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Quote:I figured Super Reflexes would be good for this, and was wondering if my Dark Melee/Super Reflexes would be better suited to this challenge. But I just like playing my Katana/Dark, and seeing what he can and can't do, even when he's not the ideal choice. That and it might take me months to get all incarnated up on a different toon.I did whole DA arc with my kat/SR scrapper +4x8. Admitedly i didn't had much problem with most of the arc only problems were EB spawns at last cim mish and Black Scorpion who was spawned as an AV (and let me tell you he hurts alot) From your build I see you have none of your katana's heavy hitters. I used attack chain of FS-LD-FS-GD and allthough it is not best attack chain it is fast and let you have breathing room in front of you. It can be easily made as GC-LD-GC-GD but GD is an important element nonetheless.
I had T4 musculurate, T4 rularuu, T4 degenerative (degen is more effective against bosses and EB's because its debuff works better against minions and liuets however reactive is better because its DoT has higher damage), T4 rebirth (I was exchanging elude with rebirth+conserve power and surprsingly surviving long enough to retoggle), T4 vorap (this and rularuu are totally personalflavour but vorpal has a wide range and with luck it cleans minions, leavingliuts withlittle health and drop bosses 3/4rd of their health)
Skipping the heavy hitters was deliberate, though arguably a bad choice. It looks a lot worse than the standard defensive chain on paper, but in practice, the damage isn't that far behind on something like a pylon. I specifically wanted to avoid the way that Soaring Dragon can reposition enemies. I worry that chasing or switching targets can occasionally cause a Divine Avalanche unstack. It would also slightly reduce damage output. I'm thinking in groups, that might make the damage output even out. I also wanted a chain with a more comfortable Divine Avalanche overlap than the typical defensive chain (which is just over 10 seconds, and that's assuming you're glued to a single target). I do give up some active mitigation in the form of knockup/down, but that's only on a single target. Mind you, even mitigating a single target COULD make a difference here, but so could keeping Divine Avalanche better stacked while moving around and changing targets. I've played both chains. I still haven't decided which one works better for me. -
I don't have experience with Titan Weapons. However, with Defensive Sweep basically taking the role of Divine Avalanche, I assume it would have similar survivability to Katana/Dark, if a little weaker to defense debuffs (due to so many of them being ranged lethal). Katana/Dark with a top-end end-game build is extremely survivable, and can be built to recover endurance while fighting at full speed.
That's end game, though. As for leveling up, my guess would be a little painful on endurance but manageable, kind of like most Dark Armor builds. I'd bet on it being solid defensively the whole ride.
Again, no Titan Weapon experience, so apologies if I'm way off base, and take anything I say with a grain of salt. -
Hmmm, I also want to be careful how far I go with this. If it's going to be a better overall build with Ageless and Leviathan, I should do it. But I worry that Barrier and Body may still be better most of the time. I guess the argument is that most of the time, I can already survive. Better to do worse against enemies I don't have as much problem with, and better against those that can kill me more often than I'd like. Hmmm.
Well, a friend wants to go red side and back. I might as well at least get myself the option to go Leviathan. -
Quote:I don't think I have enough AoE potential for that o do much. Right now, all I have is The Lotus Drops.Not sure if this would help at all since I haven't tried it yet, but do you think Control Hybrid would make any difference? If you have enough AoEs to drop early (can't look at your build atm), would the side that adds control to dmg attacks lock down enough of the debuffers or dmg-dealers to get through those packs? I know you give up a lot by not having melee hybrid, so the tradeoff probably will not be worth it, just a quick idea that popped into my head while reading this thread.
It might help a little. If I'm considering Ageless and Leviathan Mastery, I could maybe fit in Spirit Shark Jaws. I'd have to be juggling that along with doing damage, but yeah, maybe with slotting and practice I could lock down a couple lieutenants that way. On the other hand, the spawn that killed me in arc four was mostly boss debuffers. I think there was one Elder of Sorrow, though, and every little bit might be the little bit that saves or kills me. -
Quote:Thanks, that looks like a good change to me. With Melee Core capping me, Tough is no longer providing the benefit that it was, so I can afford to slot it poorly. I never use Vengeance - it was just a home for the Luck of the Gambler global.Oppressive Gloom may add that little extra bit of mitigation to help rampage through that mission. Having 2 mez auras is somewhat overkill for a lot of content in this game but will prevent several enemy attacks from occurring, more so than just one mez aura.
