Dark Armour/Stone Melee Build Help
If you're looking to reduce endurance costs, I see some major issues with this build. Other than your attacks, the two biggest endurance users are Dark Regen and Death Shroud; DS is underslotted for end reduction, and Dark Regen has no end reduction at all! I see that you've slotted the Theft of Essence +End proc, which is great, but on those occasions it doesn't hit, DR will take a big chunk of your end bar. Both DR and DS need at least 60% end red, IMO. Also, Focused Accuracy costs a huge amount of endurance; if you're talking it for the +Acc, drop it and get a Kismet +Acc instead.
I would also strongly recommend that you pick up Op Gloom. It costs almost no endurance, and takes all minions--except Stun resistant ones--out of the fight altogether. Used in combination with the SM attacks that Stun (Stone Fists, Fault) it will even Stun bosses. I think picking up Fault would be a good idea because of that.
You don't seem to be building toward stacking defense bonuses, so you might want to consider dropping Weave, too, if you need another power pick. If you do want more defense, you need to decide whether you are aiming for typed or positional defense, and look for the appropriate bonuses. (I prefer typed def for DA since you can concentrate on mitigating its weakness to Energy damage, but positional def would work too.)
Lastly, instead of getting Focused Accuracy, consider picking up the new Energy Mastery power, Physical Perfection, instead. It should help considerably in boosting your regen and recovery.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
If you're looking to reduce endurance costs, I see some major issues with this build. Other than your attacks, the two biggest endurance users are Dark Regen and Death Shroud; DS is underslotted for end reduction, and Dark Regen has no end reduction at all! I see that you've slotted the Theft of Essence +End proc, which is great, but on those occasions it doesn't hit, DR will take a big chunk of your end bar. Both DR and DS need at least 60% end red, IMO. Also, Focused Accuracy costs a huge amount of endurance; if you're talking it for the +Acc, drop it and get a Kismet +Acc instead.
I would also strongly recommend that you pick up Op Gloom. It costs almost no endurance, and takes all minions--except Stun resistant ones--out of the fight altogether. Used in combination with the SM attacks that Stun (Stone Fists, Fault) it will even Stun bosses. I think picking up Fault would be a good idea because of that. You don't seem to be building toward stacking defense bonuses, so you might want to consider dropping Weave, too, if you need another power pick. If you do want more defense, you need to decide whether you are aiming for typed or positional defense, and look for the appropriate bonuses. (I prefer typed def for DA since you can concentrate on mitigating its weakness to Energy damage, but positional def would work too.) |
What would be really great would be if you or someone could give me a build, even if its nearly completely different to mine because that would help immensely =)
Lastly, instead of getting Focused Accuracy, consider picking up the new Energy Mastery power, Physical Perfection, instead. It should help considerably in boosting your regen and recovery.
|
Thanx for the help so far (Y)
Well, here's the build I put together for my Dark/WM, adapted for Dark/SM. As you can see, I didn't go for max defense--it doesn't have Weave--but it shows what you can do by choosing your sets carefully. Personally, I don't think soft-capping is as necessary for Dark/ as it is for other Tanker primaries since it has a number of mitigation tools, and I didn't want to make the sacrifices needed to get there. If you do decide to soft-cap defense you can probably get pretty close with Weave added to the sets I've used here, and make a very tough Dark tank.
Hopefully this will give you some ideas. Since you want the two epic powers, you'll have to drop at least two from this build; I'd suggest Cloak of Fear and maybe an additional power from the secondary. I don't see how you could slot both for soft-capped defense and pick up those epic powers without cutting powers you want, but I'll let you decide that.
