Story Archer Posted February 16 Posted February 16 (edited) I generally run Blasters, Scrappers and Tankers, taking the Hammer -> Nail approach to most situations, but I do have a couple of Controllers that I really enjoy the concept and playstyle of, most notably my Dark/Dark 'Mistress of Chains'. She just reached 50 and I'm looking to finalize my build. With my other characters I usually run solo about 75% of the time, but with this 'troller those numbers are reversed. I have some concerns about what I actually bring to the table in terms of post-50 play - almost everyone has their defenses more or less figured out, and controlling foes seems unnecessary when they're all melting so quickly beneath the onslaught of maxed out damage and Incarnate abilities. One of the things I'm interested in figuring out is 1) how to make the build more solo-friendly and 2) how I can make myself as indispensable as possible when I team. I'm particularly interested in how to best slot my pets and what Incarnates might compliment the build best. [Mistress of Chains].mbd Some thoughts on the build: A proc'ed out Dark Grasp serves as my primary attack ability along with my pets. Possess has a turn around of under 5 seconds and a duration of almost 80 seconds, so I use it as my primary single-target control. For AoE control I use a combination of Fearsome Stare (11sec Rech/57sec Dur) and Heart of Darkness (25sec Rech/39sec Dur). I deliberately didn't go the proc bomb route with Heart of Darkness or Howling Twilight. With Perma-Fade and everything else, my Melee defense is right at 49% with Ranged and AoE at 54%, and I've capped my resistances to S/L/E. I know many that swear by Howling Twilight, but I haven't slotted it and usually only use it to back-up/stack with Heart of Darkness, Resurrect allies or reduce Regen against hard targets. It's not part of my standard arsenal. Edited February 16 by Story Archer
Uun Posted February 16 Posted February 16 By skipping Shadowy Binds, Living Shadows and Shadow Field, Heart of Darkness and Dark Grasp are your only means of setting up containment. Not a huge issue since you're relying on %dmg procs for most of your damage. You don't take any epic blasts, leaving you with one attack plus Umbra Beast (damage from the Shades is minimal). I suppose this is fine if you don't solo. I would add 1 acc IO or acc/mez HO to Dark Grasp for the occasions you exemp. Your accuracy drops significantly without Nerve and Tactics. Add 1-2 slots to Darkest Night. It provides far more protection than Weave or Maneuvers. Fearsome Stare should be slotted for tohit debuff (Cloud Senses or Siphon Insight), not fear. Change the end/rech and psi resist in Shadow Fall to def and def/end. Slot Haunt with Expedient Reinforcement. Change 2-3 slots in Fade to a resist set. Change 2-3 slots in Soul Absorption to end mod. You don't need Tough and Weave, especially if you slot Darkest Night and Fearsome Stare properly. Consider taking Ball Lightning and Living Shadows instead. 1 Uuniverse
Story Archer Posted February 16 Author Posted February 16 (edited) 3 hours ago, Uun said: By skipping Shadowy Binds, Living Shadows and Shadow Field, Heart of Darkness and Dark Grasp are your only means of setting up containment. Not a huge issue since you're relying on %dmg procs for most of your damage. You don't take any epic blasts, leaving you with one attack plus Umbra Beast (damage from the Shades is minimal). I suppose this is fine if you don't solo. I would add 1 acc IO or acc/mez HO to Dark Grasp for the occasions you exemp. Your accuracy drops significantly without Nerve and Tactics. Add 1-2 slots to Darkest Night. It provides far more protection than Weave or Maneuvers. Fearsome Stare should be slotted for tohit debuff (Cloud Senses or Siphon Insight), not fear. Change the end/rech and psi resist in Shadow Fall to def and def/end. Slot Haunt with Expedient Reinforcement. Change 2-3 slots in Fade to a resist set. Change 2-3 slots in Soul Absorption to end mod. You don't need Tough and Weave, especially if you slot Darkest Night and Fearsome Stare properly. Consider taking Ball Lightning and Living Shadows instead. I appreciate you taking the time to respond, and with such specific advice. Looking through what you've written, it