Jebe's Guide to Dark Armor


AlienMafia

 

Posted

Jebe's Dark Armor Guide

Over the last few weeks, I've noticed an increased interest of this primary on the forums and several posters asking for advice since socketing this primary can give one a headache. That is when I decided to create this guide.
Although it is laid out as a guide, I would like it to be considered more of a compilation of knowledge. A compilation based on the fact that the information provided is a combination of personal experience, personal testing and information supplied by other players. With that in mind I'd like to thank everyone who's offered me advice with IO slotting. In particular, I'd like to personally thank Call_Me_Awesome for his Invuln tankers and the Defense soft cap guide found here . Reading this guide and applying its approach to Dark Armor has made its survivability far more powerful than before. I would also like to thank Desmodos for writing Desmodos' DM/DA guide found here. Insight from this guide into the toggles, their controversy and use of +max end slotting has made Dark Armor into an efficient end user through attack slotting.

In this guide, I will be describing and Dark Armor, it's synergies with the available secondaries and IO slotting. As many who have tried this primary will be aware of, Dark Armor can be an endurance hog. It also lacks significant defense bonuses on its own. Add to this the fact that it does not have knockback protection. In addition, many believe its energy resistance (one of the most prolific damage types in end game) is rather low and thus suffers a resistance hole here. It does however have tools which help mitigate its perceived shortfalls. It has very nice resistances to most damage types and also provides the single largest resistance to one of the most feared types, Psionic. Its energy resistance is not at all bad and can be helped by including energy defense which I will cover later. Also, Dark Armor contains resistance to endurance drain which is helpful against some very troublesome enemies. Two of it's three taunt auras also provide control over mobs at the minion level and can/should be stacked for maximum effect. Thereby creating a character which can tank nearly anything you put in front of it.



I- Dark Armor Primary Powers

II- IO Set Bonus Priorities

III- Strategy

IV- Mid's Builds


 

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I- Dark Armor Primary Powers



Death Shroud

Toggle: PBAoE Minor DoT(Negative)

You become a focus point for the Netherworld, allowing its Negative Energy to seep from your body. This will continuously damage all foes in melee range. Damage: Minor(DoT), Recharge: Fast
This is your first of three taunt auras, very effective at keeping aggro on you. However this toggle uses a substantial amount of endurance. Keep in mind that this has to hit as well. And you might as well have it do as much damage as possible. It may sound like a lot to consider but it's not as bad as it seems. Eradication and a couple of end reduction IO's should be enough.



Dark Embrace

Toggle: Self +Res(Smash, Lethal, Negative, Toxic)

You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy and Toxic damage. Recharge: Fast
Your essential toggle for S/L resist providing 30% unbuffed resist to these damage types and 20% to Negative and toxic. When combined with Tough both slotted for resist, you can achieve 70% to S/L.



Murky Cloud

Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain)

You create a Murky Cloud enshrouding you. This cloud can absorb all forms of energy, making you more resistant to Fire, Cold, Energy, and Negative Energy attacks, as well as Endurance Drain effects. Recharge: Fast
This provides the other half of your negative resistance, with considerable resistances to fire and ice. The energy resistance however is the lowest amount but it's not shabby. Others may consider this a resist hole but I can't really agree even if this damage type is prevalent in late game content. Dark Armor still offers mitigation against said holes. Care should be taken to slot some IO's for energy defense.



Obsidian Shield

Toggle: Self +Res(Psionic, Sleep, Hold, Disorient, Fear)

You can create a special Obsidian Shield that grants good resistance to Psionic damage. With your mind enshrouded in darkness you are protected from Sleep, Fear, Hold and Disorient attacks. Recharge: Fast
Your mez protection, plain and simple. It is an absolute must have. However, this toggle does not protect against knockback as in similar toggles/powers of other tanker primaries. IO sets which include help against knockback are Steadfast Protection, Karma, and Blessing of the Zephyr. Steadfast Protection also includes the 3% Def to all/Res unique and combining these also gives you you a 1.5% recovery bonus. If socketing for positional defense (which I will not cover at this time) 3 sockets of Blessing of the Zephyr in your travel power add 3.13% defense to AoE and ranged while also providing a much needed 1.56% to energy. Just remember when it comes to Obsidian shield, you can only socket Steadfasts, Karma will need a defense power and Zephyr a travel power.



Dark Regeneration

PBAoE Minor DMG(Negative), Self +HP

You can tap the dark essence of the Netherworld to drain a small amount of life from all enemies nearby, thus healing yourself. The more foes affected, the more you will be healed. Damage: Minor, Recharge: Slow
I'm going to cover this power in a bit of detail as it leads to a lot of confusion and aggravation. This is the double edged sword of Dark Armor. It's one of the biggest single heals in the game (can't remember if boosted Absorb Pain can heal for more) applying up to 3 large stacked heals from a group of surrounding mobs. However this comes at a heavy price. It uses a crippling 33 endurance to do so. You may ask why then, should I take this end hog? The reason is, frankly there are things which you cannot control and will need this superbly overpowered heal to save your hide. But using it doesn't have to mean farewell to your endurance bar. You can and must take steps to lower its endurance use. First, slotting individual endurance reduction into the slots will help you greatly. You can immediately cut the cost in half. Now when it comes to IO's you may opt to combine several enhancements for added benefit. I like to increase its recharge and accuracy as well as endurance reduction. You may wonder why I socket for accuracy and it's a fair question. The reason is, if I'm tanking an AV and there are no other mobs nearby and my health bar is receding like my hair line, then I want to make sure this thing lands on one target. While you're at it, why not make this and endurance gain power instead of an endurance hog. How? Do whatever you have to do to get a hold of the Theft of Essence +chance for endurance IO. This can singlehandedly negate the cost of this power with enough targets and more often than not, increase your available endurance. This IO was made for this power. Do NOT go without it. I typically 3 slot Theft of Essence (one being the proc), 2 slot Touch of the Nictus and either an endurance or recharge reduction IO. I know I know, what am I doing socketing a recharge on here when I shouldn't need it right? Well I've become rather aggressive with this power, usually combining Soul Drain, Dark Regen and Dark Consumption as a mini aggro nuke. When tanking anything +2boss and below I frankly am not dependent on these to stay alive whatsoever so I spam as I please. Where's your end hog now?


Cloak of Darkness

Toggle: Self Stealth, +DEF(All), +Perception, Res (Immobilize)

A shroud of Netherworld darkness envelops you, making you difficult to spot at a distance. You can be seen only at close range, or if you attack a target. Even if seen, the Cloak of Darkness grants you a bonus to Defense to all attacks and some protection from Immobilization. This Netherworld Cloak also allows you to see things in a new light, allowing you to better see stealthy foes. Unlike some stealth powers, Cloak of Darkness has no movement penalty. Cloak of Darkness will not work with any other form of Concealment power such as Shadow Fall or Steamy Mist. Recharge: Slow
This power is a bit of a pain to many in terms of aesthetics. However it is a very nice boost in defense to all. Combining this with combat jumping/hover and weave, along with IO set bonuses is ESSENTIAL not only to your survival but to your endurance. How so? Well increasing your defense means decrease the amount of attacks that land which means less damage you take and have to heal. This leads to lessened dependence on Dark Regeneration which we've established as your end hog. Sure this power makes you look like you're the manager at an oil refinery but who cares? You know what you look like don't you?



Cloak of Fear

Toggle: PBAoE Foe Fear, -ACC

You can wrap yourself in a nightmarish Cloak of Fear. Foes close to you are treated to visions most horrific, forcing them to tremble in terror, only attacking if attacked, and even then, with a reduced chance to hit. Recharge: Fast

The second of the 3 taunt auras and probably the most argued about power in the set. I'm not going to lie, this power has a lot going against it. Let's list...

-Low base accuracy
-High endurance cost
-Low magnitude fear

Due to the number of obstacles on CoF, I believe it is best used when combined with another fear power, such as Touch of Fear from Dark Melee or the presence pool. Otherwise I do not see it as a benefit and can save the endurance for other use.

