DA/SS Build needs critique


AUTAUMNFYRE

 

Posted

This is the proposed build for my DA/SS tank. The goals are Survivability(S/L def) and End efficiency. Any advice or suggestions for the build is appreciated.

Hero Plan by Mids' Hero Designer 1.401
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Avalon: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed

Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 4: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15)
Level 6: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(19)
Level 8: Hover -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(21)
Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(21), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23)
Level 12: Dark Regeneration -- Theft-Acc/EndRdx/Heal(A), Theft-Heal/Rchg(25), Theft-Acc/Heal(25), Theft-+End%(27), Nictus-Acc/Heal(27), Nictus-Acc/EndRdx/Heal/HP/Regen(29)
Level 14: Fly -- Zephyr-Travel(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(31), Mrcl-Rcvry+(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(33), P'Shift-End%(33)
Level 22: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(36)
Level 24: Cloak of Darkness -- GftotA-Def(A), GftotA-Def/EndRdx(29), GftotA-Def/Rchg(36), GftotA-Def/EndRdx/Rchg(36)
Level 26: Death Shroud -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(46), Erad-Dmg/Rchg(46), Erad-Acc/Rchg(50), EndRdx-I(50), EndRdx-I(50)
Level 28: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37), Rec'dRet-Pcptn(37)
Level 30: Oppressive Gloom -- Acc-I(A)
Level 32: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(43), Zinger-Taunt/Rchg/Rng(43), Zinger-Acc/Rchg(46), Zinger-Taunt/Rng(48), Zinger-Dam%(48)
Level 35: Hurl -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(40), Decim-Acc/Dmg/Rchg(43)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-%Dam(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 44: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(48)
Level 49: Hasten -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
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)
  • 3% Defense(All)
Kinetic Combat
(Jab)
  • MezResist(Immobilize) 2.75%
  • 28.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Kinetic Combat
(Punch)
  • 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)
Touch of Death
(Haymaker)
  • 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)
Blessing of the Zephyr
(Hover)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • Knockback Protection (Mag -4)
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)
Theft of Essence
(Dark Regeneration)
  • 10% (0.78 HP/sec) Regeneration
  • 1.8% Max End
  • 5% Enhancement(Heal)
Touch of the Nictus
(Dark Regeneration)
  • 35.1 HP (1.88%) HitPoints
Numina's Convalescence
(Health)
  • 12% (0.94 HP/sec) Regeneration
Touch of Death
(Knockout Blow)
  • 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)
Gift of the Ancients
(Cloak of Darkness)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Resistance(Fire)
  • 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
Rectified Reticle
(Rage)
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
  • 6% (0.47 HP/sec) Regeneration
  • 20% Perception
Perfect Zinger
(Taunt)
  • MezResist(Terrorized) 2.75%
  • 10% (0.78 HP/sec) Regeneration
  • 5% Enhancement(RechargeTime)
  • 2.5% DamageBuff(All)
  • 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)
Decimation
(Hurl)
  • MezResist(Immobilize) 2.75%
  • 21.1 HP (1.13%) HitPoints
  • 2.25% Max End
Obliteration
(Foot Stomp)
  • 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)
Kinetic Combat
(Boxing)
  • MezResist(Immobilize) 2.75% (Exceeded 5 Bonus Cap)
  • 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
  • 7.5% Enhancement(RechargeTime)



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Check out my Published Story Arcs:
The STARBLOOD Trilogy
Part 1: 36381 The Return of STARBLOOD
Part 2: 84623 STARBLOOD: Trail of Blood
Part 3: Coming soon

 

Posted

I find hurl a good power, just more useful to a grounded player, if going for the flight pool I normally take Air Sup.

I did a quick, not thorough, reinterpretation as I have not much time. Dark regen is less of an end hungry power but prefers numbers for a better heal.

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

Click this DataLink to open the build!

Avalon: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed

Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5), S'fstPrt-ResKB(19)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 4: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15)
Level 6: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 8: Swift -- Flight-I(A)
Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(21), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23)
Level 12: Dark Regeneration -- Theft-Acc/EndRdx/Rchg(A), Theft-Heal/Rchg(25), Theft-Acc/EndRdx/Heal(25), Theft-+End%(27), Nictus-Acc/EndRdx/Rchg(27), Nictus-Acc/EndRdx/Heal/HP/Regen(29)
Level 14: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(42)
Level 16: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(43)
Level 18: Health -- Numna-Heal(A), Mrcl-Heal(19), Numna-Regen/Rcvry+(31), Mrcl-Rcvry+(31)
Level 20: Stamina -- EndMod-I(A), P'Shift-End%(21), P'Shift-EndMod(31)
Level 22: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(36)
Level 24: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(33)
Level 26: Death Shroud -- Erad-Dmg(A), EndRdx-I(33), EndRdx-I(36), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(46), Erad-Acc/Rchg(46)
Level 28: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(37)
Level 30: Oppressive Gloom -- Acc-I(A)
Level 32: Taunt -- Zinger-Taunt(A), Zinger-Dam%(36), Zinger-Taunt/Rchg(43), Zinger-Taunt/Rchg/Rng(43), Zinger-Acc/Rchg(46), Zinger-Taunt/Rng(48)
Level 35: Hover -- Zephyr-ResKB(A), Zephyr-Travel(50)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-%Dam(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Boxing -- Empty(A)
Level 44: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet


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.

