Jebe_the_Pirate

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  1. Yeah, I've been hit up by a group of people on Justice who have asked me how I like DA. When I tell them I love it and why. They run to make one and a few days later, I get a tell saying how much it sucks.

    @Posterchild
    Depending on the amount of single target attacks you have left, continue to slot Kinetic Combat up to the rule of 5. Also, resocket your armor toggles for 4 slot Reactive Armors.

    Refer to the guide in my sig for more detail.
  2. [ QUOTE ]
    Did you at least pop Fallout off his corpse as a final gesture ?

    [/ QUOTE ]

    I squirted lemonade out of my nose when I read this.
  3. I finally wrote a Dark Armor guide which can be found here. I hope it will answer some of the questions raised on this forum. Let me know what you guys think.
  4. DA/Stone Melee Stun Stacking Build...


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Level 50 Mutation Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Stone Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Earth Mastery

    Hero Profile:
    ------------
    Level 1: Dark Embrace ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(3), ImpArm-ResDam/Rchg:40(3), ImpArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(36), S'fstPrt-ResKB:30(36)
    Level 1: Stone Fist KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7)
    Level 2: Stone Mallet KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11)
    Level 4: Heavy Mallet KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(13)
    Level 6: Obsidian Shield RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(17)
    Level 8: Swift Run-I:50(A)
    Level 10: Taunt RechRdx-I:50(A)
    Level 12: Combat Jumping Ksmt-ToHit+:30(A)
    Level 14: Super Jump Zephyr-ResKB:50(A)
    Level 16: Health Mrcl-Rcvry+:40(A), Mrcl-Heal:40(17), Numna-Regen/Rcvry+:50(19)
    Level 18: Dark Regeneration Theft-+End%:30(A), Theft-Acc/EndRdx/Heal:30(19), Theft-Acc/EndRdx/Rchg:30(31), Nictus-Acc/EndRdx/Rchg:50(31), Nictus-Acc/EndRdx/Heal/HP/Regen:50(31), RechRdx-I:50(33)
    Level 20: Stamina EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
    Level 22: Murky Cloud RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(23), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(25)
    Level 24: Fault Mocking-Acc/Rchg:50(A), Mocking-Rchg:50(25), Mocking-Taunt/Rchg:50(27), Mocking-Taunt/Rchg/Rng:50(27), Stpfy-Acc/EndRdx:50(29), Stpfy-Acc/Rchg:50(29)
    Level 26: Oppressive Gloom Acc-I:50(A)
    Level 28: Death Shroud Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(33), Erad-Acc/Dmg/EndRdx/Rchg:30(33), Erad-Dmg:30(34), EndRdx-I:50(34), EndRdx-I:50(34)
    Level 30: Boxing KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(40)
    Level 32: Tough RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(37), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37)
    Level 35: Cloak of Darkness GftotA-Def:40(A), GftotA-Def/EndRdx:40(36), GftotA-Def/Rchg:40(43), GftotA-Def/EndRdx/Rchg:40(46)
    Level 38: Seismic Smash KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), BasGaze-Acc/Hold:30(43), BasGaze-Acc/EndRdx/Rchg/Hold:30(43)
    Level 41: Weave GftotA-Def:40(A), GftotA-Def/EndRdx:40(42), GftotA-Def/Rchg:40(42), GftotA-Def/EndRdx/Rchg:40(42)
    Level 44: Stone Prison Decim-Build%:40(A), Decim-Acc/Dmg:40(45), Decim-Acc/EndRdx/Rchg:40(45), Decim-Acc/Dmg/Rchg:40(45), Decim-Dmg/EndRdx:40(46), EndRdx-I:50(46)
    Level 47: Fossilize Decim-Acc/Dmg:40(A), Decim-Acc/Dmg/Rchg:40(48), Decim-Acc/EndRdx/Rchg:40(48), Decim-Dmg/EndRdx:40(48)
    Level 49: Stalagmites Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(50), Posi-Dmg/EndRdx:50(50), Posi-Dmg/Rchg:50(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    28% Defense(Smashing)
    28% Defense(Lethal)
    3% Defense(Fire)
    3% Defense(Cold)
    12.4% Defense(Energy)
    12.4% Defense(Negative)
    4.88% Defense(Psionic)
    15.5% Defense(Melee)
    7.69% Defense(Ranged)
    3% Defense(AoE)
    15.8% Max End
    6.25% Enhancement(RechargeTime)
    9% Enhancement(Accuracy)
    260 HP (13.9%) HitPoints
    Knockback (Mag -8)
    Knockup (Mag -8)
    MezResist(Held) 2.75%
    MezResist(Immobilize) 17.1%
    15.5% (0.26 End/sec) Recovery
    10% (0.78 HP/sec) Regeneration
    6.58% Resistance(Fire)
    1.58% Resistance(Cold)



