Is a dark/dark tank viable


Crimson_Knight

 

Posted

I have never made a dark tank before and have been toying with the idea. The only way I see it working well so far is to pair it with dark melee.

What are others' thoughts?

I have the following build in mind. It provides 33.35% S/L defense and 71/5 S/L resistance but it requires a lot of toggles.

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

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

Dark tank: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Dark Embrace -- ImpArm-ResDam/EndRdx(A), TtmC'tng-ResDam(3), EndRdx-I(11), TtmC'tng-ResDam/EndRdx(15), ImpArm-ResDam(15)
Level 1: Shadow Punch -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Acc/Dmg(37), Mako-Acc/EndRdx/Rchg(42)
Level 2: Murky Cloud -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(3), TtmC'tng-EndRdx(43)
Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-%Dam(7), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(48)
Level 6: Obsidian Shield -- EndRdx-I(A), EndRdx-I(43)
Level 8: Dark Regeneration -- Dct'dW-EndRdx/Rchg(A), C'ngBlow-Acc/Rchg(9), Acc-I(9), EndRdx-I(13), EndRdx-I(13), Dct'dW-Heal/Rchg(50)
Level 10: Combat Jumping -- DefBuff-I(A), DefBuff-I(36)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Siphon Life -- Nictus-Acc/Heal(A), Theft-Acc/Heal(17), Nictus-Acc/EndRdx/Heal/HP/Regen(17), T'Death-Dmg/Rchg(19), C'ngImp-Dmg/Rchg(19), Mako-Dmg/Rchg(46)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(46)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(27), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam/Rchg(34), EndRdx-I(43)
Level 28: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 30: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(34), EndRdx-I(48), Ksmt-Def/EndRdx(50), Ksmt-Def/EndRdx/Rchg(50)
Level 32: Cloak of Darkness -- GftotA-Def(A), GftotA-Def/EndRdx(33), Ksmt-Def/EndRdx(33), Ksmt-Def/Rchg(33), EndRdx-I(48)
Level 35: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Acc/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(37), P'Shift-Acc/Rchg(37)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), B'ngBlow-Dmg/Rchg(40), B'ngBlow-Acc/Dmg(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(45)
Level 47: Touch of Fear -- Acc-I(A)
Level 49: Soul Transfer -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]6% DamageBuff(Smashing)[*]6% DamageBuff(Lethal)[*]6% DamageBuff(Fire)[*]6% DamageBuff(Cold)[*]6% DamageBuff(Energy)[*]6% DamageBuff(Negative)[*]6% DamageBuff(Toxic)[*]6% DamageBuff(Psionic)[*]21.8% Defense(Smashing)[*]21.8% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]4.25% Defense(Energy)[*]4.25% Defense(Negative)[*]3% Defense(Psionic)[*]18% Defense(Melee)[*]3.63% Defense(Ranged)[*]3% Defense(AoE)[*]1.8% Max End[*]10% Enhancement(RechargeTime)[*]18% Enhancement(Accuracy)[*]5% FlySpeed[*]140.6 HP (7.5%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 9.35%[*]MezResist(Sleep) 2.2%[*]MezResist(Stun) 4.4%[*]MezResist(Terrorized) 2.2%[*]14.5% (0.24 End/sec) Recovery[*]5% RunSpeed[/list]


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Posted

Any number of DA tank builds are viable; I have a Dark/Mace that I like very much. But if you're interested in DA/DM, there have been several threads about that combo recently, including one that's still on the first page.

The build you posted has very bizarre slotting of the the main DA shields; DE (and Tough, for that matter) are way overslotted for end red, and MC and OS are very underslotted for resistance.

If you're aiming for typed defense, which you look to be by all the Kinetic Combat sets, IMO 4-slotting Reactive Armor is the best choice for your resistance powers, and additional end reduction is not needed. 6-slotting Obliteration is not a good choice for Dark tanks, either, since it takes a lot of slots to get relatively little S/L def and the set has very little end reduction. (Remember, your shield toggles take *far* less end than your attacks!) 3-slotting Eradication with a couple of slots from another set to provide end red is a better choice; the slotting is more balanced plus you get a substantial E/NE defense bonus.