 

Posted

You don't mention what your budget is like, but it's worth noting that you could get the same S/L def bonus from 4-slotting Smashing Haymaker instead of 6-slotting Touch of Death, at a fraction of the cost. Better still would be another set or two of Kinetic Combat (if you can find them) instead. I would also recommend that you add at least a fifth slot from another set when slotting KC, since the set is low on Accuracy and Damage.

Using more KCs would free up Foot Stomp for another set of Eradication to help boost your E/NE defense. (Energy defense is particularly important for a DA tank since the energy resists in the set are so low.) I'd also try to free up another slot to put a second slot in Fly for the same reason. BTW, Eradication will also help you toward your other goal of end efficiency since two slots have a +end bonus.

It also looks like you don't have enough recharge in Rage to have it up continuously, so I'd seriously considering slotting more Recharge there.

I only see one -KB IO slotted, which is doable, but for tanking I think slotting another would be a good idea. I know the BotZ -KB are very expensive, so keep in mind that adding a Steadfast Protection to one of your resist powers or a Karma to CoD would work too.

EDIT: There is +Perception in CoD, BTW, so the +Perception IO in Rage would be a good choice to replace with a Recharge IO.


My Characters

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

 

Posted

Ahh I see. Taking out Hurl and slotting A.S. with kinetic. Hmmm....this adds that little bit needed to cap my S/L defense and overall defense is better with your build. Thanx for the input.
I may try hurl at first to see how much I like it (Never had the power before..don't have it yet even lol). The trade off is a much lower regen bonus. But not getting hit in the first place may serve better

Thank You


Check out my Published Story Arcs:
The STARBLOOD Trilogy
Part 1: 36381 The Return of STARBLOOD
Part 2: 84623 STARBLOOD: Trail of Blood
Part 3: Coming soon

 

Posted

Quote:
Originally Posted by Finduilas View Post
You don't mention what your budget is like, but it's worth noting that you could get the same S/L def bonus from 4-slotting Smashing Haymaker instead of 6-slotting Touch of Death, at a fraction of the cost. Better still would be another set or two of Kinetic Combat (if you can find them) instead. I would also recommend that you add at least a fifth slot from another set when slotting KC, since the set is low on Accuracy and Damage.

Using more KCs would free up Foot Stomp for another set of Eradication to help boost your E/NE defense. (Energy defense is particularly important for a DA tank since the energy resists in the set are so low.) I'd also try to free up another slot to put a second slot in Fly for the same reason. BTW, Eradication will also help you toward your other goal of end efficiency since two slots have a +end bonus.

It also looks like you don't have enough recharge in Rage to have it up continuously, so I'd seriously considering slotting more Recharge there.

I only see one -KB IO slotted, which is doable, but for tanking I think slotting another would be a good idea. I know the BotZ -KB are very expensive, so keep in mind that adding a Steadfast Protection to one of your resist powers or a Karma to CoD would work too.

EDIT: There is +Perception in CoD, BTW, so the +Perception IO in Rage would be a good choice to replace with a Recharge IO.
Well I've been working on this toon and saving up for quite some time. With some help from the SG inf was no longer a problem to get this build. NOT enough cash for purples tho.

The KB is an important point that you brought up and I fully agree. As far as Rage: with the penalties after it wears off would I really want to use rage so often? I've never had the power b4. This is my first SS toon.


Check out my Published Story Arcs:
The STARBLOOD Trilogy
Part 1: 36381 The Return of STARBLOOD
Part 2: 84623 STARBLOOD: Trail of Blood
Part 3: Coming soon

 

Posted

Quote:
Originally Posted by AUTAUMNFYRE View Post
As far as Rage: with the penalties after it wears off would I really want to use rage so often? I've never had the power b4. This is my first SS toon.
The penalty is the same in any case, when Rage runs out there will be 10 seconds where your attacks will do no damage.

The advantage of "perma"-ing Rage is that you can set it on auto and those 10 seconds will be the only time that the damage boost will not be in effect. If you slot enough recharge there will also be times when the Rage bonus is doubled--*very* nice.

