I'm gonna chime in with Acyl on the whole "defenders should do damage too!" bandwagon. And, while I can't speak for Wire, I think his
comment when I mentioned dropping some of Rhea's attacks is telling: "Her name's Emerald BLAST, right?"
That said... I've got a /Dark defender, Nano Sabre. She's got a Rad primary. Thing I've found is that Dark Blast is an _awesome_ secondary set.
(And Acyl? I'm one of the Moonbeam Huggle Brigade; that power is niiiice, especially slotted for rech and -interrupt).
Dark Blast can dish out good damage, and the hold is nothing to sneeze at either. In my experience, concentrate on the lower-tier powers. Blackstar may be
hot shit, but you couldn't tell that by my experience; I'm thinking of dropping it. Life Drain seems like it'd be nice, but honestly, by the time
you get it, you shouldn't really need it, and it does nothing to help the team. It's a pure selfish power, IMO. (That's not necessarily a bad
thing, but in my view defenders are team support).
So, I'd suggest dropping those two from the secondary. Take everything else, slot it to hell and back for damage and hold; your primary is giving you the
debuffs you need.
Circling back around to Moonbeam... as several who have teamed with me can attest, a snipe attack is nigh-on critical for successfully using The Zen of the
Single Pull. Moonbeam is, as far as I know, not only the earliest snipe it is possible to get in the whole game, it remains awesome if slotted as a cycleable
attack. I run it in my attack chain all the time. I use it as an attack, and I use it to pull, which is handy as hell; it's arguable, but in my
experience Defenders are better for pulling than Blasters. Defenders seem to weather the initial aggro better. I've played both to 50, and that's my
experience. I have no numbers to back that up, however. (According to PWiki, both archetypes have the same base HP -- Low.)
Moonbeam to get their attention, Tenebrous Tentacles to lock them down before they get into melee range, Night Fall to soften them up (the only secondary
I've slotted for -ToHit, with a single IO; the rest is a TAoE set), then Dark Blast - Gloom - Dark Blast - oh hey, Moonbeam is recharged and they
_can't hit shit_, FIRE!
Repeat until they're gone.
The thing is, they can't hit anything from just the base -ToHit alone. I haven't slotted it at all except for the single IO in Night Fall. Slot for
Damage. It's what's for Dark Dinner!
--sofaspud
--"Listening to your kid is the audio equivalent of a Salvador Dali painting, Spud." --OpMegs
comment when I mentioned dropping some of Rhea's attacks is telling: "Her name's Emerald BLAST, right?"

That said... I've got a /Dark defender, Nano Sabre. She's got a Rad primary. Thing I've found is that Dark Blast is an _awesome_ secondary set.
(And Acyl? I'm one of the Moonbeam Huggle Brigade; that power is niiiice, especially slotted for rech and -interrupt).
Dark Blast can dish out good damage, and the hold is nothing to sneeze at either. In my experience, concentrate on the lower-tier powers. Blackstar may be
hot shit, but you couldn't tell that by my experience; I'm thinking of dropping it. Life Drain seems like it'd be nice, but honestly, by the time
you get it, you shouldn't really need it, and it does nothing to help the team. It's a pure selfish power, IMO. (That's not necessarily a bad
thing, but in my view defenders are team support).
So, I'd suggest dropping those two from the secondary. Take everything else, slot it to hell and back for damage and hold; your primary is giving you the
debuffs you need.
Circling back around to Moonbeam... as several who have teamed with me can attest, a snipe attack is nigh-on critical for successfully using The Zen of the
Single Pull. Moonbeam is, as far as I know, not only the earliest snipe it is possible to get in the whole game, it remains awesome if slotted as a cycleable
attack. I run it in my attack chain all the time. I use it as an attack, and I use it to pull, which is handy as hell; it's arguable, but in my
experience Defenders are better for pulling than Blasters. Defenders seem to weather the initial aggro better. I've played both to 50, and that's my
experience. I have no numbers to back that up, however. (According to PWiki, both archetypes have the same base HP -- Low.)
Moonbeam to get their attention, Tenebrous Tentacles to lock them down before they get into melee range, Night Fall to soften them up (the only secondary
I've slotted for -ToHit, with a single IO; the rest is a TAoE set), then Dark Blast - Gloom - Dark Blast - oh hey, Moonbeam is recharged and they
_can't hit shit_, FIRE!
Repeat until they're gone.

The thing is, they can't hit anything from just the base -ToHit alone. I haven't slotted it at all except for the single IO in Night Fall. Slot for
Damage. It's what's for Dark Dinner!
--sofaspud
--"Listening to your kid is the audio equivalent of a Salvador Dali painting, Spud." --OpMegs