Since you are running with Melee Core, I changed the slotting of Obsidian Shield and Tough. Add a LotG 7.5% to Maneuvers and dropped Vengeance for OG:
I normally consider Oppressive Gloom counter-productive on soft-capped builds, particularly when also running Cloak of Fear. But in this specific case, where my defense is in really bad shape anyway, and damage is pouring in like mad, Oppressive Gloom might just be a life saver. It's certainly worth a shot. -
OK, I'm sold, at least for trying it. The numbers seem to support it, plus a personal recommendation from someone using and loving it. I'll start working my way up that tree. I'm slow, though, since I'm mostly solo and on small teams, and I dislike the iTrials.
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Quote:Active mitigation might help. I've actually moved away from active mitigation in my current built as a bit of an experiment. I don't like how Soaring Dragon can move the enemy to where I need to reposition to keep Divine Avalanche stacked, so I have neither it nor Golden Dragonfly. But single-target knockup/down isn't going to do much. Something like Energy Torrent, though, might. Positioning could be trouble for anything but a radius PBAoE, though, since I'm often standing almost immobile in an ice patch. Also, at this point, I can't afford to give up Body Mastery, as I need the endurance, and in particular Conserve Power for some spawns. But Ageless could serve that need, opening up new build possibilities. I hear good things about Water Spout for both mitigation and damage, plus Hibernate might serve as a reset button.Have you thought about active mitigation, like Energy Torrent? I know Shield Charge seems to help with the knockdown though I am only running +3 x8 and using inspirations.
Also, you might want to consider using the Lore pets. This isn't like DPS checks where the pets obscure the stats we want to measure. The content is designed with those pets and at those settings leveraging the pets is a non-trivial play style and design exercise.
I don't really want to bust out with the lore pets. I know they're mine, a real power, one that I bought my way up a skill tree for, but it just FEELS like I'm no longer soloing, somehow. It also goes against the spirit of the original "Scrapper Challenge" rules, where we disallowed click accolades (I'm not using those here either) due to their long recharge. I think we figured if it wasn't going to be available every spawn, it wasn't something we should be using. We were working on a worst case scenario kind of thing - you're all out of inspirations, you've already burned through all your long recharge powers, you need to beat this spawn now, so make it happen. But I'm already violating that by waiting for Conserve Power or Barrier or Void. But I guess I've slid as far down that slippery slope with those as I want to slide.
I should at least experiment, though. My theory is that they'd be down in the first 30 seconds of the fight, and so pretty useless with their 10 minute (?) recharge. But my theory could be wrong. -
I may also want to consider working on tier 4 ageless for these guys. In most cases of defense debuffs, I consider Barrier to be superior, but at 100% debuff, Ageless has got to be ahead.
Let's see:
Ageless: +85% debuff resist first 22.5s, 42.5% next 22.5s, 21.25% last 45s
I guess we can look at this as break even defense debuff levels by time:
Barrier: +90% def first 10s, 32.5% next 20s, 7.5% next 30s, 5% last 60s
00-10 106%
I remember doing something like this before, looking at the numbers, and deciding that I'd much rather have Barrier, particularly since it also has resistance. But for the Banished, maybe it's the wrong choice? What kills me are extreme defense debuffs, well over the break even points for anything but the first 10 seconds and a middle 7.5 seconds. I'd been counting on Barrier for resistance as well, but Melee Core means I already have capped smashing, lethal, negative and psionic resistance. Fire is 64%, cold 72%, energy 48% and toxic 50%. I suppose there's probably a lot of energy damage, though, so the resistance from Barrier is still doing something, but it's doing less than it was back when I decided to take Barrier. And Ageless has its own benefits, like huge amounts of endurance and resistance to other kinds of debuffs.
10-23 38%
23-30 76%
30-45 18%
45-60 35%
60-90 24%
90-120 infinite
Ageless would be a long-term project, though. First, it would take me a while to get tier 4 ageless. Second, I'd consider redoing my build around it.
