Jebe_the_Pirate

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  1. Quote:
    Originally Posted by Rangle M. Down View Post
    One thing I debated was whether to include the Choking Cloud "hold" in Radiation Cloud or not. I can certainly include the -def in the dmg/taunt aura, but the hold couldn't stay as well. Having both would probably be considered to much.

    I can see losing the recovery/end debuff resistances.

    It doesn't bother me dividing up resistances across powers. I think most of the defensive sets divide portions of their resists/defense across powers. Even Dark Armor's Negative Resistance is across two powers. Inv. does divide it up more then most.

    It would definitely have to be one or the other between the hold and -def in the taunt aura. OR! You could remove the damage portion from the aura. I know that lowers dmg output by a lot but other than attracting the general populace, there's nothing that says your first and (in this set) only taunt aura must do dmg. I'm envisioning the level of control a rad version of Arctic Air for tanks would bring, or the control of CoF and OG combined! Now THAT would be awesomely awesome awesomesauce. (I'm very well aware this might be overkill, so is 3 taunt auras in DA).

    In regard to dividing resists, I meant to say dividing them between an auto power and a toggle power as in Invuln and not in DA. I understand that it is still up to the player on whether or not he chooses the power, but when it comes to layering survivability the difference becomes toggling a power, or respecing.

    Quote:
    Originally Posted by Rangle M. Down View Post
    My concern with a BIG regen buff is that it becomes too much like Will Power's Rttc, or Electric's Energize, which I was trying to avoid.
    I'm more concerned with it being too much like EA than WP since EA is also a resist heavy set. But yeah, you have a point. :shrug:



    Quote:
    Originally Posted by Desitre View Post
    I'm looking at this and thinking that the healing flames based heal is kinda overkill for the toxic resistance since it is stackable. I know my healing flames can stack 3x so that is adding a 60% resist bonus to my toxic, My main question though, besides this build being resistance focused, what is the primary weakness aimed towards?
    EDIT:
    On the positive side, I like that it is so different and how you incorporated AM.

    If you consider this a weakness, it only provides 20% base resist to psy. I think the only thing you can do to this set is make it end heavy. This and if what I said earlier regarding no -end or -recovery debuff resists are included, can be a serious weakness. Also, unless I missed it the set does not offer resists to rech/spd debuffs. Oh man, this tank is gimped. It sucks and can't tank anything!
  2. Quote:
    Originally Posted by Rangle M. Down View Post
    Fixed the Gamma shield "allowed enhancements".

    Hm... for some reason I had it in my mind that the -regen on Lingering was lower then that. I probably was transposing -500% to -5 in the back of my mind.

    In Radiation Haze, would it make more sense to go with a -def, like Auroxis mentioned, or to up the -regen as Dechs suggested? Personally I would rather see the -def in a Rad Melee set.
    Things I don't agree with or like:

    -I think having both -regen and -def in the set is fine but I'd like to see the -def as part of the taunt aura.

    -I think the -regen debuff resist is great and very thematic but I don't agree in including recovery or end debuff resists.

    -I've never like splitting up the resist for the same type of damage in two separate powers, like RPD and TI in Invuln.


    Suggest:

    Maybe instead of the auto power and/or Particle Infusion heal, make it a BIG regen buff.
  3. Quote:
    Originally Posted by Call Me Awesome View Post
    I think I have 3 characters right now working on those sets... my 28 Ice/Electric tanker, the 24 Dark/Electric tanker and my 50 Stone/Fire tank.
    Save those Kinetic Combats for your Ice/Elec and your Stone/Fire. Don't waste any on your DA/Elec since Dark Armor sucks.






    Aaaaaaaaaaaaand back to reality...

    Just before the last time I stopped playing I parked 5 KC sets and I'm down to 1 so I feel your pain. Now, for slotting I suggest you get a Force Feedback unique in there somewhere, preferably in your T-Strike or Lightning Clap to max out potential procs.
  4. Solid 2nd build, very nice defenses to all. I love the OG disorient stack with SS.

    I'd like to get more resist out of tough, and maybe resocket or reslot rage. Also, I'd try to get more +max end or +hp. But these are more out of personal taste than fixing anything horribly bad with your build. Very solid.

    If you do get a hold of the Absolute Amazement proc, let me know how it works for you as I don't have this slotted on any tanks.
  5. Quote:
    Originally Posted by Dechs Kaison View Post
    I always maintain that OG is a hundred times better than Cloak of Fear. Despite the tohit debuff in CoF, OG is a more reliable control at a higher base accuracy with a negligible endurance cost. The little bit of damage it does, thanks to tanker damage mods and our high HP, is likewise negligible. Cloak of Fear, however, is a breakable control that costs as much endurance as Death Shroud and needs heavy accuracy slotting to be reliable against even con enemies.

    I completely agree here. If you want to choose between the two and cannot stack with anything else, go with OG. No acc penalty (CoF needs an SO to match OG's base acc), and very small end cost.




    Dark Tower,

    Some things about your build...