If you decide to take CoF then you have to overcome the above for it to work. In order to compensate for the low accuracy and high endurance cost, it is advised that you 6 slot this power. It's up to you if you'd like to use standard SO's, IO's, frankenslot, socket for -to-hit debuffs or fear. Currently my DA/DM is socketed for -to-hit debuff but I consider this a mistake when it comes to higher ranked mobs such as EB's and AV's. I will be reslotting this in the near future. The reason I consider slotting for fear instead of -to-hit is I'm already soft capped for S/L defense. The current amount is gravy on top of it and I really can't benefit from lower rank mobs like of close to even level. And since higher level mobs, EB's and AV's benefit from the purple patch, the added -to-hit is practically wasted. I have successfully single-handedly feared EB's with Cloak of Fear and Touch of Fear and would like to extend that duration. Again, you can socket as you see fit.



Oppressive Gloom

Toggle: PBAoE, Foe Disorient, Self -HP

The Netherworld has many mutable properties, such as the Oppressive Gloom. This power allows you to use your own Hit Points to keep enemies near you Disoriented and unable to use any powers. Endurance cost for this is minimal, but the power can be dangerous to use. Recharge: Moderate
The third of your taunt auras and still controversial. Mainly because people put this power against CoF as to which is the most beneficial. To me, neither is more beneficial than the other as both offer control, which is in fact damage mitigation/avoidance. However, how you use these is will determine their efficiency. As I stated before, the best way is to stack effects. For OG you have more options in stacking stuns with the available tanker secondaries. War Mace, Super Strength, Energy, and Stone have stun capabilities and it can be stacked with OG. Also, these secondaries have more than enough single target melee attacks for Kinetic Combat socketing. This makes OG more versatile than CoF for the purpose of control. Also OG, doesn't suffer the obstacles plaguing CoF as it has...

-Standard Accuracy
-Negligible Endurance Cost
-larger pool of secondaries to stack control

An added note on OG's health cost while toggled. The amount of health lost is oftentimes less (if not much less) than regenerated through health. Do not, for any reason allow yourself to believe that this power will kill you. If it happened to kill you because you were down to 4 health and this ticked before you healed then you should worry about what got you down to near death first and not OG.



Soul Transfer

Self Rez, Special

Should you fall in battle, you can perform a Soul Transfer, sucking the life force of all foes around you to bring yourself back from the brink of death. The more foes nearby, the more life is restored to you. Drained foes are left Disoriented. The dark effects of this Soul Transfer will actually leave you invulnerable for a brief time, and protected from XP Debt for 90 seconds. There must be at least one foe nearby to fuel the Transfer and revive yourself. Damage: Moderate, Recharge: Very Long

Another controversial power of the Dark Armor primary. Personally I am of the opinion (as others agree) that a tier 9 power should not be a rez and instead be a power which will help prevent death. However, there is absolutely no indication that the developers will change this even if I drive down to Austin, TX, chain myself to the railings outside of the front door and cry. It's something we have to live with. Don't waste sockets on this unless there's an IO bonus you absolutely have to have and cannot fit it with OG. BTW, you cannot stack the stun from Soul Transfer with OG. YOu're dead, you can't have toggles running ferchrissakes!


 

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II- IO Set Bonus Priorities



This is where I basically lay out why socketing with anything less than IO's will make every stereotype you've heard about Dark Armor true and how to avoid it. Dark Armor like most others, has its disadvantages but many can be solved through slotting IO's. These not only cover your mitigation holes but can also turn your Dark Armor tank into an unbelievably strong tanking machine. To borrow Arcanaville's words, at times it's survivability can at times be downright ridiculous. With IO's you can turn 'at times' to pretty much 'all the time.' I know it appears that I am trying to oversell Dark Armor and there may be some truth to that but only because I believe the primary is largely misunderstood and information on how to make it shine is not widely known. In the beginning of the guide I qualified a Dark Armor tank as being able to tank nearly anything in the game. The reason being is I have yet to tank or have proof of any other Dark Armor tank successfully tanking the STF let alone MoSTF. I hope that it is possible but most players will not give you the opportunity. This is not to say I blame them, certain dynamics available to other primaries frankly outperform Dark Armor and thus considered first choice. So, what socketing is needed to achieve this level of awesomeness? Here's how you should prioritize with the highest priority first...

-S/L Defense, Energy/Neg Defense 2nd
-Max End
-Max HP

Slotting for S/L defense when combined with Cloak of Darkness, CJ/Hover, Weave greatly add to your survival and endurance efficieny as I've previously explained. It adds a layer of avoidance not automatically available to Dark Armor. Adding soft capped defense to you good resistances will make your Dark Armor tank stand out. Short of defense debuff resistance, you're on par (minus the 20% gap in S/L res) with Invuln, meanwhile having psionic and endurance drain resistances, things Invuln doesn't have. I cannot emphasize enough how important defense is to your Dark Armor tank. You may find yourself thinking about slotting for positional defense instead of typed. These can still be stacked with pool powers and CoD but it is rather slot heavy. This is why I recommend S/L defense over other types and positional as explained in Call_Me_Awesome's guide. Basically you're slotting your armor toggles with Reactive Armor and your single target melee attacks with Kinetic Combat. Work up to the rule of 5. For those who don't know, the rule of 5 means you can only benefit from a certain bonus value up to five (5) times in your IO bonuses. Similar bonuses of different values do not count together.

Slotting for energy/negative defense should also be taken into account as this helps avoide damage from your weaker resist. Again, your resist to energy is not small but it just happens to be your least amount.

Make sure to slot for +max end, especially over +recovery. The amount of recovery bonuses you can achieve will appear tempting but this is an illusion. +Max end far outdoes +recovery in that it increases your endurance pool AND recovery. How so? Your recovery rate the percentage of endurance gained over time and is calculated from your maximum endurance, not base. Therefore the larger your endurance pool, the higher your recovery rate. In effect, slotting for +max end is killing two birds with one stone, This can be seen in Mid's and in game by noting the amount of recovery you have before and after you've obtained accolades which increase your maximum endurance.
An important note to add in regard to using the recovery uniques in health. These are very important and the amounts of recovery offered is huge and there is no +max end bonus to rival these.

Now to a lesser extent, slotting for +max HP will be beneficial to your Dark Armor tank. This bonus can be obtained with other more important bonuses but when choosing between say equal S/L defense bonuses but one offers +max HP and the other offers +regen, choose +max HP. Again, you have one of the largest single heals in the game, actively socketing for regen is a waste to you. The amount you receive from health is enough, and no I don't mean socket health with the +regen uniques either unless you have something to prove.




III- Strategy



This will vary greatly, mostly depending on your comfort level with the primary and the progress on your socketing.

With regard to your auras, it is best to dive into the center of a group of mobs to increase the number of affected mobs. Your auras are centered around you, why not make the best use of the available space. Your defense will help mitigate against alphas, as will Dark Regen should you need to heal. Approaching a group from one side instead of diving increases the likelyhood that other team members will aggro the mobs furthest away since they probably out of taunt aura range.

Do not use Dark Regeneration to heal 25% of your health. Wait until you are under 50% and can gauge how the incoming damage rate will decrease your health and fire at will. Do not wait too long to fire Dark Regeneration though. For example, waiting until you're down to 10% health can spell doom, especially if you're suffering from server lag. This of course is contrary to my current use of Dark regen since I use it as part of a mini tank nuke. However I am very confident with this primary and use it aggressively.

If you are not confident in your endurance efficiency or are stil running with SO's, learn to manage your toggles. Don't use Murky cloud against S/L only mobs or Dark Embrace against non S/L ranged mobs. With all fairness, many attacks have a smashing or lethal component which means you'll end up running Dark Embrace anyway but if it's not bad, detoggle Tough. By the same token if you're not taking many hits, detoggle some of your defense toggles to a manageable level. Sure I play with 9 toggles running but again, I'm comfortable with the primary and socketed for a combination of endurance reduction and +max end so I don't slow down the team.

Stack those controls, remember that stacking will work on bosses. Multiple stacking of prolonged effects can work on EB's and sometimes AV's. Those tools are there for a reason and it is up to you to make best use of them.

Remember even with as much hole plugging as you've done, there are some things you cannot avoid. Namely, defense debuffs and slows.