Please note that I don't claim any sort of expertise in Stone Melee--for instance, it could be that slotting Fault with Taunt sets is really boneheaded. I slotted it that way for the S/L def bonus, but hopefully someone will say so if I got that or any of the other SM slotting wrong.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:37(3), RctvArm-ResDam/EndRdx/Rchg:31(7), S'fstPrt-ResKB:11(36), RctvArm-ResDam:32(43)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg:29(A), KntkC'bat-Dmg/EndRdx:30(3), KntkC'bat-Dmg/Rchg:27(13), KntkC'bat-Knock%:21(15)
Level 2: Stone Mallet -- KntkC'bat-Dmg/EndRdx:32(A), KntkC'bat-Dmg/Rchg:29(5), KntkC'bat-Acc/Dmg:31(13), KntkC'bat-Dmg/EndRdx/Rchg:27(15), C'ngImp-Acc/Dmg/EndRdx:35(45)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:32(A), RctvArm-ResDam/Rchg:38(5), RctvArm-ResDam/EndRdx/Rchg:31(9), RctvArm-ResDam:35(43)
Level 6: Combat Jumping -- Ksmt-ToHit+:30(A), Zephyr-Travel/EndRdx:50(7), Zephyr-Travel:50(17)
Level 8: Obsidian Shield -- S'fstPrt-ResDam/Def+:22(A), S'fstPrt-ResKB:11(9), Aegis-ResDam/Rchg:36(11), Aegis-ResDam/EndRdx:34(43), Aegis-ResDam:35(45)
Level 10: Taunt -- Zinger-Taunt/Rchg:40(A), Zinger-Taunt/Rchg/Rng:40(11), Zinger-Taunt:50(33), Zinger-Acc/Rchg:40(36), Zinger-Taunt/Rng:40(42), Zinger-Dam%:40(46)
Level 12: Dark Regeneration -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Rchg:30(17), Erad-Acc/Dmg/EndRdx/Rchg:30(19), Theft-Acc/EndRdx/Heal:30(19), Theft-+End%:14(21), Theft-Acc/EndRdx/Rchg:30(21)
Level 14: Super Jump -- Zephyr-Travel:40(A), Zephyr-Travel/EndRdx:40(23)
Level 16: Swift -- Flight-I:40(A)
Level 18: Health -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:34(23), RgnTis-Regen+:30(25)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(25), P'Shift-End%:40(27)
Level 22: Death Shroud -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(27), Erad-Acc/Dmg/EndRdx/Rchg:19(29), M'Strk-Dmg/EndRdx:42(29), M'Strk-Acc/EndRdx:44(46)
Level 24: Fault -- Mocking-Taunt:30(A), Mocking-Taunt/Rchg:50(31), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Acc/Rchg:50(31)
Level 26: Oppressive Gloom -- Stpfy-Acc/Rchg:39(A), Stpfy-Acc/Stun/Rchg:34(33)
Level 28: Hurl Boulder -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(33), Thundr-Acc/Dmg/EndRdx:50(34), Mael'Fry-Acc/Dmg:35(34), Mael'Fry-Dmg/EndRdx:35(34), Mael'Fry-Dmg/EndRdx/Rchg:35(45)
Level 30: Build Up -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 32: Cloak of Darkness -- GftotA-Def/EndRdx/Rchg:40(A), GftotA-Def/EndRdx:38(37), GftotA-Def/Rchg:38(37), GftotA-Def:38(50)
Level 35: Tremor -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Dmg:30(39), Sciroc-Dmg/EndRdx:44(39), Sciroc-Acc/Dmg/EndRdx:42(39)
Level 38: Seismic Smash -- 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), C'ngImp-Acc/Dmg/Rchg:50(42), C'ngImp-Dmg/EndRdx/Rchg:37(46)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Boxing -- Acc-I:50(A)
Level 47: Tough -- RctvArm-ResDam/EndRdx:32(A), RctvArm-ResDam/Rchg:37(48), RctvArm-ResDam/EndRdx/Rchg:34(48), RctvArm-ResDam:34(48)
Level 49: Cloak of Fear -- N'mare-Acc/Fear:50(A), N'mare-EndRdx/Fear:50(50), N'mare-Acc/EndRdx:50(50)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
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Set Bonus Totals:
* 2.5% DamageBuff(Smashing)
* 2.5% DamageBuff(Lethal)
* 2.5% DamageBuff(Fire)
* 2.5% DamageBuff(Cold)
* 2.5% DamageBuff(Energy)
* 2.5% DamageBuff(Negative)
* 2.5% DamageBuff(Toxic)
* 2.5% DamageBuff(Psionic)
* 23.6% Defense(Smashing)
* 23.6% Defense(Lethal)
* 8% Defense(Fire)
* 8% Defense(Cold)
* 23.6% Defense(Energy)
* 23.6% Defense(Negative)
* 3% Defense(Psionic)
* 13.3% Defense(Melee)
* 18% Defense(Ranged)
* 5.5% Defense(AoE)
* 9% Max End
* 1.65% Enhancement(Terrorized)
* 5% Enhancement(RechargeTime)
* 84.3 HP (4.5%) HitPoints
* Knockback (Mag -8)
* Knockup (Mag -8)
* MezResist(Held) 2.75%
* MezResist(Immobilize) 13.8%
* MezResist(Sleep) 1.65%
* MezResist(Terrorized) 2.75%
* 10.5% (0.18 End/sec) Recovery
* 30% (2.35 HP/sec) Regeneration
* 2.5% Resistance(Fire)
* 8% RunSpeed
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Findulias clued me in on this post, so I took a look at what I could come up with.