    -Personally, the +3% Psi is unnecessary for dark armor.
    -Death Shroud is underslotted and can use more acc, dmg, or end redux.
    -I might be mistaken but you have not maxed out your S/L defense bonus from Reactive Armor
    -Don't think you did this intentionally but just in case, Smashing Haymaker is a good substitute while you acquire -Kinetic Combats, but it should not be a replacement.
    -Another reason I would consider OG over CoF is, CoF the fear effect is broken by death shroud. Unless there's been some change to this I'm not aware.
    -If you have the slots, move some to Taunt and 6 socket perfect zinger (S/L def) instead of just sitting on the 2 socket bonus.
    -+Heal in Dark Regen is wasted and end redux is a must. Also, if there's any single IO you want to spend inf on is the +chance for end from Theft of Essence and slot it in Dark regen. I saw this missing from your build and almost swallowed my tongue. It's sacrilege not to.

    There's more but I have some RL stuff to do before I tank a tuesday. Take a look at my sample build found at the link in my sig for suggestions with a fear build. Or take a look at some of the other builds in dark armor threads.
  6. Quote:
    Originally Posted by Fireheart View Post
    How about Fire/Dark, Jebe? Twice the Consume, two kinds of self-heal, Damage Aura and single-target buzz-saw attacks, Burn patches without fear... Flame and Shadow. Mine is a 'Balrog'.

    Be Well!
    Fireheart
    I ended up going with inv/dark for tomorrow but I need to try the balrog.
  7. Well yeah but actually thinking of something */dark and not the other way around. Now I'm just trying to decide between inv, shields, or elec.
  8. Woot I'm back. So... Infinity tomorrow eh? Oh god, now I need a new tank. What to try, what to try...decisions, decisions.
  9. Quote:
    Originally Posted by Rangle M. Down View Post
    First of all, howdy Jebe. Long time no see in the tank forums.
    Yeah, I've been gone for a year and after looking at what's changed since then I'm happy to be back.


    Fireheart,
    Good, you slotted rec reticle in soul drain. I was going to mention it when I looked at your previous build last night. Or even taking focused acc and slotting it there but that and soul drain is a bit overkill. Besides you're at the soft cap now.


    The last few things I see are more out of preference than anything but you have a pretty solid build. Personally I wouldn't go with Cloak of Fear or OG unless I was stacking either of those two with other powers. I'm still fighting with how you slotted death shroud because I avoid actively slotting for regen although I understand that you want it to do more dmg. The reason I don't like to slot for regen on dark armor tanks is to me it feels wrong. I have an awesome heal in dark regen and when coupled with siphon life, make regen seem like a waste. I'm not talking about the numina IO's, keep those. I'll look and see if a rework will net me more E/N defense, +max end, or +hp instead of +regen.

    This isn't meant to get you to redo your build, like I said it's solid. I'm just mentioning how I approach dark armor. Once your high enough level and have the build near complete, let me know how it works for you.
  10. If you mean gimping your dmg output for defense then by all means do so. What good is the little dmg you squeeze out if you can't stay alive. Not that you can't but capping defense is an extra layer of survivability.

    Solo: You'll need it if you're going take on multiple +2's and above.

    Team: If you know you'll be teaming that can provide you with this added defense or extra mitigation then that's fine and go without it. But you said it yourself, you want to be able to solo some of the time.
  11. I agree with everything that's been said to this point. I'll just add a little more.

    What type of tanking will you do with your DA/DM?

    1. As far as epics go, Energy or Pyre. Energy if you're still having endurance issues, Pyre if you want more dmg, namely AoE with fireball. Fitness and Fighting as stated.

    2. Get the Kinetic crash 4 socket bonus if you need the -KB early on and don't have the cash for the other IO's and don't mind using the slots. I will say though that once you do, respec out of this immediately as the slots will be needed elsewhere.

    3. You can alternate as you like with the exception of some core abilities which should be chosen as soon as available. Stamina is one of them.

    One more thing... Cloak of Fear and Touch of Fear. Either get both of them or don't get them at all. Cloak of Fear will require heavy slotting to make any use of it while ToF does not. The ones you want feared are the bosses. CoF can't stack with itself and you don't want to repeatedly use ToF, especially when the time comes to use SL/DR or DC.

    Ok, make that two more things. You can't stack anything from your secondary with OG but it has a much lower endurance cost than CoF and doesn't suffer from the accuracy penalty.
  12. Jebe_the_Pirate

    Psi Tank

    You still have good resists but you're lacking defense in other areas. You're going to need them since you don't have have -KB (this has been stated). Dark Regen which will be used to heal up from taking dmg from other types but is under slotted. Unfortunately it looks like addressing any of these issues will drop you below the psi res cap or def cap. If this is the build you want then you'll have to live with these holes. However, I can tell you from first hand experience that you'll never need this much protection against psi. Grab the Watchman/woman badge so you can use Elusive mind and work on other defenses, namely S/L and Energy. Getting these to the defense cap will greatly increase your survivability and won't relegate your the use of this tank to 'only when it's high psi dmg'.
  13. Jebe_the_Pirate