I can't speak for all SS tankers, but I believe most feel that the advantages of high recharge far outweigh the disadvantages, at least once your defenses are mature enough to easily withstand the 10 second cooldown.


My Characters

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

 

Posted

Still fairly new to the SS set but from what I understand: if you perma-rage you also don't get the end debuff and defense debuff of the crash as well.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

I would consider dropping OG and one of the lower level ST attacks to free up some room for the energy master APP.

SS uses a ton of end, and from the looks of things, your end won't be terrible, but it won't be friendly either. PP will open up boost your regen a healthy amount, as well as shoring up your end recovery.

I personally go with 5 touch of the nictus and the theft of essence proc on my DA. The extra max end and HP I find to be bit more useful than the boost to the heal you get from ToE set.

This is how I would set it up with your current pool picks, except I added the energy mastery APP for a bit more end efficiency. CP is really not particularly necessary, but can save your bacon in a pinch.


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 have a DA/Fire tank... I love the Dark Armor set for tanks. It's got great res to most types of dmg, yet you are still have mobility unlike Stone. I found on the STF it's easier for my to keep aggro on GW than a Stoner since I can stay out of range of her Dark Regen. If it were me I would get rid of flight simply because I find CJ is a much better mesh with DA than hover. Also, Taunt earlier in the career is nice for team survivability (easy for the emp to heal one target than 7) Oppressive Gloom is a great power especially slotted with Absolute Amazement one of the cheaper purples plus with the -tohit proc on it makes you feel like a SR with dmg res.

This is how I would have my DA/SS slotted if I wasn't going to be using Armageddon in Stomp, and Apocalypse in Laser Beam Eyes.

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

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

Hero Profile:
------------
Level 1: Dark Embrace ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(19), ImpArm-ResDam/EndRdx/Rchg(37), ImpArm-ResDam(37), S'fstPrt-ResDam/Def+(40)
Level 1: Jab C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(42), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43)
Level 2: Murky Cloud ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(3), ImpArm-ResDam/EndRdx/Rchg(3), ImpArm-ResDam(37), S'fstPrt-ResKB(46)
Level 4: Haymaker C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17)
Level 6: Obsidian Shield ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(7), ImpArm-ResDam(15), S'fstPrt-ResKB(46)
Level 8: Hasten RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Dark Regeneration Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(11), Nictus-Acc/Heal(11), Nictus-Acc/EndRdx/Heal/HP/Regen(13), Nictus-Acc/EndRdx/Rchg(13)
Level 12: Swift Run-I(A)
Level 14: Super Speed Zephyr-ResKB(A)
Level 16: Taunt Mocking-Taunt(A), Mocking-Rchg(17)
Level 18: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Knockout Blow C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34)
Level 24: Cloak of Darkness LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(25), LkGmblr-Rchg+(34), Krma-ResKB(43)
Level 26: Cloak of Fear DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(27), DarkWD-Rchg/EndRdx(27), DarkWD-ToHitDeb/EndRdx(31)
Level 28: Rage AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-Rchg(31)
Level 30: Boxing Acc-I(A)
Level 32: Tough ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-ResDam(33)
Level 35: Weave LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 38: Foot Stomp Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Conserve Power RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Laser Beam Eyes Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
Level 47: Oppressive Gloom Amaze-Stun(A), Amaze-Stun/Rchg(48), Amaze-Acc/Stun/Rchg(48), Amaze-EndRdx/Stun(48), Amaze-ToHitDeb%(50)
Level 49: Combat Jumping LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Rchg+(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
------------


I PL myself! YAY

 

Posted

Mr. Eian, you should post with a link or data chunk so people can look at it more easily. Some of us can see the Matrix, some of us - like me - cannot. I like pretty colors and graphs and shiny stuff. Looks to me like you are going for some extreme recharge. I could be wrong, but that's how it looks before my eyes start crossing. Also, you blew the set bonus cap for 5% recharge.

Anywho, I can't believe I didn't double check that I actually pasted in the mid's export in my previous post. Bloody brilliant on my part. Good thing i saved it.

Here is the way I would go.

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

Click this DataLink to open the build!

