Dark Armor boosts I'd like to see


ArcticFahx

 

Posted

Whats going on with DA and PVP? My DA is no joke in PvE, ...but when it comes to PVP I might as well be wearing toilet paper armor. I'm accoladed to the gills and im slotted well with End Reduc IO's + set bonuses to Recovery, Hami-O's, etc. ...regardless my badass DA is running on empty very quickly into even light PVP fights.
Dark Regen during PVP is laughable, it sucks whats left of my END and heals minutely after all the debuffs, plus that horrible wait for the animation, Im dead before the damn power finishes activating. Death shroud is crap during PVP, it doesnt hit often enough or damage high enough to warrant its END cost.
I'd like to see some serious help for DA's during PVP. Plus: Now Im reading OG and CoF dont do much for us in PVP either? ...c'mon. Somethings gotta change.


 

Posted

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personally, what i'd like to see...

combine OG and CoF into one power, make soul transfer the tier 8 power, and give DA a "REAL" TIER 9 power that doesnt require you to DIE first, like "Living Shadow" or som'thin, maybe where you become untouchable for a limited amount of time but still able to attack, being in untouchable i'd say a very minimal time frame like MoG, but make that the current cloak of darkness grafix and change the CoD to something where every DA isn't just a dust ball... but i'm open to other thoughts for a real tier 9 for DA, i just think the Living Shadow thing just fits it soo well both thematically and power based-wise

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And make instant healing a toggle again while they're at it. [/sarcasm]
I'd ask for something a little more realistic like shadow meld in darkness mastery.


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

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on a tanker. numbers from mids. 3 level 50 common io's. no end reduction in toggles i see the following (with tough)... with oppressive gloom and cloak of fear going: 2.33 eps

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Death Shroud is an ATTACK. The fact that it is also a toggle doesn't take away from the fact that it is an ATTACK. I wouldn't be including attacks in this analysis. Besides, as attacks go, it is ludicrously cheap on the endurance for the AoE damage it puts out (half the cost of other AoEs). In other words, Death Shroud is part of the solution to endurance problems, not part of the problem. As for Cloak of Fear, you have a very effective low-endurance alternative in Oppressive Gloom, almost nobody runs them both, and it seems like the large majority don't run Cloak of Fear. That a toggle is AVAILABLE doesn't make it a problem.

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on the resist shields alone, dark armor should have the end cost reduced

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Are you serious? What is wrong with 0.21 EPS for 22.5% FCEN resistance? What is wrong with 0.21 EPS for your mez protection plus 37.5% psionic resistance? And what the [censored] is wrong with 0.21 EPS for 22.5% smashing, lethal, negative and toxic resistance? Invulnerability pays 0.26 EPS for 22.5% against only smashing and lethal. Willpower pays 0.21 EPS for only 16.9% against smashing, lethal and psionics. Sounds to me like Dark Armor is getting off easy. You REALLY want the devs to take a closer look at this?

Again, I think Cloak of Fear could use a little looking at to make it more popular, but I don't think Dark Armor overall needs any serious buffing.

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er...what?

dark armor on a tanker costs 0.21 eps for 30% smash/lethal, 22.5% on a scrapper

willpower on a tanker costs 0.21 eps for 30% smash/lethal, 22.53% on a scrapper

you forgot to add in hpt which is passive 7.5% resist to all, 5.63% on a scrapper


 

Posted

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er...what?

dark armor on a tanker costs 0.21 eps for 30% smash/lethal

willpower on a tanker costs 0.21 eps for 30% smash/lethal

you forgot to add in hpt which is passive 7.5% resist to all

[/ QUOTE ]

Where are you getting your numbers from?

Will Power gets 30% resistance by combining HPT and Mind Over Body. With out HPT, MoB only gives Will Power 22.5% S/L resistance.


SI Radio has many DJs and listeners whom hold City of Heroes close to their hearts. We will be supporting many efforts to keep CoH ALIVE!!