    SD/DM or SS

    SD/DM is a great combo, Kruunch posted a thread about it. I saw its efficiently (teaming with Kruunch) first hand and the AoE is actually quite nice. I remember him using DC as a mini nuke, skilled use of Shadow Maul and liberal use of Shield Charge to make it a great tank. I can't remember what ancillary he picked but I want to say it was Pyre for Fire ball.
  14. Generally, dealing with the end issues which accompany DA are near if not at the top of priorities when slotting set IO's. The beauty of it all is that all the other issues are dealt with sybiotically, meaning many of of the set selections provide solutions DA needs-reaching or coming close to the def cap through IO's and power selection, reducing endurance use in the end hog powers and increasing endurance recovery to sustain multiple toggles indefinitely, and increased energy defense for non S/L energy damage. Although they take different approaches, Findulias and _Deth_ provide sound advice.
  15. I've never had issues with Shadowhunter and I can't remember how I faired with Battle Maiden but it's been a while. Was it because you were still short on defense?

    I've made some positional builds and I get similar numbers, capped melee and ranged with AoE in the 30's but the problem I had didn't have as much end reduction as I like and I was starving for slots.
  16. Would have replied sooner but I'm on a break.

    My DA/Stone has OG+Fault and is soft capped (Force Feedback proc ftw). My DA/DM has CoF+ToF and is also soft capped. I use them as an added form of mitigation, like when you're under defense debuffs. However, they're far from necessary unless you're going up against def debuffers 100% of the time. If that's the case, stop proving the stereotype of Darks being masochists true and get on your Stone or Invuln. Also, taking SM makes it easy to slot in S/L defense. I recommend that over Melee for DA.
  17. Jebe_the_Pirate

    JB - Tankers

    Quote:
    Originally Posted by Ironblade View Post
    If you can hear Mod08, he can hear you.
    If you can't hear Mod08, you may be only seconds from getting modsmacked.
    As long as you don't hear Mod08 whisper in your ear or his hands on your shoulders, you're ok.

    *passes bag o' popcorn, coke, and milk duds to PosterChild*
  18. I missed this with a sick son. Might have to join you on Liberty next week.
  19. Jebe_the_Pirate

    JB - Tankers

    Get your popcorn and cokes here folks!
  20. Jebe_the_Pirate

    Farming Tanks

    Quote:
    Originally Posted by dave_p View Post
    I think you severely underestimate how much more damage Fire does than its competition. And that's not including pets.
    QFT. The two fire/kins we run with mentioned that they really don't need their imps as their overall damage isn't affected as much without them.

    The amount of combined damage they do is ridiculous. Remember fire is the most damaging of the primaries, then damage capping it with FS and adding in bonus damage from containment which does not affect the damage cap. The difference in damage between fire and other controller primaries is just amplified.
  21. I don't see this making any difference. You still have AoE caps. Of course if you want everyone's aggro cap to go to 40 but leave AoE caps where they are then yeah that would be interesting. In that holy **** the squishy just pulled 40 mobs and is now spray painted on the wall kind of interesting.
  22. Sorry about that, I was working off tanker resist values (I know, I know) but the point stands. It's just less and can be managed. As suggested defense bonuses from IO's help greatly here, Eradications go along way (+max end, E/NE defense) if you have several PBAoE's. And as Desmodos suggested, positioning against Rikti does a lot for your survivability. I engage rikti to put them in melee range (some of the ranged attacks don't have a smashing component) and position myself so I munch away the Drones with Death Shroud, Quills, and spine burst.

    Oh and Rularuu Overseers will F U up.
  23. Standard Dark Armor slotting applies. However I don't believe OG is absolutely necessary. Sure it provides mitigation at the minion lvl only requiring the initial slot with an ACC enhancement but far from necessary since minions are eaten up by Death Shroud anyway. I would see it as necessary if stacked with another power selection.

    Findulias is right about Eradication, that set does so much for you. +Max end and E/NE defense go along way to keep you alive. Slot them where you can and you might sit somewhere around 30-35% E/NE defense and about +20-24% max end after accolades.

    If you feel you still need more slots and have 4-slotted CoD and Weave for bonuses, consider going with just 2-3 slots until you get till lvl 45ish. You might not get the bonuses or end reduction but it's something to consider if you feel you need the slots elsewhere.

    BTW, since you haven't mentioned it, I'll make a note now just in case. End reduction and Theft of Essence +chance for endurance in Dark regen are you friends. I include accuracy for AV's.
  24. Dark is a late bloomer so don't feel bad if you still feel squishie. I don't feel comfortable till about 40, once I have enough slot in most powers to make a difference. Don't feel that you have to have soft capped defense right now.
  25. Jebe_the_Pirate

    Lil'Slugger

    Quote:
    Originally Posted by Kruunch View Post
    I would so kick you off my farm team but your wife is hawt in vent.
    ROFL!


    Better hope I didn't start the team because we WANT to make a kb team. I wouldn't want you to be left out. Think of it, a group of kb's circles mobs and proceeds to kb into a centralized aoe graveyard. The image is so glorious I'm having a moment at work. C'mon, you know you want to break out your PB.