Dark Melee/Dark Armor Brute Guide


Aragon_the_Bold

 

Posted

Dark Melee/Dark Armor
A Brute's Guide to the Dark Side


General Brute Information and play style:

Brutes are not quite tankers and not quite scrappers but many people play them like one. This guide is not meant to get you to change your plays style, but I do offer some suggestions based on my own experience. That said, take what you like and ignore what you don’t. Also, any comments and suggestions on this guide are always appreciated.

Brute get a nice bonus to their damage when either; they attack someone, or someone attacks them. In order to achieve the best effect from this (even on an 8 man team) you will be shifting between targets quite a bit. I highly suggest you use Recharge and Endurance Reducers in your attacks (after you slot them for Acc). The increase in damage output becomes rather high quite fast when you are able to increase your rage bar quickly.

In some cases you will have to be the first man in, but when you have an option, always allow the pets from master minds to jump in first. The first hit can be quite deadly most of the time, even with a good healer. I find it much more effective to follow the pets in and take agro from them one mob at a time. I run and shift from one target to the next quite rapidly. Any attack chain you can put together that will help you with this will quickly raise your Rage bar.

One final note; there is no one right way to play a Brute. If you are playing support in the backfield pulling the mobs from the backfield players or if you are up front standing toe to toe with any and all comers, play your toon as you like.

I have rated each power below on a scale of 1-5. 1 is the least useful and 5 is the most useful. I also included suggested slots for each. With the advent of Endurance Discount, I try to revel in slotting for as many different things as I can in hopes of getting a better return for my power.

Dark Melee:

Shadow Punch – This is by far your quickest attack and will help you fill in any attack chain you have. It does decent damage and lowers their to-hit Acc. (Score 4) slotting 3 – Acc, Rchg, End Red (if you have spare throw in some damage as this is one attack you will use more than any other to keep your attack cycle going)

Smite – Fairly decent attack with a fairly short recharge. This can also help fill in your attack chain. If you are going to be using Air Superiority or another “filler” attack you can skip this. Personally, I would not because I really like keeping the –Acc as much as possible. (Score 4) slotting 3 (or more) Acc, Rchg, End Red (and as many Dmg slots as you can afford)

Shadow Maul – This is a very small and very short cone attack that works like Flurry from the speed line. If you are looking for great fillers this would be great, but since it hits multiple targets, it is an added bonus. Granted, if you miss, the whole “whiff” factor and animation time can be a pain. Seeing this go off after your rage has been built up is nothing short of amazing. This is truly a hallmark power to pick up (Score 5) slotting 6 Acc, Rchg, End Red, and 3 Dmg

Touch of Fear – This power can be very situational. If it hits the hold (fear) effect is nice, but in most cases you are “trying” to get the mobs to hit you – to boost your rage. This said, there will be plenty of times when you would like to lock down someone and this will surely work. (Score 2) slotting 1 Acc (put more slots in here if you are going to take it and you have them – add in Fear and To-hit)

Siphon Life – This is another situational power. Some take it and swear by it others never bother. It is an attack with some damage that will help raise your Rage as it heals you at the same time. I have seen DMs with me who had it last longer than I did in a close fight because of this power. It is not much of a heal, but if you 3 slot it you can get around a 20% heal. If you feel you need the heal early on, pick it up. If not, wait for Dark Regeneration. If you have no other heal, this can come in handy depending on your secondary. (Score 3) slotting 3 – Acc, Rchg, Heal (if you have more slots 3 slot the Heal)

Taunt – This power has been changed and modified over time since CoH came out. At the moment it works as stated. You can target one enemy and taunt them to attack you. This can boost your Rage while pulling a mob off of an ally from a distance. It is situational due to the fact that it only targets one. Some take this and put it in as part of their attack chain, but many skip it. You have so many other choices for getting and holding their attention, that this one could be skipped. (Score 1) slotting 1 – Acc

Dark Consumption – Brutes are one of those ATs that eat thru endurance pretty quick. You are cycling your attacks and running toggles so endurance can become scarce. This power allows you to get some back. It works like Consume from the Fire secondary. The more mobs the more endurance you will get back. In order for it to work though you must slot it for Acc. (Score 5) slotting 4 – Acc, 2 Rchg, End Rcv (if you can throw in a slot add another Rchg – the End Rcv is for when you are fighting smaller mobs or bosses)

Soul Drain – This is a very nice version of Build up. It is an AoE attack that will boost your Acc and Dmg based on the mobs around you. Throw this in with rage running and it can become very ugly. Some use it at the beginning of a battle to draw agro, boost damage and increase Rage. Overall this is one of the set defining powers. (Score 5) slotting 3 – Acc, Rchg, End Red (slot up to 2 more Rchg in this if you can)

Midnight Grasp – This is a very nice attack and immobilize that like all dark attacks lowers their accuracy. This is another of the set defining attacks. Aside from the nice damage over time, it will immobilize most to keep those pesky mobs in place. You can use this and move onto other mobs as the enemy takes damage over time and between your attack and their response, your rage will go up. (Score 4) slotting 6 – Acc, End Red, 3 Dmg, Imb Dur

Dark Armor:

Dark Embrace – Toggle armor that gives you smash, lethal, negative energy and toxic resists is pretty good for a level one power. As a dark armor toggles become your life, so slot them each with End Red. (Score 5) slotting 4 – End Red, 3 Dmg Resist

Death Shroud – Toggle that will get you more agro than you can handle pretty fast while eating up your endurance in the process. Other than that, this is a wonderful power and one that helps define the set. I usually wait until after Stamina to pick this up because there are so many things I want and can’t fit them in early enough. (Score 5) slotting 6 – Acc, 3 End Red, 2 Dmg

Murky Cloud – Toggle armor that gives you energy, negative energy, fire, cold and endurance drain protection that only gets better as you run into new mobs. Lots of bonus resists on one toggle makes this well worth the choice. (Score 5) slotting 4 – End Red, 3 Dmg Resist

Obsidian Shield – Toggle armor that gives you psionic protection (one of the few) and protection from sleep, hold, disorient and fear, this is yet another toggle you will end up running. (Score 5) slots 4 – End Red, 3 Dmg Resist

Dark Regeneration – One of the nice things about having to deal with all of the toggles on dark armor is Dark Regeneration. With only 3 enemies you can heal yourself pretty much back up to full. You will have to hit them and the endurance cost is pretty pricey, but the heal factor is nice. This is truly a set defining power. (Score 5) slotting 5 – Acc, 3 End Red, Heal (I throw in the heal for those times when only one or two mobs are left and my health is low)

Cloak of Fear – This toggle is very expensive and does not do nearly as much as it did at one time. It has been tweaked a bit too much I think. It can still be a great hold (fear) on most mobs, but the endurance cost is very steep and there are better alternatives, at least until they change it again. (Score 2) slotting 5 – 2 Acc, 3 End Red

Oppressive Gloom – Toggle AoE that will disorient mobs around you. This comes in very hand and can be a pain at the same time. Mobs that are disoriented tend to wander off, but they don’t attack very well. If you are going to be diving into mobs taking the alpha strike, this can help quite a bit by thinning out the herd some. (Score 5) slotting 2 – Acc, Dis Dur (if you want to add in another Acc and Dis Dur it will only help it some)

Soul Transfer – This is basically a self rez. They have played with it some over time, and it is an ok power. If you need to use it in a massive mob situation, you can draw a tad too much agro. But, overall a decent rez power. (Score 4) slotting 2 – Heal, End Rec

Pool Powers

Leaping
With no knockback/knockdown protection, you will definately want Acrobatics. If you pick up Dark Consumption and Dark Regeneration, it make it easier to pick up Acrobatics at level 20. Sooner or later you will become tired of watching yourself bounce off of the floor. One option around this is Hover, but since you grab more agro being agile and quick on the field, hover can become a problem.

Fitness
Given the number of toggles you will be running along with constant attacks, Stamina (even 3 slotted) is pretty much required. Once again if you pick up Dark Consumption and Dark Regeneration early it will allow you to put off the Fitness Pool until your early 20s.

Final Note

Once again, any comments on this would be appreciated. Tanks are more my thing, but I am starting to love Brutes. Final Note


 

Posted

Thanks for the guide, pretty good. However, I think the taunt definition is somewhat off.
Quote: "You can target one enemy and taunt them to attack you. It is situational due to the fact that it only targets one."
I'm getting the sense that u're saying taunt only works at one target, it was before, but now taunt also affects enemies near the one we targeted (if there is any, aoe) to us (including the enemy we originally had target on). Dunno if that's what u implying

Also for slotting, Dark Regeneration, since I don't really want to miss any single heals I could get from mobs, I added 2 Acc enchs into it, the heals can be so crucial at times.
For Smite and Shadow Maul, I added 2 Acc enchs in them, so my slots are 2Acc, 1Rchg, 2Dmg, 1End. The reason for the extra acc is I'm almost always fighting mobs +2-3 (relentless missions solo/8 people full team). The extra acc helps alot to draw aggro on the mobs attacking my healer and to build fury IMO or when u fight CoT Spectral Lords... but if u're not fighting crazy mobs like me, I guess 1 Acc is enough.


 

Posted

/em thumbsup

Excellent guide. Exactly what I've been looking for. Any sample builds?


 

Posted

Excellent guide--but I think you skipped a Dark Armor power. Isn't there a stealth power? Cloak of Darkness, IIRC.


CGU:
Honor Harrison: 50 PB

CGS:
Capt. Arabella Blood: 50 Ice/Kin C
Maiden Might: 50 SS/INV B
Valentina Metis: 50 NW
Dark Falconayra: 45 EM/DA B
Imperiatrix: 45 Fire/Kin C
Fiona Flitterwing: 47 Ice/Kin C
Doc Electroshock: 43 SM/ELA B

 

Posted

From my Dark Armor Overview for I5.

Cloak of Darkness - Stealth (Moderate), Melee Defense (Moderate), Ranged Defense (Moderate), Resist Immobilise, Increased Perception.

Available at level 20 if you want a Stealth power then take this one. It provides basic Stealth (which in CoH is really just a reduction in the range at which mobs will aggro on you), resistance to Immobilise powers and an increase in the range at which you will see other Stealthed characters.

The Base Defense for Cloak of Darkness was lowered significantly in I5 and slotting a Single Origin Defense Enhancement now gives around 0.605% additional Defense, IMHO not a good return. Cloak of Darkness is still a good power for what it does, but I would slot other powers first if I was looking for threat mitigation.

Like many powers that do several things at once Cloak of Darkness isn’t cheap on End so it might be worth an End Reducer, otherwise slot only when you’ve got nothing else to slot.


Overall this looks like a pretty solid guide to me, and suggests that DM and DA for Brutes is almost exactly whte same as it is for Scrappers, which means that anything written for Scrappers should have useful info in it as long as you remember the basic tennets of SMASH.

regards, Screwloose.
"I am not young enough to know everything."


How to Look Stuff Up Yourself - It's Fun and Easy
Looking for Powers Numbers try City of Data.
For Fraks sake read the Guides and FAQs
Global Chat Channels - Australia

 

Posted

A good guide overall.

Boxing from the fighting PP is another quick attack to add to the fury chain (with its quick ACT and cheap End cost).

Here is my build. The slotting order can vary somewhat, I typically slot the powers I find being the most beneficial at the moment.

Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Brute
Primary Powers - Ranged : Dark Melee
Secondary Powers - Support : Dark Armor

01 : Dark Embrace endred(01) damres(5) damres(9) damres(9)
01 : Shadow Punch acc(01) acc(3) dam(13) dam(19) endred(37) recred(39)
02 : Smite acc(02) acc(3) dam(7) recred(15) endred(37) dam(37)
04 : Shadow Maul acc(04) acc(5) dam(7) endred(15) dam(25) recred(34)
06 : Boxing acc(06) dam(40) dam(40)
08 : Hurdle jmp(08)
10 : Obsidian Shield endred(10) damres(11) damres(11) damres(13)
12 : Combat Jumping defbuf(12)
14 : Super Jump jmp(14)
16 : Dark Regeneration acc(16) endred(17) endred(17) endred(19)
18 : Health hel(18)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Dark Consumption acc(22) recred(23) recred(23) recred(25)
24 : Acrobatics endred(24) endred(40)
26 : Siphon Life acc(26) recred(27) hel(27)
28 : Soul Drain acc(28) recred(29) endred(29) recred(39) recred(39)
30 : Murky Cloud endred(30) damres(31) damres(31) damres(31)
32 : Midnight Grasp acc(32) recred(33) dam(33) dam(33) dam(34) immdur(34)
35 : Death Shroud acc(35) endred(36) endred(36) endred(36)
38 : Soul Transfer hel(38)



 

Posted

I have a question with slotting.

I've been trying to find end cost guides, because Hero Builder shows values for end costs that are *much* different than pre-I5 DA scrappers.

Anyone have any validation or info about what the costs of Dark Embrace, Obsidian Shield, and Murky Cloud are? Because if the list I saw is correct, there is absolutely no reason to run end redux in those powers (and my testing on live seems to validate that).


 

Posted

InfernalNight provided the following figures from the new Prima guide, so if you trust them


Figured this was as good a place as any for the Prima guide numbers concerning Dark Armor (this is supposed to be accurate as of Issue #6):

<font class="small">Code:[/color]<hr /><pre>
--------------------------------------------------------------------------------

DARK ARMOR END ACT RCHG
Dark Embrace 0.104 0.67 4
Death Shroud 1.04 1.17 4
Murky Cloud 0.104 1.17 4
Obsidian Shield 0.104 1.17 4
Dark Regeneration 33.8 1.17 30
Cloak of Darkness 0.13 1.17 20
Cloak of Fear 2.6 1.17 4
Oppressive Gloom 0.156 1.17 8
Soul Transfer 0 1.17 300

--------------------------------------------------------------------------------


END = Base Endurance Cost
ACT = Activation Time
RCHG = Base Recharge Time

</pre><hr />

What they mean is a bit of a guess. I am suspecting that the defensive toggle cost is in End per second and the offensive toggle cost is in End per Pulse, but overall it does seem that DA End costs are way down on historical values.

regards, Screwloose.
"I am not young enough to know everything."


How to Look Stuff Up Yourself - It's Fun and Easy
Looking for Powers Numbers try City of Data.
For Fraks sake read the Guides and FAQs
Global Chat Channels - Australia

 

Posted

Nice guide, but you keep referring to Fury as Rage. That can confuse newbies. Fury is the inherent power of the Brute archetype. Rage is a click power in the Super Strength powerset. Let's try to remember that.


 

Posted

If those numbers are correct for DE, MC, and OS, then they only need 3 slots each, all damres (or less for OS depending how much psi resist you want). You'd be better off slotting CJ and Acro with extra endredux than putting the slots in those 3.

In practice, I believe the costs are that low, I dont have any endredux in those 3, and I still can't believe how much better my end usage is from what I remember with my DA scrapper.


 

Posted

I notice none of the attacks are slotted for a -acc enahancer. is the return that small on the tohitdebuff that its not worth slotting them or is it more of a matter of style?. i have a single debuff in each attack so far so i was wondering if they are worth keeping or just putting damage in instead?.


 

Posted

[ QUOTE ]
Boxing from the fighting PP is another quick attack to add to the fury chain (with its quick ACT and cheap End cost).


[/ QUOTE ]

I don't know the damage difference, but why not take Jump Kick from the leaping pool instead of Boxing? I took this on my Brute, just for the extra attack. I am sure eventually you could still get Combat Jumping to fit in there if that power works for you.

I am no expert on powers, and just curious why you wouldn't stay in the same pool. With Fury up I think I have gotten close to at least 80 dmg with Jump Kick. The animation is a little annoying to wait through, but then so is Shadow Maul...

Edit: By the way nice guide! Thanks.

AB


 

Posted

Good stuff, thanks Moot.


Bunch of 50s and a horse with no name...
Global: @Grynder

 

Posted

Just for giggles, I'll post my build. I won't bother putting down my slotting because that's too much like work.

1: Smite, Dark Embrace
2: Shadow Maul
4: Death Shroud
6: Swift
8: Combat Jumping
10: Shadow Punch
12: Obsidian Shield -&gt; This is where I'm at now.
14: Super Jump
16: Health
18: Dark Consumption
20: Stamina
22: Dark Regeneration
24: Acrobatics
26: Soul Drain
28: Oppressive Gloom
30: Touch of Fear
32: Midnight Grasp
35: Cloak of Fear
38: Murky Cloud

The whole part from 30-38 is tentative, I don't know how fear works nowadays but I heard it's not great. Plus there's always the endurance considerations. The whole build looks like a giant AoE aggro machine, doesn't it?


 

Posted

[ QUOTE ]

I am no expert on powers, and just curious why you wouldn't stay in the same pool. With Fury up I think I have gotten close to at least 80 dmg with Jump Kick. The animation is a little annoying to wait through, but then so is Shadow Maul...

[/ QUOTE ]

For a Brute you should really be looking for two types of attacks. Ones with Fast Activation times and short animations that allow you to thorw a lot of attacks in a short space of time and build up a lot of Fury and ones that have a high base Damage to get maximum effect once you have a head of Fury under your belt.

Jump Kick doesn't really qualify for either of these. It doesn't have a fast Activation time and short animation so it isn't good at building Fury and it's damage is okay, but not exciting so you could be using something with a similar Activation time and a higher base Damage.

regards, Screwloose.
"I am not young enough to know everything."


How to Look Stuff Up Yourself - It's Fun and Easy
Looking for Powers Numbers try City of Data.
For Fraks sake read the Guides and FAQs
Global Chat Channels - Australia

 

Posted

One (two-part) question, how much disorient can I expect to see with Oppressive Gloom, and how effective is it in PvP?


 

Posted

Hehe...so...is it *fun*? Was thinkin' I shoulda been more creative and mixed fire/DA (but got bored with it), but then imagining Fury's bonus to Shadow Maul (and even Death Shroud?)...got happy again. So far (TL4...) it's pretty great SMASH! fun with my Double Dark Corruptor duo partner.

Just what I was looking for--got a lot out of your fire tanker guide, back in the day, thanks! Stars for you...


 

Posted

I'm at 14 now... yeah... big fun. Solos well, teams well. Very balanced build.


 

Posted

Infectus Build

Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Brute
Primary Powers - Ranged : Dark Melee
Secondary Powers - Support : Dark Armor

01 : Dark Embrace damres(01) damres(3) damres(3) endred(7)
01 : Shadow Punch dam(01) dam(5) acc(11) dam(15) endred(23)
02 : Shadow Maul dam(02) dam(5) acc(11) dam(15) endred(23)
04 : Death Shroud dam(04) dam(7) acc(9) endred(9)
06 : Combat Jumping endred(06)
08 : Siphon Life hel(08) acc(13) dam(19) acc(19)
10 : Swift runspd(10)
12 : Murky Cloud damres(12) damres(13)
14 : Super Jump jmp(14)
16 : Dark Regeneration dam(16) hel(17) endred(17)
18 : Health hel(18)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Acrobatics endred(22)
24 : Smite dam(24) acc(25) endred(25)

So far so smash
Infectus
(No SG yet...)
Pinnicle Server


 

Posted

I don't see Obsidian Shield in your build. I highly recommend finding room for this as it gives you -sleep, hold and psi. I didn't think I needed it early and then I get a story arc with Lost in it................ enough said? I was cursing in every mission getting held or slept and all my toggles dropping.

Also, I was wondering if anyone has any experience running cloak of fear or opressive gloom? As a dark scrapper, I loved these powers, but how do they work for a brute? They seem to work against building fury.


 

Posted

I don't see Obsidian Shield in your build. I highly recommend finding room for this as it gives you -sleep, hold and psi. I didn't think I needed it early and then I get a story arc with Lost in it................ enough said? I was cursing in every mission getting held or slept and all my toggles dropping.

Also, I was wondering if anyone has any experience running cloak of fear or opressive gloom? As a dark scrapper, I loved these powers, but how do they work for a brute? They seem to work against building fury.


 

Posted

[ QUOTE ]
[ QUOTE ]

I am no expert on powers, and just curious why you wouldn't stay in the same pool. With Fury up I think I have gotten close to at least 80 dmg with Jump Kick. The animation is a little annoying to wait through, but then so is Shadow Maul...

[/ QUOTE ]

For a Brute you should really be looking for two types of attacks. Ones with Fast Activation times and short animations that allow you to thorw a lot of attacks in a short space of time and build up a lot of Fury and ones that have a high base Damage to get maximum effect once you have a head of Fury under your belt.

Jump Kick doesn't really qualify for either of these. It doesn't have a fast Activation time and short animation so it isn't good at building Fury and it's damage is okay, but not exciting so you could be using something with a similar Activation time and a higher base Damage.

regards, Screwloose.
"I am not young enough to know everything."

[/ QUOTE ]

Well, you might consider that taking Boxing is prelude to Toughness, which is a very nice compliment to your resists.

I cycle brawl with shadow punch and boxing to build up my rage very quickly for very little endurance and let my death shroud eat the enemy away at increasing rates as my rage climbs. Its great because the AOE/DOT from my death shroud tends to draw and KEEP aggro on me... which makes my rage climb even faster... and again, makes my shroud hurt even more. Its a no win weapon against the enemy.

The trick to this is staying alive. This has to be the nastiest AOE attack out there, but it doesnt work if you die. To ensure my survival, I take Siphon life with Heal Self (medic common pool) and dark regeneration. With these 3 powers I can heal myself constantly if needed as my death shroud chews the enemy into oblivion.

Add to that Endurance and Dark consumption to keep your endurance high... you should be able to last a while in most any fight.

The way I see it, you should focus on building your rage to max, and then simply manage your health and endurance levels... because, as long as you exist in the proximity of the enemy, your increasingly painful deathshroud will do huge ammounts of collective damage over time...

All you need to do is stay alive.

Oh and consider Phase Shift for that last resort "cheat death" card. When activated, phase shift puts you half in reality, and half not. The effect is that your enemies can see you, and shoot at you, but will not be able to hit you for anything! Its a life saver and will actually allow you to maintain aggro for your team for a bit longer since the mobs wont be able to hit you anyway. During the phase time you can use heal self to replace your health and wait for heals from your teammates as well.

When ready, just drop phase shift go back at it again!


 

Posted

Wow is all I can Say!!! Ty for a very informative Post.... To all whom have shared your Buils as well.....


 

Posted

[ QUOTE ]

Well, you might consider that taking Boxing is prelude to Toughness, which is a very nice compliment to your resists.


[/ QUOTE ]

I agree. I wonder why I see so many brute builds without tough. It really makes a huge difference in your damage resists.


 

Posted

Currently Dark seems to be the only skill I can use in the game to any degree or with any success, this includes COH (scrapper) also, along with Brute. Currently trying to work on I7 Test server also.

As far as Dark/Dark or in regards to Dark Armor I would have to suggest trying to leave out;

Death Shroud

Here is the explanation of why:

Due to the changes in I6 damage along with everything else is hugely less effective. An increases of 95% from nothing still = Nothing.

The endurance drain for this power does not justify the effect, slots wasted, infamy spent, etc, etc.

Sure at lower levels this may seem to be helping but as you gain levels the overall effect drops off dramatically, basically leaving you with just a power that sucks stamina more than anything else.

As far as people not taking Obsidian Shield? = Nuts

Dark Embrace, Obsidian Shield, and Cloak of Darkness is the Backbone of Dark Armor. Currently the main reason people are starting to leave major powers out of the pools is the insane endurance cost currently being applied. Almost as if the Development Team needs a Math Class or something. : P

Almost everything within Dark Armor is a Toggle and therefore cost a ton to run. However in the end no more than anything else or approximately the same as everything else it seems. Everyone (Brutes) are constantly running out of endurance anyway (even with Stamina). I guess part of the Plan to make everyone the same so PvP will somewhat work. Yes, as many of you I am totally frustrated with the development along these lines as well.

As far as I can tell this Template Above on this Archetype looks more like DISINFORMATION for newbies in order to build a really lame TOON.

Instead of going over the Archetype, and each and every skill that you need, let me just point out what you don’t need with Dark/Dark.

Dark Armor;
1. Death Shroud

Dark Melee:
1. Touch of Fear
2. Taunt
3. Siphon Life

You honestly don’t need any of these above from Dark Melee in order to run properly as the following make up for not having them:

1. Cloak of Fear - This works but you have to slot it.
2. Dark Consumption - This works and you basically don’t have to slot it.
3. Dark Regeneration - This works but you have to slot it.
4. Soul Drain - This works and you basically don’t have to slot it.

I would also highly suggest using Air Superiority somewhere in the MIX, as this gives you another attack even if fly is slow.

However, this is just an opinion, but I don’t seem to have any issues.

PS. This Archetype is basically one of those where you practically have to take everything in order to make it work properly. So in the end you have to figure out what you can live without!