I don't see any KB protection in this build, which is a serious problem. You either need to find room for Acro or the infl to buy a couple of -KB IOs.

Lastly, I think skipping Death Shroud and Cloak of Fear in favor of Soul Transfer is a big mistake. CoF stacks with ToF and should allow you to fear bosses, and Death Shroud is an incredibly effective AoE attack. I'd find a way to take both.


My Characters

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

 

Posted

dark/dark is incredibly viable, check Jebe the Pirates guide. It is definitely a late bloomer, and once you can start getting it slotted with IOs it really starts to shine. I have impressed quite a few people with my DA/DMs survivability.

here is a copy of my current build, which was based on Jebe's guide.

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 -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11), S'fstPrt-ResDam/Def+(11), S'fstPrt-ResKB(13)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Murky Cloud -- RctvArm-EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(7)
Level 4: Shadow Maul -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(13), Cloud-Acc/EndRdx/Rchg(43), Erad-Dmg(45), Erad-Dmg/Rchg(46)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(17)
Level 8: Dark Regeneration -- Theft-+End%(A), Nictus-%Dam(17), Nictus-Acc/EndRdx/Rchg(19), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Heal(40), Nictus-Heal/HP/Regen/Rchg(42)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 14: Super Jump -- Jump-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(19), Numna-Regen/Rcvry+(48)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Death Shroud -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(23), Erad-Dmg(27), Erad-Acc/Rchg(29), EndRdx-I(29), EndRdx-I(34)
Level 24: Siphon Life -- Hectmb-Acc/Rchg(A), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Dmg(40), Hectmb-Dmg/EndRdx(40), Hectmb-Dam%(46)
Level 26: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 30: Cloak of Fear -- SipInsght-%ToHit(A), SipInsght-Acc/EndRdx/Rchg(34), SipInsght-ToHitDeb/EndRdx/Rchg(36), SipInsght-ToHitDeb(37), EndRdx-I(46), SipInsght-Acc/ToHitDeb(50)
Level 32: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 35: Soul Drain -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42), RechRdx-I(42), Erad-Acc/Rchg(43), Erad-Dmg/Rchg(43)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Touch of Fear -- Acc-I(A)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Dark Consumption -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(48), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Dmg(50), Armgdn-Acc/Rchg(50)
Level 49: Soul Transfer -- RechRdx-I(A)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
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)[*]9.9% Max End[*]5% Enhancement(Heal)[*]42.5% Enhancement(RechargeTime)[*]48% Enhancement(Accuracy)[*]9% FlySpeed[*]231.9 HP (12.4%) 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%[*]12% (0.2 End/sec) Recovery[*]20% (1.56 HP/sec) Regeneration[*]5.04% Resistance(Fire)[*]5.04% 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]Hecatomb[u]
(Siphon Life)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/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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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

Some things I'd like to add to what's already been said...

I suggest adding Theft of essence proc in Dark Regen. The proc can turn DR into an end gain power when used on groups of mobs.

Consider adding +recovery uniques to health. Personally, this should be the only type of +recovery you should look for. Any +recovery included with more important set bonuses is fine but not a priority over +max end. Which brings me too...

Very low +max end. This is how you increase your +recovery AND end pool.

Zero Taunt aura. Sure you can go without but DA's auras have good effects against minions and possibly bosses. Death Shroud has damage which turns it into a minion muncher. Oppress Gloom can stun mitigation all incoming damage (bosses if you take a secondary with stun). Since you took DM, CoF would do nicely to stack fears and adds -to-hit which adds to your defense. Yes it will need considerable slotting but the effects of fear stacking should not be dismissed. Also, groups will complain about aggro management. Sure you may be the champion of punchvoke but it takes time to punchvoke all incoming aggro. Accuracy and taunt auras save you time and effectively squishy lives.