 

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IV- Builds


I have included a few builds which incorporate Dark Armor and stacking control effects for maximum benefit. I will add more builds in the future, in particular a build which utilizes the presence pool for insane fear stacking and a DA/FM aoe build. A disclaimer on the DA/Stone build. I did not include Build Up as I wanted to point out that stun stacking can also be achieved through ancillary powers and provided the build to reflect that. Build Up can greatly amplify your effectiveness and is almost mandatory in my opinion. It is left out of the build merely for the purposes of example.

DA/DM All Purpose Fear Build

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

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

Hero Profile:
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Level 1: Dark Embrace RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(11), S'fstPrt-ResDam/Def+:30(11), S'fstPrt-ResKB:30(13)
Level 1: Shadow Punch KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7)
Level 2: Smite KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7)
Level 4: Shadow Maul Cloud-Acc/ToHitDeb:30(A), Cloud-Acc/Rchg:30(13), Cloud-Acc/EndRdx/Rchg:30(43), Erad-Dmg:30(45), Erad-Dmg/Rchg:30(46), Erad-Acc/Dmg/EndRdx/Rchg:30(50)
Level 6: Obsidian Shield RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(17)
Level 8: Murky Cloud RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(19), RctvArm-ResDam:40(23)
Level 10: Taunt RechRdx-I:50(A)
Level 12: Combat Jumping Ksmt-ToHit+:30(A)
Level 14: Super Jump Zephyr-ResKB:50(A)
Level 16: Swift Run-I:50(A)
Level 18: Health Mrcl-Rcvry+:40(A), Mrcl-Heal:40(19), Numna-Regen/Rcvry+:50(48)
Level 20: Stamina EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Death Shroud Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(23), Erad-Dmg:30(27), Erad-Acc/Rchg:30(29), EndRdx-I:50(29), EndRdx-I:50(34)
Level 24: Dark Regeneration Theft-Acc/EndRdx/Rchg:30(A), Theft-Acc/EndRdx/Heal:30(34), Theft-+End%:30(40), Nictus-Acc/EndRdx/Heal/HP/Regen:50(40), Nictus-Acc/EndRdx/Rchg:50(40), RechRdx-I:50(42)
Level 26: Boxing KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(31)
Level 28: Tough RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33)
Level 30: Cloak of Darkness GftotA-Def:40(A), GftotA-Def/EndRdx:40(34), GftotA-Def/EndRdx/Rchg:40(36)
Level 32: Cloak of Fear Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(36), Cloud-Acc/Rchg:30(36), Cloud-Acc/EndRdx/Rchg:30(37), Abys-Acc/EndRdx:50(37), N'mare-Acc/EndRdx:50(37)
Level 35: Soul Drain Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(42), Erad-Acc/Rchg:30(42), Erad-Acc/Dmg/EndRdx/Rchg:30(43), Erad-Acc/Dmg/Rchg:30(43)
Level 38: Midnight Grasp KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39)
Level 41: Touch of Fear Acc-I:30(A)
Level 44: Siphon Life Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(45), Nictus-Acc/Heal:50(45), Nictus-Acc/EndRdx/Heal/HP/Regen:50(46), Nictus-Acc/EndRdx/Rchg:50(46)
Level 47: Dark Consumption Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(48), Erad-Acc/Dmg/Rchg:30(48), Erad-Acc/Dmg/EndRdx/Rchg:30(50)
Level 49: Weave DefBuff-I:40(A), DefBuff-I:40(50)
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Level 1: Brawl KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(27)
Level 1: Sprint Run-I:50(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:
28.6% Defense(Smashing)
28.6% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
20.5% Defense(Energy)
20.5% Defense(Negative)
3% Defense(Psionic)
15.8% Defense(Melee)
11.8% Defense(Ranged)
3% Defense(AoE)
15.8% Max End
6.25% Enhancement(RechargeTime)
5% Enhancement(Heal)
9% Enhancement(Accuracy)
295.2 HP (15.8%) HitPoints
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Confused) 5%
MezResist(Held) 5%
MezResist(Immobilize) 23.2%
MezResist(Sleep) 5%
MezResist(Stun) 5%
MezResist(Terrorized) 5%
6% (0.1 End/sec) Recovery
10% (0.78 HP/sec) Regeneration
2.5% Resistance(Fire)



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Set Bonuses:
Reactive Armor
(Dark Embrace)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


Steadfast Protection
(Dark Embrace)
1.5% (0.03 End/sec) Recovery
3% Defense(All)
Knockback Protection (Mag -4)


Kinetic Combat
(Shadow Punch)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


Kinetic Combat
(Smite)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


Cloud Senses
(Shadow Maul)
Status Resistance 2.5%
2.25% Max End


Eradication
(Shadow Maul)
1.8% Max End
3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)


Reactive Armor
(Obsidian Shield)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


Reactive Armor
(Murky Cloud)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


Blessing of the Zephyr
(Super Jump)
Knockback Protection (Mag -4)


Miracle
(Health)
2.5% (0.04 End/sec) Recovery


Eradication
(Death Shroud)
1.8% Max End
3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
42.2 HP (2.25%) HitPoints


Theft of Essence
(Dark Regeneration)
10% (0.78 HP/sec) Regeneration
1.8% Max End


Touch of the Nictus
(Dark Regeneration)
35.1 HP (1.88%) HitPoints


Kinetic Combat
(Boxing)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


Reactive Armor
(Tough)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


Gift of the Ancients
(Cloak of Darkness)
2% (0.03 End/sec) Recovery
2.5% Resistance(Fire)


Cloud Senses
(Cloak of Fear)
Status Resistance 2.5%
2.25% Max End
6.25% Enhancement(RechargeTime)


Rectified Reticle
(Soul Drain)
1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)


Eradication
(Soul Drain)
1.8% Max End
3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)


Kinetic Combat
(Midnight Grasp)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


Touch of the Nictus
(Siphon Life)
35.1 HP (1.88%) HitPoints
9% Enhancement(Accuracy)
5% Enhancement(Heal)
2.25% Max End


Eradication
(Dark Consumption)
1.8% Max End
3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
42.2 HP (2.25%) HitPoints


Kinetic Combat
(Brawl)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)






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Posted

DA/Stone Melee Stun Stacking Build...


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

Level 50 Mutation Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Earth Mastery

Hero Profile:
------------
Level 1: Dark Embrace ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(3), ImpArm-ResDam/Rchg:40(3), ImpArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(36), S'fstPrt-ResKB:30(36)
Level 1: Stone Fist KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7)
Level 2: Stone Mallet KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11)
Level 4: Heavy Mallet KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(13)
Level 6: Obsidian Shield RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(17)
Level 8: Swift Run-I:50(A)
Level 10: Taunt RechRdx-I:50(A)
Level 12: Combat Jumping Ksmt-ToHit+:30(A)
Level 14: Super Jump Zephyr-ResKB:50(A)
Level 16: Health Mrcl-Rcvry+:40(A), Mrcl-Heal:40(17), Numna-Regen/Rcvry+:50(19)
Level 18: Dark Regeneration Theft-+End%:30(A), Theft-Acc/EndRdx/Heal:30(19), Theft-Acc/EndRdx/Rchg:30(31), Nictus-Acc/EndRdx/Rchg:50(31), Nictus-Acc/EndRdx/Heal/HP/Regen:50(31), RechRdx-I:50(33)
Level 20: Stamina EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Murky Cloud RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(23), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(25)
Level 24: Fault Mocking-Acc/Rchg:50(A), Mocking-Rchg:50(25), Mocking-Taunt/Rchg:50(27), Mocking-Taunt/Rchg/Rng:50(27), Stpfy-Acc/EndRdx:50(29), Stpfy-Acc/Rchg:50(29)
Level 26: Oppressive Gloom Acc-I:50(A)
Level 28: Death Shroud Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(33), Erad-Acc/Dmg/EndRdx/Rchg:30(33), Erad-Dmg:30(34), EndRdx-I:50(34), EndRdx-I:50(34)
Level 30: Boxing KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(40)
Level 32: Tough RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(37), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37)
Level 35: Cloak of Darkness GftotA-Def:40(A), GftotA-Def/EndRdx:40(36), GftotA-Def/Rchg:40(43), GftotA-Def/EndRdx/Rchg:40(46)
Level 38: Seismic Smash KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), BasGaze-Acc/Hold:30(43), BasGaze-Acc/EndRdx/Rchg/Hold:30(43)
Level 41: Weave GftotA-Def:40(A), GftotA-Def/EndRdx:40(42), GftotA-Def/Rchg:40(42), GftotA-Def/EndRdx/Rchg:40(42)
Level 44: Stone Prison Decim-Build%:40(A), Decim-Acc/Dmg:40(45), Decim-Acc/EndRdx/Rchg:40(45), Decim-Acc/Dmg/Rchg:40(45), Decim-Dmg/EndRdx:40(46), EndRdx-I:50(46)
Level 47: Fossilize Decim-Acc/Dmg:40(A), Decim-Acc/Dmg/Rchg:40(48), Decim-Acc/EndRdx/Rchg:40(48), Decim-Dmg/EndRdx:40(48)
Level 49: Stalagmites Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(50), Posi-Dmg/EndRdx:50(50), Posi-Dmg/Rchg:50(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
28% Defense(Smashing)
28% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
12.4% Defense(Energy)
12.4% Defense(Negative)
4.88% Defense(Psionic)
15.5% Defense(Melee)
7.69% Defense(Ranged)
3% Defense(AoE)
15.8% Max End
6.25% Enhancement(RechargeTime)
9% Enhancement(Accuracy)
260 HP (13.9%) HitPoints
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Held) 2.75%
MezResist(Immobilize) 17.1%
15.5% (0.26 End/sec) Recovery
10% (0.78 HP/sec) Regeneration
6.58% Resistance(Fire)
1.58% Resistance(Cold)



