Dark Armor tips and tricks?
End reduction in Dark Regeneration, the heal, is probably the best quality-of-life thing you can do. Ultimate fantasy is to have the targeted-heal set IO that steals endurance, I forget its name, but you'll always want lots of end reduction in DR no matter what.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Theft of Essence- Chance for Endurance is what you're looking for. Taking and slotting Tough should raise your S/L resistance to about 70% which is always nice.
If you decide to work on your defense, taking Weave is another option, combining it with Combat Jumping, and Cloak of Darkness if you like. Those 3 alone unslotted give you 12.5% defense which you can combine with IO set bonuses. I can easily hit the soft cap doing so.
Make sure you work on Atlas Medallion and Portal Jockey. If you have the cash, IO slotting for Max End bonuses will go great with the accolades and help against the end hog that is Dark Armor. Of course, you should also slot your attacks with end reduction.
I decided to skip global recharge slotting because I could gain so much more mitigation with my gains in defense, max end, and max life. I haven't taken WM but I'm sure there are plenty of powers which would benefit from +global recharge. It's up to what you plan on doing to weigh the benefits of +global recharge against what you would gain instead.
Ultimately my hope is that Whirling Mace and Clobber, combined with Oppressive Gloom, will allow for a very liberal dispensation of disorients to anything near me; it seems like the recharge on those could do with some reducing, though.
The Theft of Essence proc is something I'll keep an eye out for.
Jebe, when you say "soft cap," do you mean for Smashing/Lethal or some sort of positional build?
Combine with Earth Epic and you get 3 stacking disorients (OG, Stalagmites, Mace attacks).
Tanker Tuesday #72 Oct 5 @Champion
"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."
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Jebe, when you say "soft cap," do you mean for Smashing/Lethal or some sort of positional build?
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If you don't already have a start on either positional or typed defenses, positional is offered by more sets and is probably cheaper.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
I have Dark Regen slotted with three different brands of relatively low level Heal/Recharge buttons, one Heal/Endredux, a straight endredux and an accuracy. I think one of the Heal/Recharge and the Heal/Endredux are both Touch of the Nictus, not certain.
I usually use it as my own alpha. Ticks them off nicely, even if it has to be timed with some precision, and without it I might play like a low level Willpower tanker.
Mine is built for pure team support, a Dark/Ice melee controller. Since I don't have other stuns in my attacks, I have not yet taken OG at level 38. The character can do fairly marvellous things with some useful buffs - i.e. other than kinetics - but is still not much fun to solo, so I don't try. Since this is a team tanker, and I can hope to be supported by a team as well as supporting one, I may skip fighting pool in favor of presence pool for more fears. Right now it looks like she may ride the ITF to 50, and is my favorite tanker for fighting Romans in a team with.
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Jebe, when you say "soft cap," do you mean for Smashing/Lethal or some sort of positional build?
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Either. I socketed for typed and went with S/L defense but when I was actively checking bonuses, I noticed that you can get a nice amount of positional defense. Neither was expensive but that may have more to do with your server's WW activity.
We have a Dark/WM tank, still fairly low, but the stacking of all the disorients is a major goal in the build.
You're kind of pushed into the leaping pool even with the -kb IO, since otherwise you have no choice but to run Cloak of Darkness for immob protection and I haven't seen any dark tanks running the stealth on a regular basis.
The Theft of Essence proc is nice, but getting one is rough. They barely exist on the market.
Tough is a great thing to get, otherwise your s/l resistance is a bit low and your ability to tank for large teams will depend on your skill and timing at Dark Regen. You almost have to jump into a spawn, fire one attack like Whirling Mace, and queue up Dark Regen because you're likely to need it.
Weave on its own isn't great, but if you do make either melee or s/l set bonuses a priority and even add in Cloak of Darkness, getting a bit of defense is nice.
Dark Regen will suck up a lot of slots...oddly for a heal, heal itself is a relatively low priority since three successful hits takes you from red to full health. Accuracy is useful, but if you're on large teams you don't need to be capped or anything, since hitting 10 isn't much better than hitting 3. The end cost is brutal.
Any pool attacks make you put away the mace, even Kick, which doesn't make much sense.
I was playing around with a build idea for my lowbie Dark/ice
is 38.6% smashing/lethal 31.1%Melee defense worth it? its about as much as i could get into the thing.
Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker
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Neither was expensive but that may have more to do with your server's WW activity.
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Psst...nitpick...Wentworth's is cross-server -- everyone on all the servers is bidding and selling in the same pool.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
I can never get the cross-server market to stick in my head. I think it's due to overexposure to WoW. ;p
38~% is a nice amount of defense. If you're currently running AE teams then it should be fun unless the mobs are single-type stacking debuffs. I have more but I may have dfferent plans with my tank.
So I have started a Dark Armor / WM alt on Freedom and, due to the RNG smiling upon my taking Death Shroud early, acquired a Steadfast knockback protection. I'll be keeping this guy, I think, so I'd like some advice on playing this least-used of Tanker primaries.
I've got some experience with tankers in general (I have a 50 SD/Ice Melee and various tanker / brute alts) but no real idea what I'm doing with Dark Armor. I know I'm going to be miserable until I can get my end use under control at 22, but what else should I be aware of with a Dark Armor tanker? Do I want to be buffing out global recharge to keep the heal available? Is Tough desirable? Should I be aiming for some Defense on top of all the resists (based on my WP brute, I am guessing "yes")?
Any advice you guys have to offer would be appreciated. I've looked over the two DA guides currently available but I'm not altogether convinced I know what I'm getting into.