 

Posted

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er...what?

dark armor on a tanker costs 0.21 eps for 30% smash/lethal

willpower on a tanker costs 0.21 eps for 30% smash/lethal

you forgot to add in hpt which is passive 7.5% resist to all

[/ QUOTE ]

Where are you getting your numbers from?

Will Power gets 30% resistance by combining HPT and Mind Over Body. With out HPT, MoB only gives Will Power 22.5% S/L resistance.

[/ QUOTE ]

what is 22.5% + 7.5%?


give it a minute...

unless you want to attempt to tell me or anyone else that any willpower anything ever skips hpt, because that would not be a good idea.

open up mids and look at the totals page doing the following

dark armor - dark embrace, murky cloud, obsidian shield, cloak of darkness, tough, weave running only

willpower - hpt (why does mids give you an option to turn it off?), mind over body, fast healing (again why an option to turn off a passive?), IW, tough, weave, heightened senses, QR


look closely at the resistances and defense, but also look at the eps cost, the recovery rate and the regen rate.


 

Posted

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on the resist shields alone, dark armor should have the end cost reduced

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Are you serious? What is wrong with 0.21 EPS for 22.5% FCEN resistance? What is wrong with 0.21 EPS for your mez protection plus 37.5% psionic resistance? And what the [censored] is wrong with 0.21 EPS for 22.5% smashing, lethal, negative and toxic resistance? Invulnerability pays 0.26 EPS for 22.5% against only smashing and lethal. Willpower pays 0.21 EPS for only 16.9% against smashing, lethal and psionics. Sounds to me like Dark Armor is getting off easy. You REALLY want the devs to take a closer look at this?

Again, I think Cloak of Fear could use a little looking at to make it more popular, but I don't think Dark Armor overall needs any serious buffing.

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er...what?

dark armor on a tanker costs 0.21 eps for 30% smash/lethal, 22.5% on a scrapper

willpower on a tanker costs 0.21 eps for 30% smash/lethal, 22.53% on a scrapper

you forgot to add in hpt which is passive 7.5% resist to all, 5.63% on a scrapper

[/ QUOTE ]
er...what?

You're adding a toggle AND a passive together on Willpower (two power choices), saying they're EQUAL to the resistance and EPS from a single toggle on Dark Armor (one power choice), and then saying that Dark Armor is WORSE off as a result, and therefore deserves to have its endurance cost lowered???

I didn't FORGET to add in HPT. Why SHOULD I add it in when comparing two toggles for their effectiveness vs. endurance cost??? It's a completely different power!

But fine, we can play it that way. You want the same thing out of Dark Armor as you get out of Willpower, we can split Dark Embrace into both a passive and a toggle. It'll be the same endurance cost and the same total level of resistance, but now it'll take two power choices instead of one. To make room in the set, we'll sacrifice some Dark Armor toggle that everyone complains about, like maybe Death Shroud. Endurance and resistance problem solved! There's your “buff”. Dark Armor is now teh ubers. Happy?

Didn't think so.

(edit: Anyway, this is getting ridiculous, and I don't think I can even be civil any more, so I'm bowing out of the discussion. Knock yourselves out.)


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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Posted

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on the resist shields alone, dark armor should have the end cost reduced

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Are you serious? What is wrong with 0.21 EPS for 22.5% FCEN resistance? What is wrong with 0.21 EPS for your mez protection plus 37.5% psionic resistance? And what the [censored] is wrong with 0.21 EPS for 22.5% smashing, lethal, negative and toxic resistance? Invulnerability pays 0.26 EPS for 22.5% against only smashing and lethal. Willpower pays 0.21 EPS for only 16.9% against smashing, lethal and psionics. Sounds to me like Dark Armor is getting off easy. You REALLY want the devs to take a closer look at this?

Again, I think Cloak of Fear could use a little looking at to make it more popular, but I don't think Dark Armor overall needs any serious buffing.