------------
Set Bonuses:
Impervium Armor
(Dark Embrace)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
2.25% Max End


Steadfast Protection
(Dark Embrace)
1.5% (0.03 End/sec) Recovery
3% Defense(All)
Knockback Protection (Mag -4)


Kinetic Combat
(Stone Fist)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


Kinetic Combat
(Stone Mallet)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


Kinetic Combat
(Heavy Mallet)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


Reactive Armor
(Obsidian Shield)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


Blessing of the Zephyr
(Super Jump)
Knockback Protection (Mag -4)


Miracle
(Health)
2.5% (0.04 End/sec) Recovery


Theft of Essence
(Dark Regeneration)
10% (0.78 HP/sec) Regeneration
1.8% Max End


Touch of the Nictus
(Dark Regeneration)
35.1 HP (1.88%) HitPoints


Reactive Armor
(Murky Cloud)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


Mocking Beratement
(Fault)
1.8% Max End
MezResist(Held) 2.75%
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)


Stupefy
(Fault)
2.5% (0.04 End/sec) Recovery


Eradication
(Death Shroud)
1.8% Max End
3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
42.2 HP (2.25%) HitPoints


Kinetic Combat
(Boxing)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


Reactive Armor
(Tough)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


Gift of the Ancients
(Cloak of Darkness)
2% (0.03 End/sec) Recovery
2.5% Resistance(Fire)
1.8% Max End


Kinetic Combat
(Seismic Smash)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


Basilisk's Gaze
(Seismic Smash)
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)


Gift of the Ancients
(Weave)
2% (0.03 End/sec) Recovery
2.5% Resistance(Fire)
1.8% Max End


Decimation
(Stone Prison)
MezResist(Immobilize) 2.75% (Exceeded 5 Bonus Cap)
21.1 HP (1.13%) HitPoints
2.25% Max End
6.25% Enhancement(RechargeTime)


Decimation
(Fossilize)
MezResist(Immobilize) 2.75% (Exceeded 5 Bonus Cap)
21.1 HP (1.13%) HitPoints
2.25% Max End


Positron's Blast
(Stalagmites)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)






| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|


 

Posted

Great guide, and as I have stated in a couple DA threads, I have used Jebe's advice to great effect. My DA/DM is my favorite tank at this point. End is not nearly the problem people make it out to be, and will only get better as I finish IOing my build.

I went a little different than he did, but this is his guide, and I went the way I did for personal preference more than anything else. I am very interested in seeing what you do for the heavy fear build.


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

I encourage you to post any differences. Remember this is a compilation and any insight is welcomed. You may be taking some things into account that I did not emphasize. For example the majority of builds I'll post here will not include purples to show that a high level of survivability can be attained at a reasonable cost in IO's. However, all bets are off on the fearmonger build. I want a lot +accuracy on it. Now I'm only pressed as to whether I want to give up Super Jump or Smite to make room for the 3 powers in Presence.


 

Posted

OH cool, A tanker perspective?

I'll be reading this more carefully when I get home.


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

Well, I have been tinkering around with my build a bit, trying to work in different things.

I got rid of my fears, and tried OG+stalagmites for mitigation, not happy with the results of that. I really don't like OG at all, watching them wander off while disoriented has really been annoying the hell out of me. Plus, I want more damage, and I think I figured out a build that will suit my playstyle. Plus I decided to fit in taunt, as I am finding that in pugs a lot of people are too impatient to allow the aggro to build a sec.

My defense is softcapped, not sure why I am just below 70% on the resists.

My end use vs. recovery isn't the best, but it is about where my current builds is, and I have no end issues. Now that I have Portal Jockey and the Atlas Medallion, even less so. I really wish that theft of essence proc worked more, as I really don't see that much come out of it, and I am looking hard. I actually use DC more for aggro and damage than for end.

I really tried pushing up the recharge rates on my powers, as right now I rely heavily on Sands of Mu, which I hate. Being planted for 3 seconds is bad enough with Shadow Maul. This should open up my attack chain a lot, and push my damage up a good bit, both aoe and single target.

I thought about pushing into an APP, but decided I didnt want to give up as much as I would have had to to make it worthwhile. Would have boosted my AoE damage a bit, but I would have had to 6slot the 2 powers leading up to it to make up the defense I would have lost, and would have lost some max end/hp, and well, the trade off just wasnt worth it to me.

Anywho, here is the build I am going to go with when the next freespec drops, dont feel like wasting any more of my other ones, one was enough. Unless, I get really bored and decide to run a respec trial. Then I wont be able to help myself.

This is still my favorite tank by far, even with my current build leaving a lot to be desired. Yeah, once I finally get all my Kinetic Combats, it's respec time, freebie or not..........

One last thing, before anyone mentions it. I will NEVER drop Soul Transfer from my build. Couple reasons, one, I actually use it strategically. DR hasnt recharged, or those rare occasions that my end is dry, I will let myself drop, then pop it as soon as I die. Mass disorient, and I have time to get all my toggles back on and get back in the fight before they all meander off, with a full life and end bar to boot. Or I will use Self Destruct, and then pop it. Also, I have never been one to hold to the "you should NEVER die as a tank" creedo. Sometimes things just get out of hand, or someone else pulls another group because they arent paying attention, or whatever else. Soul Transfer alone has allowed me to regain control of the situation while the rest of the team regrouped/rez'd, what have you, as opposed to the automatic team wipe/bitchfest that comes with those types of sitautions. That's just my take on that tho.