    ------------
    Set Bonuses:
    Impervium Armor
    (Dark Embrace)
    2.5% (0.04 End/sec) Recovery
    1.88% Defense(Psionic)
    2.25% Max End


    Steadfast Protection
    (Dark Embrace)
    1.5% (0.03 End/sec) Recovery
    3% Defense(All)
    Knockback Protection (Mag -4)


    Kinetic Combat
    (Stone Fist)
    MezResist(Immobilize) 2.75%
    28.1 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Kinetic Combat
    (Stone Mallet)
    MezResist(Immobilize) 2.75%
    28.1 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Kinetic Combat
    (Heavy Mallet)
    MezResist(Immobilize) 2.75%
    28.1 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Reactive Armor
    (Obsidian Shield)
    MezResist(Immobilize) 1.1%
    1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


    Blessing of the Zephyr
    (Super Jump)
    Knockback Protection (Mag -4)


    Miracle
    (Health)
    2.5% (0.04 End/sec) Recovery


    Theft of Essence
    (Dark Regeneration)
    10% (0.78 HP/sec) Regeneration
    1.8% Max End


    Touch of the Nictus
    (Dark Regeneration)
    35.1 HP (1.88%) HitPoints


    Reactive Armor
    (Murky Cloud)
    MezResist(Immobilize) 1.1%
    1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


    Mocking Beratement
    (Fault)
    1.8% Max End
    MezResist(Held) 2.75%
    2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)


    Stupefy
    (Fault)
    2.5% (0.04 End/sec) Recovery


    Eradication
    (Death Shroud)
    1.8% Max End
    3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    42.2 HP (2.25%) HitPoints


    Kinetic Combat
    (Boxing)
    MezResist(Immobilize) 2.75%
    28.1 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Reactive Armor
    (Tough)
    MezResist(Immobilize) 1.1%
    1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


    Gift of the Ancients
    (Cloak of Darkness)
    2% (0.03 End/sec) Recovery
    2.5% Resistance(Fire)
    1.8% Max End


    Kinetic Combat
    (Seismic Smash)
    MezResist(Immobilize) 2.75%
    28.1 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Basilisk's Gaze
    (Seismic Smash)
    2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)


    Gift of the Ancients
    (Weave)
    2% (0.03 End/sec) Recovery
    2.5% Resistance(Fire)
    1.8% Max End


    Decimation
    (Stone Prison)
    MezResist(Immobilize) 2.75% (Exceeded 5 Bonus Cap)
    21.1 HP (1.13%) HitPoints
    2.25% Max End
    6.25% Enhancement(RechargeTime)


    Decimation
    (Fossilize)
    MezResist(Immobilize) 2.75% (Exceeded 5 Bonus Cap)
    21.1 HP (1.13%) HitPoints
    2.25% Max End


    Positron's Blast
    (Stalagmites)
    2.5% (0.04 End/sec) Recovery
    1.58% Resistance(Fire,Cold)
    9% Enhancement(Accuracy)






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  5. IV- Builds


    I have included a few builds which incorporate Dark Armor and stacking control effects for maximum benefit. I will add more builds in the future, in particular a build which utilizes the presence pool for insane fear stacking and a DA/FM aoe build. A disclaimer on the DA/Stone build. I did not include Build Up as I wanted to point out that stun stacking can also be achieved through ancillary powers and provided the build to reflect that. Build Up can greatly amplify your effectiveness and is almost mandatory in my opinion. It is left out of the build merely for the purposes of example.

