My adventure in to DA has my feeling lost


ArcticFahx

 

Posted

Dark Armor. You have me confused. And I love tanking, and I so much want to love you, too.

I've picked up a mace to pair with you Dark Armor, in hopes of "bringing the pain" but all I seem to be doing is sucking wind. I can't seem to get around packing 10 blue pills, along with stamina, and I still run dry, and am left either dead on the ground, or wheezing and needing a rest after each and every battle.

Please, Dark Armor, I want to play you, as I love tankers, and I have a fair amount of high levels tanks of each other armor, why do you give me so much grief?

So I'll start you again, and this time look for advice and understanding here on the boards...

Help me everyone, I've read guides, but they don't help me get thru the pain!

I don't have mids here a work, so I'll just lay out a basic build plan:

1: Dark Embrace
1: Bash
2: Murky Cloud
4: Jawbreaker
6: Obsidian Shield
8: Dark Regeneration
10: Taunt
12: Combat Jumping
14: Super Jump
16: Swift
18: Health
20: Stamina
22: Death Shroud
24: Cloak of Shadows
26: Oppresive Gloom
28: Whirling Mace
30: Clobber

Am I missing something? I have no idea why my darks crash and burn, while my shields/FA/Invul/Stone/Ice tank flourish.


 

Posted

Are you trying to run all your toggles simultaneously? As I understand it, Dark Armor is a set that you need to actively switch out armors based on each individual situation rather than just turning on all your toggles and charging in like Invulnerability. I personally have yet to play Dark Armor past the 20s mostly because I don't like the look of the set.

You may see if there are some IO builds that will help or, failing that, try double or triple slotting some of your toggles for endurance reduction where you can get away with it.


"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull

"Durability is the quintessential super-power. " -- Sailboat

 

Posted

Seems a lot of Dark Armor tankers have similar complaints. Apparently DA is a late bloomer?

I've seen L40+ DA Tankers run will good results.


 

Posted

Heraclea could probably give you some insight on this, she just recently hit 41 on her Dark/Ice.


"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull

"Durability is the quintessential super-power. " -- Sailboat

 

Posted

I don't understand why the devs would make one armor so vastly different than the rest, especially a resist based one. If I'm getting shot with fire/smashing attacks, I want to resist both, not have to choose which I resist just to save end.

*shrug*


 

Posted

[ QUOTE ]
I don't understand why the devs would make one armor so vastly different than the rest, especially a resist based one. If I'm getting shot with fire/smashing attacks, I want to resist both, not have to choose which I resist just to save end.

*shrug*

[/ QUOTE ]

While I can't claim to know the details of how the devs broke down DA armor, historically speaking the direction of this game was to offer as wide a variety across the scope of power sets as possible.

That's why Invuln/Ice/Fire/Stone all operate on different mechanisms, as opposed to all operating identically with different animations and FX.

It would seem that mode of design carried over to DA/WP/Shields as well.

The same could be said of the secondaries as well.


 

Posted

Yes DA can be cumbersome and yes it's a late bloomer. Early on it will be squishy especially as your endurance bar depletes and you have very little if any defense. However, IO set socketing for defense will do several great things for you. It will give you much needed defense which will drastically increase your survivability. Sometimes the amount of hate it handles is ridiculous. This has a second effect, decreased use of dark regen. Make sure to include endurance reduction in your attacks and toggles. You don't have to go overboard as you can slot for +max end after defense. Grab your +max end accolades and you'll be good to go. I still don't have Portal Jockey on my DA/DM and have no problems running 9 toggles. One of my builds is included in this thread. I've made some tweaks to my build since then, -KB Zephyr in SJ for example and at least another one or two tweaks. You took mace so the ST socketing for defense should still apply. Sure I have dark consumption but 4 out of 5 times I use it as an AoE, not because I need the endurance. I'm not going to add to any discussion about whether or not the devs need to make changes to DA. I'm just here to take advantage of tools available to make my DA tank great, namely IO's.


Edited for link.


 

Posted

Da's toggles are in no way more or less expensive than comparative alternative toggles. The real end hog is Dark Regen. Frankenslot it, or, failing that, slot your attacks for end reduction. You don't really need recharge in Dark Regen and you barely need any accuracy or heal.