 

Posted

Yes! I love my Dark/Dark Tank and love to play her, I reecently asked for help to beef her up and I think I have the build. Jebe and Finduilias along with others were of great help. You may want to check out my thread " DA/DM Build - Still Trying to Tweak it?"

I have to admit I have gotted tells that went like this:
/tell "hey LFT we need a tank?"
me: Yes thanks.
/tell " Great, are you a stone tank?"
me: No I am a Dark/Dark tank.
/tell " Oh nevermind we need a stone tank."

Then I have had peeps tell me that I am not a real tank!

But, I love this combo and have had no problems as a primary tank, just put Siphon Life on autohit with a +mod end proc in it and you should survive threat level 1-4 mobs on a full team.

Plus the effects are just too cool


 

Posted

Personally, in hindsight, I would have made a dark/mace (stacking stuns), as opposed to dark/dark.

And it is a late bloomer. At 50, I enjoy it, but leveling up, stacking ToF with CoF ... ugh, heavy endurance (not even talking about dark regen).

dark/dark can be viable, but if I could do it over again, dark/mace in a second. I just love mace attacks.


50 Tanks: Invul/ss, Fire/ice/fire, Ice/em, Stone/fire
WP/Stone, dark/dark, shld/mace

50 Other: WS, SS/dark/sc brute, BS/Regen/WM scrpr, fire/fire/force blaster, rad/kin corr, mind/rad ctrl, ill/storm cntrl

 

Posted

I redid my DA/DM, still trying to get the IOs filled, so it is not quite as strong as it was, but once I finish the IO slotting will be softcapped with @70% resist still. I skipped the fears, with my playstyle and the groups I ran with, the end use didnt justify having them, and even when i solo'd didnt help as much as I would have liked.

That said, end is no problem at all now, and have been using dark consumption more for aggro and a bit of damage.

quote:
I have to admit I have gotted tells that went like this:
/tell "hey LFT we need a tank?"
me: Yes thanks.
/tell " Great, are you a stone tank?"
me: No I am a Dark/Dark tank.
/tell " Oh nevermind we need a stone tank."

Then I have had peeps tell me that I am not a real tank!

I spent most of yesterday pissed off because I kept hearing that crap. I jumped into an 8 man spawn of bosses and held them all myself while everyone else dropped just to prove my point. The loudmouth that got me angry in the first place made a comment about not being so tough with my heal, and pointed out that I died once. I told him to go find a stoner and quit team. The whole reason I got soul transfer is this. In large spawns, in those rare times that my end is flatlined, or my DR just hasnt quite recharged, I will actually allow myself to die, or (and sometimes I will do this in farms JUST because I think it's funny) will self destruct. The second I die I hit ST, which disorients the group, I have enough time to retoggle, including aggro auras, and I have the aggro back. Unfortunately some people just see you dieing and start complaining, but some actually catch on to what you are doing.

It was kind of the other side of the pendulum tho from my experience the other day, where the group accidentally aggroed to more groups of mobs, they all died, and I just plugged away why they all hosp'd and came back. Actually had a couple people who sat and watched amazed for a few minutes. Having someone actually express that they were impressed by how long you can live through that kind of thing made it all worthwhile. They didnt even notice that I died and rez'd when when i ran out of end (I was chatting and late hitting DC). This, by far, is my favorite tank.


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

You're going to get that anyway and then the team gets a stone tank that doesn't know what they're doing so I think it works out just fine.

Forgoing fears is perfectly fine. I've done this on my DA/DM by not toggling CoF or casting ToF and it's just as survivable. When I first made this tank, I took them because I thought they were essential to my survival. After running him through plenty of AV's, EB's and 52 mobs I no longer see this as the case. Although I'm keeping them for added benefit but they are far from necessary. It's the other tricks in DM that make it worthwhile. Hell I might respec out of both. /shrug

DA/Mace is what I'll be working on after I finish my DA/Stone. I understand that there are less stun powers in stone but stacking OG+Fault is just gravy.


 

Posted

I've been wanting to make a dark tank or scrapper forever. I have made 2 spines/dark scrappers and deleted both at 34 due to end problems.