seems like most of the advice would absolutely rip my many set bonuses apart. Eliminating Tough and Weave, changing the Fearsome Stare to focus on -ToHit and swapping 2-3 slots in each of Shadowfall, Fade and Soul Absorption the way you suggest takes away the following combined benefits from set bonuses alone: 10% Endurance discount to all +35% Recharge reduction to all +24% Accuracy to all +3.13% Melee defense +3.13% AoE defense +5.0% Ranged defense +3% Res to S/L/E/N +6% Res to F/C/Psi -20% status reduction to all +8% Duration to all control powers +4% Damage +1.13% Hit Points +10% Regen That seems like a lot to give up, in addition to the powers themselves... I think the accuracy slotting in Dark Grasp is a good thought - I haven't started Exemp'ing down much yet, but I will be, especially for flashback missions. I'd also like to add a second attack. I chose Mu Mastery because Charged Armor is just such a good compliment to my other defenses, but I do find myself keenly aware of that gap in my solo efforts. I'll consider some other Epic Pool options for that reason. Thanks again for responding! Any suggestions for Incarnates? Edited February 16 by Story Archer
Uun Posted February 16 Posted February 16 10 minutes ago, Story Archer said: Looking through what you've written, it seems like most of the advice would absolutely rip my many set bonuses apart. Eliminating Tough and Weave, changing the Fearsome Stare to focus on -ToHit and swapping 2-3 slots in each of Shadowfall, Fade and Soul Absorption the way you suggest takes away the following combined benefits from set bonuses alone: [snip] You're not considering the benefits of enhancing other attributes of the powers. Changing the slotting on Fearsome Stare takes the tohit debuff from 15% to 24%. Adding slots to Darkest Night provides a similar increase, with the total going from 32% to 47%. Changing the slotting on Fade increases your S/L/N/P resist by 5%. Changing the slotting on Soul Absorption increases the recovery buff by 70%. All those buffs apply to your entire team, not just to you. Also, you're only looking at the set bonuses of the sets removed, but not those of the new sets that would replace them. For example, 6x Cloud Senses would provide 6.25% +rech and 3.75% ranged def. Not the same as the 10%/5% Superior Will of the Controller provides, but not a complete loss. If you replace Tough with Living Shadows, you could move the SWOC there and if you replaced Weave with Ball Lightning you could slot Ragnarok or Bombardment. I haven't worked out the net numbers, but it's better than what you're showing above. Most of the Incarnates in the build seem fine. I wouldn't recommend Diamagnetic interface, as the -regen and -tohit are both heavily resisted by AVs. I would also recommend something other than Phantoms for lore as they're just not very good. 1 Uuniverse
tidge Posted February 16 Posted February 16 For comparison, here is my Dark/Dark Controller build. Spoiler Primary Power Set: Darkness Control Secondary Power Set: Darkness Affinity Power Pool: Sorcery Power Pool: Concealment Power Pool: Leaping Ancillary Pool: Soul Mastery ------------ Level 1: Dark Grasp (A) Superior Overpowering Presence - Accuracy/Hold (*) Superior Overpowering Presence - Accuracy/Hold/ Endurance (*) Gladiator's Javelin - Chance of Damage (Toxic) (*) Apocalypse - Chance of Damage (Negative) (*) Gladiator's Net - Chance of Damage (Lethal) (*) Unbreakable Constraint - Chance of Damage (Smashing) Level 1: Tar Patch (A) Recharge Reduction IO: Level 50+5 (*) Recharge Reduction IO: Level 50+5 Level 2: Living Shadows (A) Trap of the Hunter - Accuracy/Endurance (*) Superior Frozen Blast - Accuracy/Damage/Endurance (*) Javelin Volley - Chance of Damage (Lethal) (*) Positron's Blast - Chance of Damage (Energy) (*) Trap of the Hunter - Chance of Damage (Lethal) Level 4: Mystic Flight (A) Blessing of the Zephyr - Knockback Reduction (4 points) (*) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (*) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range Level 6: Arcane Bolt (A) Apocalypse - Damage: Level 50+5 (*) Apocalypse - Damage/Recharge: Level 50+5 (*) Apocalypse - Accuracy/Damage/Recharge: Level 50+5 (*) Apocalypse - Accuracy/Recharge: Level 50+5 (*) Apocalypse - Damage/Endurance: Level 50+5 Level 8: Fearsome Stare (A) Cloud Senses - Accuracy/ToHitDebuff (*) Cloud Senses - Accuracy/Recharge (*) Cloud Senses - Accuracy/Endurance/Recharge (*) Cloud Senses - Chance of Damage (Negative) (*) Glimpse of the Abyss - Chance of Damage (Psionic) Level 10: Howling Twilight (A) Absolute Amazement - Accuracy/Recharge: Level 50+5 (*) Absolute Amazement - Stun/Recharge: Level 50+5 (*) Ragnarok - Accuracy/Recharge: Level 50+5 (*) Ragnarok - Damage/Endurance: Level 50+5 (*) Javelin Volley - Chance of Damage (Lethal) (*) Bombardment - Chance of Damage (Fire) Level 12: Heart of Darkness (A) Armageddon - Accuracy/Recharge: Level 50+5 (*) Armageddon - Chance for Fire Damage: Level 50 (*) Absolute Amazement - Accuracy/Stun/Recharge: Level 50+5 (*) Eradication - Chance ot Damage (Energy) (*) Scirocco's Dervish - Chance of Damage (Lethal) (*) Obliteration - Chance of Damage (Smashing) Level 14: Twilight Grasp (A) Touch of the Nictus - Accuracy/Healing (*) Touch of the Nictus - Accuracy/Endurance/Recharge: (*) Touch of the Nictus - Chance of Damage (%Negative) Level 16: Shadow Fall (A) Shield Wall - +Res (Teleportation), +5% Res (All) (*) Shield Wall - Defense/Endurance: Level 50+5 (*) Kismet - Accuracy +6% (*) Luck of the Gambler - Recharge Speed (*) Steadfast Protection - Resistance/+Def 3% Level 18: Haunt (A) Expedient Reinforcement - Accuracy/Recharge (*) Expedient Reinforcement - Accuracy/Damage/Recharge (*) Expedient Reinforcement - Endurance/Damage/Recharge (*) Expedient Reinforcement - Accuracy/Damage (*) Soulbound Allegiance - Accuracy/Recharge: Level 50+5 (*) Soulbound Allegiance - Chance for Build Up: Level 50 Level 20: Fade (A) Reactive Defenses - Defense (*) Reactive Defenses - Defense/Endurance (*) Reactive Defenses - Endurance/RechargeTime (*) Reactive Defenses - Defense/RechargeTime (*) Reactive Defenses - Defense/Endurance/RechargeTime (*) Reactive Defenses - Scaling Resist Damage Level 22: Shadow Field (A) Superior Will of the Controller - Accuracy/Hold (*) Superior Will of the Controller - Hold/Recharge (*) Superior Will of the Controller - Endurance/Recharge (*) Superior Will of the Controller - Accuracy Hold/Endurance (*) Superior Will of the Controller - Accuracy Hold/Endurance/Recharge (*) Superior Will of the Controller - Recharge/Chance for Psionic Damage Level 24: Rune of Protection (A) Gladiator's Armor - TP Protection +3% Def (All) Level 26: Umbra Beast (A) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50+5 (*) Soulbound Allegiance - Damage/Endurance: Level 50+5 (*) Overwhelming Force - Accuracy/Damage/Endurance (*) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown (*) Hami-O Lysosome (Accuracy/-Defense/-ToHit): Level 53 (*) Cloud Senses - Chance of Damage (Negative) Level 28: Darkest Night (A) Endurance Reduction IO: Level 50+5 Level 30: Dark Servant (A) Cloud Senses - Accuracy/ToHitDebuff (*) Cloud Senses - Accuracy/Recharge: Level 30 (*) Cloud Senses - Accuracy/Endurance/Recharge (*) Cloud Senses - Chance of Damage (Negative) (*) Gladiator's Net - Chance of Damage (Lethal) (*) Hami-O Endoplasm (Accuracy/Mezz): Level 53 Level 32: Soul Absorption (A) D-Sync Conduit (Endurance Mod/Recharge): Level 53 (*) D-Sync Reconstruction (Heal/Recharge): Level 53 Level 35: Dark Embrace (A) Unbreakable Guard - Resistance (*) Unbreakable Guard - Resistance/Endurance (*) Unbreakable Guard - Resistance/Endurance/Recharge (*) Unbreakable Guard - +Max HP Level 38: Spirit Ward (A) Preventive Medicine - Chance for +Absorb Level 41: Combat Jumping (A) Luck of the Gambler - Recharge Speed Level 44: Infiltration (A) Luck of the Gambler - Recharge Speed Level 47: Stealth (A) Luck of the Gambler - Recharge Speed Level 49: Grant Invisibility (A) Luck of the Gambler - Recharge Speed Level 1: Sprint (A) Unbounded Leap - Stealth Level 2: Rest (A) Interrupt IO: Level 50 Level 2: Swift (A) Run Speed IO: Level 50+5 Level 2: Hurdle (A) Jumping IO: Level 50+5 Level 2: Health (A) Panacea - +Hit Points/Endurance (*) Miracle - +Recovery Level 2: Stamina (A) Performance Shifter - Chance for +End (*) Performance Shifter - EndMod
