade off, but I slotted the scourging blast recharge/pbaoe heal into lightning storm, with entropic chaos % chance to heal. I also put entropic in Blaze and Blazing Bolt. Numinas +Hp/end in stamina. Results in 65 Hp Every Regen tick or so, plus up to 134 Hp per cast of lightning storm on about 20 second recharge. Add in the 54 hp procs from blaze and blazing bolt. Use temp healing med pack of you have to, but I haven’t needed to since making these changes. Did you have any luck on any of the other sets ? What did you end up doing ?
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Getting back to basics - Farming with a fire/kin
natewest1987 replied to Jordan Yen's topic in Controller
Re: knockback to knockdown - don’t forget there are a few options here. You may may find it more useful for a power to slot the overwhelming force Damage/knockback to knockdown. -
Transparency is sexy AF
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Well. I don’t know the exact numbers, but, base damage on a blaster is higher. I think by 50%? So any increase to that damage is going to be higher from the start. However, there’s obviously scourge and corruptors have access to other tools that increase damage. Depending on what content you play, you could find yourself spending a lot of time with mobs below 50% Hp. I find that my corruptors often outshine their blaster variants in farm maps for instance. A fire based corruptor can do a shit ton of damage. I think it depends a lot on powersets. For dark, you may find the blaster to be better. /plant I can’t speak for
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Snipes, is it worth slotting +to hit for damage?
natewest1987 replied to myyth's topic in General Discussion
Not sure what kind of content you run but my fire corruptor used to enjoy perma insta snipe via soul drain. I haven’t played her since the update, but that snipe damage is so good there’s no way I wouldn’t chase that cap. If you can handle the rest of the set then soul drain could be another route that doesn’t feel so out of the way. -
Water / Time / Fire - Critiques & Suggestions!
natewest1987 replied to natewest1987's topic in Blaster
If you are interested in trying a fire defense build, you can use this as a starting point. Just tinkered around a little bit. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Water Blast Secondary Power Set: Temporal Manipulation Power Pool: Fighting Power Pool: Flight Power Pool: Leadership Power Pool: Speed Ancillary Pool: Flame Mastery Hero Profile: Level 1: Hydro Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(13), SprWntBit-Acc/Dmg/EndRdx(13), SprWntBit-Acc/Dmg/Rchg(15), SprWntBit-Dmg/EndRdx/Acc/Rchg(17), SprWntBit-Rchg/SlowProc(50) Level 1: Water Jet -- Apc-Dmg(A), HO:Nucle(3), GldJvl-Dam%(11), ImpSwf-Dam%(11), Dcm-Build%(48) Level 2: Water Burst -- HO:Nucle(A), Dmg-I(19), ImpSwf-Dam%(19), PstBls-Dam%(21), Ann-ResDeb%(21), FrcFdb-Rechg%(23) Level 4: Temporal Healing -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal(7), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(33), Prv-Absorb%(33) Level 6: Whirlpool -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(23), SprFrzBls-Acc/Dmg/Rchg(25), SprFrzBls-Acc/Dmg/EndRdx(25), SprFrzBls-Dmg/EndRdx/Acc/Rchg(27), SprFrzBls-Rchg/ImmobProc(27) Level 8: End of Time -- FuroftheG-ResDeb%(A), FuroftheG-Acc/Dmg(33), SprAvl-Acc/Dmg(9), SprAvl-Dmg/EndRdx(9), Arm-Dam%(45), SprAvl-Acc/Dmg/EndRdx(48) Level 10: Tidal Forces -- GssSynFr--Build%(A) Level 12: Melt Armor -- AchHee-DefDeb(A), AchHee-DefDeb/Rchg(17), AchHee-ResDeb%(40) Level 14: Chronos -- RechRdx-I(A) Level 16: Kick -- FrcFdb-Rechg%(A) Level 18: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(40), Ags-EndRdx/Rchg(7), Ags-ResDam(39), Ags-Psi/Status(39) Level 20: Hover -- LucoftheG-Rchg+(A), Rct-ResDam%(5), WntGif-RunSpd/Jump/Fly/Rng(29), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(42), ShlWal-ResDam/Re TP(43) Level 22: Maneuvers -- LucoftheG-Rchg+(A) Level 24: Time Lord -- StdPrt-ResDam/Def+(A), Ags-EndRdx/Rchg(5), Ags-ResDam(34), Ags-ResDam/EndRdx/Rchg(45), Ags-ResDam/EndRdx(31), Ags-ResDam/Rchg(48) Level 26: Steam Spray -- Rgn-Acc/Dmg/Rchg(A), Rgn-Dmg/Rchg(34), Rgn-Acc/Rchg(37), Rgn-Dmg/EndRdx(40), Rgn-Knock%(43) Level 28: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 30: Bonfire -- OvrFrc-Dam/KB(A) Level 32: Geyser -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg(46), SprBlsWrt-Dmg/Rchg(46), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(46), SprBlsWrt-Acc/Dmg/Rchg(50), FrcFdb-Rechg%(50) Level 35: Char -- HO:Nucle(A), GhsWdwEmb-Dam%(36), NrnSht-Dam%(36), Apc-Dam%(36), GldJvl-Dam%(37), UnbCns-Dam%(37) Level 38: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(3), Ags-EndRdx/Rchg(31), Ags-ResDam/EndRdx/Rchg(39), Ags-ResDam(42), GldArm-3defTpProc(43) Level 41: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(42) Level 44: Dehydrate -- NmnCnv-Heal(A), AchHee-ResDeb%(15), TchoftheN-%Dam(34) Level 47: Time Shift -- RechRdx-I(A) Level 49: Time Wall -- TraoftheH-Acc/Rchg(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Agility Partial Core Revamp Level 50: Ion Radial Final Judgement ------------ -
Updated build for those still following. Experimenting with a bigger focus on steam spray. I'm having trouble working out the exact rotation, but I've seen Steam spray hit for over 300 in it's first tick ( several times now), didn't see the number for the second tick. Hard to tell if this is dependent on damage %, or if it was primarily the result of debuffs / combination of the two. If I can isolate the rotation to replicate it then water could actually pump out more serious DPS. here is where the build is right now. Villain Plan by Hero Villain Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Corruptor Primary Power Set: Water Blast Secondary Power Set: Storm Summoning Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Flight Ancillary Pool: Dark Mastery Villain Profile: Level 1: Hydro Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(3) Level 1: Gale -- FrcFdb-Rechg%(A) Level 2: Water Burst -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(3), Rgn-Dmg(5), Rgn-Dmg/EndRdx(5), Rgn-Knock%(7), FrcFdb-Rechg%(7) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 6: Whirlpool -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(9), SprFrzBls-Acc/Dmg/Rchg(11), SprFrzBls-Acc/Dmg/EndRdx(11), SprFrzBls-Dmg/EndRdx(13), SprFrzBls-Acc/Dmg(13) Level 8: Steam Spray -- HO:Centri(A), AchHee-ResDeb%(17), HO:Centri(48), Ann-ResDeb%(48), PstBls-Dam%(48), PstBls-Dmg/Rng(29) Level 10: Dehydrate -- TchofLadG-%Dam(A), Pnc-Heal(17), Prv-Absorb%(27), Pnc-Heal/+End(27) Level 12: Vengeance -- LucoftheG-Rchg+(A) Level 14: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(23), Ags-ResDam(25), Ags-ResDam/Rchg(25), GldArm-3defTpProc(31), Ags-EndRdx/Rchg(31) Level 16: Assault -- EndRdx-I(A) Level 18: Water Jet -- Apc-Dmg(A), Dmg-I(19), ImpSwf-Dam%(19), EntChs-Heal%(21), GldJvl-Dam%(21), Apc-Dam%(23) Level 20: Maneuvers -- LucoftheG-Rchg+(A) Level 22: Steamy Mist -- LucoftheG-Rchg+(A), LucoftheG-Def(34), Ags-ResDam/EndRdx(36), Ags-ResDam(36), Ags-ResDam/EndRdx/Rchg(36) Level 24: Hover -- LucoftheG-Rchg+(A), WntGif-RunSpd/Jump/Fly/Rng(34), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(50), ShlWal-ResDam/Re TP(50), Rct-ResDam%(50) Level 26: Kick -- FrcFdb-Rechg%(A) Level 28: Freezing Rain -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(31), SprScrBls-Acc/Dmg/Rchg(33), SprScrBls-Dmg/EndRdx/Rchg(33), SprScrBls-Acc/Dmg/EndRdx/Rchg(33), SprScrBls-Rchg/+End(34) Level 30: Geyser -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(37), SprMlcoft-Dmg/EndRdx/Rchg(37), FrcFdb-Rechg%(37), JvlVll-Dam%(39), SprMlcoft-Rchg/Dmg%(39) Level 32: Tornado -- BldMnd-Dmg(A), BldMnd-Dmg/EndRdx(39), BldMnd-Acc/Dmg/EndRdx(40), SlbAll-Build%(40), SuddAcc--KB/+KD(40), FrcFdb-Rechg%(42) Level 35: Weave -- LucoftheG-Rchg+(A) Level 38: Lightning Storm -- OvrFrc-Dam/KB(A), FrcFdb-Rechg%(42), GldJvl-Dam%(42), Dcm-Build%(43), Dmg-I(43), OvrFrc-Acc/Dmg/End(46) Level 41: Soul Drain -- FuroftheG-ResDeb%(A), SprAvl-Rchg/KDProc(43), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(29), Arm-Dam%(46) Level 44: Dark Embrace -- Ags-ResDam(A), Ags-ResDam/EndRdx(45), Ags-ResDam/EndRdx/Rchg(45), StdPrt-ResDam/Def+(46) Level 47: Dark Consumption -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(15), SprAvl-Acc/Dmg/EndRdx(15) Level 49: Tidal Forces -- GssSynFr--Build%(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Scourge Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Spiritual Radial Paragon Level 50: Assault Radial Embodiment Level 50: Ageless Core Epiphany Level 50: Banished Pantheon Radial Superior Ally Level 50: Degenerative Core Flawless Interface ------------