Something to think about, I suppose. -
Quote:Definitely good advice, but unfortunately, I'm already using that trick. In the spawn where I died, I first attacked an Elder of Sorrow. Then I moved on to an Ancient of Sorrow. Then I started in on another Elder of Sorrow right before going down. I actually have a "Dark Astoria" macro to set my tab key to target sorrows first, pains second. Pains seem to do a 30% defense debuff.The big trick is to wipe the Sorrows spawns out first. They're the biggest source of defense debuff. One is bad enough, two or three are enough to just wipe out your defense completely.
Ah! Question: Do the debuffs come from the summoned Spirits, or from the Elders and Ancients themselves?
I guess I can answer this for myself by fighting some and then reviewing the combat log. If from the Spirits, since those are easily destroyed, I could prioritize Spirits of Sorrow, then Elders of Sorrow, then Ancients of Sorrow. That seems like it would wipe out the maximum amound of debuff source as quickly as possible. I'm pretty sure the debuff from the Pains comes directly from them, though. It seems like they do some AoE shout thing, a red wave explodes out, and that's the debuff. I could be mistaken, though. Again, I should review combat logs.
Banished Pantheon are also nasty enough to deserve their own tab macro. I'm not sure if this is the right order, but just for instance, I could set it up to target Spirits of Sorrow, then Elders of Sorrow, then Ancients of Sorrow, then Elders of Pain, then Ancients of Pain, and so on for as many characters as it will allow. -
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So I've been soloing the Dark Astoria arcs the hard way on my Katana/Dark. +4x8 with bosses, with no temporary powers, no inspirations, no pets, no unforced NPCs, no running, and no deaths. I intended to post when I was done with all of the arcs.
And it's gone pretty well. I beat the first three on the first try. I died once on the fourth arc, then got it on the second try. The fifth arc went down in one attempt. I made a video of the last mission on the fifth arc, the one in Cimerora, charging up the hill through the Minotaurs, Cyclopes and Talons of Vengeance.
http://youtu.be/ZLfLYGwysl4
But that sixth arc. Ugh. Mind you, I've only tried it once, but it ended about like I expected - debuffed into the ground and torn apart by the Banished Pantheon. Now I can certainly solo Banished. But I'm probably around an 80-90% success rate per spawn. And there are just so very, very many banished spawns in that sixth arc, and it's so very long.
Maybe repetition is the key, but I honestly don't think I have the stomach for it. I'd probably rather leave this project unfinished than run the sixth arc 20 times hoping to get lucky.
Maybe someone can see something I can fix. Here's the video of my death for reference:
http://youtu.be/VATfajOsMJU
For incarnate powers, I'm currently running tier 4 Melee Core, tier 4 Barrier Core, tier 4 Cardiac Core, tier 3 Reactive Radial and tier 3 Void Radial.
And here's my build:
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Finally, here are pictures of the arcs I've completed so far. I guess I'm proud to have at least gotten this much, even if I can't complete arc 6.
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It's arguably overkill for regeneration, but the resistance is nice. You could also consider Melee Radial for the defense. And if survival isn't an issue at the difficulty level you play at, then Assault.
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Quote:Have I mentioned that it makes me smile when I post a build and Werner can only find nitpicky things wrong with it?
Because it does
I admittedly didn't look very closely, but I bet all I'd do is find a couple more nitpicky things and things I might personally do differently. One reason to think that is the numbers you hit compared to Bass Ackwards' Dark Melee/Invuln, which I kind of consider the benchmark. Both are soft-capped with one in range, but I believe yours by more (it has Enzymes, so I'm relying on memory that it was right at 45%), some of which is surely the split up Scrapper's Strike and +5s, though it's hard to say whether that or Enzymes are more of an advantage. After that, it gets more difficult to compare - Super Jump vs. Resist Elements, Fire Ball vs. Body, but Invuln has its own recovery power so can pick up damage because of an advantage in that regard, while you already have two AoEs, yours has a lot more regeneration, but a little less recharge, and so on.
Where you go with incarnate powers might change things. If you picked up enough endurance recovery, you might be able to go with Fire Ball or Waterspout or something, but I have overkill levels of endurance recovery and I still at least get worried occasionally during no temps no insps incarnate play.
I'd probably do a one Parry chain, and it almost certainly has the recharge for that, so I didn't even check.
I'd want to fit in an Achilles' Heel in Hack, though it's not nearly so important as in Gambler's Cut, so may not be worth the slot.
