KillerShrike

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  1. I like the extra survivability of the American Dynamo build and the frankenslotting is nice to see, but do you feel that you are doing enough damage with that slotting?
  2. Dark has a lot of toggles. If you run them all, you have real END pressure, especially in the awkward early-middle levels. In reality, you don't need both control aura's and one of them has a very heavy end cost for not much more benefit than the other (CoF vs OG). Also, you don't HAVE to run the stealth toggle, but it has a decent DEF component and stealth is often its own reward.

    Death Shroud .52
    Dark Embrace .21
    Murky Cloud .21
    Obsidian Shield .21
    Cloak of Darkness .26
    Cloak of Fear .52
    Oppressive Gloom .08

    If you try to run them all, raw, its 2.01 END.

    If you also want to run further mitigation toggles such as Tough or Weave, or Hover or Acrobatics to patch the KB hole, you are looking at further END pressure.

    Though awesome, Dark Regeneration costs 33.8 END raw. Soul Transfer (the rez) obviously costs 0 but has its own high cost (debt and pride denting).

    The set has no 0 END Auto's; OG is the closest with its costing model deferring into HP (which is nothing to worry about for those not familiar with the power - don't be scared off by the fluff text as you are very unlikely to ever really notice it in practice).

    Further, as an aside, the set has no panic button / god mode effect, with Dark Regeneration serving the first purpose but no big click boost to be had.


    So, yes, DA has a relatively high END cost and no direct means to mitigate it (though the thematic melee set does with Dark Consumption).


    However, for the most part, the cost to effect is very good and it is manageable. Being selective about which toggles to take and run is the most direct route, END gaining abilities is another, and proper slotting helps a lot. Ramping up to SOs drags a bit, but after that its a nice progression.




    By comparison:

    Invuls toggles will cost you .73 raw, and it's clicky heal costs a little over 10 END and its t9 panic costs 2.6 (and a major crash).

    Willpowers toggles will cost you .84, it has no click heal but massive HP regeneration, and its t9 panic will cost you 2.6 (and a mild crash). ANd of course, Quick Recovery to make END toggles generally unnoticeable.

    I'm not familar enough with the other tanker primaries to present the full set (I've only played DA, INV, and WP to 32 or beyond), but to the best of my knowledge none of them are as toggle-tastic as DA.




    However, I totally agree with you that the set is definitely awesome despite the END costs and in my opinion is totally worth the investment for the later game payoff, but pretending like the END cost isn't higher than average doesn't benefit anyone IMO.
  3. Maybe, maybe not. I had real END issues prior to Dark Consumption and basically had to adapt my playstyle and be smart about END management and toggle usage to be successful. Fortunately I'm pretty good at juggling END considerations at this point in my CoH career so it was workable, but if I didn't have prior knowledge of some of the higher end Dark powers from using them in other AT's I might not have stuck it out.
  4. I've had good success with Tough on several tanks, but clearly the powerset is going to have a huge influence on its usefulness / needfulness.

    On Invul its gravy and I took it very late on a near-50 character just to RES cap without having to work at it, and may take it on a tweener tank eventually if I ever bother to level the character.

    On Dark I have it on my "main" build where it does have a large impact on my ability to team tank and solo scrank. I don't have it on the more aggressive attack heavy alternate build. I can tell you for a fact that the difference of Tough (and Weave) between the two has a big impact on survivability and END management pro and con respectively. The version with Tough is the better version by far, but I've also focused a lot more influnce on it so its hard to pin the difference all on the Fighting Pool.


    On Shield, lower level tank, I don't have it yet but will pick it up before I clear the 30's.

    On Willpower I haven't felt the need for it yet (low 30's), but after I've finished filling in all the blanks with more important powers it's definitely a consideration for future picks. I'll wait and see how the tier-9 impacts my general survivability as I march towards 35 before deciding if I want to enter the Fighting Pool at this juncture. 38 is footstomp, so Tough is competing with an Epic Power at 41 as the earliest opportunity and I don't think it's going to win that particular battle. Realistically even if I do decide I need it, Tough will probably be a final power selection; its possible I might go 47 Tough 49 Weave, IO mule, profit -- and clearly if Ive made it that far without I probably don't need it for every day adventuring. As the Zen Master says, "we'll see".