    DA/DM All Purpose Fear Build

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Level 50 Mutation Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    ------------
    Level 1: Dark Embrace RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(11), S'fstPrt-ResDam/Def+:30(11), S'fstPrt-ResKB:30(13)
    Level 1: Shadow Punch KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7)
    Level 2: Smite KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7)
    Level 4: Shadow Maul Cloud-Acc/ToHitDeb:30(A), Cloud-Acc/Rchg:30(13), Cloud-Acc/EndRdx/Rchg:30(43), Erad-Dmg:30(45), Erad-Dmg/Rchg:30(46), Erad-Acc/Dmg/EndRdx/Rchg:30(50)
    Level 6: Obsidian Shield RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(17)
    Level 8: Murky Cloud RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(19), RctvArm-ResDam:40(23)
    Level 10: Taunt RechRdx-I:50(A)
    Level 12: Combat Jumping Ksmt-ToHit+:30(A)
    Level 14: Super Jump Zephyr-ResKB:50(A)
    Level 16: Swift Run-I:50(A)
    Level 18: Health Mrcl-Rcvry+:40(A), Mrcl-Heal:40(19), Numna-Regen/Rcvry+:50(48)
    Level 20: Stamina EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
    Level 22: Death Shroud Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(23), Erad-Dmg:30(27), Erad-Acc/Rchg:30(29), EndRdx-I:50(29), EndRdx-I:50(34)
    Level 24: Dark Regeneration Theft-Acc/EndRdx/Rchg:30(A), Theft-Acc/EndRdx/Heal:30(34), Theft-+End%:30(40), Nictus-Acc/EndRdx/Heal/HP/Regen:50(40), Nictus-Acc/EndRdx/Rchg:50(40), RechRdx-I:50(42)
    Level 26: Boxing KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(31)
    Level 28: Tough RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33)
    Level 30: Cloak of Darkness GftotA-Def:40(A), GftotA-Def/EndRdx:40(34), GftotA-Def/EndRdx/Rchg:40(36)
    Level 32: Cloak of Fear Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(36), Cloud-Acc/Rchg:30(36), Cloud-Acc/EndRdx/Rchg:30(37), Abys-Acc/EndRdx:50(37), N'mare-Acc/EndRdx:50(37)
    Level 35: Soul Drain Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(42), Erad-Acc/Rchg:30(42), Erad-Acc/Dmg/EndRdx/Rchg:30(43), Erad-Acc/Dmg/Rchg:30(43)
    Level 38: Midnight Grasp KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39)
    Level 41: Touch of Fear Acc-I:30(A)
    Level 44: Siphon Life Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(45), Nictus-Acc/Heal:50(45), Nictus-Acc/EndRdx/Heal/HP/Regen:50(46), Nictus-Acc/EndRdx/Rchg:50(46)
    Level 47: Dark Consumption Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(48), Erad-Acc/Dmg/Rchg:30(48), Erad-Acc/Dmg/EndRdx/Rchg:30(50)
    Level 49: Weave DefBuff-I:40(A), DefBuff-I:40(50)
    ------------
    Level 1: Brawl KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(27)
    Level 1: Sprint Run-I:50(A)
    Level 2: Rest Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    28.6% Defense(Smashing)
    28.6% Defense(Lethal)
    3% Defense(Fire)
    3% Defense(Cold)
    20.5% Defense(Energy)
    20.5% Defense(Negative)
    3% Defense(Psionic)
    15.8% Defense(Melee)
    11.8% Defense(Ranged)
    3% Defense(AoE)
    15.8% Max End
    6.25% Enhancement(RechargeTime)
    5% Enhancement(Heal)
    9% Enhancement(Accuracy)
    295.2 HP (15.8%) HitPoints
    Knockback (Mag -8)
    Knockup (Mag -8)
    MezResist(Confused) 5%
    MezResist(Held) 5%
    MezResist(Immobilize) 23.2%
    MezResist(Sleep) 5%
    MezResist(Stun) 5%
    MezResist(Terrorized) 5%
    6% (0.1 End/sec) Recovery
    10% (0.78 HP/sec) Regeneration
    2.5% Resistance(Fire)



    ------------
    Set Bonuses:
    Reactive Armor
    (Dark Embrace)
    MezResist(Immobilize) 1.1%
    1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


    Steadfast Protection
    (Dark Embrace)
    1.5% (0.03 End/sec) Recovery
    3% Defense(All)
    Knockback Protection (Mag -4)


    Kinetic Combat
    (Shadow Punch)
    MezResist(Immobilize) 2.75%
    28.1 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Kinetic Combat
    (Smite)
    MezResist(Immobilize) 2.75%
    28.1 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Cloud Senses
    (Shadow Maul)
    Status Resistance 2.5%
    2.25% Max End


    Eradication
    (Shadow Maul)
    1.8% Max End
    3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)


    Reactive Armor
    (Obsidian Shield)
    MezResist(Immobilize) 1.1%
    1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


    Reactive Armor
    (Murky Cloud)
    MezResist(Immobilize) 1.1%
    1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


    Blessing of the Zephyr
    (Super Jump)
    Knockback Protection (Mag -4)


    Miracle
    (Health)
    2.5% (0.04 End/sec) Recovery


    Eradication
    (Death Shroud)
    1.8% Max End
    3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    42.2 HP (2.25%) HitPoints


    Theft of Essence
    (Dark Regeneration)
    10% (0.78 HP/sec) Regeneration
    1.8% Max End


    Touch of the Nictus
    (Dark Regeneration)
    35.1 HP (1.88%) HitPoints


    Kinetic Combat
    (Boxing)
    MezResist(Immobilize) 2.75%
    28.1 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Reactive Armor
    (Tough)
    MezResist(Immobilize) 1.1%
    1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


    Gift of the Ancients
    (Cloak of Darkness)
    2% (0.03 End/sec) Recovery
    2.5% Resistance(Fire)


    Cloud Senses
    (Cloak of Fear)
    Status Resistance 2.5%
    2.25% Max End
    6.25% Enhancement(RechargeTime)


    Rectified Reticle
    (Soul Drain)
    1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)


    Eradication
    (Soul Drain)
    1.8% Max End
    3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)


    Kinetic Combat
    (Midnight Grasp)
    MezResist(Immobilize) 2.75%
    28.1 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Touch of the Nictus
    (Siphon Life)
    35.1 HP (1.88%) HitPoints
    9% Enhancement(Accuracy)
    5% Enhancement(Heal)
    2.25% Max End