[/ QUOTE ]

er...what?

dark armor on a tanker costs 0.21 eps for 30% smash/lethal, 22.5% on a scrapper

willpower on a tanker costs 0.21 eps for 30% smash/lethal, 22.53% on a scrapper

you forgot to add in hpt which is passive 7.5% resist to all, 5.63% on a scrapper

[/ QUOTE ]
er...what?

You're adding a toggle AND a passive together on Willpower (two power choices), saying they're EQUAL to the resistance and EPS from a single toggle on Dark Armor (one power choice), and then saying that Dark Armor is WORSE off as a result, and therefore deserves to have its endurance cost lowered???

I didn't FORGET to add in HPT. Why SHOULD I add it in when comparing two toggles for their effectiveness vs. endurance cost??? It's a completely different power!

But fine, we can play it that way. You want the same thing out of Dark Armor as you get out of Willpower, we can split Dark Embrace into both a passive and a toggle. It'll be the same endurance cost and the same total level of resistance, but now it'll take two power choices instead of one. To make room in the set, we'll sacrifice some Dark Armor toggle that everyone complains about, like maybe Death Shroud. Endurance and resistance problem solved! There's your “buff”. Dark Armor is now teh ubers. Happy?

Didn't think so.

(edit: Anyway, this is getting ridiculous, and I don't think I can even be civil any more, so I'm bowing out of the discussion. Knock yourselves out.)

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you've lost perspective. i wasnt looking at just toggles and i said as such. i was looking at how much dark armor pays for it's resistances vs. other sets and so far nobody has been able to justify the extra cost just on that alone. i was looking at totals and not cherry-picking so that the numbers would speak for themselves. here's what set A can do running all of it's defensive toggles/passives and what it costs. here's what set b can do running all of it's defensive toggles/passives and what it costs.

anything beyond that is debateable because it tends to depend on a lot of other external variables beyond just resists and defenses inherent to the set.


 

Posted

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er...what?

dark armor on a tanker costs 0.21 eps for 30% smash/lethal

willpower on a tanker costs 0.21 eps for 30% smash/lethal

you forgot to add in hpt which is passive 7.5% resist to all

[/ QUOTE ]

Where are you getting your numbers from?

Will Power gets 30% resistance by combining HPT and Mind Over Body. With out HPT, MoB only gives Will Power 22.5% S/L resistance.

[/ QUOTE ]

what is 22.5% + 7.5%?


give it a minute...

unless you want to attempt to tell me or anyone else that any willpower anything ever skips hpt, because that would not be a good idea.

open up mids and look at the totals page doing the following

dark armor - dark embrace, murky cloud, obsidian shield, cloak of darkness, tough, weave running only

willpower - hpt (why does mids give you an option to turn it off?), mind over body, fast healing (again why an option to turn off a passive?), IW, tough, weave, heightened senses, QR


look closely at the resistances and defense, but also look at the eps cost, the recovery rate and the regen rate.


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Jupitermoon, no body enjoys playing Dark Armor more than I do, but we need to be reasonable. In the spirit of 'balance' you cannot begin comparing a single toggle from one set to a toggle and passive from another. It hurts your position when both toggles in question cost the same amount endurance. Your argument would basically call for a nerf to Dark Embrace.


SI Radio has many DJs and listeners whom hold City of Heroes close to their hearts. We will be supporting many efforts to keep CoH ALIVE!!

 

Posted

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er...what?

dark armor on a tanker costs 0.21 eps for 30% smash/lethal

willpower on a tanker costs 0.21 eps for 30% smash/lethal

you forgot to add in hpt which is passive 7.5% resist to all

[/ QUOTE ]

Where are you getting your numbers from?

Will Power gets 30% resistance by combining HPT and Mind Over Body. With out HPT, MoB only gives Will Power 22.5% S/L resistance.