If you want to softcap def, S/L is easiest on a DA. Mine is softcapped, and well, it is a friggin' beast.
Now, as to whether or not you really need to go for the softcap on defense on a DA/SM tank is highly debatable. There is soooooo much mitigation between the two sets, you are pretty well covered if you don't.
Now, if you crave raw power, a build that just beckons to be run at maximum pace, with none of that disorienting and fearing business. Then you go the way I go, and put as much defense in as you can shoehorn. Softcapping S/L will cover you pretty well, most damage has an S/L component, so yeah, there ya go.
Your big issue with a DA/Stone is going to be endurance, you are going to be sucking down a lot of it. At least til you can IO.
I went over your build, and adjusted it to how I would go about it. Softcapped S/L defense, very efficient build. I took out FA, as FA is an end *****. It is a terrible power, unless you are only using it as a set bonus mule. Conserver power is single slotted, as you won't really need it.
There is a newer version of mid's, it's posted up somewhere. I don't remember exactly where, lookup Ston3y in the forum search.
As I said, my DA/DM is a beast, and I don't have any of the mitigation powers from DA or DM. With this build, you wouldn't really need to take fault, and I see you skipped it anyway. With tremor, it is going to have terrible damage, but better than nothing AoEwise.
I would say to consider taking Pyre mastery to fill the gap, but, that would tighten up your build even more than it is now. Death Shroud is good for taking out minions while you frogstomp the boss anyway, so yeah, not really a big deal.
anywho, here is the build I came up with. If you have any more questions, you may wanna ask Jebe_the_Pirate, I think his main is a DA/SM.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
DA Stone: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-EndRdx:40(3), RctvArm-ResDam:30(5), S'fstPrt-ResKB:30(11), S'fstPrt-ResDam/Def+:30(15)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(25), EndRdx-I:50(27)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/Rchg:30(5), RctvArm-ResDam/EndRdx/Rchg:30(7), RctvArm-ResDam:40(7)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(21), P'ngS'Fest-Acc/Dmg:30(23), P'ngS'Fest-Dmg/Rchg:30(31)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-EndRdx/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11)
Level 8: Dark Regeneration -- Nictus-Acc/Heal:30(A), Nictus-Heal/HP/Regen/Rchg:50(15), Nictus-Acc/EndRdx/Heal/HP/Regen:30(17), Nictus-Acc/EndRdx/Rchg:30(17), Nictus-%Dam:30(19), Theft-+End%:30(34)
Level 10: Taunt -- Zinger-Acc/Rchg:50(A), Zinger-Taunt:50(27), Zinger-Taunt/Rchg:50(29), Zinger-Taunt/Rchg/Rng:50(29), Zinger-Taunt/Rng:50(34), Zinger-Dam%:50(48)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Super Speed -- Zephyr-ResKB:50(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(33), Numna-Heal/Rchg:30(33), RgnTis-Regen+:30(34)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(31), P'Shift-EndMod/Rchg:50(31)
Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 24: Cloak of Darkness -- LkGmblr-Rchg+:50(A)
Level 26: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-%Dam:30(33), Erad-Acc/Dmg/Rchg:30(40), Erad-Acc/Rchg:30(40), EndRdx-I:50(46), EndRdx-I:50(46)
Level 28: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(40)
Level 30: Hurl Boulder -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(42), Decim-Dmg/Rchg:40(42), Decim-Acc/EndRdx/Rchg:40(46), Decim-Acc/Dmg/Rchg:40(48)
Level 32: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36)
Level 35: Tremor -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(37), Oblit-Acc/Rchg:50(37), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(43), Oblit-%Dam:50(45)
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), P'ngS'Fest-Acc/Dmg:30(43), P'ngS'Fest-Dmg/Rchg:30(43)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-EndRdx/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(48)
Level 44: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- Mrcl-Rcvry+:40(A), Numna-Heal:50(50), Numna-Heal/EndRdx:50(50), P'Shift-End%:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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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.