    I haven't piloted a character with any of the other Tanker primaries past 6 or 8, so I can't really speak to them. On paper, I think I'd plan to take it on the weaker elemental sets to supplement.
  5. Not to jump into the flames...but...


    Been playing MA since the beginning, though off and on as I've left and come back to the game several times. My first and still main character is lvl 50 MA / SR, and I love the character. I'm particularly enjoying the new punch animations as I always wanted him to be a puncher but didnt like the sfx of the elemental type sets.

    I have felt aggravated teaming with blasters as it feels like I spend all my time chasing after mobs only to see them disintegrate before I can really close with them, but I've felt that frustration with other scrapper sets as well and think thats just the downside to playing a melee AT in a range heavy game.

    I solo and team, though I favor soloing with this character as teammates usually slow me down. Some AV's, those with high Smashing resistance or excessive healing, are too much for me but most can be brought down if I bear down (SR helps with this); inspiration dependency to make that true varies.

    **********************

    Having gotten that preamble out of the way, I've always felt that the character was above average on damage, going by feel from teamups with other scrappers. I've always slotted for damage and work Focus Chi into the chain as often as it comes up unless its just not needful situationally but I'm not doing anything crazy or unique in that regard.

    I have teamed with a few scrappers that seemed to be out damaging me a bit, notably a couple of fire types and a elec / shield, but it wasn't orders of magnitudes of difference, and there was always some kind of an acceptible trade off -- generally I was more sustainable or was better against a single hard target.


    However, CoH team combat has just gotten to the point where it moves so fast that anything that takes too long to animate just isn't feasible. Thus there is a big difference for how sets with a mix of long and short animations play solo vs teamed. Solo it doesnt matter if it takes EC 2.5s to animate - 2.5s is fast in normal people time. Teamed though, theres a big chance that the target of EC will be gone by the end of the 2.5 seconds.


    I don't use CAK or Cobra Strike. I tried them in the past and quickly respec'd out of them. I used Thunder Kick for a long time but respec'd it out for Boxing to open up Tough and Weave without shedding a tear.


    I have Eagles Claw and love both its flippy kick and haymaker animations, and I use it a lot solo. I have it slotted with Mako's Bite for a little extra oomph as well. However when teaming the long animation makes it impractical to use very often. I'll throw it on tough bosses and AV's because they'll still be alive by the time I finish the wind up, but otherwise if there are other damagers working a target the whiff factor of the target getting dropped while I'm still posturing is just too high.

    Similarly, I love Dragon's Tail and I use it constantly solo. However, when teamed I might open with it if theres no tank trying to herd or controller trying to plant, or if we are getting mobbed. Otherwise, I rarely use it teamed as I either rarely have the chance (blasters are wiping all the packed mobs) or as it irritates some other team mates attempts to keep the mobs bunched up.

    Focus Chi is awesome and a big booster for my soloing survivability, but again when teamed situationally I usually only have the opportunity to use it on hard targets.


    The end result is, I have 5 of the 9 powers of my set and I use all 5 solo, but in teams I only use 2 or 3 reliably - Storm Kick, Crane Kick, and Focus Chi. FC + SK + CK + Boxing is a fast chain. Periodically Practiced Brawler will auto-trigger and slow me down, or FC will come up again and I'll decide to use it and every now and then I'll throw EC or DT just for variety or to finish off something that would take two smaller attacks. Otherwise DT is situational and EC is reserved for something tough.

    **********************************


    For me to take Cobra Strike, it would either need to do respectable damage or be a really reliable mitigation tool. I'm not worried about minions, and I'm not worried about lt's. I'm not even worried about most Bosses. The occasional EB or an AV is what worries me. CS is basically useless against such a foe. In the past I would also have added that the animation would have to change, but I quite like the alternate uppercut animation (so much so that I wish it were associated with CK instead).


    For me to take CAK it would have to do something better than immob or slow the target. Even a -Recharge is pretty weak to me; in reality only a few targets are going to be standing long enough to get a second use of any ability potent enough for me to care about. I would take it if the "crippling" aspect of the power was say a 10 second non-stacking damage and / or accuracy debuff vs all target types as the extra mitigation would be welcome.