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Ahh. I have numina's in health and +end in stamina. Pay no attention to the way the powers are taken by level. Its based off lvl 50 respec. Sometimes I have to move things around to get pines to accomodate that correctly. The build is really reliant on ageless and uses consumption during it's cool down. You have to stay really active in the fights, making sure that your recharge buff stays active. If shit hits the fan I will pop a blue, but it's not often. I mostly only carry reds. I also only turn on toggles that are relevant to the situation.
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Water / Time / Fire - Critiques & Suggestions!
natewest1987 replied to natewest1987's topic in Blaster
Edit: sorry this is going to be badly articulated. On my lunch break at work. I haven't kicked around with this yet, but I think you might have a lot easier of a time if you went for fire defense, since the winter sets also build resistance. Just at a quick glance, you could then take advantage of the winter travel sets which offer a low hanging resistance to fire/cold. I would do whatever you can to avoid six slotting time wall and time stop, because as this stands youre missing out on a lot of global recharge. Also, reactive defense's scaling enhancement will net you 3% resist all out of the box, and then an additional 7 scaling to your HP. I usually like get up to about 68-70% and use the scaling to cover the rest. That only costs you one slot. As for increasing damage... Dehydrate and char can be heavily slotted with procs, and you don't have to heavily slot healing into dehydrate to get the most of it. On my corruptor ( water/storm ), I only have 1 healing enhancement in it, several procs, including the entropic which is 50 hp when it works out. Free up more slots and you can also take advantage of the slotting opportunities with waterjet. You should also try to move shield wall off of Manuevers. I usually slot that in Hover... it's kinda my go to carry all for misc pieces like that. Then you can grab another lotg. May consider taking End of Time, as it would give you access to another range of procs, including the -20% resist in fury. Two slots in Fury gives you some more fire resist, and you can pair it with avalanche and an armageddon fire proc. MAJOR EDIT - you need to switch bonfire to knockdown from sudden acceleration or overhwelming force's knockdown, which is preferable. For reference - I typically run blasters/corruptors in fire farms and have a water/time that I used to play with. I had made the mistake with that character, initially, as doing ranged defense as well. Now on my caster type farmers I mostly build for fire defense. Biggest problem with ranged defense is that it's such a slot investment and doesnt align with the resistances youll need. -
Water / Time / Fire - Critiques & Suggestions!
natewest1987 replied to natewest1987's topic in Blaster
lol. I get asked similar questions on my builds too. Assuming OP is basing this off a lvl 50 respec, not a level by level gameplan. -
I'm aware of how procs work in that regard. I mean't to suggest that there are a lot more factors to consider with respect to the viability of a proc build. Adding a smashing damage proc, for instance, doesn't exactly equal the "off the tooltip" damage increase you might expect - I'm sure you are aware of that, but others might not be. It really depends on what procs you have available per ability, IMO. For instance dehydrate in water is great because it takes several damage type options. You can throw toxic / negative energy in there and aren't limited to forms that would be more commonly resisted.
