-
Posts
7232 -
Joined
-
Quote:Negative.I'm thinking of leveling ease... I've got a tanker already at 12 right now but have nothing in the way of defense on him. He does have some basic medical though, but not enough to help them at 45. They would have to pretty much stay right beside him in combat.
Tank/Blaster has always been one of the more symbiotic combos in the game. Tank/Blaster/Blaster would be more so.
A tank with a strong taunt aura and enough attacks to keep things focused on him will be all a pair of blasters needs to obliterate things with relative impunity.
Your blaster toting buddies would want to stay at range and let you get everything pissed at you so they can blast the bejeezus out of it.
It benefits both tank and blaster. The blasters get the benefit of things not shooting back at them as much (or not at all), and the tank gets the benefit of only having to survive the enemies' attacks long enough for the blasters to wipe the floor with them.
Also, the LAST thing a blaster wants to do is stay right next to the tank. If he does that, AoE splash damage will kill him just as quickly as being targeted by enemies. -
I'll throw my 2 influence in here, as I know Dark Armor pretty well.
I can't actually open the build, as I don't have Mid's on my work computer, but I know what most of the sets do so I can help a bit.
First off, I'm going to mention this because I think you may be under a misconception on something: You DO realize you can use an IO set more than one time in a build, don't you?
From the top down:
-Storm Kick is slotted fine.
-Titanium Coating is a terrible set if you're building for S/L defense. For 6 slots you get 1.25% S/L. Reactive Armor gives you the same amount in 4, and gives you E/N defense as well (which you want because Energy is your weakest resistance)
-Kinetic Combat instead of Touch of Death in Cobra Strike.
(Between those two slotting changes, you've saved 4 slots to put somewhere else.)
-Murky Cloud is fine
-Pull 3 slots from Focus Chi and replace the remaining with 2 Rectified Reticle and a generic Recharge IO.
-Crane Kick is fine.
-Take 3 of the slots you've saved and put another set of Reactive Armor in Obsidian Shield. 3 reasons: 1) you want end reduction in it, 2) it will give you more defense, and 3) it is also your Psionic resistance toggle, so you want some resistance slotting in it as well.
-Don't waste money on an IO for Boxing, as I assume you don't plan on using it.
-Stick the remaining 4 slots you've saved in Tough and add yet another set of Reactive Armor.
-Kinetic Combat in CAK.
-Add a Kismet +Acc to Combat Jumping. Add a KB protection from either Karma or Blessing of the Zephyr as well. You want at least 12 points of KB protection on a Dark Armor.
-Now, here's a slotting I like for Dark Regen: 3 Eradication (acc/Rech, Dam/Rech, Acc/Dam/Rech), and 3 Theft of Essence. You want one of those Theft of Essence to be the Chance for +End. I'll explain why. That proc checks to fire once for every target in range of the power when you use it, and has a 20% chance to fire for each one. The best part? It can go off multiple times in one use, meaning it will occasionally GAIN endurance for you and will consistently reduce the amount you spend on the power (which has a huge end cost). The Eradication will give you E/N defense, which you want more of.
-Move the slot the 3 piece LotG is in in Cloak of Darkness over to Weave, and put a Def/End in it.
-Assuming you have Fly for concept. Put a Blessing of the Zephyr KB protection in it instead.
-I like 4 Eradication in Dragon's Tail, with the remaining 2 filled with a random pair of IOs. More E/N defense.
-Drop the Chance for +To Hit from Cloak of Fear, it's pretty much useless.
-Petrifying Gaze is fine, that's how I'd slot it too.
-Hasten is taken a little late. I'd look into it a little further and see if you actually need it.
-Do NOT Put the Miracle +Recovery in Soul Transfer. It only works when you use the power, and you have to die to use that power. Put it in health Instead. I'd put 3 Eradication in here instead. It gives you HP back for each target you hit with it, and stuns the bejeezus out of them, so you don't really need to slot it for healing.