[/ QUOTE ]

what is 22.5% + 7.5%?


give it a minute...

unless you want to attempt to tell me or anyone else that any willpower anything ever skips hpt, because that would not be a good idea.

open up mids and look at the totals page doing the following

dark armor - dark embrace, murky cloud, obsidian shield, cloak of darkness, tough, weave running only

willpower - hpt (why does mids give you an option to turn it off?), mind over body, fast healing (again why an option to turn off a passive?), IW, tough, weave, heightened senses, QR


look closely at the resistances and defense, but also look at the eps cost, the recovery rate and the regen rate.


[/ QUOTE ]

Jupitermoon, no body enjoys playing Dark Armor more than I do, but we need to be reasonable. In the spirit of 'balance' you cannot begin comparing a single toggle from one set to a toggle and passive from another. It hurts your position when both toggles in question cost the same amount endurance. Your argument would basically call for a nerf to Dark Embrace.

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explained above - i compared only set totals, not toggle per toggle. i didnt include things like cloak of fear, OG or SoW from wp because they can be considered situational.

i would find it difficult to believe the devs would look at dark embrace, look at mind over body and say 'hey that's too powerful' and nerf it, while not also looking at hpt and the average weighted resistances over a set period of time if SoW was clicked everytime it was up.


 

Posted

I shudder every time someone wants a change to Dark Armor.


 

Posted

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explained above - i compared only set totals, not toggle per toggle. i didnt include things like cloak of fear, OG or SoW from wp because they can be considered situational.

[/ QUOTE ]You want to ignore a massive mitigation tool that's always on and lump it in with a rough-spot smoother because it can be considered situational?


 

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explained above - i compared only set totals, not toggle per toggle. i didnt include things like cloak of fear, OG or SoW from wp because they can be considered situational.

[/ QUOTE ]You want to ignore a massive mitigation tool that's always on and lump it in with a rough-spot smoother because it can be considered situational?

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yes. how good is that mitigation tool vs. a +2 eb or an av with ptod?? how good is the rough-spoot smoother vs that same +2 eb or av with ptod?

but, how good is that mitigation tool vs. a horde of minions and lt's?

their effectiveness varies on what you are fighting. the basic defenses and resists are what i would consider static figures. nobody is going to skip these powers unless they care only for concept or dont read these forums. but they may skip cod, or og, or sow. situational powers.


 

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explained above - i compared only set totals, not toggle per toggle. i didnt include things like cloak of fear, OG or SoW from wp because they can be considered situational.

[/ QUOTE ]You want to ignore a massive mitigation tool that's always on and lump it in with a rough-spot smoother because it can be considered situational?

[/ QUOTE ]

yes. how good is that mitigation tool vs. a +2 eb? how good is the rough-spoot smoother vs that same +2 eb?

but, how good is that mitigation tool vs. a horde of minions and lt's?

situational

[/ QUOTE ]By that same - oh, hell with being polite - by that stupid metric, all the armours are situational too, because what if you don't have any endurance? What if you're fighting Hamidon? What if you're fighting Knives of Artemis who can toggle off your RTTC? Ogloom turns off minion damage. It flat-out denies minions the ability to attack you. It's situational but the situation where you have actual minions to fight are a fair bit more meaningful than the few rare times you're going to fight EBs.

Go back to playing Willpower and stop trying to influence the design of sets too complicated for you to manage.


 

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on a tanker. numbers from mids. 3 level 50 common io's. no end reduction in toggles i see the following (with tough)... with oppressive gloom and cloak of fear going: 2.33 eps

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Death Shroud is an ATTACK. The fact that it is also a toggle doesn't take away from the fact that it is an ATTACK. I wouldn't be including attacks in this analysis. Besides, as attacks go, it is ludicrously cheap on the endurance for the AoE damage it puts out (half the cost of other AoEs). In other words, Death Shroud is part of the solution to endurance problems, not part of the problem. As for Cloak of Fear, you have a very effective low-endurance alternative in Oppressive Gloom, almost nobody runs them both, and it seems like the large majority don't run Cloak of Fear. That a toggle is AVAILABLE doesn't make it a problem.