Avalon: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5), S'fstPrt-ResKB:30(19)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(11)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15), T'Death-Dam%:30(48)
Level 6: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(17)
Level 8: Swift -- Flight-I:50(A)
Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(21), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23)
Level 12: Dark Regeneration -- Theft-+End%:30(A), Nictus-Heal/HP/Regen/Rchg:30(25), Nictus-Acc/Heal:30(25), Nictus-%Dam:30(27), Nictus-Acc/EndRdx/Rchg:50(27), Nictus-Acc/EndRdx/Heal/HP/Regen:50(29)
Level 14: Fly -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(42)
Level 16: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(37), Zinger-Taunt/Rchg/Rng:50(40), Zinger-Acc/Rchg:50(42), Zinger-Taunt/Rng:50(42), Zinger-Dam%:50(43)
Level 18: Health -- Numna-Heal:50(A), Mrcl-Heal:40(19), Numna-Regen/Rcvry+:50(31), Mrcl-Rcvry+:40(31)
Level 20: Stamina -- EndMod-I:50(A), P'Shift-End%:50(21), P'Shift-EndMod:50(31)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(34), KntkC'bat-Dmg/EndRdx/Rchg:35(34), P'ngS'Fest-Acc/Dmg:30(34), P'ngS'Fest-Dmg/Rchg:30(36)
Level 24: Cloak of Darkness -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def:40(29), LkGmblr-Rchg+:50(33)
Level 26: Death Shroud -- Erad-Dmg:30(A), EndRdx-I:50(33), EndRdx-I:50(36), Erad-Dmg/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(46), Erad-Acc/Rchg:30(46)
Level 28: Rage -- HO:Membr(A), HO:Membr(37)
Level 30: Hover -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(50)
Level 32: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(46), RechRdx-I:50(50)
Level 38: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-%Dam:50(40), FrcFbk-Rechg%:50(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
Level 44: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx:50(45)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Adrenalin Boost -- RgnTis-Regen+:30(A), P'Shift-End%:50(50)
------------
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.

 

Posted

Quote:
Originally Posted by _Deth_ View Post
Mr. Eian, you should post with a link or data chunk so people can look at it more easily. Some of us can see the Matrix, some of us - like me - cannot. I like pretty colors and graphs and shiny stuff. Looks to me like you are going for some extreme recharge. I could be wrong, but that's how it looks before my eyes start crossing. Also, you blew the set bonus cap for 5% recharge.
I didn't even notice it, thank you for that. I haven't built a tank without putting purples in it, so it's kinda hard for me to count up all those 5%'s. I do think the extreme recharge works out great on a DA tank since they can take just about all you can throw at them as long as your heal can keep up with it. At least that's what I have learned with how I play my tank.


I PL myself! YAY

 

Posted

Thank you for the Advice Deth and MR. Eian.

Deth your build is very interesting and certainly caps the S/L defenses. I find myself really liking the OG power though. I was considering a strategy of actually combining it with Hand Clap to really lay the stuns down but I'm not sure if that would work. I also usually like to slot my offensive attacks very aggressively. I think this is the first build that doesn't have CI or Mako slotted. Slotting so much Kinetic worries me that I will be underpar offensively. It does hit that cap though. But this build gave me something to think about which was the point. How did you get that Adrenalin Boost into the build on Mids?? Its listed as an Empathy power...

Mr. Eian your build may work well for you especially if you ran the STF. I'm just not comfortable with the idea of forgoing defenses to rely on healing. I want to avoid or resist the damage and rely on healing as a back up. Also there's no link to the build so I can't view the totals.
I also cannot afford all that Impervious Armor lol .
Actually, IA is usually good for shoring up weak psionic defenses which DA doesn't have so I'm curious why you went with that.

The Absolute Mazement suggestion is tempting but I don't know if I could spare the slots or afford, even a low-end purple set.


Check out my Published Story Arcs:
The STARBLOOD Trilogy
Part 1: 36381 The Return of STARBLOOD
Part 2: 84623 STARBLOOD: Trail of Blood
Part 3: Coming soon

 

Posted

I was also wondering : does anyone ever skip Cloak of Darkness on a DA build? I know the defense bonus is nice but 2 things about this power bug me.
1. I hate the way it looks..my toon just disappears..what did I spend all that time on those costume slots for...blah
2. When I'm in the thick of mobs, I find it hard to keep track of my location. I find myself targeting enemies that are further from me than I thought so my attacks don't go off...wastes time.

I would really like to skip the power but I'm not sure if it's viable to do so.


Check out my Published Story Arcs:
The STARBLOOD Trilogy
Part 1: 36381 The Return of STARBLOOD
Part 2: 84623 STARBLOOD: Trail of Blood
Part 3: Coming soon

 

Posted

CoD does three things besides making you look like a giant dustball:

It gives Immob protection, +perception, and some defense.

Immob protection is important to have, but CJ also provides it, so if you're planning to go CJ/SJ you won't need CoD for that.

+Perception is nice, but not essential, and is also available through slotting a fairly inexpensive IO in Build-Up.

Lastly, CoD is the only power in DA that has defense, so unless you take a pool defense power, (Weave, CJ, Hover) is the only place you can slot defense IOs like the Karma -KB and the Kismet +Acc. It has the same base defense as Weave, not a lot in itself, but very, very useful if you're planning to try to build up your defense using Weave and IOs. So bottom line, you can skip it if you're planning to take CJ and don't care about maximizing defense; otherwise, you should take it, IMO.