    Eradication
    (Dark Consumption)
    1.8% Max End
    3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    42.2 HP (2.25%) HitPoints


    Kinetic Combat
    (Brawl)
    MezResist(Immobilize) 2.75%
    28.1 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)






    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
  6. II- IO Set Bonus Priorities



    This is where I basically lay out why socketing with anything less than IO's will make every stereotype you've heard about Dark Armor true and how to avoid it. Dark Armor like most others, has its disadvantages but many can be solved through slotting IO's. These not only cover your mitigation holes but can also turn your Dark Armor tank into an unbelievably strong tanking machine. To borrow Arcanaville's words, at times it's survivability can at times be downright ridiculous. With IO's you can turn 'at times' to pretty much 'all the time.' I know it appears that I am trying to oversell Dark Armor and there may be some truth to that but only because I believe the primary is largely misunderstood and information on how to make it shine is not widely known. In the beginning of the guide I qualified a Dark Armor tank as being able to tank nearly anything in the game. The reason being is I have yet to tank or have proof of any other Dark Armor tank successfully tanking the STF let alone MoSTF. I hope that it is possible but most players will not give you the opportunity. This is not to say I blame them, certain dynamics available to other primaries frankly outperform Dark Armor and thus considered first choice. So, what socketing is needed to achieve this level of awesomeness? Here's how you should prioritize with the highest priority first...

    -S/L Defense, Energy/Neg Defense 2nd
    -Max End
    -Max HP

    Slotting for S/L defense when combined with Cloak of Darkness, CJ/Hover, Weave greatly add to your survival and endurance efficieny as I've previously explained. It adds a layer of avoidance not automatically available to Dark Armor. Adding soft capped defense to you good resistances will make your Dark Armor tank stand out. Short of defense debuff resistance, you're on par (minus the 20% gap in S/L res) with Invuln, meanwhile having psionic and endurance drain resistances, things Invuln doesn't have. I cannot emphasize enough how important defense is to your Dark Armor tank. You may find yourself thinking about slotting for positional defense instead of typed. These can still be stacked with pool powers and CoD but it is rather slot heavy. This is why I recommend S/L defense over other types and positional as explained in Call_Me_Awesome's guide. Basically you're slotting your armor toggles with Reactive Armor and your single target melee attacks with Kinetic Combat. Work up to the rule of 5. For those who don't know, the rule of 5 means you can only benefit from a certain bonus value up to five (5) times in your IO bonuses. Similar bonuses of different values do not count together.

    Slotting for energy/negative defense should also be taken into account as this helps avoide damage from your weaker resist. Again, your resist to energy is not small but it just happens to be your least amount.

    Make sure to slot for +max end, especially over +recovery. The amount of recovery bonuses you can achieve will appear tempting but this is an illusion. +Max end far outdoes +recovery in that it increases your endurance pool AND recovery. How so? Your recovery rate the percentage of endurance gained over time and is calculated from your maximum endurance, not base. Therefore the larger your endurance pool, the higher your recovery rate. In effect, slotting for +max end is killing two birds with one stone, This can be seen in Mid's and in game by noting the amount of recovery you have before and after you've obtained accolades which increase your maximum endurance.
    An important note to add in regard to using the recovery uniques in health. These are very important and the amounts of recovery offered is huge and there is no +max end bonus to rival these.

    Now to a lesser extent, slotting for +max HP will be beneficial to your Dark Armor tank. This bonus can be obtained with other more important bonuses but when choosing between say equal S/L defense bonuses but one offers +max HP and the other offers +regen, choose +max HP. Again, you have one of the largest single heals in the game, actively socketing for regen is a waste to you. The amount you receive from health is enough, and no I don't mean socket health with the +regen uniques either unless you have something to prove.




    III- Strategy



    This will vary greatly, mostly depending on your comfort level with the primary and the progress on your socketing.

    With regard to your auras, it is best to dive into the center of a group of mobs to increase the number of affected mobs. Your auras are centered around you, why not make the best use of the available space. Your defense will help mitigate against alphas, as will Dark Regen should you need to heal. Approaching a group from one side instead of diving increases the likelyhood that other team members will aggro the mobs furthest away since they probably out of taunt aura range.

    Do not use Dark Regeneration to heal 25% of your health. Wait until you are under 50% and can gauge how the incoming damage rate will decrease your health and fire at will. Do not wait too long to fire Dark Regeneration though. For example, waiting until you're down to 10% health can spell doom, especially if you're suffering from server lag. This of course is contrary to my current use of Dark regen since I use it as part of a mini tank nuke. However I am very confident with this primary and use it aggressively.