-At least 3 Thunderstrike in Dark Blast. It's a damage power, slot it like one.
-You only need 4 Enfeebled Operation to get the S/L defense bonus. I'd pull the other 2 slots and put them elsewhere.
-Health looks fine, but I'd add a slot for the Miracle.
-Put another slot in Stamina.
Hope that helps you out. -
I'd add more defense than you have.
Recharge is great, but there are things in the game that can and will kill you before you can react with a heal. Dr. Aeon for example, can one shot a scrapper at HP cap. His Energy Transfer deals around 2800 damage, and a scrapper maxes out at 2409.
I'm working on a build that will soft-cap Smashing/Lethal defense, have almost 800% passive regen, and will be perma DP capable with around 66% global recharge.
I'll share it when I get what I want to do nailed down. -
Melee defense will be virtually useless for a good chunk of the game.
Why? Machine guns debuff defense, and there are a LOT of machine guns in the game. Regen gets precisely 0% defense debuff resistance. When you're fighting stuff like COuncil, who are known for liking to stand back and shoot at you, their machine guns are going to strip away all that melee defense you built up, leaving you an easy target for their buddies that did close to melee.
The solution? Slot for Smashing/Lethal defense instead. If you use Kinetic Combat and boost them instead of Touch of Death you can accomplish 2 things: 1) Save a few slots that you can use elsewhere, and 2) Get some defense to those damn machine guns so your defense won't get stripped away as quick. It'll still happen, but it won't happen instantly like it would if you had no lethal defense.
Also, the 3 slot bonus for the scrapper ATO is S/L defense, and you get 5% if you make them Superior. If you split them between 2 different powers you can get an easy 10% S/L defense.
Just food for thought.
Also, Tough and Resilience are worth slotting now. I used 4 Reactive Armor in both and my Claws/Regen is sporting 32% S/L resistance and at least 15% to everything else.
As far as your 6 10% regen bonuses, there's an easy solution for that: Replace the other 2 LotG in Moment of Glory with generic recharge IOs. You don't need to slot MoG for defense, and you don't need the HP bonus for 3 slotting LotG (you're well above the threshold for perma Dull Pain, which will keep you permanently at HP cap) LotG +Rech and 2 Generic recharges that you've boosted will have MoG coming back much faster than your current slotting.
As far as finding slots for Tough and Resilience:
-Pull one out of Weave and Maneuvers. You're Regen, you don't need the extra end reduction, and you only lose like 2-3% enhancement by dropping those two. You won't even notice a drop in your overall defense, as it won't even be a whole percent.
-Pull some of the slots from Tactics and replace the Gaussian's set with an end reduction and 2 Rectified Reticle. If you slot for S/L instead like I suggested it makes more sense anyway, Rectified Reticle gives you 1.88% to S/L, while Gaussian's only gives 1.25%. You can keep the CFBU in it if you like.
That's about all I can see without opening the build in Mids' (which I can't do from work). Hope it helps. -
I need to get more packs.
I actually WANT the costume pieces, so getting them all is a win/win for me.
The sleeveless Elementist robe made for an awesome addition to a costume I was working on just before buying the pack I got it in.
Didn't get much else worthwhile though. -
You can split them 3 and 3 for 10% more S/L defense if they are all Superior.
That's what I plan on doing with my StJ/WP brute. Your needs may differ with FA wanting more recharge, but the recharge doesn't do a StJ/WP much good. The 10% S/L defense is a huge benefit, because it lets me focus slotting on other things, and I won't have to put so damn many Kinetic Combats in the build. -
Quote:I disagree quite a bit.There..WHAT is the point of agility? Dark has all of a single defence power in the set, maybe buffable from 6ish to..8,9ish % with agility. Unless he is pushing for def, thats pretty useless.