BurnTheWitch Posted March 12 Posted March 12 Sorry for the delay in response, but noobs need to think more to give quality responses. I happen to like your build quite a bit, I'd certainly give it a try as you favor the same powers i do. I really also respect @Uun and built this based on your build with their suggestions. The things I did different are. . I personally prefer Soul over Mu Mastery, this does keep you in the negative damage sphere. I can't see why you couldn't, or shouldn't swap out dark consumption, embrace and obliteration for Power Sink, Charged Armor, and Ball Lightning. I really love Hover and it's pretty tough to convince me to drop it, I would be inclined to drop Fly first. The things I am not happy with in my mock up Sure would like room for a kismet +6%, I am just unable to find it I'd like more knockback protection, a Steadfast Protection on fade could replace a Reactive Defense, but we lose some defense in the process. Thanks for your time, and good luck! Witchcraft Dark-Dark-Soul.mbd
FFTMime Posted Wednesday at 08:12 PM Posted Wednesday at 08:12 PM I have started a Dark/Dark too cause, despite knowing better than to expect anything out of controllers, I can't help myself. Apparently, a controller main for life. While I appreciate having the softest fluffiest death possible, I echo one of the OP's sentiments. What about later when my -To Hit isn't really helping my team? Cause on homecomming it sounds like everyone walks around defense capped with pool powers.
Black_Assassin Posted Friday at 12:30 PM Posted Friday at 12:30 PM On 3/26/2025 at 8:12 PM, FFTMime said: I have started a Dark/Dark too cause, despite knowing better than to expect anything out of controllers, I can't help myself. Apparently, a controller main for life. While I appreciate having the softest fluffiest death possible, I echo one of the OP's sentiments. What about later when my -To Hit isn't really helping my team? Cause on homecomming it sounds like everyone walks around defense capped with pool powers. Yes and no. Old meta has always been chasing defense. There are shifts towards ignoring that and just maximising damage. I for one, would welcome all debuffs available, as I am a purveyor of maximum damage builds. @Black Assassin - Torchbearer
Carnifax Posted Friday at 12:34 PM Posted Friday at 12:34 PM On 3/26/2025 at 8:12 PM, FFTMime said: I have started a Dark/Dark too cause, despite knowing better than to expect anything out of controllers, I can't help myself. Apparently, a controller main for life. While I appreciate having the softest fluffiest death possible, I echo one of the OP's sentiments. What about later when my -To Hit isn't really helping my team? Cause on homecomming it sounds like everyone walks around defense capped with pool powers. Any Level 50 8 man team you could remove 2-3 of any AT (even the Tank) and happily still buzz through +4x8 without noticing they were AFK. That's just the limits of the game. Unless you're doing a 4 Star of some sort of course. Most folk run "brittle" Def builds. So while generally they'll be fine they'll quickly fall apart if Def Debuffs start coming in. -ToHit helps a lot there. As does the -Dam from Darkest Night and Fluffy. More importantly Fade is one of the few +Def powers which grants DDR (Defense Debuff Resists). The only Tank / Scrapper sets who won't LOVE extra DDR is Super Reflexes (cos they tend to cap naturally anyway). But they'll love your Heals instead. Blasters will like your immobs, slows and knockdowns, especially any patch based ones. AVs have a tendency to go running for example. I basically kept Rommie in one spot by the door and perma knocked down on a Fire / Marine last night (74 times according to parsing my logs). And then of course you debuff the hell out of them, knowing they can't escape your Tar Patch and you've floored their regen. My level 50 builds [Bullitt Time : DP/Kin Corruptor] [Carnifax : Ill/Dark Controller] [Kerriae : Plant/Storm Controller] [Echinoderm : Bio/Spines Tank] [Iron Brew : Mace/Rad Brute] [Snookered : Staff/NRG Brute] [iScream : Ice/Ice Scrapper] [Binman : Savage/Shield Stalker] [Modul-8 : Time/Sonic Defender] [Concussion Blast : Fire/NRG Domi] [Orblivion : Dark/Martial Domi] [Mombie : Necro/Nature MM] [Tempore : Water/Time Blaster] [Thermodynamic Flux : Ice/Fire Blaster] [Carni's Online CombatLog Parser Alpha]
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