    If you are not confident in your endurance efficiency or are stil running with SO's, learn to manage your toggles. Don't use Murky cloud against S/L only mobs or Dark Embrace against non S/L ranged mobs. With all fairness, many attacks have a smashing or lethal component which means you'll end up running Dark Embrace anyway but if it's not bad, detoggle Tough. By the same token if you're not taking many hits, detoggle some of your defense toggles to a manageable level. Sure I play with 9 toggles running but again, I'm comfortable with the primary and socketed for a combination of endurance reduction and +max end so I don't slow down the team.

    Stack those controls, remember that stacking will work on bosses. Multiple stacking of prolonged effects can work on EB's and sometimes AV's. Those tools are there for a reason and it is up to you to make best use of them.

    Remember even with as much hole plugging as you've done, there are some things you cannot avoid. Namely, defense debuffs and slows.
  7. I- Dark Armor Primary Powers



    Death Shroud

    Toggle: PBAoE Minor DoT(Negative)

    You become a focus point for the Netherworld, allowing its Negative Energy to seep from your body. This will continuously damage all foes in melee range. Damage: Minor(DoT), Recharge: Fast
    This is your first of three taunt auras, very effective at keeping aggro on you. However this toggle uses a substantial amount of endurance. Keep in mind that this has to hit as well. And you might as well have it do as much damage as possible. It may sound like a lot to consider but it's not as bad as it seems. Eradication and a couple of end reduction IO's should be enough.



    Dark Embrace

    Toggle: Self +Res(Smash, Lethal, Negative, Toxic)

    You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy and Toxic damage. Recharge: Fast
    Your essential toggle for S/L resist providing 30% unbuffed resist to these damage types and 20% to Negative and toxic. When combined with Tough both slotted for resist, you can achieve 70% to S/L.



    Murky Cloud

    Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain)

    You create a Murky Cloud enshrouding you. This cloud can absorb all forms of energy, making you more resistant to Fire, Cold, Energy, and Negative Energy attacks, as well as Endurance Drain effects. Recharge: Fast
    This provides the other half of your negative resistance, with considerable resistances to fire and ice. The energy resistance however is the lowest amount but it's not shabby. Others may consider this a resist hole but I can't really agree even if this damage type is prevalent in late game content. Dark Armor still offers mitigation against said holes. Care should be taken to slot some IO's for energy defense.



    Obsidian Shield

    Toggle: Self +Res(Psionic, Sleep, Hold, Disorient, Fear)

    You can create a special Obsidian Shield that grants good resistance to Psionic damage. With your mind enshrouded in darkness you are protected from Sleep, Fear, Hold and Disorient attacks. Recharge: Fast
    Your mez protection, plain and simple. It is an absolute must have. However, this toggle does not protect against knockback as in similar toggles/powers of other tanker primaries. IO sets which include help against knockback are Steadfast Protection, Karma, and Blessing of the Zephyr. Steadfast Protection also includes the 3% Def to all/Res unique and combining these also gives you you a 1.5% recovery bonus. If socketing for positional defense (which I will not cover at this time) 3 sockets of Blessing of the Zephyr in your travel power add 3.13% defense to AoE and ranged while also providing a much needed 1.56% to energy. Just remember when it comes to Obsidian shield, you can only socket Steadfasts, Karma will need a defense power and Zephyr a travel power.



    Dark Regeneration

    PBAoE Minor DMG(Negative), Self +HP

    You can tap the dark essence of the Netherworld to drain a small amount of life from all enemies nearby, thus healing yourself. The more foes affected, the more you will be healed. Damage: Minor, Recharge: Slow
    I'm going to cover this power in a bit of detail as it leads to a lot of confusion and aggravation. This is the double edged sword of Dark Armor. It's one of the biggest single heals in the game (can't remember if boosted Absorb Pain can heal for more) applying up to 3 large stacked heals from a group of surrounding mobs. However this comes at a heavy price. It uses a crippling 33 endurance to do so. You may ask why then, should I take this end hog? The reason is, frankly there are things which you cannot control and will need this superbly overpowered heal to save your hide. But using it doesn't have to mean farewell to your endurance bar. You can and must take steps to lower its endurance use. First, slotting individual endurance reduction into the slots will help you greatly. You can immediately cut the cost in half. Now when it comes to IO's you may opt to combine several enhancements for added benefit. I like to increase its recharge and accuracy as well as endurance reduction. You may wonder why I socket for accuracy and it's a fair question. The reason is, if I'm tanking an AV and there are no other mobs nearby and my health bar is receding like my hair line, then I want to make sure this thing lands on one target. While you're at it, why not make this and endurance gain power instead of an endurance hog. How? Do whatever you have to do to get a hold of the Theft of Essence +chance for endurance IO. This can singlehandedly negate the cost of this power with enough targets and more often than not, increase your available endurance. This IO was made for this power. Do NOT go without it. I typically 3 slot Theft of Essence (one being the proc), 2 slot Touch of the Nictus and either an endurance or recharge reduction IO. I know I know, what am I doing socketing a recharge on here when I shouldn't need it right? Well I've become rather aggressive with this power, usually combining Soul Drain, Dark Regen and Dark Consumption as a mini aggro nuke. When tanking anything +2boss and below I frankly am not dependent on these to stay alive whatsoever so I spam as I please. Where's your end hog now?