End mod? Stamina, slotted with 4 per shifters, and 47% +recovery...with the addition of Agility core (45% end mod) goes up to a 'whopping' 56%. Sounds great huh? Too bad that is only 0.16 end per sec. Hardly an amazing amount. Oh unless he has physical perfection..then it will be work a little more, but given that PP and a +end proc can 'fix' recovery issues alone..what's the point?
The recharge..ok, yeah, that would help. But mostly help with dark regen, since claws is so good for rech as is.
So..from Agility you get..pitiful def that he doesnt need (useless its a def setted build) end mod that will help, a little. And rech..that will kill his end even more! Excellent. Not.
If he has Energy Mastery, the End Mod will buff Stamina, Physical Perfection, AND Superior Conditioning. In a Mids' build I put together for a DA brute I had it sitting at almost 130 max endurance using Agility and 4.54 end recovery per second. That's enough recovery and endurance to fuel any Dark Armor build.
Agility's defense also buffs things like: Combat Jumping, Maneuvers, and Weave. In my Mid's build I managed to soft-cap S/L/E/N. Without Agility it would have fallen a little short.
Depending on build goals, Agility can be VERY useful for a Dark Armor. There's more than one way to build a character, and just because you like to build them one way does not mean that is the one and only way to build one. Do you actually HAVE a DA brute? If you don't you don't really have much room to be telling people they are building theirs wrong. -
It's a pretty simple process.
Look at what your character needs to fill any deficiencies first, and address them. IF you went with Energy Mastery you will probably have Superior Conditioning and Physical Perfection. In that case I would go with Agility.
If you went with any other APP, perhaps Cardiac would be more useful.
Without being able to look at your build and see for myself if you have any problems with it that's about the best advice I can give. -
Quote:Because those powers are shared with Tankers.Laser Beam Eyes and Energy Torrent are stated to come with a Mag 4 Taunt in Mids.
However, this doesn't seem to be the case in game.
Is there a reason Mids states this?
It's the same reason every power available to scrappers, tankers, or brutes has a listing for the amount of damage it does with Fiery Embrace active....even if you are using a set other than Fire.
Just remember that no scrapper powers have an inherent taunt component and you'll be fine. (other than the taunt auras found in some secondaries) -
Dialog options would be cool.
But how many people would a dialog tree like the one that took me 15 seconds to scroll past piss off if they have to navigate something like that every single time they want to go punch stuff in the face?
I LIKE the story in the game, and a dialog tree like that would even annoy me.
It's a case of something that would be great for one part of the playerbase, but would be an unmitigated rage-inducing annoyance for another. -
Quote:But......she wasn't AT Best Buy.....I only mention this because I just saw this happen in January. If it is a gift card the OP is referring to, does it have Visa/Mastercard on it or is it a store specific gift card.
I was in a checkout line a few people behind a woman who went ballistic when she learned that the grocery store wouldn't accept her Best Buy gift card to pay for groceries.
O.o
People's idiocy amazes me sometimes. -
I've gotten 3 in the last week or so, after a drought in which I got 0 for almost a year.
Randomness and all. -
There's also thw message that merging servers sends to potential players.
Would you start playing a game that just merged servers together after 8 years? I wouldn't, on the assumption that the game will not be around long enough to make it worth my time to play.
It doesn't matter if the game actually dies within 6 months or not. The press release telling people CoH merged a bunch of servers together would be all that is needed to keep people away from the game.
And there is also the fact that I, and many players like me, LIKE my quiet server. I don't want to play on a server that has so many people on it I lag just trying to travel to a mission. If I wanted to play like that, I would be already. -
I actually need to revisit my build in the near future.
With the advent of Enhancement Boosters I should be able to beef up the enhancement values of my crapton of Eradication sets. Awesome set bonuses, but the enhancement values of the set are kinda "meh" because the set caps at level 30.
I'm also looking into building a more or less identical character as a Brute, now that it's possible. More HP and a damage aura that taunts will be a huge benefit. Fury buffing the damage of Death Shroud is nice too.