I guess we're just going to have to disagree on this, _Deth_. I wouldn't dream of building a DA tank without either Op Gloom or Cloak of Fear, especially with a secondary that complements the Stuns/Fears, like SM does.
IMO, it's like building a Stone tank and not taking Granite--sure, you could do it, but why would you want to?
My Characters
Knight Court--A CoH Story Complete 2/3/2012
I guess we're just going to have to disagree on this, _Deth_. I wouldn't dream of building a DA tank without either Op Gloom or Cloak of Fear, especially with a secondary that complements the Stuns/Fears, like SM does.
IMO, it's like building a Stone tank and not taking Granite--sure, you could do it, but why would you want to? |
And I was looking into a build for my stoner without Granite, but I still couldn't jump, so yeah. :P
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.
Ok, as far as my play style goes, i would definately much prefer _Deth_'s model
Tho i have one lil problem im not happy with, it may seem small but i know how i am.
With super speed, on that build be speed only goes up to about 72mph, which is pretty far from the speed cap, and if im honest, after doing a 35 tf with my scrapper at the speed cap down from 92.5 to about 82 i thought it was annoyingly slow for a SSing hero.
So is there any way i could speed my self up a bit, or would it be better if i took something like fly instead if this is going to bug me so much???
Ps: the build looks awesome =)
I guess we're just going to have to disagree on this, _Deth_. I wouldn't dream of building a DA tank without either Op Gloom or Cloak of Fear, especially with a secondary that complements the Stuns/Fears, like SM does.
IMO, it's like building a Stone tank and not taking Granite--sure, you could do it, but why would you want to? |
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I would also strongly recommend that you pick up Op Gloom. It costs almost no endurance, and takes all minions--except Stun resistant ones--out of the fight altogether. Used in combination with the SM attacks that Stun (Stone Fists, Fault) it will even Stun bosses. I think picking up Fault would be a good idea because of that.
|
This.
In my opinion, Fault + Oppressive Gloom is pretty much the whole point behind Dark/Stone. Insane stun stacking and knockdowns everywhere mean you rarely even get attacked.
The Bacon Compels You.
Ok, as far as my play style goes, i would definately much prefer _Deth_'s model
Tho i have one lil problem im not happy with, it may seem small but i know how i am. With super speed, on that build be speed only goes up to about 72mph, which is pretty far from the speed cap, and if im honest, after doing a 35 tf with my scrapper at the speed cap down from 92.5 to about 82 i thought it was annoyingly slow for a SSing hero. So is there any way i could speed my self up a bit, or would it be better if i took something like fly instead if this is going to bug me so much??? Ps: the build looks awesome =) |
Me, I like SJ, but thats just me.
In my opinion, Fault + Oppressive Gloom is pretty much the whole point behind Dark/Stone. Insane stun stacking and knockdowns everywhere mean you rarely even get attacked.
|
As far as fault+OG being the whole point of DA/SM, that is entirely subjective, almost like saying that fear stacking is the whole point behind combining DA and DM. I wanted a DA/SM because I dig the look of DA, and want to beat the hell out of things with big hammers. WM is a great set, but really, when I say big hammers, I mean BIG hammers.
Also, I do believe at the beginning of my initial post, I did state that DA+SM gave a tremendous amount of mitigation that essentially made it so that going for softcapped defense was not as big an issue. It brings it down to a personal preference. My DA/DM has the ability to fear ANYTHING and keep it feared indefinitely. I don't muck about with fear and just went for raw power. Then again, we have access to TWO builds. So, yeah, once you get one build kitted out, there is no reason not to switch over and kit out the other.
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.