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And hitting for full damage. I mean... this all kind of depends on what proc options exist per given spell and whether or not you want to load all your good ones in a specific power or if you want to spread them out. Also, atleast on the first example you’re using two unique procs. So it’s not really fair to say that across the board procs are fundamentally worthwhile. If you go about having to put more commonly resisted proc options in powers then your mileage is gonna vary a lot vs someone who slots toxic / energy / fire. For one, you can only get away with sticking that extra ranged toxic in there because of the sniper set compatibility. That doesn’t transfer to most abilities and
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I mean, if you’re asking this question but at the same time already pulling 3.3m at lvl 14, then I’d say you’re doing pretty well. Honestly I wouldn’t worry about getting this specific enhancement right now. For the money you will have to spend just to get it, you’ll be able to afford a large amount of IO’s that will provide a much bigger benefit. if you’re still building, then your focus needs to be on gains greater than 3% to defense.
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Ahh. That does make sense then. Bummer -_-
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Any chance to get the self-heal looked at in terms of interrupt vs activation with field medic ? The description says that field medic takes away the chance to be interrupted, but this still requires you to stand completely still and do nothing to cast self heal. I don’t know if this is a design decision or if it is an oversight, but it really hinders the viability of self heal, when it already has such a huge opportunity cost associated with it. It’s bad enough you have to keep casting field medic and it’s not just an active power lol. If you need healed then you have to cast two spells, and sit completely still. I apologize if this is the incorrect place to post this. Looked at the forum categories and didn’t see something that looked appropriate, but may have overlooked? On a mobile, not sure if the same list appears.
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Water is just hella versatile. It has: - heal that also does nice damage - large radius & target cap aoe’s - soft & hard control : slows, knockdowns - defense debuffs - tons of proc slotting opportunities - a “high” damage rain ( whirlpool ) - several damage types and to top top it off it has an inherent way to augment most of those abilities. Need more aoe dmg? Need guaranteed knockdown? Need a strong heal? Need to chunk a boss down real fast? Tidal power makes an already versatile set even stronger. Mall that said I do think it could have a slight buff in the damage department. As a whole, the set has a lot of synergy, but if you don’t need the slow, the knockdown, heal, etc., then the damage is kinda meh.
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@Hjarki any idea if decimations + build up follows the same pattern while slotted in Lightning Storm? It 100% works on activation on user, but not sure what happens after that.
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Ahh. I switched to putting the OF knockdown in LS because it still seemed to push them a small distance too ( in addition to knockdown )
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Sooo, this is my kinda thread. Water/storm is the best farmer out of that bunch. Fire does not have any sustain options, so to keep your head above water you’ll have to slot entropic heal proc in several abilities and use temporary power med pack. That is even with 45% def/75% res. And even then you will still have it rough. Water however has dehydrate, which is really versatile. Spiritual + tidal forces + even just 1 heal enhancement can really turn this into a strong heal. Water’s constant knockup and slow abilities provides strong mitigation, and plenty of opportunity to get the most out of dehydrate’s HoT. Plus you can throw damage exotic damage procs into this ability to make up for the heal enhancement slotting. If you need more heal you can still throw an entropic in it too. Other reasons I prefer water over fire in this pairing is whirlpool + ice storm provides a heavy slow ( especially with spiritual ), and keeps all the mobs in one area. Whirlpool does a lot of damage as well. Lastly, it’s the strongest option to get the most out of procs. Which, while not as powerful as fire’s all out damage, it does serve to close the gap enough to where the difference is negligible. A dead MOB is a dead MOB regardless, and often, fire’s superior damage is overkill anyway. The thing I miss most from fire is blazing bolt, but water jet procc’d out and using tidal forces for double cast, would likely out dps the former. On the topic of dark - that pet won’t last five seconds On a farm map. And dark has considerably less damage than the other two options, not just in #’s but in the difference between area of effects.