Also: I haven't run an Incarnate trial in several months now. Once I got my character to where I wanted him Incarnate-wise I didn't bother any further. That might change once Dark Astoria is live, but I'm going to be Premium for at least a month so it's a non-issue at the moment. -
I run through at least Wincott and Flux on every single heroside character I create.
Some of them I run the whole shebang on, depending on how quick of a pace they go through it at.
You get 39 merits by level 13 if you do the whole Hollows arc.
Afterward I usually start on the TFs starting with Positron and then getting Synapse the hell out fo the way as soon as possible.
I still run Striga and Croatoa as well.
I'm growing to despise DFB. There is an entire crop of new players who don't even realize there is anything else to do at that level. -
I strongly recommend putting Death Shroud back in the build after you have your endurance issues sorted out. That power alone accounts for more than a quarter of your character's total damage output.
I'm also not a fan of typed defense on Sword/Dark characters. Positional covers more possible attacks and it's just as easy (or easier) to get good amounts of. If you go with typed, it's pretty much guaranteed you are going to leave a hole to Fire and Cold damage. Positional defense fills that hole nicely. Positional also covers the majority of Psi attacks, and even though you have good resistance to Psi, getting your recharge floored because it's all hitting you kinda sucks.
My BS/DA solos AVs while running 11 toggles, and I've never run him out of endurance in his current build. If I think about it I'll post a build and explain how I handled the endurance issues. Cardiac Alpha was a huge help, but I had my endurance under control before Incarnates even existed.
I assure you, it is VERY possible to do what you want to do here without giving up important powers like your damage aura. If you like, I can give you a demo of my BS/DA on Pinnacle this evening. He's damn hard to kill, and even if he does get killed he pops right back up again.
I may have to send it as a PM instead, since this is my last day as a VIP for a little while. -
So, scrappers should get Ninjitsu because it isn't fair to NOT give it to them.
But stalkers shouldn't get Shield Defense?
It's very simple people.
There is a secondary that every other melee AT gets that stalkers do not get. (Shield Defense) And the devs have been pretty clear that they don't intend to give stalkers Shield Defense.
It is therefore perfectly fair for there to be a secondary that stalkers get that no one else does. (Ninjitsu)
It isn't a matter of something needing to be scrapper exclusive for parity. It's a matter of 3 ATs getting something that one doesn't, and that one having something the other 3 don't get.
I don't know how you're looking at it, but from my perspective that is absolutely fair. -
Best mileage use: Put the Superior version in a low damage mez power like Freeze Ray or Screech.
If its base recharge is over 12 seconds it will fire every time you use the power, turning an otherwise situational power into a viable damage power. -
Quote:Yup, I plan on doing exactly that with some of my melee characters that utilize typed defense.Ooh, good call. My bad. Unsurprisingly, you can't split any of the sets for double recharge bonuses in any case. More surprisingly, you CAN do so for some pretty good defense bonuses.
Split the Catalyzed versions 3 and 3 between 2 different powers and it's an easy 10% S/L defense.
The best part? You can then slot 3 Pounding Slugfest for an additional 1.25% E/N defense in the same power.
That makes it a LOT easier for scrappers, stalkers, and brutes to hit the softcap once they hit 50. -
Quote:One of the Recharge Intensive Pet sets does as well. I don't know if you have anything on that build that will take it though.A reminder that the Command of the Mastermind AO set contains another AoE pet +Defense global.
Patron Pool pets will accept it I believe. -
Quote:Couple things:Hello, everyone!
I have been playing this game for many years and have tried Dark Armor perhaps a dozen times. I keep getting frustrated by an apparent lack of survivability and huge endurance drain that this set has. I keep trying the set with the hope that my play experience will somehow be different each time.
I have read much of what has been written here on the forums, and I've tried to adjust my builds to improve my experience. I just can't seem to match DA's promised performance with reality.