 

Posted

my 50 dark/dark was an end hog as well...as talon said dark regen is huge on end.

frankly my feeling on dark either way is meh at best ..i wanted elec armor when we got dark but i went for it anyways and wanted to like it but just felt blah about it. your feeling honestly most likely wont change.

i havent played my dark/dark since it hit 50..by 40 i had lost interest..my least favorite honestly


 

Posted

Have you tried frankenslotting for the best end reduction you can get without gimping your attacks and defenses? 4 Res/End IOs from different sets in each toggle, a bunch of damage/end/recharge and acc/end IOs in the attacks, and so on?


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

[ QUOTE ]
Have you tried frankenslotting for the best end reduction yuo can get without gimping your attacks and defenses? 4 Res/End Ios from different sets in each toggle, a bunch of damage/end/recharge and acc/end IOs in the attacks, and so on?

[/ QUOTE ]

Well, I'm starting over from page one again, since I got too frustrated awhile back to continue. I'll have to try this method this time around to see if anything improves.


 

Posted

[ QUOTE ]
Da's toggles are in no way more or less expensive than comparative alternative toggles. The real end hog is Dark Regen. Frankenslot it, or, failing that, slot your attacks for end reduction. You don't really need recharge in Dark Regen and you barely need any accuracy or heal.

[/ QUOTE ]

This is how I feel for the most part. DA becomes an end hog, especially early on because of the use of dark regen largely due to low resistances (early on) and lack of defense. By increasing your defense you rely on dark regen less and less. Socketing for endurance reduction makes it great. Add the theft of essence proc makes it ridiculous and an end gain tool.


 

Posted

[ QUOTE ]
Well, I'm starting over from page one again, since I got too frustrated awhile back to continue. I'll have to try this method this time around to see if anything improves.

[/ QUOTE ]

Seriously consider what my build offers. It's not terribly expensive (unless you buy everything now) and I believe you'll be pleasantly surprised. Apply how I slotted for defense in my single target attacks, taken from Call_Me_Awesome's guide to Invuln (that thing is a godsend for DA. Yep, DA!)


 

Posted

In my experience, the last four powers in Dark Armor are easily postponable, and likely skippable in favour of relatively early Fighting pool for Tough. Adding Tough to the basic three armors (Dark Embrace / Murky Cloud / Obsidian Shield) boosts your smashing and lethal resistance from below 50% into the high 60 / low 70s range. I usually try to rely on my primary and postpone additional pool power defenses into the 40s, but now I took Tough at 32 and it seems to make a world of difference.

I still frequently find myself using my AoE heal as an alpha; it is, after all, an AoE attack and gets aggro as well. Right now I have it frankenslotted with some Touch of the Nictus acc/end and acc heal, a couple Doctored Wounds heal/end and heal/end/rech, one accuracy and one endurance reduction IO. The base recharge is not too long, and that may be part of the problem

Dark Armor is not all that taxing so long as you are not running extra toggles like Cloak of Darkness and Cloak of Fear. I have Cloak of Darkness, but usually only turn it on for an alpha; I have postponed Cloak of Fear and may not take it; I had it and it seemed not to perform well for its cost, and had no synergy with the Ice secondary. It might be worthwhile for a Dark/Dark tanker, or if you regularly team with an Illusion controller.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Personally, I feel cloak of darkness is necessary as is tough. On the other hand CoF being beneficial when you combine with DM, presence pool, or actively run with another AT with fears (Dark Miasma ftw!)

In Dark regen, I often find myself 3 slotting theft of essence (one being the chance for +end proc), 2 slotting touch of the nictus and a recharge IO.


 

Posted

I heard DA didn't pass California's emission standards and is now banned in that state.


 

Posted

[ QUOTE ]
In my experience, the last four powers in Dark Armor are easily postponable, and likely skippable in favour of relatively early Fighting pool for Tough.

[/ QUOTE ]... On Dark Armour?

Seriously?


 

Posted

If you're up for changing secondaries, going dark/dark can help as well. My first level 50 ever was a dark/dark tank, and dark consumption helps tremendously once you get it.

Other things that will help are:

Frankenslotting is your friend. Especially in Dark Regen. Ideally you want about 60% accuracy in it, and as close to the end redux and recharge ED caps as you can get. Slotting for healing is fine but only once you've reached those things. Frankenslot your attacks and toggles as much as you can for endurance reduction as well.

If you have the money, getting ahold of a miracle +recovery, numina's regen/recovery, and/or a performance shifter chance for endurance can all help a lot too.