You're certainly not alone in disliking the look of CoD; but I took the lightning aura on my spines/DA and I think now she looks a storm cloud with CoD on!


My Characters

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

 

Posted

Quote:
Originally Posted by AUTAUMNFYRE View Post
Thank you for the Advice Deth and MR. Eian.

Deth your build is very interesting and certainly caps the S/L defenses. I find myself really liking the OG power though. I was considering a strategy of actually combining it with Hand Clap to really lay the stuns down but I'm not sure if that would work. I also usually like to slot my offensive attacks very aggressively. I think this is the first build that doesn't have CI or Mako slotted. Slotting so much Kinetic worries me that I will be underpar offensively. It does hit that cap though. But this build gave me something to think about which was the point. How did you get that Adrenalin Boost into the build on Mids?? Its listed as an Empathy power...
If you're just 4-slotting Kinetic Combat (everything but the KC proc) your attacks *will* be a little underslotted, especially for Accuracy and Damage. I recommend at the very least adding a fifth slot for an Acc/Dam from another set. If it's a big hitter like KoB or you can spare the slots, I'd add a sixth slot too, for some additional End Red and Recharge. Throw-away powers like Boxing (if you're not using it, anyway) can just be left at four slots. As a matter of fact, if I'm slotting just for the set bonus, I'll swap out the KC Dam/End/Rchg for the KC KD proc, because it's much less expensive and hard to find than the triple.

If you're 3-slotting Eradication for the E/NE def, I recommend adding at least two slots, with emphasis on End Reduction since there is so little in the Erad set.

BTW, the Adrenalin Boost was just a stand-in for the new Physical Perfection epic. We shouldn't need to do that now there's a I16 version of Mids.


My Characters

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

 

Posted

Quote:
Originally Posted by Finduilas View Post
CoD does three things besides making you look like a giant dustball:

It gives Immob protection, +perception, and some defense.

Immob protection is important to have, but CJ also provides it, so if you're planning to go CJ/SJ you won't need CoD for that.

+Perception is nice, but not essential, and is also available through slotting a fairly inexpensive IO in Build-Up.

Lastly, CoD is the only power in DA that has defense, so unless you take a pool defense power, (Weave, CJ, Hover) is the only place you can slot defense IOs like the Karma -KB and the Kismet +Acc. It has the same base defense as Weave, not a lot in itself, but very, very useful if you're planning to try to build up your defense using Weave and IOs. So bottom line, you can skip it if you're planning to take CJ and don't care about maximizing defense; otherwise, you should take it, IMO.

You're certainly not alone in disliking the look of CoD; but I took the lightning aura on my spines/DA and I think now she looks a storm cloud with CoD on!

Just wait till you see what yellow based dark armor, with yellow cloak of darkness on so your character disappears as a yellow puffball, with a yellow glow aura, and when rage is on looks like. Turns you into a freaking WALKING SUN is what it does lol.

And few things of advice, with issue 16, and a dark/ss for how their end use is, your giong to want physical perfection for the endurance. Hurl is nice, but is easily skippable in this situation, as youre going to need the powers and slots. I would personally also do without taunt. Between foot stomp, and rage boosting the accuracy/damage of death shroud, oppressive gloom, and dark regeneration, you're not going to have any problems keeping aggro.

Also your slotting for dark regen, the heal really doesnt need slotted that much, its nice, but totally unnecessary, and youll want a LOT more end reduction. Taking out the acc/heal for a TotN acc/end/rech is giong to vastly improve your dark regen's end use and recharge for a quick swap out.

I would strongly suggest cj/sj/hurdle, as it offers much better mobility, earlier immobilize protection, and wastes zero slots. Also go for at least 3, but i usually go for full 5, slots for stupefy on oppressive gloom, 2.5% recovery, and 1.88% max hp are some cheap bonuses.

And personally, if you're not going to 3 slot hasten, i wouldn't even bother to pick it up.

I strongly suggest checking out this build. Good recharge, to opt out the hasten you didnt slot and apparently dont need much. Also, very good endurance, with all toggles up, and physical perfection + accolades, you're looking at 2.5 end per second. Which most of my toons run about 2 end per second and usually have no end problems. For you to do that as a dark armor, with all toggles on, is actually quite impressing myself, enough to possibly warrant making one of my own.

23.6% defense to S/L/E/N and 18.6% to fire/cold (which is actually 21.1% defense as long as the fire/cold attack is melee/ranged and not aoe) is not bad at all.

I see the value of the +end in dark regen, an alternate route for slotting would be Theft of the Essence: heal/rech, acc/end/heal, end proc, a 50 common end redux IO, and mocking beratement: acc/rech, and rech.