    Cloak of Darkness

    Toggle: Self Stealth, +DEF(All), +Perception, Res (Immobilize)

    A shroud of Netherworld darkness envelops you, making you difficult to spot at a distance. You can be seen only at close range, or if you attack a target. Even if seen, the Cloak of Darkness grants you a bonus to Defense to all attacks and some protection from Immobilization. This Netherworld Cloak also allows you to see things in a new light, allowing you to better see stealthy foes. Unlike some stealth powers, Cloak of Darkness has no movement penalty. Cloak of Darkness will not work with any other form of Concealment power such as Shadow Fall or Steamy Mist. Recharge: Slow
    This power is a bit of a pain to many in terms of aesthetics. However it is a very nice boost in defense to all. Combining this with combat jumping/hover and weave, along with IO set bonuses is ESSENTIAL not only to your survival but to your endurance. How so? Well increasing your defense means decrease the amount of attacks that land which means less damage you take and have to heal. This leads to lessened dependence on Dark Regeneration which we've established as your end hog. Sure this power makes you look like you're the manager at an oil refinery but who cares? You know what you look like don't you?



    Cloak of Fear

    Toggle: PBAoE Foe Fear, -ACC

    You can wrap yourself in a nightmarish Cloak of Fear. Foes close to you are treated to visions most horrific, forcing them to tremble in terror, only attacking if attacked, and even then, with a reduced chance to hit. Recharge: Fast

    The second of the 3 taunt auras and probably the most argued about power in the set. I'm not going to lie, this power has a lot going against it. Let's list...

    -Low base accuracy
    -High endurance cost
    -Low magnitude fear

    Due to the number of obstacles on CoF, I believe it is best used when combined with another fear power, such as Touch of Fear from Dark Melee or the presence pool. Otherwise I do not see it as a benefit and can save the endurance for other use.

    If you decide to take CoF then you have to overcome the above for it to work. In order to compensate for the low accuracy and high endurance cost, it is advised that you 6 slot this power. It's up to you if you'd like to use standard SO's, IO's, frankenslot, socket for -to-hit debuffs or fear. Currently my DA/DM is socketed for -to-hit debuff but I consider this a mistake when it comes to higher ranked mobs such as EB's and AV's. I will be reslotting this in the near future. The reason I consider slotting for fear instead of -to-hit is I'm already soft capped for S/L defense. The current amount is gravy on top of it and I really can't benefit from lower rank mobs like of close to even level. And since higher level mobs, EB's and AV's benefit from the purple patch, the added -to-hit is practically wasted. I have successfully single-handedly feared EB's with Cloak of Fear and Touch of Fear and would like to extend that duration. Again, you can socket as you see fit.



    Oppressive Gloom

    Toggle: PBAoE, Foe Disorient, Self -HP

    The Netherworld has many mutable properties, such as the Oppressive Gloom. This power allows you to use your own Hit Points to keep enemies near you Disoriented and unable to use any powers. Endurance cost for this is minimal, but the power can be dangerous to use. Recharge: Moderate
    The third of your taunt auras and still controversial. Mainly because people put this power against CoF as to which is the most beneficial. To me, neither is more beneficial than the other as both offer control, which is in fact damage mitigation/avoidance. However, how you use these is will determine their efficiency. As I stated before, the best way is to stack effects. For OG you have more options in stacking stuns with the available tanker secondaries. War Mace, Super Strength, Energy, and Stone have stun capabilities and it can be stacked with OG. Also, these secondaries have more than enough single target melee attacks for Kinetic Combat socketing. This makes OG more versatile than CoF for the purpose of control. Also OG, doesn't suffer the obstacles plaguing CoF as it has...

    -Standard Accuracy
    -Negligible Endurance Cost
    -larger pool of secondaries to stack control

    An added note on OG's health cost while toggled. The amount of health lost is oftentimes less (if not much less) than regenerated through health. Do not, for any reason allow yourself to believe that this power will kill you. If it happened to kill you because you were down to 4 health and this ticked before you healed then you should worry about what got you down to near death first and not OG.