Also consider using IOs for knockback protection rather than running acrobatics if you were doing that.


 

Posted

Dark/Mace is a fine choice; mine is currently level 41 and cruising along with minimal endurance problems.

As others have mentioned, Dark Regen is a huge endurance-sucker. In addition, Death Shroud and Cloak of Fear, if you decide to take it, also use a lot of endurance and should be slotted heavily for end reduction.

When choosing IOs, look for +end, +recovery, and +def--the less you get hit, the less you'll need to use Dark Regen, and that in itself with help your endurance situation considerably.

You could either go for positional or typed def; I prefer typed def because you can concentrate on the most common types of damage (S/L) and Dark's particular weakness, Energy. I believe that Jebe also slots for typed defense in his DA/DM build.

The main sets to look for are Reactive Armor for your resistance shields, Kinetic Combat for your ST attacks, and Eradication for your PBAoE attacks, including Death Shroud. The Steadfast +Def is also a must have, IMO.

Why don't you post your build so people can make more specific suggestions?


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

DA will never have the love that Invul or Rock recieve. Simply due to the fact that its extremely end heavy, with no other alternatives than to either IO it out, or get DM to synergize with the heals and End recov. Bad move by the devs?, sure. Some things are definitive, DA WILL end drain you in low levels, and will only keep annoying you passed lvl 38. Then again I never trusted any Tanker set that came with a Tier 9 rez instead of a "god Mode" but hey holding minions with Ogloom and Cloak o' Fear isnt too bad, is it?. YMMV, but I have had no good experience with the DA set. I've tanked countless mobs and have come to one realization. Dark Regenration is golden in this set. Since lvl 8 Dark regen is pretty much the saving grace of the set. Having a fifteen second PBAoE is truly something to marvel at.

You might want to get tough in place of Soul Transfer. A rez is nice, but if you need to use it in a group, your either doing something wrong, or the healer collapsed on his/her keyboard. And yes its safe to say always having a healer in team is very beneficial with a DA tank.


"If you can make a girl laugh, you can make her do anything"

"You're like Giraffe's, the way you look down on me, with your vegetarian scorn."

 

Posted

It can be painful early, but the right IO slotting ends any real end problems. I have a spines/DA scrapper and I always say if I can make that have no endurance problems, anything can work. That is running 10 toggles including all the DA ones (except the fear aura), tough, weave, and even quills. All going 24/7 except in Wentworths because I don't want to be one of those people who leave quills running in WW.

I don't even have any of the special +rec uniques with the exception of 1 perf shifter chance for endurance. You do it by slotting the right IO's and getting 60-80% endurance reduction on everything (attacks most importantly), without sacrificing damage either. At least that's how I did it.


 

Posted

Hehe, when i saw this post my first thought was of the thread i put up not long ago.......and Jebe was good enough to link it!

I based my current build off of advice from Jebe, and my god is it awesome.

am currently at 49, should hit fiddy tonight. As far as how it runs, I have been tanking boss mishes with it since @38, no problem, and I have outlived most of the tanks I have run with. I still have my kinetic combat sets to get, as well as my LotG's, miracle +end, and the one purple set. also need the theft of essence for dark regen. It does use a lot of end, BUT, and this may sound odd, my invuln actually uses more. So far I have put maybe 275 million into my build.

one thing, someone said something about slotting accuracy in dark regen, dont bother, before i got my IOs in it, i had it slotted with 3end redux and 3 recharge. It doesnt need accuracy, you hit 2 targets and you are full.

I friggin love this tank, it is by far my favorite, and I have a 50 inv/fire &amp; stone/ss, had a 50 fire/ice that is only on test now, and also have a 44 ice/wm and a 44 WP/EM. This tank is tough as nails, and the feeling of having everyone scratching their heads wondering how the hell you are living through stuff that is murdering everyone else is just indescribable. Its not as tough as my stone for sure, but its not THAT much softer either and doesnt require a kin to be fun, and I do miss my invulns AoEs. Most of the time I get asked when i join a group how I like DA, and when I say its awesome, and is tough as hell, they kinda laugh. So far I am pretty sure I have put a pretty good dent in the misconception of DA being squishie.

here is my current build

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

cataclysmic end: Level 50 Mutation Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed

Hero Profile:
Level 1: Dark Embrace <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (9) Reactive Armor - Resistance/Recharge[*] (9) Reactive Armor - Resistance/Endurance/Recharge[*] (11) Reactive Armor - Resistance[*] (11) Steadfast Protection - Resistance/+Def 3%[*] (13) Steadfast Protection - Knockback Protection[/list]Level 1: Shadow Punch <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (3) Kinetic Combat - Damage/Endurance[*] (5) Kinetic Combat - Damage/Recharge[*] (7) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 2: Murky Cloud <ul type="square">[*] (A) Reactive Armor - Endurance[*] (3) Reactive Armor - Resistance[*] (5) Reactive Armor - Resistance/Endurance[*] (7) Reactive Armor - Resistance/Endurance/Recharge[/list]Level 4: Shadow Maul <ul type="square">[*] (A) Cloud Senses - Accuracy/ToHitDebuff[*] (13) Cloud Senses - Accuracy/Recharge[*] (43) Cloud Senses - Accuracy/Endurance/Recharge[*] (45) Eradication - Damage[*] (46) Eradication - Damage/Recharge[/list]Level 6: Obsidian Shield <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (15) Reactive Armor - Resistance/Recharge[*] (15) Reactive Armor - Resistance/Endurance/Recharge[*] (17) Reactive Armor - Resistance[/list]Level 8: Dark Regeneration <ul type="square">[*] (A) Theft of Essence - Chance for +Endurance[*] (17) Touch of the Nictus - Chance for Negative Energy Damage[*] (19) Touch of the Nictus - Accuracy/Endurance/Recharge[*] (23) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration[*] (40) Touch of the Nictus - Healing[*] (42) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge[/list]Level 10: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 12: Boxing <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (33) Kinetic Combat - Damage/Endurance[*] (37) Kinetic Combat - Damage/Recharge[*] (37) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 14: Super Jump <ul type="square">[*] (A) Jumping IO[/list]Level 16: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 18: Health <ul type="square">[*] (A) Miracle - +Recovery[*] (19) Miracle - Heal[*] (48) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End[*] (21) Performance Shifter - EndMod[*] (21) Endurance Modification IO[/list]Level 22: Death Shroud <ul type="square">[*] (A) Eradication - Accuracy/Damage/Recharge[*] (23) Eradication - Accuracy/Damage/Endurance/Recharge[*] (27) Eradication - Damage[*] (29) Eradication - Accuracy/Recharge[*] (29) Endurance Reduction IO[*] (34) Endurance Reduction IO[/list]Level 24: Siphon Life <ul type="square">[*] (A) Touch of the Nictus - Chance for Negative Energy Damage[*] (34) Touch of the Nictus - Accuracy/Endurance/Recharge[*] (40) Touch of the Nictus - Healing[*] (40) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration[*] (46) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge[/list]Level 26: Tough <ul type="square">[*] (A) Reactive Armor - Endurance[*] (31) Reactive Armor - Resistance[*] (31) Reactive Armor - Resistance/Endurance[*] (31) Reactive Armor - Resistance/Endurance/Recharge[/list]Level 28: Weave <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (33) Luck of the Gambler - Defense[*] (33) Luck of the Gambler - Defense/Endurance[/list]Level 30: Cloak of Fear <ul type="square">[*] (A) Siphon Insight - Chance for +ToHit[*] (34) Siphon Insight - Accuracy/Endurance/Recharge[*] (36) Siphon Insight - ToHit Debuff/Endurance/Recharge[*] (37) Siphon Insight - ToHit Debuff[*] (46) Endurance Reduction IO[*] (50) Siphon Insight - Accuracy/ToHit Debuff[/list]Level 32: Cloak of Darkness <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (36) Luck of the Gambler - Defense[*] (36) Luck of the Gambler - Defense/Endurance[/list]Level 35: Soul Drain <ul type="square">[*] (A) Rectified Reticle - To Hit Buff[*] (42) Rectified Reticle - To Hit Buff/Recharge[*] (42) Recharge Reduction IO[*] (43) Eradication - Accuracy/Recharge[*] (43) Eradication - Damage/Recharge[/list]Level 38: Midnight Grasp <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (39) Kinetic Combat - Damage/Endurance[*] (39) Kinetic Combat - Damage/Recharge[*] (39) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 41: Touch of Fear <ul type="square">[*] (A) Accuracy IO[/list]Level 44: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (45) Recharge Reduction IO[*] (45) Recharge Reduction IO[/list]Level 47: Dark Consumption <ul type="square">[*] (A) Armageddon - Chance for Fire Damage[*] (48) Armageddon - Damage/Recharge[*] (48) Armageddon - Accuracy/Damage/Recharge[*] (50) Armageddon - Damage[*] (50) Armageddon - Accuracy/Recharge[/list]Level 49: Soul Transfer <ul type="square">[*] (A) Recharge Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (25) Kinetic Combat - Damage/Endurance[*] (25) Kinetic Combat - Damage/Recharge[*] (27) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 1: Sprint <ul type="square">[*] (A) Run Speed IO[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]28.6% Defense(Smashing)[*]28.6% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]11.1% Defense(Energy)[*]11.1% Defense(Negative)[*]3% Defense(Psionic)[*]15.8% Defense(Melee)[*]7.06% Defense(Ranged)[*]3% Defense(AoE)[*]12.2% Max End[*]10% Enhancement(Heal)[*]32.5% Enhancement(RechargeTime)[*]42% Enhancement(Accuracy)[*]9% FlySpeed[*]267.1 HP (14.3%) HitPoints[*]9% JumpHeight[*]9% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 2.5%[*]MezResist(Immobilize) 17.9%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 2.5%[*]MezResist(Terrorized) 2.5%[*]8% (0.13 End/sec) Recovery[*]20% (1.56 HP/sec) Regeneration[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]9% RunSpeed[*]2% XPDebtProtection[/list]------------
[u]Set Bonuses:[u]
[u]Reactive Armor[u]
(Dark Embrace)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Steadfast Protection[u]
(Dark Embrace)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] 3% Defense(All)[*] Knockback Protection (Mag -4)[/list][u]Kinetic Combat[u]
(Shadow Punch)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Reactive Armor[u]
(Murky Cloud)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Cloud Senses[u]
(Shadow Maul)<ul type="square">[*] Status Resistance 2.5%[*] 2.25% Max End[/list][u]Eradication[u]
(Shadow Maul)<ul type="square">[*] 1.8% Max End[/list][u]Reactive Armor[u]
(Obsidian Shield)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Touch of the Nictus[u]
(Dark Regeneration)<ul type="square">[*] 35.1 HP (1.88%) HitPoints[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(Heal)[*] 2.25% Max End[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Kinetic Combat[u]
(Boxing)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Miracle[u]
(Health)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Performance Shifter[u]
(Stamina)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[/list][u]Eradication[u]
(Death Shroud)<ul type="square">[*] 1.8% Max End[*] 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)[*] 42.2 HP (2.25%) HitPoints[/list][u]Touch of the Nictus[u]
(Siphon Life)<ul type="square">[*] 35.1 HP (1.88%) HitPoints[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(Heal)[*] 2.25% Max End[/list][u]Reactive Armor[u]
(Tough)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Luck of the Gambler[u]
(Weave)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 21.1 HP (1.13%) HitPoints[*] 7.5% Enhancement(RechargeTime)[/list][u]Siphon Insight[u]
(Cloak of Fear)<ul type="square">[*] 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed[*] 2% XPDebtProtection[*] 9% Enhancement(Accuracy)[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Luck of the Gambler[u]
(Cloak of Darkness)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 21.1 HP (1.13%) HitPoints[*] 7.5% Enhancement(RechargeTime)[/list][u]Rectified Reticle[u]
(Soul Drain)<ul type="square">[*] 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)[/list][u]Eradication[u]
(Soul Drain)<ul type="square">[*] 1.8% Max End[/list][u]Kinetic Combat[u]
(Midnight Grasp)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Armageddon[u]
(Dark Consumption)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Kinetic Combat[u]
(Brawl)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list]


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|B7DD33E3BCD4E41216B48CB282B28A721F9DC2F855C5510C9 4044A2F4A122585924|
|6C9A0E4509EA0747F01D763ECFF|
|-------------------------------------------------------------------|</pre><hr />


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.

 

Posted

[ QUOTE ]
one thing, someone said something about slotting accuracy in dark regen, dont bother, before i got my IOs in it, i had it slotted with 3end redux and 3 recharge. It doesnt need accuracy, you hit 2 targets and you are full.

[/ QUOTE ]

And what happens when you are down to tanking a solo AV? Personally, I prefer to slot for accuracy &amp; heal, along with recharge and end reduction.


 

Posted

Posting my hopeful build in a moment, at work with my laptop not connected to the interweb, gotta be sneaky!