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on the resist shields alone, dark armor should have the end cost reduced

[/ QUOTE ]
Are you serious? What is wrong with 0.21 EPS for 22.5% FCEN resistance? What is wrong with 0.21 EPS for your mez protection plus 37.5% psionic resistance? And what the [censored] is wrong with 0.21 EPS for 22.5% smashing, lethal, negative and toxic resistance? Invulnerability pays 0.26 EPS for 22.5% against only smashing and lethal. Willpower pays 0.21 EPS for only 16.9% against smashing, lethal and psionics. Sounds to me like Dark Armor is getting off easy. You REALLY want the devs to take a closer look at this?

Again, I think Cloak of Fear could use a little looking at to make it more popular, but I don't think Dark Armor overall needs any serious buffing.

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er...what?

dark armor on a tanker costs 0.21 eps for 30% smash/lethal, 20% negative/toxic, 22.5%/15% on a scrapper

willpower on a tanker costs 0.21 eps for 22.5% smash/lethal, 20% Psionic, 16.875%/15% on a scrapper

then add in hpt which is passive 7.5% resist to all, 5.63% on a scrapper, and costs another power pick

[/ QUOTE ]Fixed your fail. I'll pay .21 EPS for 30% resist to 4 energy types in a heartbeat, especially over 3.

What you need to look at is that DA's resistance toggles are only .21 eps, where standard cost for armorset defense/resist toggles is .26 eps. Comparing *just* the powersets, none of this "add tough/weave" [censored], you get the following costs, just for armor toggles, on scrappers only.

Invuln (Yes, I'm counting Invincibility, because it *is* part of your defensive arsenal):
Passives:

4 powers gives:
S/L/F/C/E/N/Tox resist: 7.5% (3 slotted for resist: 12%)
S/L/F/C/E/N defense: 3.75% (3 slotted for defense: 6%)
25% Recharge/Recovery/End resistance
50% Defense Debuff resistance

Toggles:

3 powers at .94 eps total gives:

S/L resist: 26.25% (slotted: 42%)
F/C/E/N resist: 7.5% (slotted: 12%)
S/L/F/C/E/N defense: 3.75% + .75%/enemy in melee range (max 10) [3.75% - 11.25%] (slotted: 6% + 1.2%/enemy [6% - 18%])
Mez protection (except Fear/Confuse)

Total for Invuln (all variable value taunt auras will assume saturation for totals, and will use unslotted values): 7 powers, .94 eps
33.75% S/L resist
11.25% F/C/E/N/Toxic resist
15% S/L/F/C/E/N defense


Dark Armor:

Passives: none

Toggles:
.89 eps, 4 powers
22.5% S/L/F/C (36% slotted)
15% E/Tox (24% slotted)
30% N (48% slotted)
37.5% Psi (60% slotted)
3.75% S/L/F/C/E/N/Psi/Melee/Ranged/AoE defense (6% slotted)
69.2% Recovery Resistance (which is at the point where you can mock Sappers)
60% +Perception, Perception resistance (What are smoke grenades again?)
Mez protection (except KB/KU, Confuse)
35 ft. stealth radius (engage the fight when *you* want it)

Totals.... see above.

Essentially, Dark Armor provides, for only 4 powers, and .05 eps less, similar defenses to unsaturated Invuln. Hardly a set that is "in dire need of a buff".


I will agree with CoF being rather needful of a buff, but the rest of the set is fine, and, quite frankly, I'd rather have a KB hole I can plug, than a psi hole that will get me wrecked against the Psychic Clockwork King.


Quote:
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
Apostrophe guidelines.

 

Posted

<QR>


I am not asking for a set overhaul.

I think Cloak of Fear could use some tweaking. It seems a lot of people agree.