This grants 61.3% acc, 76.5% end discount, 39.2% heal, and 96% recharge, versus

26.5% accuracy, 95.2% end redux, 62.7% heal, and 96% recharge

So giving up 4% recovery for 1.8% max end, and the end proc. Little less end redux, but more accuracy, less heal, but the end proc usually hits, at least every other time or so.

The accuracy won't matter much with an enhanced perma-rage though. When it stacks even though the crash reduces your damage, when double stacked it still provides the to hit bonus for your heal to hit and death shroud/oppressive gloom to hit to keep taunting.

So its a good tradeoff, haven't tested the end proc but sounds like it does wonders.

But here's the build. In relative terms its actually a very cheap build. The only expensive IOs in it are the miracle proc, and lotg proc in combat jumping. I just realized i forgot to add the steadfast -kb IOs, so ij ust swapped out soul transfer for acro, i'd put it a little sooner but you get the same effect and see the same IOs in the powers is all.

Though i like soul transfer, its very good for a tank SHOULD they fall, to get right back in the battle, and steal some FIERCE aggro off the team while doing so. Very useful IMO for a tanker, but with the current build should not be so necessary really to each his own.

In which case i'd ditch the reactive armor in the resist toggles, put a steadfast kb IO in each and resistance/3% defense in obsidian shield. 2 impervium armors in dark embrace/murky cloud for an additional 5% recovery, and then 2 Aegis in obsidian shield. Will grant better endurance, and the use of soul transfer, at the cost of like, well really, .8% defense to S/L/E/N but gaining 1.7% defense to fire/cold.

So not a bad tradeoff overall really. Going to switch my build to port to that actually, will just post that build. Those 4 steadfast IOs, and the impervium armor IOs will be the next most expensive IOs in the build besides the one lotg proc, and miracle proc. So this is actually a VERY cheap build for a FINAL build.

So slightly revised, but here it is:

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

Click this DataLink to open the build!

Dark SS Fighting: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Dark Embrace -- S'fstPrt-ResKB:30(A), ResDam-I:50(5), ImpArm-ResDam/EndRdx:40(11), ImpArm-ResDam:40(36)
Level 1: Jab -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(34), C'ngImp-Dmg/EndRdx/Rchg:50(42)
Level 2: Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(42)
Level 4: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(42)
Level 6: Murky Cloud -- S'fstPrt-ResKB:30(A), ResDam-I:50(7), ImpArm-ResDam/EndRdx:40(11), ImpArm-ResDam:40(36)
Level 8: Dark Regeneration -- H'zdH-Heal/EndRdx/Rchg:40(A), H'zdH-EndRdx:40(9), Mrcl-Heal/EndRdx:40(9), Mrcl-Heal/EndRdx/Rchg:40(15), Mocking-Acc/Rchg:50(15), Mocking-Rchg:50(21)
Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(46), Aegis-ResDam/EndRdx:50(46), Aegis-ResDam:50(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Death Shroud -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(17), Sciroc-Acc/Dmg/EndRdx:50(17), Sciroc-Dam%:50(19), C'ngBlow-Acc/Dmg:50(19), C'ngBlow-Dmg/EndRdx:50(21)
Level 18: Hurdle -- Jump-I:50(A)
Level 20: Health -- Mrcl-Rcvry+:40(A)
Level 22: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-EndMod/Acc/Rchg:50(23), P'Shift-EndMod/Acc:50(31)
Level 24: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(25), C'ngImp-Dmg/Rchg:50(25), C'ngImp-Acc/Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(40)
Level 26: Oppressive Gloom -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(34), Stpfy-Acc/EndRdx:50(34), Stpfy-Stun/Rng:50(37), Stpfy-Acc/Stun/Rchg:50(37)
Level 28: Rage -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(29), AdjTgt-ToHit/EndRdx/Rchg:50(29), AdjTgt-EndRdx/Rchg:50(36), AdjTgt-ToHit/EndRdx:50(37)
Level 30: Cloak of Darkness -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(43), GftotA-Def:40(43), GftotA-Run+:40(43)
Level 32: Soul Transfer -- RechRdx-I:50(A)
Level 35: Kick -- Acc-I:50(A)
Level 38: Foot Stomp -- Sciroc-Dmg/EndRdx:50(A), Sciroc-Dmg/Rchg:50(39), Sciroc-Acc/Rchg:50(39), Sciroc-Acc/Dmg/EndRdx:50(39), C'ngBlow-Dmg/EndRdx:50(40), C'ngBlow-Dmg/Rchg:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(45), P'Shift-EndMod/Acc/Rchg:50(45), P'Shift-EndMod/Acc:50(45)
Level 47: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
Level 49: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(50), GftotA-Def:40(50), GftotA-Run+:40(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



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Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Thank you for the build advice and sample. This is another excellent example of build variety within a set. I'm just curious.
You feel that maxing out recovery and Endurance efficiency trumps soft capping defense? Although this build is extremely efficient and is also powerful offensively, how is it's survivability? With well slotted Stamina, Conserve power, Physical perfection and end reducers slotted from sets isn't it a bit of overkill? Wouldn't a greater deal of defense benefit the build more? Also how much are you relying on Dark Regen? Is it serving as a major source of mitigation?