With that said, i think the best dark tank would be paired with dark melee for the end recov, but i could be wrong. During double xp next week, i'll prolly do one dark/dark. I'm just trying to figure out if i want a tank or scrapper. ?? lol.


 

Posted

Dark/Dark is a VERY viable tank combo. My first tank was dark/dark, and built for positional resistance (he had about 25% to each position) and recharge. He could most definitely take care of himself. I would say dark/dark is probably the most versatile of all tanker combos.


 

Posted

well, I don't know about most versatile, but definitely very fun.

I think my next project with mine is to come up with a build that maximizes damage, but tries to at least stay close to the def cap.

I dont miss the fears, and my experiment with OG+Stalagmites has left a lot to be desired. With my playstyle, I think I can just skip all three to be honest, I try to be mobile while tanking, and while the fears help, to be honest the only time I am not on all boss maps, I am in groups where it is just not an issue. As for OG, i have been noticing on numerous occaisons the damn mobs wander away from my Death Shroud so i have to chase em back down anyway, whereas if they were awake they would be dead a few secs later anyway.

I know I will never be able to nuke groups like I do with my inv/fire, but I think i should be able to find a happy medium between aoe and ST damage. I have found some really odd IO combinations that are working well for me, and I don't mind foregoing the damage of say Midnight Grasp, if it means it opens up slots somewhere else. I used MG as an example because 6 slotted with enfeeble operation gives over 5% s/l def by itself. Anyway, gonna see what I can monkey with.


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

It's built for the pure masochist. Simple as that, seven toggles and no tier 9 "god mode", it does make you a survivalist with Dark Regen, but it synergizes the most with DM(obviously). With Cloak of fear and Opressive Gloom, you really don't need stun heavy power sets, its all comfort level there, if you want an extra heal (Siphon life ftw) and a massive end drain (Dark Consump) then DM is your best choice.


"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

[ QUOTE ]
well, I don't know about most versatile, but definitely very fun.

[ QUOTE ]
I think my next project with mine is to come up with a build that maximizes damage, but tries to at least stay close to the def cap.

[/ QUOTE ]

I'm going into pyre mastery.



[/ QUOTE ]I dont miss the fears, and my experiment with OG+Stalagmites has left a lot to be desired. With my playstyle, I think I can just skip all three to be honest, I try to be mobile while tanking, and while the fears help, to be honest the only time I am not on all boss maps, I am in groups where it is just not an issue. As for OG, i have been noticing on numerous occaisons the damn mobs wander away from my Death Shroud so i have to chase em back down anyway, whereas if they were awake they would be dead a few secs later anyway.

[/ QUOTE ]

OG+Fault is teh awesome, that's why I went with stone on my 2nd DA. You have stacked stuns and they're knocked down.

As for DM, I've convinced myself to respec and will do without the fears. They're just not as essential to my survival as I originally thought.

[ QUOTE ]
I don't mind foregoing the damage of say Midnight Grasp, if it means it opens up slots somewhere else. I used MG as an example because 6 slotted with enfeeble operation gives over 5% s/l def by itself. Anyway, gonna see what I can monkey with.

[/ QUOTE ]

I saw that originally but didn't have the slots and wanted some damage in MG. Will reconsider and should have them once I respec out of CoF.


 

Posted

Well, I broke down and respec'd into the build I posted on your guide Jebe. Right now all I am missing IO setwise are the purples and 2 of the LotGs. Much better damagewise. Will it clear 52/54 boss maps solo, hell no, but I don't feel gimped damagewise now, and still have all the tools I want. When I get those last few IOs, I will no longer have to use Sands of Mu at all, and will be able to use both shadow maul, or the old buzzsaw attack chain depending on the situation. I kept the damage in MG, I just couldn't bring myself to slot it for defense like I thought I could, will have slotted with KC's and an extra damage IO, or an HO of some kind.

End is still no problem at all. I think it's a good all around build so far.