Now, I'm not asking so much for help with builds or the Dark Armor set itself. Also, just to give you perspective please note that I have played the set to a fairly high level (lvl 33 tank that I ultimately deleted).
I have a concept character that is a Broadsword/Dark Armor Scrapper. I loved the character, but I am starting to observe the same problems on my way to lvl 20.
With the advent of power customization, I am considering re-building this character with a different secondary power set. I would even be willing to change AT-types if that makes sense. What I'm looking for is a set that can substitute for Dark Armor in appearance without the huge endurance issues and with (I hope) an improvement is survivability. Note that this character never intended to take "Cloak of Darkness". So, I expect the character to be visible if somewhat obscured.
I look forward to all your suggestions.
Stormistress
1st: Read this thread if you haven't already: http://boards.cityofheroes.com/showthread.php?t=189427
In it, myself and several scrapper gurus discuss the exact build you have. Broadsword/Dark Armor (and Kat/DA, because they are interchangeable)
We managed to soft-cap one very ceaply, and I can tell you from experienc that once you soft-cap a Dark Armor character it gets VERY tough.
2nd: If you choose the No Fade or Pulse option for Dark Armor, you will remain visible even with Cloak of Darkness on. You are no longer forced to be a Dark Servant clone. -
I concur with Jibikao on this one.
I for one would like to see Ninjitsu remain stalker exclusive.
I'd much rather see Ice Armor ported to scrappers. Spines/Ice FTW. -
Eradication is a PBAoE set with decent recharge values.
I have them in: Slice, Whirling Sword, Head Splitter (full sets in each), and I have 4 each in Dark Regen and Soul Transfer. For a little over 15% additional Energy Defense, and almost 10 extra endurance. It also gives me a couple hundred more HP.
Might not work out as well for a DM/DA though, my BS/DA is slotted for positional soft-cap. He is soft-capped to melee with 2 Parries, soft-capped to ranged at all times, and is sitting at 43% to AoE. He also has the best self heal in the game, 1900 HP, a self rez that will stun the bejeezus out of anything nearby while filling my health back to full, and a couple other goodies.
Yeah, he's pretty tough. Defense debuffs SUCK for him though.
I'm quite confident you could build a DM/DA to be just as tough, just about as easily. Especially if you get 6 Scrapper's Strike and Catalyze all of them. Split them between 2 powers and you get an easy 10% defense to S/L. Pretty sure it would be possible to soft-cap a DM/DA to S/L/E/N doing it that way. -
Quote:Dark Regen is useless as a damage power. That said, it WILL accept PBAoE damage sets, and if you slot 3 Eradication in it you still have room to slot end reduction and healing, while getting 3.13% Energy defense and 1.8% more max endurance. (Seriously, max end is a huge help in mitigating DA's end problems)
Does Dark Regeneration even do more than a negligible amount of damage? I never saw the point of slotting it up for that. Right now, I have two or three LOTGs, three or four global recharge bonuses (I think from crushing impact) and Hasten, and it's up every 12 seconds or so.
Ah, yeah, City of Data says its damage at level 50 is 12.51. How can you get it to do appreciable damage from that kind of basis?
I have Eradications in every power that will accept them on my Broadsword/Dark Armor. And if there is any defense you need more than anything else it's Energy defense. DA's Energy resistance is really low, and it sucks to get hit with a bunch of it. Fortunately, you are virtually immune to end drain with this set, so that's not as big of a worry with energy attacks. Only Electric Armor and Energy Aura have better resistance to end drain, which is kind of their schtick. -
Cool, thanks for the info guys.
I'm going to get him up to a level where I can run repeated Synapses on 2xp Weekend. Good defense and decent resistance to energy seems like a good combo to fight Clockwork with.
He's level 5 at the moment, so I can't really say how much I like him yet, but I kinda like the name I picked out for him. I named him Arc Nemesis.