    Soul Transfer

    Self Rez, Special

    Should you fall in battle, you can perform a Soul Transfer, sucking the life force of all foes around you to bring yourself back from the brink of death. The more foes nearby, the more life is restored to you. Drained foes are left Disoriented. The dark effects of this Soul Transfer will actually leave you invulnerable for a brief time, and protected from XP Debt for 90 seconds. There must be at least one foe nearby to fuel the Transfer and revive yourself. Damage: Moderate, Recharge: Very Long

    Another controversial power of the Dark Armor primary. Personally I am of the opinion (as others agree) that a tier 9 power should not be a rez and instead be a power which will help prevent death. However, there is absolutely no indication that the developers will change this even if I drive down to Austin, TX, chain myself to the railings outside of the front door and cry. It's something we have to live with. Don't waste sockets on this unless there's an IO bonus you absolutely have to have and cannot fit it with OG. BTW, you cannot stack the stun from Soul Transfer with OG. YOu're dead, you can't have toggles running ferchrissakes!
  8. Jebe's Dark Armor Guide

    Over the last few weeks, I've noticed an increased interest of this primary on the forums and several posters asking for advice since socketing this primary can give one a headache. That is when I decided to create this guide.
    Although it is laid out as a guide, I would like it to be considered more of a compilation of knowledge. A compilation based on the fact that the information provided is a combination of personal experience, personal testing and information supplied by other players. With that in mind I'd like to thank everyone who's offered me advice with IO slotting. In particular, I'd like to personally thank Call_Me_Awesome for his Invuln tankers and the Defense soft cap guide found here . Reading this guide and applying its approach to Dark Armor has made its survivability far more powerful than before. I would also like to thank Desmodos for writing Desmodos' DM/DA guide found here. Insight from this guide into the toggles, their controversy and use of +max end slotting has made Dark Armor into an efficient end user through attack slotting.

    In this guide, I will be describing and Dark Armor, it's synergies with the available secondaries and IO slotting. As many who have tried this primary will be aware of, Dark Armor can be an endurance hog. It also lacks significant defense bonuses on its own. Add to this the fact that it does not have knockback protection. In addition, many believe its energy resistance (one of the most prolific damage types in end game) is rather low and thus suffers a resistance hole here. It does however have tools which help mitigate its perceived shortfalls. It has very nice resistances to most damage types and also provides the single largest resistance to one of the most feared types, Psionic. Its energy resistance is not at all bad and can be helped by including energy defense which I will cover later. Also, Dark Armor contains resistance to endurance drain which is helpful against some very troublesome enemies. Two of it's three taunt auras also provide control over mobs at the minion level and can/should be stacked for maximum effect. Thereby creating a character which can tank nearly anything you put in front of it.



    I- Dark Armor Primary Powers

    II- IO Set Bonus Priorities

    III- Strategy

    IV- Mid's Builds
  9. [ QUOTE ]
    I found myself feeling bad for Chimera. Is that wrong?

    [/ QUOTE ]

    You should feel bad for Malaise. Read what I found in his outbox.



    A letter of discontent.

    I honestly don't know what to say anymore. Each and everyday I have to read about how dangerous an AV is. I'm supposed to be feared, approached with full caution and only by a full group of experienced heroes. Up until the last few months I would have said this was the case but now it's a flat out lie. I get tired of these heroes looking for 'builds' on soloing us Archvillains. The mere fact that there is ONE such build is an insult to me and my colleagues prowess let alone multiple varieties. Now there's talk of even the tankers putting together builds to take us head on without any support whatsoever. Frankly this is just out of hand and needs to stop as soon as possible. It's reached the point where some of us (Chimera) cannot defeat a lone scrapper, even including a whole map full of minions for support against said scrapper. Yet you give those 'heroes' temporary powers as well. And why are they called heroes. Braggarts is a more appropriate name, seeing how they like to point out how in only takes them a few minutes to defeat us. It only takes me a few minutes to drive from my house to the server. Are these 'heroes'trying to say that defeating an AV is no harder than driving a few minutes. Honestly, I can't stand these [censored] good for nothing [censored] [censored] little mother[censored]. Oh yeah, they're real heroes alright, defeating us over and over and over again, respecing for more difficult builds since obviously us AV's aren't the challenge anymore.

    How is this fair? You can't answer this can you? But I bet you just don't care. This has been going on for so long that most of us just accept it. I wouldn't be surprised if the next time someone defeats Shadowhunter, it's because he decided to chase a fire engine and left the map rather than stay and fight. I really worry about him sometimes.

    And the purple patch is the biggest load of [censored] ever!. All it does is give us this false confidence, thinking that you the devs are on our side but you still give scrappers so many tools to work around it.

    My hope is that you read this and take heart of the current situation and do something about it or else I'll be moving to CO. I hear the devs there know how to treat their arch-nemeses.
  10. [ QUOTE ]
    Given the life expectancy of a mob on the map, I'm pretty sure they count as temporary powers for Chimera. Does soloing with temps really count as soloing? Let the age-old debate begin again!