    Thunder Kick is ok as an entry level power; it's a good chain filler early on. However it's not worth it at the higher end for me and swapping it for Boxing or another pool-opener is an easy decision. I don't think it's neeful, but if there were an intent to make it more attractive I would say that a respectable chance for Knockdown would make it a tougher decision to not take it.


    Finally... Eagle's Claw. Personally, I would be happy with either a slight damage boost or a slight trimming of its animation to get its DPA into competitiveness. I would also be happy with an outside the box option like a %% chance for an extra tick of Lethal damage. I would be happy with a reliable chance for knockdown (not knockback). I would be happy with a respectable debuff on the target (which would make it more team friendly and more worth throwing in big boss fights). Really, I would be happy with a little something of just about any sort that didnt do something extreme to the power itself like replace its animation with something lame / boring or start launching targets across the room and out of melee range or cost too much END or take forever to cycle.

    *********************

    I've gotten a lot of enjoyment out of my MA scrapper and while there was a time when he actually was pretty broken between MA and or SR revamps (in both directions), that's all long in the past and he feels pretty fair in PVE under the current paradigm, just slightly behind the power curve but not hopelessly out of sight of it. I've been able to compensate with Invention sets to be competitive, but if I were restricted to just SO's I think the character would feel a little anemic.

    So, basically, I'm not looking for ultimate supremacy, just an even footing with the MA powerset peers.
  6. The mentioned alternate would look like this:

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Hype: Level 50 Mutation Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick
    • (A) Crushing Impact - Accuracy/Damage
    • (3) Crushing Impact - Damage/Endurance
    • (7) Crushing Impact - Damage/Recharge
    • (15) Crushing Impact - Accuracy/Damage/Recharge
    • (19) Crushing Impact - Accuracy/Damage/Endurance
    • (37) Crushing Impact - Damage/Endurance/Recharge
    Level 1: Focused Fighting
    • (A) Endurance Reduction IO
    • (5) Defense Buff IO
    • (11) Defense Buff IO
    • (17) Defense Buff IO
    Level 2: Focused Senses
    • (A) Red Fortune - Defense/Endurance
    • (3) Red Fortune - Defense/Recharge
    • (5) Red Fortune - Endurance/Recharge
    • (15) Red Fortune - Defense/Endurance/Recharge
    • (39) Red Fortune - Defense
    • (40) Red Fortune - Endurance
    Level 4: Agile
    • (A) Defense Buff IO
    • (37) Defense Buff IO
    Level 6: Boxing
    • (A) Crushing Impact - Accuracy/Damage
    • (7) Crushing Impact - Damage/Endurance
    • (13) Crushing Impact - Damage/Recharge
    • (17) Crushing Impact - Accuracy/Damage/Recharge
    • (23) Crushing Impact - Accuracy/Damage/Endurance
    • (23) Crushing Impact - Damage/Endurance/Recharge
    Level 8: Crane Kick
    • (A) Force Feedback - Chance for +Recharge
    • (9) Force Feedback - Damage/Endurance/Knockback
    • (9) Force Feedback - Recharge/Endurance
    • (13) Force Feedback - Recharge/Knockback
    • (36) Force Feedback - Accuracy/Knockback
    • (36) Force Feedback - Damage/Knockback
    Level 10: Practiced Brawler
    • (A) Recharge Reduction IO
    • (11) Endurance Reduction IO
    Level 12: Combat Jumping
    • (A) Springfoot - Jumping
    • (25) Springfoot - Endurance/Jumping
    • (40) Defense Buff IO
    Level 14: Super Jump
    • (A) Unbounded Leap - +Stealth
    Level 16: Hurdle
    • (A) Jumping IO
    Level 18: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (19) Numina's Convalescence - Heal
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Endurance Modification IO
    • (46) Endurance Modification IO
    Level 22: Quickness
    • (A) Run Speed IO
    Level 24: Dodge
    • (A) Defense Buff IO
    • (25) Defense Buff IO
    Level 26: Dragon's Tail
    • (A) Obliteration - Chance for Smashing Damage
    • (27) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (27) Obliteration - Accuracy/Damage/Recharge
    • (29) Obliteration - Damage/Recharge
    • (31) Obliteration - Accuracy/Recharge
    • (34) Obliteration - Damage
    Level 28: Lucky
    • (A) Defense Buff IO
    • (29) Defense Buff IO
    Level 30: Focus Chi
    • (A) Adjusted Targeting - To Hit Buff
    • (31) Adjusted Targeting - To Hit Buff/Recharge
    • (31) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (39) Adjusted Targeting - Recharge
    • (40) Adjusted Targeting - Endurance/Recharge
    • (46) Adjusted Targeting - To Hit Buff/Endurance
    Level 32: Eagles Claw
    • (A) Mako's Bite - Accuracy/Damage
    • (33) Mako's Bite - Damage/Endurance
    • (33) Mako's Bite - Damage/Recharge
    • (33) Mako's Bite - Accuracy/Endurance/Recharge
    • (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (34) Mako's Bite - Chance of Damage(Lethal)
    Level 35: Evasion
    • (A) Endurance Reduction IO
    • (36) Defense Buff IO
    • (37) Defense Buff IO
    • (39) Defense Buff IO
    Level 38: Elude
    • (A) Red Fortune - Defense/Endurance
    • (42) Red Fortune - Defense/Recharge
    • (43) Red Fortune - Endurance/Recharge
    • (43) Red Fortune - Defense
    • (45) Red Fortune - Endurance
    • (46) Red Fortune - Defense/Endurance/Recharge
    Level 41: Focused Accuracy
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 44: Physical Perfection
    • (A) Performance Shifter - Chance for +End
    • (45) Performance Shifter - EndMod
    • (45) Endurance Modification IO
    Level 47: Tough
    • (A) Endurance Reduction IO
    • (48) Resist Damage IO
    • (48) Resist Damage IO
    Level 49: Weave
    • (A) Defense Buff IO
    • (50) Defense Buff IO
    • (50) Defense Buff IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 17% DamageBuff(Smashing)
    • 17% DamageBuff(Lethal)
    • 17% DamageBuff(Fire)
    • 17% DamageBuff(Cold)
    • 17% DamageBuff(Energy)
    • 17% DamageBuff(Negative)
    • 17% DamageBuff(Toxic)
    • 17% DamageBuff(Psionic)
    • 3.13% Defense(Smashing)
    • 3.13% Defense(Lethal)
    • 2.81% Defense(Fire)
    • 2.81% Defense(Cold)
    • 5.63% Defense(Energy)
    • 5.63% Defense(Negative)
    • 6.25% Defense(Melee)
    • 11.3% Defense(Ranged)
    • 5.63% Defense(AoE)
    • 25% Enhancement(RechargeTime)
    • 32% Enhancement(Accuracy)
    • 20% FlySpeed
    • 75.3 HP (5.62%) HitPoints
    • 22% JumpHeight
    • 22% JumpSpeed
    • MezResist(Confused) 7.5%
    • MezResist(Held) 10.8%
    • MezResist(Immobilize) 19.6%
    • MezResist(Sleep) 7.5%
    • MezResist(Stun) 9.7%
    • MezResist(Terrorized) 10.3%
    • 2.5% (0.04 End/sec) Recovery
    • 22% (1.23 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 5% Resistance(Psionic)
    • 20% RunSpeed
    ------------
    Set Bonuses:
    Crushing Impact
    (Storm Kick)
    • MezResist(Immobilize) 2.2%
    • 15.1 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 2.5% Resistance(Psionic)
    Red Fortune
    (Focused Senses)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Crushing Impact
    (Boxing)
    • MezResist(Immobilize) 2.2%
    • 15.1 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 2.5% Resistance(Psionic)
    Force Feedback
    (Crane Kick)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • MezResist(Terrorized) 2.75%
    • 10% (0.56 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Springfoot
    (Combat Jumping)
    • 2% JumpSpeed, 2% JumpHeight
    Numina's Convalescence
    (Health)
    • 12% (0.67 HP/sec) Regeneration
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Obliteration
    (Dragon's Tail)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Adjusted Targeting
    (Focus Chi)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • Status Resistance 7.5%
    Mako's Bite
    (Eagles Claw)
    • MezResist(Immobilize) 3.3%
    • 20.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Red Fortune
    (Elude)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Gaussian's Synchronized Fire-Control
    (Focused Accuracy)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Performance Shifter
    (Physical Perfection)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  7. Here's my MA / SR's build.


    I've got everything on it except for the Steadfast +3% DEF, which I'm working on. If that doesn't happen, I'll switch Force Feedback for Oblitertion on Dragon's Tail and slot 3 DEF on Weave vs 1 END and 2 DEF as a poor second choice to get my Melee DEF to (almost) softcap. I'm not crazy about that as it basically flip flops AoE and Melee, but as I spend most of my time in melee range and AoEs are generally less damaging than melee attacks its probably the smarter disposition. I suppose if I did that I would move Force Feedback into Crane Kick and dump Kinetic Crash altogether as its the weaker of the two options and I don't need the KB protection.


    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Hype: Level 50 Mutation Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick
    • (A) Crushing Impact - Accuracy/Damage
    • (3) Crushing Impact - Damage/Endurance
    • (7) Crushing Impact - Damage/Recharge
    • (15) Crushing Impact - Accuracy/Damage/Recharge
    • (19) Crushing Impact - Accuracy/Damage/Endurance
    • (37) Crushing Impact - Damage/Endurance/Recharge
    Level 1: Focused Fighting
    • (A) Endurance Reduction IO
    • (5) Defense Buff IO
    • (11) Defense Buff IO
    • (17) Defense Buff IO
    Level 2: Focused Senses
    • (A) Red Fortune - Defense/Endurance
    • (3) Red Fortune - Defense/Recharge
    • (5) Red Fortune - Endurance/Recharge
    • (15) Red Fortune - Defense/Endurance/Recharge
    • (39) Red Fortune - Defense
    • (40) Red Fortune - Endurance
    Level 4: Agile
    • (A) Defense Buff IO
    • (37) Defense Buff IO
    Level 6: Boxing
    • (A) Crushing Impact - Accuracy/Damage
    • (7) Crushing Impact - Damage/Endurance
    • (13) Crushing Impact - Damage/Recharge
    • (17) Crushing Impact - Accuracy/Damage/Recharge
    • (23) Crushing Impact - Accuracy/Damage/Endurance
    • (23) Crushing Impact - Damage/Endurance/Recharge
    Level 8: Crane Kick
    • (A) Kinetic Crash - Damage/Knockback
    • (9) Kinetic Crash - Accuracy/Knockback
    • (9) Kinetic Crash - Recharge/Knockback
    • (13) Kinetic Crash - Recharge/Endurance
    • (36) Kinetic Crash - Damage/Endurance/Knockback
    • (36) Kinetic Crash - Accuracy/Damage/Knockback
    Level 10: Practiced Brawler
    • (A) Recharge Reduction IO
    • (11) Endurance Reduction IO
    Level 12: Combat Jumping
    • (A) Springfoot - Jumping
    • (25) Springfoot - Endurance/Jumping
    • (40) Defense Buff IO
    Level 14: Super Jump
    • (A) Unbounded Leap - +Stealth
    Level 16: Hurdle
    • (A) Jumping IO
    Level 18: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (19) Numina's Convalescence - Heal
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Endurance Modification IO
    • (46) Endurance Modification IO
    Level 22: Quickness
    • (A) Run Speed IO
    Level 24: Dodge
    • (A) Defense Buff IO
    • (25) Defense Buff IO
    Level 26: Dragon's Tail
    • (A) Force Feedback - Damage/Knockback
    • (27) Force Feedback - Accuracy/Knockback
    • (27) Force Feedback - Recharge/Knockback
    • (29) Force Feedback - Recharge/Endurance
    • (31) Force Feedback - Damage/Endurance/Knockback
    • (34) Force Feedback - Chance for +Recharge
    Level 28: Lucky
    • (A) Defense Buff IO
    • (29) Defense Buff IO
    Level 30: Focus Chi
    • (A) Adjusted Targeting - To Hit Buff
    • (31) Adjusted Targeting - To Hit Buff/Recharge
    • (31) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (39) Adjusted Targeting - Recharge
    • (40) Adjusted Targeting - Endurance/Recharge
    • (46) Adjusted Targeting - To Hit Buff/Endurance
    Level 32: Eagles Claw
    • (A) Mako's Bite - Accuracy/Damage
    • (33) Mako's Bite - Damage/Endurance
    • (33) Mako's Bite - Damage/Recharge
    • (33) Mako's Bite - Accuracy/Endurance/Recharge
    • (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (34) Mako's Bite - Chance of Damage(Lethal)
    Level 35: Evasion
    • (A) Endurance Reduction IO
    • (36) Defense Buff IO
    • (37) Defense Buff IO
    • (39) Defense Buff IO
    Level 38: Elude
    • (A) Red Fortune - Defense/Endurance
    • (42) Red Fortune - Defense/Recharge
    • (43) Red Fortune - Endurance/Recharge
    • (43) Red Fortune - Defense
    • (45) Red Fortune - Endurance
    • (46) Red Fortune - Defense/Endurance/Recharge
    Level 41: Focused Accuracy
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 44: Physical Perfection
    • (A) Performance Shifter - Chance for +End
    • (45) Performance Shifter - EndMod
    • (45) Endurance Modification IO
    Level 47: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (48) Endurance Reduction IO
    • (48) Resist Damage IO
    Level 49: Weave
    • (A) Endurance Reduction IO
    • (50) Defense Buff IO
    • (50) Defense Buff IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 14% DamageBuff(Smashing)
    • 14% DamageBuff(Lethal)
    • 14% DamageBuff(Fire)
    • 14% DamageBuff(Cold)
    • 14% DamageBuff(Energy)
    • 14% DamageBuff(Negative)
    • 14% DamageBuff(Toxic)
    • 14% DamageBuff(Psionic)
    • 4.25% Defense(Smashing)
    • 4.25% Defense(Lethal)
    • 5.81% Defense(Fire)
    • 5.81% Defense(Cold)
    • 8.63% Defense(Energy)
    • 8.63% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Melee)
    • 14.3% Defense(Ranged)
    • 8.63% Defense(AoE)
    • 23% Enhancement(Accuracy)
    • 32.5% Enhancement(RechargeTime)
    • 20% FlySpeed
    • 75.3 HP (5.62%) HitPoints
    • 22% JumpHeight
    • 22% JumpSpeed
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • MezResist(Confused) 7.5%
    • MezResist(Held) 10.8%
    • MezResist(Immobilize) 19.6%
    • MezResist(Sleep) 7.5%
    • MezResist(Stun) 7.5%
    • MezResist(Terrorized) 10.3%
    • 2.5% (0.04 End/sec) Recovery
    • 28% (1.57 HP/sec) Regeneration
    • 2.5% Resistance(Smashing)
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 5% Resistance(Psionic)
    • 23% RunSpeed
    ------------
    Set Bonuses:
    Crushing Impact
    (Storm Kick)
    • MezResist(Immobilize) 2.2%
    • 15.1 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 2.5% Resistance(Psionic)
    Red Fortune
    (Focused Senses)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Crushing Impact
    (Boxing)
    • MezResist(Immobilize) 2.2%
    • 15.1 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 2.5% Resistance(Psionic)
    Kinetic Crash
    (Crane Kick)
    • 3% RunSpeed
    • 2.5% Resistance(Smashing)
    • Knockback Protection (Mag -3)
    • 6% (0.34 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Springfoot
    (Combat Jumping)
    • 2% JumpSpeed, 2% JumpHeight
    Numina's Convalescence
    (Health)
    • 12% (0.67 HP/sec) Regeneration
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Force Feedback
    (Dragon's Tail)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • MezResist(Terrorized) 2.75%
    • 10% (0.56 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Adjusted Targeting
    (Focus Chi)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • Status Resistance 7.5%
    Mako's Bite
    (Eagles Claw)
    • MezResist(Immobilize) 3.3%
    • 20.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Red Fortune
    (Elude)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Gaussian's Synchronized Fire-Control
    (Focused Accuracy)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Performance Shifter
    (Physical Perfection)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Steadfast Protection
    (Tough)
    • 3% Defense(All)
  8. Small update;

    I've played the dark dark tanker a few more times and my expectations were correct; with Dark Consumption its now easy sailing. Without logging very much time on the character I picked up 3 more levels without batting an eye or working at it. I was also able on several occasions to successfully tank for higher level groups so I'm confident that the character will continue to be strong into the end game.

    I did supplement Dark Consumption by investing early in Performance Shifter + END and a Miracle +Recovery I respec'd off another character that didn't really need it (a WP Scrapper w Fast Recovery and Stamina).

    I was doing ok w/ just Dark Consumption but adding some invention help lets me be more aggressive and toss more casual attacks.


    Thus far the payoff post 35 (Dark Consumption) has been worth the extra effort and patience in the low levels, for me.
  9. I don't have much Brute experience; I've only ever taken one up to level 6 or so (I don't do much red side). If the powerset combo is available to Brutes, I imagine it would play more like a Dark Dark Scrapper than a Dark Dark Tanker.

    However, to answer your question, if you skipped the Fear and / or Disorient auras you would have to worry about minions, whereas with either one on you can pretty much ignore minions as they'll only ever get an occasional swipe at you in melee range before your aura soft-locks them. In the case of the Fear aura there is also a debuff effect you'll lose out on.

    I generally just ignore minions and beat on Lt's and Bosses; most of the minions will get burned down to nothing or near nothing in the time it takes me to "arrest" their leaders.


    The increased volume of small attacks might outpace your ability to self-heal. On the other hand, from what I recall of my limited Brute experience, the extra damage dishing might compensate as you can drop foes faster and thus lower your exposure.


    It's probably worth the investment of a couple of hours to make a Dark Brute and play thru the easy levels to see.
  10. A little thread necromancy, but...

    I'm playing a Dark / Dark Tanker (on Champions). I'm pretty familiar w/ the Dark family across the AT's overall, and spent some time piloting a Dark / Dark scrapper way back in the early days when the Toggles were semi-exclusive.

    So, I more or less knew what to expect going into it when I decided to try out a Dark / Dark tanker.

    I definitely have some END issues, even with Dark Consumption, if I run all the toggles and also attack full bore. I have Stamina 3 slotted w/ SO END Mods.

    I run all 3 RES toggles, Cloak of Darkness, Oppressive Gloom, Hover, Cloak of Darkness, and Death Shroud. Each is slotted w/ 1 SO END Reduction except Hover which has none and Death Shroud which has two.

    Death Shroud is tricked out for Damage and Acc, and is the anchor for my offense alongside Soul Drain and Siphon Life, and Shadow Maul for when I'm mobbed.

    I run as x8 -1 with Bosses, getting very large mobs with a mild level differential bonus in my favor.

    The basic tactic is Burn 101 -> ie Taunt a big mob onto me, Soul Drain and let em cook, periodically targetting something with Siphon Life to keep me healthy. If I'm taking too much damage I pop Dark Regeneration. If I've got a good cone sized pack in front of me (or I'm impatient), Shadow Maul and Sands of Mu thins the herd nicely. Smite and Boxing might be used to finish off something with a sliver if I don't feel like waiting for a few ticks of Death Shroud to roll off.

    This basic tactic has gotten me to 35 in a mostly easy and sedate progression. This character is an alt and I give it little attention, so it's on again off again, but the early levels went by a little faster than usual, I got stalled in the late teens leading up to Stamina a little more than normal, and flew through the 20's and slowed a bit up to 35. Now that I have Dark Consumption, the pace has picked up a bit and I expect to cruise into the 40's.


    As far as Tankers go, I feel that Dark Dark is good for team Tanking (particularly smaller teams) and not as good for soloing as it takes some patience to roast thru bad guys; on the other hand if you take the Stealth power it gives you some options to finish some solo missions without fighting thru them so maybe it evens out. However, its really easy to hold aggro with Dark Dark running a couple of auras and a Taunt.

    Mostly, I find that running my Dark Dark Tank is a trade off -> I don't have to work at keeping aggro and between decent RES and good self-heal and self-recovery I don't have to worry about faceplanting, but I do have to refrain from spamming constant attack chains and let my aura's work for me. Typically, if people want to team and I need a tank in that level range I'll grab the Dark Dark rather than a WP / SS I have in the same ballpark because though the WP / SS is much more brutal and scrapperish, the Dark Dark is much better at filling the Tank role for the team.

    YMMV, etc...