It's true. This game is NOT rocket surgery. - BillZBubba
Just spit-balling here, but this will put you at 41% Melee, 27% Ranged, and 43% AoE. You'll also have an EPS gain of 3.02, with good end discount on nearly all powers. And mag 8 KB protection. The power selection should fit most people's playstyles.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Dark-Stone: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-EndRdx/Rchg(3), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam(5), S'fstPrt-ResDam/Def+(7)
Level 1: Stone Fist -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
Level 2: Murky Cloud -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(17), Aegis-EndRdx/Rchg(19), Aegis-ResDam/EndRdx/Rchg(19), Aegis-ResDam(21)
Level 4: Heavy Mallet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(17)
Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(23)
Level 8: Dark Regeneration -- Theft-Acc/EndRdx/Heal(A), Nictus-Acc/EndRdx/Rchg(23), Mrcl-EndRdx/Rchg(25), Mrcl-Heal/EndRdx/Rchg(25), Mrcl-Heal/Rchg(27), Dct'dW-EndRdx/Rchg(27)
Level 10: Hurdle -- Jump-I(A)
Level 12: Cloak of Darkness -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(29), GftotA-Def/EndRdx/Rchg(29), GftotA-Def(31)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 16: Health -- Heal-I(A)
Level 18: Obsidian Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(33), Aegis-EndRdx/Rchg(33), Aegis-ResDam/EndRdx/Rchg(33), Aegis-ResDam(34)
Level 20: Stamina -- EndMod-I(A), EndMod-I(34), P'Shift-End%(34)
Level 22: Taunt -- Zinger-Taunt/Rchg(A)
Level 24: Death Shroud -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), EndRdx-I(37)
Level 26: Oppressive Gloom -- Acc-I(A)
Level 28: Fault -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Rchg(50)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(37), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(39)
Level 35: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(50)
Level 38: Seismic Smash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(42)
Level 41: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(42), GftotA-Def/EndRdx/Rchg(42), GftotA-Def(43)
Level 44: Stone Mallet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- EndMod-I(A), EndMod-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
- 16% DamageBuff(Smashing)
- 16% DamageBuff(Lethal)
- 16% DamageBuff(Fire)
- 16% DamageBuff(Cold)
- 16% DamageBuff(Energy)
- 16% DamageBuff(Negative)
- 16% DamageBuff(Toxic)
- 16% DamageBuff(Psionic)
- 14.9% Defense(Smashing)
- 14.9% Defense(Lethal)
- 23.3% Defense(Fire)
- 23.3% Defense(Cold)
- 6.13% Defense(Energy)
- 6.13% Defense(Negative)
- 3% Defense(Psionic)
- 23% Defense(Melee)
- 9.25% Defense(Ranged)
- 24.9% Defense(AoE)
- 5.4% Max End
- 18% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 147.6 HP (7.88%) HitPoints
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 13.8%
- MezResist(Immobilize) 11%
- MezResist(Stun) 4.4%
- 6.5% (0.11 End/sec) Recovery
- 5% Resistance(Fire)
- 20% RunSpeed
- 10% XPDebtProtection
@Rylas
Kill 'em all. Let XP sort 'em out.
Don't get me wrong, it's not a bad build, but if you are going to go for defense, it is better to softcap S/L than to almost softcap melee and only get halfway there with ranged.
Plus, and this is why I go for S/L instead, you give up a lot to not quite hit that softcap. You can get a lot more recharge and regen by going for S/L. But, when you are going with the mitigation powers, why even bother with pushing the defense.
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.
Would have replied sooner but I'm on a break.
My DA/Stone has OG+Fault and is soft capped (Force Feedback proc ftw). My DA/DM has CoF+ToF and is also soft capped. I use them as an added form of mitigation, like when you're under defense debuffs. However, they're far from necessary unless you're going up against def debuffers 100% of the time. If that's the case, stop proving the stereotype of Darks being masochists true and get on your Stone or Invuln. Also, taking SM makes it easy to slot in S/L defense. I recommend that over Melee for DA.
Wow. You guys are recommending Reactive Armor and Aegis on a dark armor? I thought we were also trying to fix his end hog issues... you aren't going to do it very well with those. As someone with a level 50 spines/dark I can tell you that your main problem will be endurance, especially with an end heavy set like stone melee. The build I've made is designed accordingly, it may not have the resists/defense you were looking for but all the resists and defense in the world won't help when all your toggles drop because you have no blue bar.
With that said I have tried to keep defense levels in mind with this build so they should be fairly decent. Regarding the procs in the attacks over putting in more damage IOs, the math from many people on the forums has suggested that each damage proc is actually worth 1.5 SOs of damage which is why I've opted for them.