    [/ QUOTE ]

    Nerf AV temp powers?
  11. If you're concerned with stealthing through missions or accidentally pulling aggro by proximity then you might want to keep CoD. Otherwise, if you're not concerned with the above and don't mind the defense loss, then get rid of it.
  12. This title is misleading. Chimera received help from a lot of mobs on the map. He made no attempt to solo the scrapper.
  13. Exactly what do you want from this build? You have a lot of +damage. Assuming you want to solo, you have very little defense slotted.
  14. I would take Kick and slot it for -kb early on, if you don't have much influence. Otherwise buy steadfast/karma/zephyrs, usually 2 is enough for 99% of the mobs/AV's.
  15. Personally, I feel cloak of darkness is necessary as is tough. On the other hand CoF being beneficial when you combine with DM, presence pool, or actively run with another AT with fears (Dark Miasma ftw!)

    In Dark regen, I often find myself 3 slotting theft of essence (one being the chance for +end proc), 2 slotting touch of the nictus and a recharge IO.
  16. [ QUOTE ]
    Well, I'm starting over from page one again, since I got too frustrated awhile back to continue. I'll have to try this method this time around to see if anything improves.

    [/ QUOTE ]

    Seriously consider what my build offers. It's not terribly expensive (unless you buy everything now) and I believe you'll be pleasantly surprised. Apply how I slotted for defense in my single target attacks, taken from Call_Me_Awesome's guide to Invuln (that thing is a godsend for DA. Yep, DA!)
  17. [ QUOTE ]
    Da's toggles are in no way more or less expensive than comparative alternative toggles. The real end hog is Dark Regen. Frankenslot it, or, failing that, slot your attacks for end reduction. You don't really need recharge in Dark Regen and you barely need any accuracy or heal.

    [/ QUOTE ]

    This is how I feel for the most part. DA becomes an end hog, especially early on because of the use of dark regen largely due to low resistances (early on) and lack of defense. By increasing your defense you rely on dark regen less and less. Socketing for endurance reduction makes it great. Add the theft of essence proc makes it ridiculous and an end gain tool.
  18. Yes DA can be cumbersome and yes it's a late bloomer. Early on it will be squishy especially as your endurance bar depletes and you have very little if any defense. However, IO set socketing for defense will do several great things for you. It will give you much needed defense which will drastically increase your survivability. Sometimes the amount of hate it handles is ridiculous. This has a second effect, decreased use of dark regen. Make sure to include endurance reduction in your attacks and toggles. You don't have to go overboard as you can slot for +max end after defense. Grab your +max end accolades and you'll be good to go. I still don't have Portal Jockey on my DA/DM and have no problems running 9 toggles. One of my builds is included in this thread. I've made some tweaks to my build since then, -KB Zephyr in SJ for example and at least another one or two tweaks. You took mace so the ST socketing for defense should still apply. Sure I have dark consumption but 4 out of 5 times I use it as an AoE, not because I need the endurance. I'm not going to add to any discussion about whether or not the devs need to make changes to DA. I'm just here to take advantage of tools available to make my DA tank great, namely IO's.


    Edited for link.
  19. [ QUOTE ]
    For the love of Zod, please refrain from feeding the EFFING TROLL.



    [/ QUOTE ]

    You're right. But I don't believe in Zod. I use him to slot my rune words yo .

    Ok, because it's friday and I have a little feed...

    Whether or not the decrease of scrapper/brute survivability is a viable arguement in order to distinguish a tanker's role in this game is not one I want to address. Oh god did I just say nurf scrappers/brutes so tanks can be teh awesomesauce? But in essence this is half of what your statement implies.
  20. You're right Johnny. By the same token, I want my defenders to outdamage corruptors and blasters while retaining their support capabilities.

    Dammit I didn't watch where I was walking and fell into a Johnny_Butane vortex.
  21. Jebe_the_Pirate

    SD/DM: Amazing

    Really, there are two ways to socket SL. You can 5 slot touch of the nictus for a great heal or as a heavy hitter. I haven't found a 6 slot combination which would be a middle ground to the above two that I like.
  22. [ QUOTE ]
    I totally agree with Jebe, but also have always kinda wondered how much the cloak of fear toHit debuff helps. If you're building for defense, it might be nicer.

    [/ QUOTE ]

    It's nice but I generally only take it when I'm able to stack fears, namely with DM, or in the future if a build allows--with the presence pool. At this time, it's a nice addition to my positional and energy defense since I primarily socketed for soft capped S/L defense.
  23. Peter,

    I agree with Kioshi. The health lost is less than you generate with health. And besides, your DA tanker has one of the largest single heals in the game, he doesn't need the regen lost compensating for OG.
  24. Personally I believe either aura is best utilized when stacked. CoF through DM and OG through any other secondary with stun. I don't see a worthwhile benefit when combined with a secondary which does not stack fear/stun and can be avoided. Also I believe tough is mandatory for DA, 70% res S/L is apple pie.

    When choosing between CoF and OG, it's easier to stack OG with a secondary or ancillary, not as slot intensive to make effective as opposed to CoF, and has hardly noticeable endurance use. If there's one to pick between the two, it's OG. But it is not a must have, again to me it is best stacked. You're perfectly fine tanking with just Death Shroud.