Thanx again for sharing the build


Check out my Published Story Arcs:
The STARBLOOD Trilogy
Part 1: 36381 The Return of STARBLOOD
Part 2: 84623 STARBLOOD: Trail of Blood
Part 3: Coming soon

 

Posted

Quote:
Originally Posted by AUTAUMNFYRE View Post
Thank you for the build advice and sample. This is another excellent example of build variety within a set. I'm just curious.
You feel that maxing out recovery and Endurance efficiency trumps soft capping defense? Although this build is extremely efficient and is also powerful offensively, how is it's survivability? With well slotted Stamina, Conserve power, Physical perfection and end reducers slotted from sets isn't it a bit of overkill? Wouldn't a greater deal of defense benefit the build more? Also how much are you relying on Dark Regen? Is it serving as a major source of mitigation?

Thanx again for sharing the build
It is, but i run without tough/weave on my DA tanker. This build actually has BETTER end recovery with even tough/weave on, and has the knockdown from footstomp for extra mitigation as well. The recovery wil lbe very important to this biuld. Having tough/weave alone, with teh footstomp mitigation means youll be using dark regen a lot less, but the thing is this build is so good on endurance youll be pretty free to use it any time you feel like it.

This build will be very good in most any situation. No matter how good your endurance is, dark regen is almost usually always the limiting factor to your endurance. This build flies past that with pretty much flying colors. With conserve power to help out if you REALLY get down there. But not needing dark regen as much with tough/weave will really help to elimiate that issue.

The slight extra defense you'd get by going for bonuses, will nowhere NEAR equal the mitigation you'll get by being able to use dark regeneration whenever you want to.

I can tell you that this build is definitely not overkill on a dark armor character. Its very good on end for a dark armor for sure, but in my experience you can never overkill endurance yourself on a dark armor toon lol. Regardless of other mitigation, being able to use dark regen whenever you want, along with your powers, is the biggest boon to the character. Especially for things like AV battles.

Not that youll need it for this use that much, but its also got a huge radius, which makes it a good source of taunting aggro when you do cast it off, so its like, COME GET ME, I'M AT FULL HEALTH MUAHAHAHA, or something to that effect :P


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

I have an ice /ss tanker as well. But after creating this build i'm almost positive i'll be making a dark/ss, which i've always wanted for the longest time. But physical perfection is just that extra bump to make me be happy to get around the end issue with most dark armors without having to fully IO before its really up to my standards of manageable.

I'm also in absolute love with the rage + damage aura combo . And the new animations for superstrength just help to solidify it .

The only thing kinda holding me back is also deciding between making an elec/ss tank. Lots of yellowy glowing goodness there , but i've played elec, and i know just how painful it will be until mitigation from foot stomp comes in. Now to just figure out what server to put him on and find a way to get a slot to do so! lol.

P.S. Again, i'm also very pleased at how literally this is probably one of the cheapest IO biulds i've ever made, and i never go for the super expensive sets usually either.

And it adds a tiny bit more cost, but i just figured, taking a slot off of obsidian shield and putting it to rage, and then using 6 gaussians, and putting an obliteration set minus the proc in foot stomp does so:

bumps the 22.2ish% defense to 24.7% melee/ranged, and 24.1% aoe defense, takes foot stomp from about a 9.42s recharge to 8.45, but the end cost from 10.7 to 12.8.

Worth the tradeoff, shows where those little end costs are going to add up which shows how its definitely not overkill to have lots of recovery on a DA. Can also swap out the last slot in jab to put to rage as well, just lose lik .5end redux per use on jab.

79.3 to 83.6% is the difference in psy resistance by ditching the slot in obsidian shield which isn't really much to worry about either way. For the psy in this game, either one is probably more than enough i've faced. I'd personally rather have the better end on jab, plus better stats for when exemplaring.

I also noticed i think i have too many 2.5% recovery bonuses if i swap slotting on rage. So i can put off the impervium armors in dark embrace/murky cloud, for 2 aegis, which are much cheaper, so saving a bit there as well then.

And just looked over the final build, and for just pure entertainment value, and just by accident too, the build gets 40% run speed bonus lol.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

I want to thank everyone who offered advice and creative builds. Thank you for sharing your ideas and research.