I think I am going to go ahead and start working on a second more aoe oriented build now. Will kind of base it on the build I had with OG and stalagmites, but drop the OG and take pyre mastery. I had orginally intended to do that before, but I plan on concentrating more on content with this toon now, so I wanted taunt, ST, and hasten and a strong single target chain.


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

forgot I already had made one.

I tried redoing it with positional defense via touch of deaths titanium coatings and more oblits, as to get even more damage out of it, not sure I liked it tho, so I scrapped it.

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: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Dark Embrace <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (3) Reactive Armor - Resistance/Recharge[*] (3) Reactive Armor - Resistance/Endurance/Recharge[*] (15) Reactive Armor - Resistance[*] (15) Steadfast Protection - Resistance/+Def 3%[*] (19) Steadfast Protection - Knockback Protection[/list]Level 1: Shadow Punch <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (23) Kinetic Combat - Damage/Endurance[*] (27) Kinetic Combat - Damage/Recharge[*] (45) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 2: Murky Cloud <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (7) Reactive Armor - Resistance/Recharge[*] (7) Reactive Armor - Resistance[*] (23) Reactive Armor - Resistance/Endurance/Recharge[/list]Level 4: Shadow Maul <ul type="square">[*] (A) Mocking Beratement - Recharge[*] (5) Mocking Beratement - Taunt/Recharge[*] (5) Mocking Beratement - Accuracy/Recharge[*] (27) Mocking Beratement - Taunt/Recharge/Range[*] (45) Eradication - Chance for Energy Damage[*] (45) Eradication - Accuracy/Recharge[/list]Level 6: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 8: Dark Regeneration <ul type="square">[*] (A) Theft of Essence - Chance for +Endurance[*] (9) Touch of the Nictus - Chance for Negative Energy Damage[*] (9) Touch of the Nictus - Accuracy/Endurance/Recharge[*] (11) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration[*] (11) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge[*] (33) Touch of the Nictus - Accuracy/Healing[/list]Level 10: Swift <ul type="square">[*] (A) Empty[/list]Level 12: Obsidian Shield <ul type="square">[*] (A) Reactive Armor - Resistance[*] (13) Reactive Armor - Resistance/Endurance[*] (13) Reactive Armor - Resistance/Recharge[*] (19) Reactive Armor - Resistance/Endurance/Recharge[/list]Level 14: Super Jump <ul type="square">[*] (A) Empty[/list]Level 16: Health <ul type="square">[*] (A) Miracle - +Recovery[*] (17) Numina's Convalescence - +Regeneration/+Recovery[*] (17) Numina's Convalescence - Heal[/list]Level 18: Siphon Life <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (33) Kinetic Combat - Damage/Endurance[*] (33) Kinetic Combat - Damage/Recharge[*] (40) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End[*] (21) Performance Shifter - EndMod[*] (21) Endurance Modification IO[/list]Level 22: Boxing <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (46) Kinetic Combat - Damage/Endurance[*] (46) Kinetic Combat - Damage/Recharge[*] (50) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 24: Tough <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (25) Reactive Armor - Resistance[*] (25) Reactive Armor - Resistance/Recharge[*] (37) Reactive Armor - Resistance/Endurance/Recharge[/list]Level 26: Weave <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 28: Soul Drain <ul type="square">[*] (A) Rectified Reticle - To Hit Buff[*] (29) Rectified Reticle - To Hit Buff/Recharge[*] (29) Mocking Beratement - Accuracy/Recharge[*] (31) Mocking Beratement - Taunt/Recharge[*] (31) Mocking Beratement - Taunt/Recharge/Range[*] (31) Mocking Beratement - Recharge[/list]Level 30: Death Shroud <ul type="square">[*] (A) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (34) Obliteration - Damage[*] (34) Obliteration - Accuracy/Recharge[*] (34) Obliteration - Damage/Recharge[*] (46) Obliteration - Accuracy/Damage/Recharge[*] (50) Obliteration - Chance for Smashing Damage[/list]Level 32: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (40) Recharge Reduction IO[*] (43) Recharge Reduction IO[/list]Level 35: Dark Consumption <ul type="square">[*] (A) Armageddon - Chance for Fire Damage[*] (36) Armageddon - Damage/Endurance[*] (36) Armageddon - Damage[*] (36) Armageddon - Damage/Recharge[*] (37) Armageddon - Accuracy/Damage/Recharge[*] (37) Armageddon - Accuracy/Recharge[/list]Level 38: Midnight Grasp <ul type="square">[*] (A) Hecatomb - Chance of Damage(Negative)[*] (39) Hecatomb - Damage/Recharge[*] (39) Hecatomb - Accuracy/Damage/Recharge[*] (39) Hecatomb - Accuracy/Recharge[*] (40) Hecatomb - Damage/Endurance[/list]Level 41: Ring of Fire <ul type="square">[*] (A) Enfeebled Operation - Accuracy/Immobilize[*] (42) Enfeebled Operation - Accuracy/Immobilize/Recharge[*] (42) Enfeebled Operation - Accuracy/Recharge[*] (42) Enfeebled Operation - Endurance/Immobilize[*] (43) Enfeebled Operation - Accuracy/Endurance[*] (43) Enfeebled Operation - Immobilize/Range[/list]Level 44: Melt Armor <ul type="square">[*] (A) Empty[/list]Level 47: Fire Ball <ul type="square">[*] (A) Ragnarok - Damage[*] (48) Ragnarok - Damage/Recharge[*] (48) Ragnarok - Accuracy/Damage/Recharge[*] (48) Ragnarok - Accuracy/Recharge[*] (50) Ragnarok - Damage/Endurance[/list]Level 49: Soul Transfer <ul type="square">[*] (A) Empty[/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">[*]3% DamageBuff(Smashing)[*]3% DamageBuff(Lethal)[*]3% DamageBuff(Fire)[*]3% DamageBuff(Cold)[*]3% DamageBuff(Energy)[*]3% DamageBuff(Negative)[*]3% DamageBuff(Toxic)[*]3% DamageBuff(Psionic)[*]32.1% Defense(Smashing)[*]32.1% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]8% Defense(Energy)[*]8% Defense(Negative)[*]3% Defense(Psionic)[*]22.7% Defense(Melee)[*]5.5% Defense(Ranged)[*]3% Defense(AoE)[*]7.65% Max End[*]63% Enhancement(Accuracy)[*]5% Enhancement(Heal)[*]53.8% Enhancement(RechargeTime)[*]3% Enhancement(Immobilize)[*]5% FlySpeed[*]119.5 HP (6.38%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 5.5%[*]MezResist(Immobilize) 12.7%[*]MezResist(Stun) 2.2%[*]13.5% (0.23 End/sec) Recovery[*]12% (0.94 HP/sec) Regeneration[*]7.56% Resistance(Fire)[*]7.56% Resistance(Cold)[*]1.88% Resistance(Negative)[*]5% Resistance(Toxic)[*]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]Mocking Beratement[u]
(Shadow Maul)<ul type="square">[*] 1.8% Max End[*] MezResist(Held) 2.75%[*] 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)[/list][u]Eradication[u]
(Shadow Maul)<ul type="square">[*] 1.8% Max End[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/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]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]Numina's Convalescence[u]
(Health)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[/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]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]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">[*] 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]Mocking Beratement[u]
(Soul Drain)<ul type="square">[*] 1.8% Max End[*] MezResist(Held) 2.75%[*] 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)[/list][u]Obliteration[u]
(Death Shroud)<ul type="square">[*] 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)[/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)[*] 5% Resistance(Toxic)[/list][u]Hecatomb[u]
(Midnight Grasp)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Enfeebled Operation[u]
(Ring of Fire)<ul type="square">[*] 3% Enhancement(Immobilize)[*] 1.88% Resistance(Negative)[*] 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)[*] 3.75% Enhancement(RechargeTime)[*] 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)[/list][u]Ragnarok[u]
(Fire Ball)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/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.