I think Dark Regen could use a slight dip in End cost. People seem to have mixed feeling about this one, with many people saying leave it alone.


As for the question of toggle management, I personally believe that the intention of the current Dark Armor set is that players turn on their toggles and go to town, much like the other defensive sets. The concept of exclusivity through end cost or other means has been exorcised from the set.

So here's my next question. Let's assume we look at each set as a total package; we assume that the people will run everything and we can base the effectiveness of the total package based on how all the defenses, attacks and utility it provides mesh together. That leads to a couple of questions:

~ When considering the entire secondary package including attacks, defenses and utility, do people think it is okay for one set to be "more powerful" with a corresponding increase in endurance use?

~ Do people think /DA running all toggles is more powerful or useful as a whole package than the other scrapper secondaries? Considering how hard it is to do a straight comparison because of the dramatic differences between sets, does DA *feel* more powerful than the other scrapper secondaries?


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

Hi ArcticFahx.

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I'd rather have a KB hole I can plug, than a psi hole that will get me wrecked against the Psychic Clockwork King.

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When speaking of Invul, that Psi hole is pretty easy to cover for about 200 inf and DP.
And the Psychic Clockwork King is late game stuff.... getting wrecked by it at that point really isn't a big problem.

But a KB IO is rather costly.... or you need a power pick with accro.

And if you don't plug it, DS, DR, COF and OG just don't work very well when you are not in the middle of the spawn.
Alittle kb and 4 powers fail.

BC


 

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~ Do people think /DA running all toggles is more powerful or useful as a whole package than the other scrapper secondaries? Considering how hard it is to do a straight comparison because of the dramatic differences between sets, does DA *feel* more powerful than the other scrapper secondaries?

[/ QUOTE ]

You are going to have to define what you mean by more "poweful". That term is too generic and exceptionally circumstantial.

There are missions and situations where Dark Armor feels like the equivolent of toilet paper. Other scenarios I thank the stars I'm on a Dark Armor character.


SI Radio has many DJs and listeners whom hold City of Heroes close to their hearts. We will be supporting many efforts to keep CoH ALIVE!!

 

Posted

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<QR>


I am not asking for a set overhaul.

I think Cloak of Fear could use some tweaking. It seems a lot of people agree.

I think Dark Regen could use a slight dip in End cost. People seem to have mixed feeling about this one, with many people saying leave it alone.


As for the question of toggle management, I personally believe that the intention of the current Dark Armor set is that players turn on their toggles and go to town, much like the other defensive sets. The concept of exclusivity through end cost or other means has been exorcised from the set.

So here's my next question. Let's assume we look at each set as a total package; we assume that the people will run everything and we can base the effectiveness of the total package based on how all the defenses, attacks and utility it provides mesh together. That leads to a couple of questions:

~ When considering the entire secondary package including attacks, defenses and utility, do people think it is okay for one set to be "more powerful" with a corresponding increase in endurance use?

~ Do people think /DA running all toggles is more powerful or useful as a whole package than the other scrapper secondaries? Considering how hard it is to do a straight comparison because of the dramatic differences between sets, does DA *feel* more powerful than the other scrapper secondaries?

[/ QUOTE ]

I agree with your first points. DM was a decent set that got a few buffs and now look how popular it is (though some cry overpowered now lol). I think DA could use a similar refreshment.

The second part of your argument, the comparisons to other sets, is where the problem of da's uniqueness making comparison difficult comes in. Without IO's, you're not running all of da's toggles, unless you have rest 3 slotted with recharge, lol. I have a da IO'd up with purples, and I've also got a comparively slotted SR and SD. The SR and the SD are both more survivable in more situations, and were much easier to get that way, and the DA is katana that uses divine. Even in damage dealing ability, I'd take the SD over the DA because of shield charge and AAO. Overall, io'd out or not, I'd rate SR and SD as better than DA, which might explain the popularity disparity between sets, lol. I can solo av's and do the crazy stuff with my io'd up da, but not as well as some other sets and it was harder to get there. And leveling up a da is no picnic either, even when using recovery uniques. That's why I support some tweaks for DA. I don't have an IO'd up inv scrapper (i do have a brute), but we've seen plenty of examples of inv's doing crazy stuff, same thing with regen and willpower. The least set you hear anything about is DA, and there are reasons for that beyond the fact that fewer people play the set. The reason I didn't mention fire is because I think fire is in the same boat as DA, but maybe to a lesser extent.