I have decided to try the soft-capped defense version first. If I'm not happy I'm going to try a super recharge/end efficiency version along the lines of Windenergy's suggestion.

Below is the build I'll be trying for now:
S/L defense is at 45.9 and E resist is at a respectable 33%. Though energy is the weakest of DA's resistances I really don't see it as a hole.
Taunt has been dropped as I agree that with OG,DS and some DR and FS I'll be able to hold aggro like crazy.
I've implemented the adivce given for at least 2KB procs and adding more recharge to rage. Hasten has 2 Recharge IO's. If I find a way to make it 3 whithout sacrificing my offense or capped defense I will.
I've also added Conserve power and Physical Perfection as was also advised. I've also managed an overall +25% recharge(haste) bonus to get that Dark Regen up that more quickly.

Thanx again u guys!!!

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

Click this DataLink to open the build!

AVALON: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(46)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 2: Punch -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Acc/Dmg(43)
Level 4: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(5), S'fstPrt-ResKB(34), RctvArm-ResDam/EndRdx/Rchg(42), S'fstPrt-ResDam/Def+(42)
Level 6: Haymaker -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Acc/Dmg(31)
Level 8: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(15)
Level 10: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 12: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(13)
Level 14: Swift -- Flight-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17), Numna-Heal(17)
Level 18: Dark Regeneration -- Theft-+End%(A), Nictus-Acc/EndRdx/Rchg(19), Nictus-%Dam(19), Nictus-Heal/HP/Regen/Rchg(37), Nictus-Acc/Heal(37), Nictus-Acc/EndRdx/Heal/HP/Regen(37)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Death Shroud -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(23), EndRdx-I(27), Erad-Dmg(34), EndRdx-I(34)
Level 24: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Acc/Dmg(40)
Level 26: Cloak of Darkness -- LkGmblr-Def(A), LkGmblr-Rchg+(27)
Level 28: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(29), RechRdx-I(29), RechRdx-I(50)
Level 30: Oppressive Gloom -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(46), RzDz-Acc/EndRdx(48), RzDz-Acc/Stun/Rchg(48), RzDz-Stun/Rng(48)
Level 32: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36)
Level 38: Foot Stomp -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Dmg(40), Oblit-Acc/Rchg(40)
Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(42)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(50), EndMod-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
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)
Kinetic Combat
(Jab)
  • MezResist(Immobilize) 2.75%
  • 28.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Kinetic Combat
(Punch)
  • 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)
Steadfast Protection
(Murky Cloud)
  • 1.5% (0.03 End/sec) Recovery
  • Knockback Protection (Mag -4)
  • 3% Defense(All)
Crushing Impact
(Haymaker)
  • MezResist(Immobilize) 2.2%
  • 21.1 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
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)
Kinetic Combat
(Air Superiority)
  • MezResist(Immobilize) 2.75%
  • 28.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Blessing of the Zephyr
(Fly)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • Knockback Protection (Mag -4)
Numina's Convalescence
(Health)
  • 12% (0.94 HP/sec) Regeneration
Touch of the Nictus
(Dark Regeneration)
  • 35.1 HP (1.88%) HitPoints
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(Heal)
  • 2.25% Max End
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Eradication
(Death Shroud)
  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
  • 42.2 HP (2.25%) HitPoints
Kinetic Combat
(Knockout Blow)
  • MezResist(Immobilize) 2.75%
  • 28.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Crushing Impact
(Knockout Blow)
  • MezResist(Immobilize) 2.2%
Luck of the Gambler
(Cloak of Darkness)
  • 10% (0.78 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Rectified Reticle
(Rage)
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Razzle Dazzle
(Oppressive Gloom)
  • 2% (0.03 End/sec) Recovery
  • 28.1 HP (1.5%) HitPoints
  • 2% Enhancement(Stun)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Kinetic Combat
(Boxing)
  • MezResist(Immobilize) 2.75%
  • 28.1 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
  • 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)
Obliteration
(Foot Stomp)
  • 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)
Luck of the Gambler
(Weave)
  • 10% (0.78 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Performance Shifter
(Physical Perfection)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed


Check out my Published Story Arcs:
The STARBLOOD Trilogy
Part 1: 36381 The Return of STARBLOOD
Part 2: 84623 STARBLOOD: Trail of Blood
Part 3: Coming soon

 

Posted

I was wondering if anyone has tried to take advantage of the Oppressive Gloom stun combined with Hand Clap? Seems like you could pretty much perma some mag 4 disorient this way. Or would the Hand Clap blow them all out of range for further AoE stunnings?

I have a Dark/SS in progress/on hold but have not reached a level high enough to experiment with this.