Build features:
70% smash/lethal resists
41% smash/lethal defense
37% melee defense
3.54 end/sec recov, 2.11 end/sec consumption (before adding in physical perfection at all, I recommend same slotting as in stamina for it)
as an added bonus, runspeed hits 108 mph but gets capped at 92.5 with this setup
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace
- (A) Impervium Armor - Resistance/Endurance
- (3) Impervium Armor - Resistance/Recharge
- (7) Impervium Armor - Resistance/Endurance/Recharge
- (37) Impervium Armor - Resistance
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (15) Kinetic Combat - Damage/Recharge
- (34) Kinetic Combat - Damage/Endurance/Recharge
- (42) Mako's Bite - Chance of Damage(Lethal)
- (48) Touch of Death - Chance of Damage(Negative)
- (A) Impervium Armor - Resistance/Endurance
- (5) Impervium Armor - Resistance/Recharge
- (15) Impervium Armor - Resistance/Endurance/Recharge
- (40) Impervium Armor - Resistance
- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (13) Kinetic Combat - Damage/Recharge
- (34) Kinetic Combat - Damage/Endurance/Recharge
- (42) Mako's Bite - Chance of Damage(Lethal)
- (50) Touch of Death - Chance of Damage(Negative)
- (A) Impervium Armor - Resistance/Endurance
- (7) Impervium Armor - Resistance/Recharge
- (13) Impervium Armor - Resistance/Endurance/Recharge
- (40) Impervium Armor - Resistance
- (A) Numina's Convalescence - Heal/Endurance
- (9) Numina's Convalescence - Heal
- (9) Numina's Convalescence - Heal/Recharge
- (34) Theft of Essence - Chance for +Endurance
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Empty
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (19) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Gift of the Ancients - Defense/Endurance
- (17) Gift of the Ancients - Defense/Recharge
- (17) Gift of the Ancients - Defense
- (25) Gift of the Ancients - Run Speed +7.5%
- (A) Miracle - +Recovery
- (A) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
- (21) Performance Shifter - EndMod/Accuracy
- (42) Performance Shifter - Chance for +End
- (A) Gift of the Ancients - Defense/Endurance
- (23) Gift of the Ancients - Defense/Recharge
- (23) Gift of the Ancients - Defense
- (25) Gift of the Ancients - Run Speed +7.5%
- (A) Empty
- (A) Impervium Armor - Resistance/Endurance
- (27) Impervium Armor - Resistance/Recharge
- (27) Impervium Armor - Resistance/Endurance/Recharge
- (31) Impervium Armor - Resistance
- (46) Steadfast Protection - Resistance/+Def 3%
- (A) Gift of the Ancients - Defense/Endurance
- (29) Gift of the Ancients - Defense/Recharge
- (29) Gift of the Ancients - Defense
- (31) Gift of the Ancients - Run Speed +7.5%
- (A) Absolute Amazement - Endurance/Stun
- (31) Absolute Amazement - Stun
- (A) Kinetic Combat - Accuracy/Damage
- (33) Kinetic Combat - Damage/Endurance
- (33) Kinetic Combat - Damage/Recharge
- (33) Kinetic Combat - Damage/Endurance/Recharge
- (45) Mako's Bite - Chance of Damage(Lethal)
- (50) Touch of Death - Chance of Damage(Negative)
- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (A) Kinetic Combat - Accuracy/Damage
- (39) Kinetic Combat - Damage/Endurance
- (39) Kinetic Combat - Damage/Recharge
- (39) Kinetic Combat - Damage/Endurance/Recharge
- (40) Kinetic Combat - Knockdown Bonus
- (45) Touch of Death - Chance of Damage(Negative)
- (A) Obliteration - Damage
- (43) Obliteration - Accuracy/Recharge
- (43) Obliteration - Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Recharge
- (45) Obliteration - Accuracy/Damage/Endurance/Recharge
- (46) Obliteration - Chance for Smashing Damage
- (A) Adjusted Targeting - Endurance/Recharge
- (46) Adjusted Targeting - To Hit Buff/Endurance
- (A) Empty
- (48) Empty
- (48) Empty
- (50) Empty
- (A) Adjusted Targeting - Recharge
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:
- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 21.8% Defense(Smashing)
- 21.8% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 4.56% Defense(Energy)
- 4.56% Defense(Negative)
- 10.5% Defense(Psionic)
- 18% Defense(Melee)
- 6.13% Defense(Ranged)
- 6.13% Defense(AoE)
- 14.4% Max End
- 10% Enhancement(RechargeTime)
- 18% Enhancement(Accuracy)
- 10% FlySpeed
- 182.7 HP (9.75%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 11%
- MezResist(Stun) 4.4%
- 22.5% (0.38 End/sec) Recovery
- 12% (0.94 HP/sec) Regeneration
- 7.5% Resistance(Fire)
- 32.5% RunSpeed
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Debt is temporary, prestige is forever
My Screenies and Videos :: My Toon List
Would have replied sooner but I'm on a break.
