Dark Armor boosts I'd like to see
Lots of pages, i didn't read all. My thoughts are that /dark is a sweet set but i've deleted 3 /dark toons due to endurance issues.
My latest is a spines/dark. WHEW. I have so many toggles that i can't even attack. I jump in a mob and hit spine burst and i'm half consumed already. I have 2-3 end red in each toggle also.
3 toggles use .52 in /dark and spines. That's extremely high when it don't count the defense toggles or pool power toggles. I'm currently at level 34 with stamina 3 slotted and still can't do alot more than jump in a mob and hope to cause fear in them but that's hard considering teh accuracy is a ridiculous 50%. Is there another power with acc that low in the game?
Others have likely covered this better, but I want to adress the OP first.
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~ Change the endurance cost of Dark Regeneration to something more reasonable. Charging over a third of a bar of Endurance for a self heal in a set that uses resists and heals for mitigation is harsh. I would like to see the base endurance cost reduced to 20.
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Dark Regen's cost already has been lowered twice. Back in issue 4 DR took 50 endurance base to use. I think the hefty end cost is to balance it. DR is one of the two strongest heals in the game.
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~ Now that Cloak of Fear can only affect minions with Fear, fix the stats on it. Not only is the cost too much for what it does, but the damage aura the set uses actually interferes with its mitigation. The endurance cost for this power should be the same as Weave which would bring it down to 0.33. The power should also be changed back to base accuracy of 75%.
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Haven't really gotten to play with this toy, but I'm guessing I'll agree with you here.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
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My latest is a spines/dark. WHEW. I have so many toggles that i can't even attack. I jump in a mob and hit spine burst and i'm half consumed already. I have 2-3 end red in each toggle also.
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other than death shroud and cloak of fear the toggles of dark armor are not your problem. They really should only have 1endred total as the other endred slots are pretty much wasted. Slot your attacks with 1 endred and you will see a greater return than your toggles.
death shroud and quills...2acc 2endred 2dam
cloak of fear...honestly I would just drop that power all together and run oppressive gloom.
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My latest is a spines/dark. WHEW. I have so many toggles that i can't even attack. I jump in a mob and hit spine burst and i'm half consumed already. I have 2-3 end red in each toggle also.
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I found Spine/Dark to offer a lot of opportunities for +Recovery bonuses. This can really take the edge off of the end costs.
Spine attacks all have a slow component so if you throw two Tempered Readiness IO's you get +1.5% Recovery in each power. I suggest Acc/End and Acc/Dam/Slow.
Spines and Dark Armor have a total of five PBoA powers. Two Cleaving Blow IO's. Two cleaving blows give you +1.0% Recovery. I suggest Acc/Dam and Dam/End.
Your other big drain on End is Dark Regeneration. Frankenslot some Cleaving Blow, Multi Strike, Harmonized Healing, Triage, and Doctored Wounds to maximize End Reduction and Recharge. Ignore Healing since 3 minions can bring you from the brink of death to full health anyway.
Best regards,
Tommy Truestar
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I think Cloak of Fear could use some tweaking. It seems a lot of people agree.
[/ QUOTE ]So? Some power has to be the weakest power in the set.