I'm not arguing that da is broken or gimp, it certainly is not. Just that it could use a few tweaks to maybe get more people to try it out.


 

Posted

By the way, I rerolled the kat/da as a kat/wp, and so far the leveling up process has been MUCH easier than on the kat/da (at lvl 38 currently). And looking at my mids end game build, io'd up it should be stronger as well, ill let you guys know if it plays out that way in actual practice.


 

Posted

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~ Do people think /DA running all toggles is more powerful or useful as a whole package than the other scrapper secondaries? Considering how hard it is to do a straight comparison because of the dramatic differences between sets, does DA *feel* more powerful than the other scrapper secondaries?


[/ QUOTE ] I think the set needs to be on par with the others. Right now it isnt, and its just not worth the endurance issues and frustration at the early levels. For the total amount of endurance burned the set should be more survivable but it isnt, its making you choose between middle of the road survivability and offense. I could deal with it being this way if it was a tanker set but its not one.


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The Theft of Essence: Chance for +Endurance proc is awesome in Dark Regeneration - it checks for every target hit by Dark Regen, which in a large group can sometimes mean you'll actually gain endurance by using the power.

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I used to use Dark Regen only when I was nearly dead, to preserve my endurance. Now, I use it whenever my HP and/or End are not full. Especially, when I can use it as an excuse to aggro another group.


 

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I could deal with it being this way if it was a tanker set but its not one.

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Do you mean the numbers you're getting are not tanker numbers or you in fact believe DA is not a tanking set?

That aside, I often get the impression that some believe the amount of endurance used in Dark Regen is too much because if it in fact hits 3 mobs, the amount healed is usually overkill, even without healing slotted. Whether or not this is generally perceived is another matter.

I'm going to throw my hand in with a change to CoF being what I would consider anyting near necessary. I don't think the endurance usuage being too high or the magnitude on the fear too low. If anything I think the base accuracy can be increased imo.

I would stand against combining the control toggles, or combining either one with death shroud. To me, that would make DS too powerful for it's end usage.

I won't get started on a new Tier 9 either.

All in all, each armor has it's problems, endurance being one of DA's but this one is managable and with IO's negligable.


 

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Hi ArcticFahx.

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I'd rather have a KB hole I can plug, than a psi hole that will get me wrecked against the Psychic Clockwork King.

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When speaking of Invul, that Psi hole is pretty easy to cover for about 200 inf and DP.
And the Psychic Clockwork King is late game stuff.... getting wrecked by it at that point really isn't a big problem.

But a KB IO is rather costly.... or you need a power pick with accro.

And if you don't plug it, DS, DR, COF and OG just don't work very well when you are not in the middle of the spawn.
Alittle kb and 4 powers fail.

BC

[/ QUOTE ]Really, my Invuln tends to get into massive recharge failure against psi-heavy enemies. Since almost every psi attack in the game packs quite a bit of -rech (the 25% resistance to -rech is nice, but by no means the same as my /SR's 40%. I can *really* feel the difference on those.


Quote:
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
Apostrophe guidelines.

 

Posted

Lol yea DP is all you need to plug that psi hole. I have a farm on my spine/dark with mother meyhem and all those psi minions. Forget what they are called. Had an invuln tank run up to the first group, his HP started dropping fast. He hit DP and got a bunch of HP back. A few seconds later he was dead.

Yea that fix really works great.