My DA/Stone has OG+Fault and is soft capped (Force Feedback proc ftw). My DA/DM has CoF+ToF and is also soft capped. I use them as an added form of mitigation, like when you're under defense debuffs. However, they're far from necessary unless you're going up against def debuffers 100% of the time. If that's the case, stop proving the stereotype of Darks being masochists true and get on your Stone or Invuln. Also, taking SM makes it easy to slot in S/L defense. I recommend that over Melee for DA. |
Wow. You guys are recommending Reactive Armor and Aegis on a dark armor? I thought we were also trying to fix his end hog issues... you aren't going to do it very well with those. As someone with a level 50 spines/dark I can tell you that your main problem will be endurance, especially with an end heavy set like stone melee. The build I've made is designed accordingly, it may not have the resists/defense you were looking for but all the resists and defense in the world won't help when all your toggles drop because you have no blue bar.
With that said I have tried to keep defense levels in mind with this build so they should be fairly decent. Regarding the procs in the attacks over putting in more damage IOs, the math from many people on the forums has suggested that each damage proc is actually worth 1.5 SOs of damage which is why I've opted for them. |
Also, with the slotting I was using, with the LotG's, and the pounding slugfests, I was attempting to bump the regen and a bit. Regen is just dead sexy. A small amount of damage boost is not nearly as helpful as a decent boost in regen. Also, your slotting of Dark Regen will get you into trouble. I learned the hardway that not having any accuracy in it is bad, very very bad. Missing on an AV is not fun.
And if you are going to take OG, you should take fault as well.
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.
You should check your numbers again, and check the graphs from the totals on Mid's. Even with Physical perfection, you are gonna run into end issues. Your build doesn't use 2.11 end/sec, it uses 2.55, you didn't have Death Shroud turned on. Yeah, slotted the way you have it, you are taking in 4 per sec with physical perfection. Now, if you don't run SS or FA, it's not as bad. But, it is still heavier than the build I posted.
Also, with the slotting I was using, with the LotG's, and the pounding slugfests, I was attempting to bump the regen and a bit. Regen is just dead sexy. A small amount of damage boost is not nearly as helpful as a decent boost in regen. Also, your slotting of Dark Regen will get you into trouble. I learned the hardway that not having any accuracy in it is bad, very very bad. Missing on an AV is not fun. And if you are going to take OG, you should take fault as well. |
Oh and just an FYI your numbers for physical perfection are wrong too. It's 20% regen and 12.5% recov last time I checked, though I won't be upset if they've adjusted it to 15% either. Your data in your build shows 15% recov. It has been about a week since I was last on test so it's possible.
Debt is temporary, prestige is forever
My Screenies and Videos :: My Toon List
I never slot acc in any toons I am IOing out, and with the acc set bonuses I usually don't miss it, even against AVs/GMs I still have little problem hitting. Exceptions being defense based AVs like Capn Mako, though I think it's safe to say most people have trouble hitting him without acc debuffs on him. As for fault I generally don't care much about bosses and lieuts not getting stunned, as long as the minions are out of the fight that's enough mitigation for me. I focus more on damage output, face planting baddies is the best form of mitigation out there last I checked and OG gives you the luxury of wiping out the bosses and lieuts first them mopping up the rest. LotG is all well and good on other toons, but it does nothing to help a dark armor character. Regen is plenty sexy but a waste on a toon with the fattest heal in the game, bar none. My scrapper hits 800 or so per baddie it lands on, a scrapper. With 2 or more he'd go from 1 hp to full, and the tanker version is even more insane. Did your numbers in mids also include the second performance shifter proc in Physical Perfection as well? As I said it would be slotted the same as stamina. Even if it does, a 1.45 end/sec gain with all toggles running is quite respectable considering it doesn't take any accolades/day job mods into account either. You could also take the second slot out of OG and put it in health for a numina proc which would probably make a bigger difference.