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 Natural Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting

Hero Profile:
Level 1: Dark Embrace <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (7) Reactive Armor - Resistance/Recharge[*] (7) Reactive Armor - Resistance/Endurance/Recharge[*] (15) Reactive Armor - Resistance[*] (15) Steadfast Protection - Resistance/+Def 3%[*] (23) Steadfast Protection - Knockback Protection[/list]Level 1: Shadow Punch <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (3) Kinetic Combat - Damage/Endurance[*] (3) Kinetic Combat - Damage/Recharge[*] (11) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 2: Murky Cloud <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (17) Reactive Armor - Resistance/Recharge[*] (17) Reactive Armor - Resistance/Endurance/Recharge[*] (37) Reactive Armor - Resistance[/list]Level 4: Shadow Maul <ul type="square">[*] (A) Eradication - Chance for Energy Damage[*] (5) Cloud Senses - Accuracy/Recharge[*] (5) Eradication - Accuracy/Damage/Recharge[*] (11) Eradication - Accuracy/Recharge[*] (36) Cloud Senses - Chance for Negative Energy Damage[*] (48) Cloud Senses - Accuracy/Endurance/Recharge[/list]Level 6: Obsidian Shield <ul type="square">[*] (A) Reactive Armor - Resistance/Recharge[*] (27) Reactive Armor - Resistance/Endurance[*] (43) Reactive Armor - Resistance/Endurance/Recharge[*] (45) Reactive Armor - Resistance[/list]Level 8: Dark Regeneration <ul type="square">[*] (A) Touch of the Nictus - Accuracy/Endurance/Recharge[*] (9) Touch of the Nictus - Chance for Negative Energy Damage[*] (9) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge[*] (13) Touch of the Nictus - Accuracy/Healing[*] (13) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration[*] (33) Theft of Essence - Chance for +Endurance[/list]Level 10: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (50) Kismet - Accuracy +6%[/list]Level 12: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 14: Super Jump <ul type="square">[*] (A) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 16: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery[*] (34) Miracle - +Recovery[*] (46) Numina's Convalescence - Heal[/list]Level 18: Death Shroud <ul type="square">[*] (A) Eradication - Damage/Recharge[*] (19) Eradication - Accuracy/Damage/Recharge[*] (19) Eradication - Accuracy/Damage/Endurance/Recharge[*] (23) Eradication - Chance for Energy Damage[*] (25) Endurance Reduction IO[*] (50) Endurance Reduction IO[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End[*] (21) Performance Shifter - EndMod[*] (21) Endurance Modification IO[/list]Level 22: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (25) Recharge Reduction IO[*] (34) Recharge Reduction IO[/list]Level 24: Boxing <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (33) Kinetic Combat - Damage/Endurance[*] (33) Kinetic Combat - Damage/Recharge[*] (34) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 26: Taunt <ul type="square">[*] (A) Mocking Beratement - Taunt/Recharge/Range[*] (27) Mocking Beratement - Taunt/Recharge[*] (37) Mocking Beratement - Recharge[*] (39) Mocking Beratement - Taunt[*] (39) Mocking Beratement - Taunt/Range[*] (39) Mocking Beratement - Accuracy/Recharge[/list]Level 28: Soul Drain <ul type="square">[*] (A) Eradication - Damage/Recharge[*] (29) Eradication - Accuracy/Damage/Recharge[*] (29) Eradication - Accuracy/Recharge[*] (31) Rectified Reticle - To Hit Buff[*] (40) Rectified Reticle - To Hit Buff/Recharge[*] (46) Eradication - Chance for Energy Damage[/list]Level 30: Tough <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (31) Reactive Armor - Resistance/Recharge[*] (31) Reactive Armor - Resistance/Endurance/Recharge[*] (37) Reactive Armor - Resistance[/list]Level 32: Cloak of Darkness <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 35: Dark Consumption <ul type="square">[*] (A) Armageddon - Chance for Fire Damage[*] (36) Armageddon - Damage[*] (36) Armageddon - Damage/Recharge[*] (40) Armageddon - Accuracy/Damage/Recharge[*] (43) Armageddon - Accuracy/Recharge[/list]Level 38: Midnight Grasp <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (40) Kinetic Combat - Damage/Endurance[*] (42) Kinetic Combat - Damage/Recharge[*] (42) Kinetic Combat - Damage/Endurance/Recharge[*] (42) Mocking Beratement - Recharge[*] (43) Mocking Beratement - Accuracy/Recharge[/list]Level 41: Weave <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 44: Siphon Life <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (45) Kinetic Combat - Damage/Endurance[*] (45) Kinetic Combat - Damage/Recharge[*] (46) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 47: Smite <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (48) Kinetic Combat - Damage/Endurance[*] (48) Kinetic Combat - Damage/Recharge[*] (50) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 49: Soul Transfer <ul type="square">[*] (A) Recharge Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]31.1% Defense(Smashing)[*]31.1% Defense(Lethal)[*]6.13% Defense(Fire)[*]6.13% Defense(Cold)[*]17.4% Defense(Energy)[*]17.4% Defense(Negative)[*]3% Defense(Psionic)[*]17.1% Defense(Melee)[*]10.2% Defense(Ranged)[*]4.56% Defense(AoE)[*]13.5% Max End[*]40% Enhancement(RechargeTime)[*]24% Enhancement(Accuracy)[*]5% Enhancement(Heal)[*]5% FlySpeed[*]260 HP (13.9%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 5.25%[*]MezResist(Immobilize) 20.7%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 2.5%[*]MezResist(Terrorized) 2.5%[*]5.5% (0.09 End/sec) Recovery[*]12% (0.94 HP/sec) Regeneration[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]5% RunSpeed[/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]Eradication[u]
(Shadow Maul)<ul type="square">[*] 1.8% Max End[*] 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)[/list][u]Cloud Senses[u]
(Shadow Maul)<ul type="square">[*] Status Resistance 2.5%[*] 2.25% 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]Blessing of the Zephyr[u]
(Super Jump)<ul type="square">[*] Knockback Protection (Mag -4)[/list][u]Numina's Convalescence[u]
(Health)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[/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]Performance Shifter[u]
(Stamina)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[/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]Mocking Beratement[u]
(Taunt)<ul type="square">[*] 1.8% Max End[*] MezResist(Held) 2.75%[*] 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)[*] 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)[*] 7.5% Enhancement(RechargeTime)[/list][u]Eradication[u]
(Soul Drain)<ul type="square">[*] 1.8% Max End[*] 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)[*] 42.2 HP (2.25%) HitPoints[/list][u]Rectified Reticle[u]
(Soul Drain)<ul type="square">[*] 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)[/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]
(Cloak of Darkness)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/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]
(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]Mocking Beratement[u]
(Midnight Grasp)<ul type="square">[*] 1.8% Max End[/list][u]Luck of the Gambler[u]
(Weave)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Kinetic Combat[u]
(Siphon Life)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Kinetic Combat[u]
(Smite)<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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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

Well, just about got all my IOs now, missing a LotG recharge and one Kinetic Combat.

This should pretty much tell you how solid Jebe's advice is, as his was my primary source for my build.

To see just how tough this tanker is, I put it through something similar to Powerforge's 10 AV gauntlet. I just used a couple different AVs. No Nightstar, and no Tyrant, instead I had Malaise and Mother Mayhem. My results were pretty good, got 8 of them rounded up no problem. The last 2, Shadowhunter and Battle Maiden, were a bit of a pain. I died from stupidity while I was picking up Shadowhunter, popped ST stunned em, and picked up where I left off, no problem. Then I picked up Battle Maiden, and well, it just got ugly fast. Faceplant after what seemed like 10 seconds, but not really sure. I fraps'd it, and will have the vid linked to my sig soon.

Not bad for a "squishy" tank

Here is that build

Click this DataLink to open the build!


cost around 600mil so far. That is a guess, as I reslotted and respec'd and screwed up a few times. The hardest to get were the Kinetic Combats, the most expensive was the Numina's Unique.

Now, I was tinkering in mid's and have come up with another build, may try it out after I finish a couple of project toons. Basically, I eschewed everything trying to cap positional Defense. I managed to cap Melee, and Ranged, AoE, well, lets just say it's a good thing it isn't as prevalent. only got @33% on that one. Damage should be decent. End will be a bit more of a challenge tho.

Click this DataLink to open the build!


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

I've never had issues with Shadowhunter and I can't remember how I faired with Battle Maiden but it's been a while. Was it because you were still short on defense?

I've made some positional builds and I get similar numbers, capped melee and ranged with AoE in the 30's but the problem I had didn't have as much end reduction as I like and I was starving for slots.


 

Posted

Tried applying alot of these concepts to my Elec/DA brute. It is a bit difficult with that set though. This guide still helped quite a bit, thanks much. The build is up for review on the Brute forums if anyway is willing to help me out with it. It's looking like it will just be one of those things that is relatively underpowered no matter how many mils i throw into it, but i dont really care, its fun to play.


 

Posted

Question: is the only power set to use with DA is DM? Seems like all the other attack sets dont work due to the End drain with DA. DM is the only one that helps with End problems. Yes yes slotting will help with End drain but when i play tankers like scrapper with taunt i would like to not worry about my End.


Thorns - Spines/Willpower Scrapper (1366 Badges)

 

Posted

Quote:
Originally Posted by Mafia View Post
Question: is the only power set to use with DA is DM? Seems like all the other attack sets dont work due to the End drain with DA. DM is the only one that helps with End problems. Yes yes slotting will help with End drain but when i play tankers like scrapper with taunt i would like to not worry about my End.
I believe that this was covered in the guide. Proper slotting takes care of the endurance problems of dark armor. (Though I must say stamina helps a lot.)

Beyond endurance reducers and stamina, extra recovery through inventions help counter the drain of the various toggles. My own /DA brute runs ten toggles nonstop, and with the amount of +recovery he has, he never needs to stop or rest. (This paired with EM)

*Edit* Side note: while slotting endurance reducers in the toggles helps, the primary drain melee characters face is their attack chain. slotting both your armors and attacks with invention sets helps tremendously, due to their multi-enhancing effects. With good endurance reduction/accuracy/damage, your attack chain gets way more bang for its buck.


 

Posted

Quote:
Originally Posted by Seldom View Post
Side note: while slotting endurance reducers in the toggles helps, the primary drain melee characters face is their attack chain. slotting both your armors and attacks with invention sets helps tremendously, due to their multi-enhancing effects. With good endurance reduction/accuracy/damage, your attack chain gets way more bang for its buck.
This is the bit people usually miss. Slotting 3 End red IO's in a toggle that costs .26/sec will reduce your cost to .13/sec, a reduction of .13/sec. That's not bloody much. That's a saving of just over 1 end every 10 secs. On the other hand, slotting one end red IO into an attack that costs, say... Boxing for instance to use a random one, base cost 4.42 one end red IO takes it to 3.23 or a savings of 1.19 per attack, and since base it goes off 4 times in 10 secs, you're saving nearly 5 end for 1/3 of the slots. That means that one slot in an attack is at least fifteen times more effective than one in an averagely priced toggle. [(savings / number of slots) / (savings / number of slots) or (5 / 1)/(1 / 3) = 1.6^)] For DA, slots need to go to your toggles only if you have extras (as a general rule. I'm sure there are exceptions, as there are to everything).


The world is crazy. I offer this as proof; found on a butane lighter: Warning: Flame may cause fire.

You can sleep when you die.

 

Posted

This is my new odd build of the month. Resistance is DA's strong point, so I'm going to build a def tank out of it. Softcapped Positional Defense, plus major endurance buffs. I've not tested it yet, but I'm currently using a weaker version of this, and I have to try very hard to even get below 50% health.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Maelthra Prime: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Death Shroud

  • (A) Obliteration - Accuracy/Recharge
  • (5) Obliteration - Damage/Recharge
  • (7) Obliteration - Accuracy/Damage/Recharge
  • (11) Obliteration - Damage
  • (21) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (33) Obliteration - Chance for Smashing Damage
Level 1: Shadow Punch
  • (A) Mako's Bite - Accuracy/Damage
  • (9) Mako's Bite - Damage/Endurance
  • (13) Mako's Bite - Damage/Recharge
  • (13) Mako's Bite - Chance of Damage(Lethal)
  • (31) Mako's Bite - Accuracy/Endurance/Recharge
  • (36) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 2: Smite
  • (A) Touch of Death - Accuracy/Damage
  • (3) Touch of Death - Damage/Endurance
  • (3) Touch of Death - Damage/Recharge
  • (5) Touch of Death - Accuracy/Damage/Endurance
  • (9) Touch of Death - Damage/Endurance/Recharge
  • (11) Touch of Death - Chance of Damage(Negative)
Level 4: Shadow Maul
  • (A) Obliteration - Accuracy/Recharge
  • (7) Obliteration - Accuracy/Damage/Recharge
  • (15) Obliteration - Damage
  • (17) Obliteration - Damage/Recharge
  • (29) Obliteration - Chance for Smashing Damage
  • (31) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 6: Hasten
  • (A) Recharge Reduction IO
Level 8: Dark Regeneration
  • (A) Theft of Essence - Healing
  • (17) Theft of Essence - Healing/Recharge
  • (19) Theft of Essence - Accuracy/Healing
  • (19) Theft of Essence - Accuracy/Endurance/Healing
  • (27) Theft of Essence - Accuracy/Endurance/Recharge
  • (27) Theft of Essence - Chance for +Endurance
Level 10: Boxing
  • (A) Kinetic Combat - Knockdown Bonus
Level 12: Cloak of Darkness
  • (A) Defense Buff IO
  • (34) Defense Buff IO
  • (43) Defense Buff IO
Level 14: Hover
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (21) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Taunt
  • (A) Recharge Reduction IO
Level 18: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (42) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 20: Combat Jumping
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (34) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 22: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (23) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 24: Cloak of Fear
  • (A) Cloud Senses - ToHit Debuff
  • (25) Cloud Senses - Accuracy/ToHitDebuff
  • (25) Cloud Senses - Accuracy/Recharge
  • (33) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (33) Cloud Senses - Accuracy/Endurance/Recharge
  • (40) Cloud Senses - Chance for Negative Energy Damage
Level 26: Touch of Fear
  • (A) Siphon Insight - ToHit Debuff
  • (29) Siphon Insight - Accuracy/ToHit Debuff
  • (42) Siphon Insight - Accuracy/Recharge
  • (42) Siphon Insight - ToHit Debuff/Endurance/Recharge
  • (45) Siphon Insight - Accuracy/Endurance/Recharge
  • (45) Siphon Insight - Chance for +ToHit
Level 28: Tough
  • (A) Gladiator's Armor - TP Protection +3% Def (All)
Level 30: Soul Drain
  • (A) Multi Strike - Accuracy/Damage
  • (34) Multi Strike - Damage/Endurance
  • (36) Multi Strike - Damage/Recharge
  • (37) Multi Strike - Accuracy/Endurance
  • (43) Multi Strike - Accuracy/Damage/Endurance
  • (43) Multi Strike - Damage/Endurance/Recharge
Level 32: Weave
  • (A) Defense Buff IO
  • (37) Defense Buff IO
Level 35: Dark Consumption
  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
  • (37) Endurance Modification IO
Level 38: Midnight Grasp
  • (A) Touch of Death - Accuracy/Damage
  • (39) Touch of Death - Damage/Endurance
  • (39) Touch of Death - Damage/Recharge
  • (39) Touch of Death - Damage/Endurance/Recharge
  • (40) Touch of Death - Accuracy/Damage/Endurance
  • (40) Touch of Death - Chance of Damage(Negative)
Level 41: Conserve Power
  • (A) Recharge Reduction IO
Level 44: Focused Accuracy
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
Level 47: Physical Perfection
  • (A) Performance Shifter - EndMod
  • (48) Performance Shifter - EndMod/Recharge
  • (48) Performance Shifter - EndMod/Accuracy/Recharge
  • (50) Performance Shifter - Accuracy/Recharge
  • (50) Performance Shifter - EndMod/Accuracy
  • (50) Performance Shifter - Chance for +End
Level 49: Murky Cloud
  • (A) Steadfast Protection - Resistance/+Def 3%
------------
Level 1: Brawl
  • (A) Kinetic Combat - Knockdown Bonus
Level 1: Sprint
  • (A) Endurance Reduction IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Gauntlet
------------
Set Bonus Totals:
  • 22% DamageBuff(Smashing)
  • 22% DamageBuff(Lethal)
  • 22% DamageBuff(Fire)
  • 22% DamageBuff(Cold)
  • 22% DamageBuff(Energy)
  • 22% DamageBuff(Negative)
  • 22% DamageBuff(Toxic)
  • 22% DamageBuff(Psionic)
  • 19.4% Defense(Smashing)
  • 19.4% Defense(Lethal)
  • 16.3% Defense(Fire)
  • 16.3% Defense(Cold)
  • 17.3% Defense(Energy)
  • 17.3% Defense(Negative)
  • 6% Defense(Psionic)
  • 27.3% Defense(Melee)
  • 28.5% Defense(Ranged)
  • 26.6% Defense(AoE)
  • 4.05% Max End
  • 27% Enhancement(Accuracy)
  • 16.3% Enhancement(RechargeTime)
  • 5% Enhancement(Heal)
  • 19% FlySpeed
  • 154.6 HP (8.25%) HitPoints
  • 19% JumpHeight
  • 19% JumpSpeed
  • Knockback (Mag -16)
  • Knockup (Mag -16)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 11.3%
  • MezResist(Immobilize) 11.3%
  • MezResist(Sleep) 4.15%
  • MezResist(Stun) 8.55%
  • MezResist(Terrorized) 2.5%
  • 5% (0.08 End/sec) Recovery
  • 10% (0.78 HP/sec) Regeneration
  • 0.95% Resistance(Fire)
  • 0.95% Resistance(Cold)
  • 3.75% Resistance(Negative)
  • 19% RunSpeed
  • 2% XPDebtProtection
------------
Set Bonuses:
Obliteration
(Death Shroud)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Mako's Bite
(Shadow Punch)
  • MezResist(Immobilize) 3.3%
  • 28.1 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Touch of Death
(Smite)
  • MezResist(Immobilize) 2.75%
  • 28.1 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Obliteration
(Shadow Maul)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Theft of Essence
(Dark Regeneration)
  • 10% (0.78 HP/sec) Regeneration
  • 1.8% Max End
  • 5% Enhancement(Heal)
  • 3% DamageBuff(All)
  • 3.75% Resistance(Negative)
Blessing of the Zephyr
(Hover)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • Knockback Protection (Mag -4)
Blessing of the Zephyr
(Fly)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • Knockback Protection (Mag -4)
Blessing of the Zephyr
(Combat Jumping)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • Knockback Protection (Mag -4)
Blessing of the Zephyr
(Super Jump)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • Knockback Protection (Mag -4)
Cloud Senses
(Cloak of Fear)
  • Status Resistance 2.5%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Siphon Insight
(Touch of Fear)
  • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
  • 2% XPDebtProtection
  • 9% Enhancement(Accuracy)
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
Gladiator's Armor
(Tough)
  • 3% Defense(All)
Multi Strike
(Soul Drain)
  • MezResist(Sleep) 1.65%
  • 0.95% Resistance(Fire,Cold)
  • MezResist(Stun) 1.65%
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
  • 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Touch of Death
(Midnight Grasp)
  • MezResist(Immobilize) 2.75%
  • 28.1 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Gaussian's Synchronized Fire-Control
(Focused Accuracy)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 35.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Performance Shifter
(Physical Perfection)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 35.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Steadfast Protection
(Murky Cloud)
  • 3% Defense(All)



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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The world is crazy. I offer this as proof; found on a butane lighter: Warning: Flame may cause fire.

You can sleep when you die.

 

Posted

Slax's guide to dark armor:

lolz dark armor


 

Posted

(OOC):

(there is some kind of thread necro humour to be had at a dark armour post I am sure)

This was a great guide. After reading it through, I sat down to a build I had been scouting for some time, but had never been able to get to a place I was comfortable with. The concept being tied to the name Zombie Boy, a Dark Armor/War Mace Tank. This, I know, it hard on END.

I feel better about it now, but I am sure there are still some places to improve.

- Though not taken to the softcap, S/L Defense had managed to make 42%.
- The Regeneration is only 260% total.
- I do not believe it will hold as much aggro as would be expected of a Tank.
- Simply not enough enhancement slots to go around.

To pick on single target attacks in low, I am aware. However every single target attack including Boxing has a chance for disorient. Pummel them enough in the chain, they have to feel dizzy at some point. Provoke was taken over Taunt, granted a weaker version by far, to start the Presence pool toward Invoke Panic, to be played alongside Cloak of Fear. This fearsome presence being a definitive roleplay aspect, but high hopes to make it work in game as best as it can. To make up for the lack of a good Taunt, I dropped two Taunt Duration IOs into Death Shroud to attempt at keeping them close long enough for the pulse on Death Shroud to stack. The final power of Soul Transfer could be made free for better powers, but who does not like to see a Zombie rise from the dead.

Any tips or input would be appreciated.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Level 50 Science Tanker
Primary Power Set: Dark Armor
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Presence
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
------------
Level 1: Dark Embrace RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:30(33), S'fstPrt-ResDam/Def+:30(34), S'fstPrt-ResKB:30(34)
Level 1: Bash KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(40)
Level 2: Murky Cloud RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5)
Level 4: Pulverize KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42)
Level 6: Obsidian Shield RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(31), ImpSkn-Status:30(39)
Level 8: Dark Regeneration Theft-+End%:30(A), Theft-Acc/EndRdx/Heal:30(9), Theft-Acc/EndRdx/Rchg:30(9), Nictus-Heal/HP/Regen/Rchg:50(11), Nictus-Acc/EndRdx/Heal/HP/Regen:50(11), EndRdx-I:50(13)
Level 10: Combat Jumping LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(17), LkGmblr-Def/EndRdx/Rchg:50(21), LkGmblr-Def:50(23), Zephyr-Travel/EndRdx:50(25), Zephyr-ResKB:50(25)
Level 12: Cloak of Darkness LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(13), LkGmblr-Def/EndRdx/Rchg:50(15), LkGmblr-Def:50(15), LkGmblr-Rchg+:50(17), Ksmt-ToHit+:30(23)
Level 14: Super Jump SprngFt-Jump:50(A), SprngFt-EndRdx:50(45), SprngFt-EndRdx/Jump:50(45)
Level 16: Hurdle Jump-I:50(A)
Level 18: Health Numna-Regen/Rcvry+:50(A), Numna-Heal:50(19), Mrcl-Rcvry+:40(19), Mrcl-Heal:40(21)
Level 20: Stamina P'Shift-End%:50(A), P'Shift-EndMod:50(37), EndMod-I:50(37), EndMod-I:50(37)
Level 22: Clobber KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 24: Provoke Mocking-Taunt/Rchg/Rng:50(A), Mocking-Taunt/Rchg:50(50)
Level 26: Death Shroud Taunt-I:50(A), Taunt-I:50(27), Erad-Acc/Dmg/EndRdx/Rchg:30(27), Erad-Acc/Dmg/Rchg:30(29), Erad-Dmg/Rchg:30(29), Erad-Dmg:30(31)
Level 28: Whirling Mace Oblit-Acc/Dmg/Rchg:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(50), Oblit-Dmg/Rchg:50(50)
Level 30: Boxing KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(45)
Level 32: Tough RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(34)
Level 35: Weave LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(36), LkGmblr-Def/EndRdx/Rchg:50(36), LkGmblr-Def:50(36)
Level 38: Intimidate RechRdx-I:50(A)
Level 41: Cloak of Fear Abys-EndRdx/Fear:50(A), Abys-Acc/EndRdx:50(46), Abys-Acc/Fear/Rchg:50(46)
Level 44: Invoke Panic Abys-Acc/Fear/Rchg:50(A), Abys-Acc/Rchg:50(46), Abys-EndRdx/Fear:50(48)
Level 47: Conserve Power RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Soul Transfer RechRdx-I:50(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
3% DamageBuff(Smashing)
3% DamageBuff(Lethal)
3% DamageBuff(Fire)
3% DamageBuff(Cold)
3% DamageBuff(Energy)
3% DamageBuff(Negative)
3% DamageBuff(Toxic)
3% DamageBuff(Psionic)
23% Defense(Smashing)
23% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
12.7% Defense(Energy)
12.7% Defense(Negative)
3% Defense(Psionic)
13% Defense(Melee)
10.2% Defense(Ranged)
3% Defense(AoE)
5.4% Max End
7.5% Enhancement(RechargeTime)
27% Enhancement(Accuracy)
5.5% Enhancement(Terrorized)
5% FlySpeed
337.3 HP (18%) HitPoints
7% JumpHeight
7% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Confused) 7.5%
MezResist(Held) 10.3%
MezResist(Immobilize) 22.9%
MezResist(Sleep) 7.5%
MezResist(Stun) 9.7%
MezResist(Terrorized) 7.5%
4% (0.07 End/sec) Recovery
52% (4.07 HP/sec) Regeneration
5% RunSpeed



------------
Set Bonuses:
Reactive Armor
(Dark Embrace)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


Steadfast Protection
(Dark Embrace)
1.5% (0.03 End/sec) Recovery
3% Defense(All)
Knockback Protection (Mag -4)


Kinetic Combat
(Bash)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


Reactive Armor
(Murky Cloud)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


Kinetic Combat
(Pulverize)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


Reactive Armor
(Obsidian Shield)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


Impervious Skin
(Obsidian Shield)
Status Resistance 7.5%


Theft of Essence
(Dark Regeneration)
10% (0.78 HP/sec) Regeneration
1.8% Max End


Touch of the Nictus
(Dark Regeneration)
35.1 HP (1.88%) HitPoints


Luck of the Gambler
(Combat Jumping)
10% (0.78 HP/sec) Regeneration
21.1 HP (1.13%) HitPoints
9% Enhancement(Accuracy)


Blessing of the Zephyr
(Combat Jumping)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Knockback Protection (Mag -4)


Luck of the Gambler
(Cloak of Darkness)
10% (0.78 HP/sec) Regeneration
21.1 HP (1.13%) HitPoints
9% Enhancement(Accuracy)
MezResist(Held) 2.75%
7.5% Enhancement(RechargeTime)


Springfoot
(Super Jump)
2% JumpSpeed, 2% JumpHeight
14.1 HP (0.75%) HitPoints


Numina's Convalescence
(Health)
12% (0.94 HP/sec) Regeneration


Miracle
(Health)
2.5% (0.04 End/sec) Recovery


Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed


Kinetic Combat
(Clobber)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


Mocking Beratement
(Provoke)
1.8% Max End


Eradication
(Death Shroud)
1.8% Max End
3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
42.2 HP (2.25%) HitPoints


Obliteration
(Whirling Mace)
MezResist(Stun) 2.2%
3% DamageBuff(All)


Kinetic Combat
(Boxing)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


Reactive Armor
(Tough)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


Luck of the Gambler
(Weave)
10% (0.78 HP/sec) Regeneration
21.1 HP (1.13%) HitPoints
9% Enhancement(Accuracy)


Glimpse of the Abyss
(Cloak of Fear)
2.75% Enhancement(Terrorized)
35.1 HP (1.88%) HitPoints


Glimpse of the Abyss
(Invoke Panic)
2.75% Enhancement(Terrorized)
35.1 HP (1.88%) HitPoints


| Copy & Paste this data into Mids' Hero Designer to view the build |
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@Basque

 

Posted

Just an update with a possible change for I 21 with fitness now being inherent. Still mostly 99.9% the same for Jebes excellent guide. Thanks!!
Could update with incarnates but there are so many choices-
anyway -

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Chuckles Deathjester: Level 50 Mutation Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Dark Embrace

  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (9) Reactive Armor - Resistance/Recharge: Level 40
  • (9) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (11) Reactive Armor - Resistance: Level 40
  • (11) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (13) Steadfast Protection - Knockback Protection: Level 30
Level 1: Shadow Punch
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (3) Kinetic Combat - Damage/Endurance: Level 35
  • (5) Kinetic Combat - Damage/Recharge: Level 35
  • (7) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 2: Smite
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (3) Kinetic Combat - Damage/Endurance: Level 35
  • (5) Kinetic Combat - Damage/Recharge: Level 35
  • (7) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 4: Shadow Maul
  • (A) Cloud Senses - Accuracy/ToHitDebuff: Level 30
  • (13) Cloud Senses - Accuracy/Recharge: Level 30
  • (43) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
  • (45) Eradication - Damage: Level 30
  • (46) Eradication - Damage/Recharge: Level 30
  • (50) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
Level 6: Obsidian Shield
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (15) Reactive Armor - Resistance/Recharge: Level 40
  • (15) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (17) Reactive Armor - Resistance: Level 40
Level 8: Murky Cloud
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (17) Reactive Armor - Resistance/Recharge: Level 40
  • (19) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (23) Reactive Armor - Resistance: Level 40
Level 10: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (25) Recharge Reduction IO: Level 40
  • (27) Recharge Reduction IO: Level 40
Level 12: Combat Jumping
  • (A) Luck of the Gambler - Defense: Level 30
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
  • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 40
Level 16: Siphon Life
  • (A) Touch of the Nictus - Healing: Level 40
  • (34) Touch of the Nictus - Chance for Negative Energy Damage: Level 40
  • (45) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 40
  • (45) Touch of the Nictus - Accuracy/Healing: Level 40
  • (46) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 40
Level 18: Death Shroud
  • (A) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
  • (23) Eradication - Damage: Level 30
  • (27) Eradication - Accuracy/Damage/Recharge: Level 30
  • (29) Eradication - Damage/Recharge: Level 30
  • (29) Endurance Reduction IO: Level 40
Level 20: Dark Regeneration
  • (A) Theft of Essence - Healing: Level 30
  • (34) Theft of Essence - Accuracy/Healing: Level 30
  • (40) Theft of Essence - Accuracy/Endurance/Healing: Level 30
  • (40) Touch of the Nictus - Healing: Level 40
  • (40) Touch of the Nictus - Accuracy/Healing: Level 40
  • (42) Recharge Reduction IO: Level 40
Level 22: Taunt
  • (A) Recharge Reduction IO: Level 40
Level 24: Cloak of Darkness
  • (A) Gift of the Ancients - Defense: Level 40
  • (34) Gift of the Ancients - Defense/Endurance: Level 40
  • (36) Gift of the Ancients - Defense/Recharge: Level 40
Level 26: Boxing
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (31) Kinetic Combat - Damage/Endurance: Level 35
  • (31) Kinetic Combat - Damage/Recharge: Level 35
  • (31) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 28: Tough
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (33) Reactive Armor - Resistance/Recharge: Level 40
  • (33) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (33) Reactive Armor - Resistance: Level 40
Level 30: Cloak of Fear
  • (A) Cloud Senses - ToHit Debuff: Level 30
  • (37) Cloud Senses - Accuracy/ToHitDebuff: Level 30
  • (42) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
  • (48) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
  • (48) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 40
  • (50) Nightmare - Accuracy/Fear: Level 40
Level 32: Soul Drain
  • (A) Rectified Reticle - To Hit Buff: Level 20
  • (36) Rectified Reticle - To Hit Buff/Recharge: Level 20
  • (36) Eradication - Accuracy/Damage/Recharge: Level 30
  • (37) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
  • (37) Eradication - Damage: Level 30
Level 35: Dark Consumption
  • (A) Eradication - Damage: Level 30
  • (42) Eradication - Accuracy/Recharge: Level 30
  • (43) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
  • (43) Eradication - Accuracy/Damage/Recharge: Level 30
Level 38: Midnight Grasp
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (39) Kinetic Combat - Damage/Endurance: Level 35
  • (39) Kinetic Combat - Damage/Recharge: Level 35
  • (39) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 41: Weave
  • (A) Luck of the Gambler - Defense: Level 40
  • (46) Luck of the Gambler - Defense/Endurance: Level 40
Level 44: Soul Tentacles
  • (A) Positron's Blast - Accuracy/Damage: Level 40
Level 47: Darkest Night
  • (A) Dark Watcher's Despair - To Hit Debuff: Level 40
  • (50) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 40
Level 49: Maneuvers
  • (A) Defense Buff IO: Level 40
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Endurance Reduction IO: Level 50
Level 2: Rest
  • (A) Recharge Reduction IO: Level 40
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO: Level 40
Level 2: Health
  • (A) Miracle - +Recovery: Level 40
  • (19) Miracle - Heal: Level 40
  • (21) Numina's Convalescence - +Regeneration/+Recovery: Level 40
Level 2: Hurdle
  • (A) Jumping IO: Level 40
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End: Level 21
  • (21) Efficacy Adaptor - EndMod: Level 40
  • (48) Efficacy Adaptor - EndMod/Endurance: Level 40



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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