Yeah, maybe there's something big here that someone can spot, but all I see is fiddly stuff. -
A quick and not very scientific analysis:
- Melee Core - Super Reflexes could really use some resistance and regeneration to be even more survivable
- Melee Radial - Don't you hate how everything runs away just as you're about to kick them in the face? Put a stop to it. Plus defense and regeneration.
- Assault Core - Moar damage
- Assault Radial - Moar damage on damage-capped teams
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Looks pretty nice on first glance.
Three Eradication three Scrapper's Strike is a pretty awesome combo. I bet Scrapper's Strike makes typed-defense Tankers jealous.
What Katana/Willpower has that this does not seem to is serious regeneration. But then, you'd probably go Rebirth on a build like this, and pick up some serious regeneration?
I'd probably be willing to drop Super Jump for Resist Elements, though a lot of people wouldn't be.
You can do better than Red Fortune in Maneuvers, like Luck of the Gambler for 10% regeneration.
I'd love to find room for a Shield Wall +3% resistance.
Anyway, probably some fiddling to be done to personalize, but it looks like a very solid base to work from.
Edit: Hmmm, I wonder what's possible with Dark Melee/Invulnerability with the Scrapper ATO. Maybe I should finish leveling mine. -
I'd say Body's usefulness depends on build and goals. My Katana/Dark runs 13 toggles. Physical Perfection and fast-recharging Conserve Power help make that affordable, as does Cardiac Core. Overkill? Not for some of the Dark Astoria enemies, at least when I set myself to no temps, no insps. Probably overkill with inspirations, though. I... guess I'm making your argument for you. *chuckle*
I don't know enough about Kinetic/Energy so say one way or another whether Body would be good.
As far as Hasten goes, Dark Regeneration is a key component of survivability on Dark Armor, and the better the recharge, the better. On my Hastenless build, you had about 15 seconds to kill me. On my Hasten build, you have about 10 seconds to kill me. If you can't get it done, I'm healing back to full and you get to start over.
I don't know enough about Kinetic/Energy to say one way or another whether Hasten would be good. -
Quote:Oops. Typo. I DID use an acc/dam/end. Fixed my post.I thought maybe I was going crazy so I just checked and indeed, divine avalanche still has a base recharge of three seconds. My question therefore is why anyone would put any recharge into the power at all? For instance, Werner, wouldn't you be better off with a crushing impact: acc/dam/end?
I could see an argument for recharge if you're trying to stack it super quickly to absorb an alpha or respond to defense debuffs on an otherwise low-recharge build. But I hit 54% lethal and 53% melee with one Divine Avalanche, Dark Armor is pretty good at breaking up an alpha already, and I generally use Barrier to respond to debuffs heavy enough to otherwise kill me.
My build also has a lot of global recharge. Not perma-Hasten levels, but +127.5% while Hasten is up. That's there almost entirely for the benefit of Dark Regeneration, but a side effect is quick stacking of Divine Avalanche if desired. -
Best depends on build, of course. I did this on my Katana/Dark:
L53 Nucleolus (x2)
L50+5 Crushing Impact: acc/dam/end
L50+5 Luck of the Gambler: def, def/end, global recharge
95% acc
95% dam
58% def
60% end
10% regeneration
1.12% hit points
7.5% global recharge
I have enough global recharge that lack of recharge enhancement in the power itself was not a concern. My primary goals were accuracy, damage and defense. Endurance mattered to me, but I have Cardiac Core, so it was less critical. Build goals as a whole include recharge and hit points (edit: and defense of course). -
I think I remember figuring it was about 30 DPS, but the memory is so sketchy that I could just be making that up.
Yes, triple stack of Follow Up on Focus. Follow Up does better DPS than Blinding Feint, but Ablating Strike is destroying Slash, 290 DPS vs. 207 DPS, because Slash is slower, and in context, Ablating Strike is doing more damage (more -resist stacking). You're also getting two Ablating Strikes in the chain. It's just a bunch of little things that all add up.
If you want to see exactly how I'm calculating and the exact builds, you can find all that here. And as I said, they're out of date, and a comparison using more current builds might show something different. -
The DPS build template I'm using is woefully out of date now, but I have Dual Blades' BF-AS-SS-AS at 242 DPS, and Claws' FU-Focus-Slash at 226 DPS. That is including purples and -resist procs.
Edit: A Dual Blades/Electric posted something like 262 DPS on the Pylon thread back before the incarnate buffs, I believe. It's pretty top tier DPS with the right build. Not quite Dark Melee/Shield, but sneaking up on it. -
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Quote:My understanding (I believe from Arcanaville) is that this is a misunderstanding of what was actually said by the devs and of their actual policy. The game may be primarily balanced around SOs, and intended to be playable with SOs, but it is ALSO balanced around IOs.And Werner, sets aren't balanced around IOs at all. The devs have gone on record saying this game is balanced around SOs, not IOs.
Even if they meant it like you've heard, that was before free-to-play. I'm sure their official line hasn't changed (wouldn't want to alienate people), but unofficially, as a company in the business of making money, they WANT us suggesting IOs as a solution. So if you want to talk about what the devs intend, the devs intend for people to use IOs. They intend for people to use the market. They intend for people to buy enhancement boosters. And so on and so forth.
You don't have to believe that they consider IOs when balancing. We may be wrong. But many of us DO believe the game is balanced around IOs as well as SOs, and consider IOs to be a perfectly valid part of balance discussions. I've not seen "No, I only want to talk about SOs in this balance discussion!" get much traction on this forum. We'll talk about SO balance, as most of us will probably agree that the sets should be relatively well balanced on only SOs, but we won't talk ONLY about SO balance.
Quote:So if someone's saying Dark Regen needs to be looked at, the appropriate response isn't "Toss in so-and-so from this Invention set and call it a day."
And even if the devs DO only balance around SOs, I still consider my response to be appropriate, particularly with the hindsight of the OPs second post, including "Should have just posted my build for advice." The OPs build is a top end IO and incarnate build. Giving IO and incarnate suggestions is perfectly appropriate for someone with an IO and incarnate build. It doesn't address the BALANCE half of what was being discussed, but it does address the "help me I'm burning blue" half of what was being discussed. So to insist that the focus of the discussion should be ONLY SOs, and that all of us are posting inappropriate comments, when the OP has an IO'd out build, well, it just makes no sense to me.
I'm not entirely opposed to having an SO balance discussion about Dark Armor. However, I don't think that's what the OP was after (I could be wrong of course), and I'm not happy with being accused of making completely inappropriate comments for bringing up IOs.
Quote:Someone complained Dark Regen is under performing. Response was "rely on IOs." I'm saying "If Dark Regen is actually under performing, IO's shouldn't be the solution.
But we can look at SOs. For SO play, I'd probably slot Dark Regeneration with something like one accuracy, two recharge, and three endurance reducers. Let's say I trigger at no lower than 1/4 of my health, so I get a 3/4 heal for 17 endurance, or about 4.5% heal per endurance.
The OP wanted to compare this to Drain Psyche, but that's very hard since that's a regeneration and recovery power, NOT a heal. But then, that's probably the point - the OP wants a recovery power for Dark Armor, and may consider this more valuable than a heal. But it's hard to say that a heal is underperforming by comparing it to a regen and recovery power.
So let's look at some other heal, something from a set much closer to Dark Armor on Scrappers, like maybe Healing Flames from Fiery Aura. On SOs, I might go with one endurance reducer, two recharges, and three heals. That gives me about a 1/2 heal for 8 endurance, or about a 6% heal per endurance - advantage Healing Flames (and a possible hint that we're balanced around a full heal from Dark Regeneration).
There are, of course, differences. Dark Regeneration activates and recharges faster, but it requires enemies and an accuracy check. Healing Flames gives some toxic resistance. Dark Regeneration does a little damage. Healing Flames is available at level 4. Dark Regeneration is available at level 16.
If I had to pick one for an SO build, I'd probably pick Healing Flames. But then, for an SO build, I probably wouldn't pick Fiery Aura. Not EVERY power needs to be in balance with their closest equivalent in other sets. It's the sets as a whole that need to be in balance.
And along those lines, the OP was probably more after some endurance recovery in the set rather than saying that the heal itself was underperforming. Endurance cost is an acknowledged weakness of the set. Now, do the pros of the set make up for this when running with only SOs? I kind of doubt that Dark Armor is very popular with the SO crowd, but popularity doesn't equal balance, and I'm not a datamining dev to know that sort of information. I'd personally go with Super Reflexes or maybe Willpower, but that doesn't suggest that Dark Armor needs a buff, as that's just a personal choice. -
Bubblerella has a high end IO'd and incarnated build. So posting one for comparison that doesn't have any endurance problems seemed appropriate, and more so than posting about SO experiences.
I don't think I'd want to play Dark Armor on only SOs, but I'm not sure that says much since I wouldn't want to play most sets on only SOs. I level most characters using mostly SOs, but pick up critical IOs where relevant, like knockback protection and the Miracle and Numina uniques, so my leveling experience of the endurance requirements (manageable) won't be a pure SO experience.
So you could perhaps argue that Dark Armor needs a buff since it's perhaps painful on nothing but SOs. But just because the devs want the game to be playable on SOs doesn't mean they ignore IO'd builds when dealing with balance. I'd say that's particularly true in the modern game where they can collect more money by pushing people towards IOs. But IOs don't seem necessary unless you like playing at high difficulty levels.
Anyway, I believe the initial post was specifically on throwing Dark Regeneration a bone. I don't feel that it needs a bone. It's already one of the best heals in the game. On purely SOs, all that awesome is going to cost you, but spending 1/3 of your endurance bar (unslotted) to go from 1 hp to full hit points is still a nice trade, plus on SOs you'd probably slot heavily for endurance reduction, so maybe it's 1/6 of your endurance bar for a full heal. Pack a bunch of blues if you want to spam the heal, or maybe you'd do better with purples and needing the heal less.
Mind you, I AM curious if there is anyone playing it on SOs, and what their experience has been, but the devs have data mining where we only have anecdote. -
Broad Sword isn't particularly heavy on endurance overall, and it pairs wonderfully with Dark Armor.
On brief glance, your build looks pretty good. The difficult decision would be dropping Agility for Cardiac Core, but that would probably solve the endurance problem. Dark Regeneration will still be a little painful since it has next to no endurance reduction, but finding slots to address that could be difficult.
My build is fairly different philosophically, but I'll throw it out there for amusement. Positional defense vs. typed/mixed, using Parry vs. not using it, Cardiac vs. Agility, Body Mastery for endurance vs. Blaze Mastery for damage output. I give up quite a bit of recharge (though my recharge on Dark Regeneration is faster). I have quite a bit more resistance and hit points. I'd say mine's more of an indefinite survivability build, while yours is more of a bursty damage build.
I used to advocate soft-capping Dark Armor. You still can, but in the end game, 45% doesn't mean much these days. So I dropped ranged and AoE a little below 40%, bumped melee/lethal further into the stratosphere, and called it good.
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It IS notoriously hard on endurance, but it's always been manageable, and we've been given more and more tools for managing it over the years.
Granted, this is with an end-game unlimited-budget build, but I run 13 toggles and fight full speed while recovering endurance at over 0.5 EPS. On top of that, I have 69.2% endurance debuff resistance. I'm the one with no endurance problems while my teammates are getting destroyed by debuffs and drains. I have a nice shiny column of top tier blues, just in case, but I probably need to rethink that, because just in case never happens.
I did take Cardiac Core, which is HUGE, but I had a sustainable endurance build before incarnate powers came along.
As already mentioned, the Theft of Essence proc does wonders for Dark Regeneration, and I'm with ClawsAndEffect in not wanting the devs to touch this power.
As already mentioned, until you have a build like this, get used to toggle management and not using toggles that you don't need for a particular fight. Understand what each does, and turn it off when it isn't useful. Fighting an AV? Don't bother with Cloak of Fear. Hitting at 95% without Tactics? Turn it off. Those are my main two that I still do out of habit, even though the build doesn't really call for it any more.
While leveling, use Oppressive Gloom instead of Cloak of Fear.
Grab a knockback IO for knockback protection instead of Acrobatics. I usually level with just one, though I have 14 points of protection on my current build.
Combat Jumping instead of Hover.
Don't leave Sprint on. Some people like to do this. Get around with Combat Jumping instead.
It does seem like Cloak of Fear is weak compared to Oppressive Gloom on most builds. It's better on some, though, despite the endurance cost and accuracy issues. I wouldn't mind if it got buffed a bit though. I'd like to see more people be able to take it.
Also, it's arguably just a mental game, but think of Death Shroud as an attack instead of a toggle. It's an extra attack that takes 0 seconds to activate and gives you AoE damage for single-target endurance. Thought of that way, it's a great attack, and well worth the endurance cost.