Oh and just an FYI your numbers for physical perfection are wrong too. It's 20% regen and 12.5% recov last time I checked, though I won't be upset if they've adjusted it to 15% either. Your data in your build shows 15% recov. It has been about a week since I was last on test so it's possible. |
For multiple bosses, OG+Fault is going to get a lot of mileage, as damage may be the best form of mitigation, but on a tank, well, it isn't the fastest. This is even more of an issue when you are not softcapped on defense. Keeping as many mobs as possible, especially bosses and Lt.s goes a long way.
And FYI, my numbers for PP are not wrong. The 15% you saw was from the miracle proc.
Your build is not bad, never said it was. You, however, acted like we were giving bad advice with the builds we posted, and that we completely ignored the endurance issues with DA, yet posted a build that was in line with ours at best, and heavier than ours by far at worst.
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.
Generally, dealing with the end issues which accompany DA are near if not at the top of priorities when slotting set IO's. The beauty of it all is that all the other issues are dealt with sybiotically, meaning many of of the set selections provide solutions DA needs-reaching or coming close to the def cap through IO's and power selection, reducing endurance use in the end hog powers and increasing endurance recovery to sustain multiple toggles indefinitely, and increased energy defense for non S/L energy damage. Although they take different approaches, Findulias and _Deth_ provide sound advice.
Hi I've made a DA/SM Tank build on Mids, and i was hoping for a little feedback on it so far.
What im looking for is:
-Lots of defence to go with High Res
-Power Advice
-High endurance recovery, regeneration, and a low endurance cost (despite the build being end heavy =P)
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
------------
Level 1: Dark Embrace RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam/Rchg(11)
Level 1: Stone Fist Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25), EndRdx-I(27)
Level 2: Murky Cloud S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(5), S'fstPrt-ResDam/EndRdx(7), ImpArm-ResDam/EndRdx/Rchg(7), ImpArm-ResDam(15)
Level 4: Heavy Mallet Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(21), EndRdx-I(23)
Level 6: Obsidian Shield Aegis-ResDam(A), Aegis-ResDam/EndRdx(9), Aegis-ResDam/EndRdx/Rchg(9), TtmC'tng-ResDam(11), TtmC'tng-EndRdx(15)
Level 8: Dark Regeneration Theft-Heal(A), Theft-Heal/Rchg(17), Theft-Acc/Heal(17), Theft-+End%(19)
Level 10: Taunt Mocking-Taunt(A), Mocking-Taunt/Rng(48)
Level 12: Hasten RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed Zephyr-Travel/EndRdx(A), Zephyr-Travel(34), Zephyr-ResKB(34)
Level 16: Hurdle Jump-I(A), Jump-I(46)
Level 18: Health Numna-Regen/Rcvry+(A), Numna-Heal(33), Numna-Heal/Rchg(33), Numna-Heal/EndRdx(34), RgnTis-Regen+(46)
Level 20: Stamina P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(33), P'Shift-EndMod/Acc/Rchg(46)
Level 22: Combat Jumping LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31)
Level 24: Cloak of Darkness LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def/EndRdx(29)
Level 26: Death Shroud Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Acc/Dmg(40)
Level 28: Build Up Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(40)
Level 30: Hurl Boulder Apoc-Dmg(A), Apoc-Dmg/Rchg(36), Apoc-Acc/Dmg/Rchg(36), Apoc-Acc/Rchg(36), Apoc-Dmg/EndRdx(42), EndRdx-I(42)
Level 32: Boxing Empty(A)
Level 35: Tremor Armgdn-Dmg(A), Armgdn-Dmg/Rchg(37), Armgdn-Acc/Dmg/Rchg(37), Armgdn-Acc/Rchg(37), Armgdn-Dmg/EndRdx(43), EndRdx-I(45)
Level 38: Seismic Smash Hectmb-Dmg(A), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(43), EndRdx-I(43)
Level 41: Tough Aegis-ResDam/EndRdx(A), Aegis-ResDam(42), Aegis-ResDam/EndRdx/Rchg(48)
Level 44: Weave LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: Focused Accuracy Rec'dRet-Pcptn(A), Rec'dRet-ToHit(48)
Level 49: Conserve Power Empty(A), Empty(50), Empty(50), Empty(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet