Dark/Mace Build
Oh, not that it changes the build at all, but he's magic origin, not mutation.
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
While I'm no expert at this particular combo, a few things did jump out at me:
1) Did you mean to not take a travel power?
2) Dark Armor is known for being an Endurance hog. My bet is that you're going to want to fully slot out Stamina, and most likely Physical Perfection as well.
3) Dark Regen is a HUGE Endurance user. You're going to want to mitigate that up front. If you want to go with the slotting that you have in there, I'd recommend at least another slot for just plain EndRed.
4) You probably don't need both Oppressive Gloom and Cloak of Fear. On a Dark/MAce, I would just go with OG, to stack the stuns.
5) Conserve Power really doesn't need any slotting for EndRed, that I've found.
6) Combat jumping really doesn't need all of those slots. I would strip those and put them into Whirling Mace, but that is just my opinion.
7) No Death Shroud? May I ask why?
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
What Aett said. (And more to follow.)
First of all, what is your goal? I built for typed defense bonuses on my Dark/Mace, but this build is all over the place; I see bonuses for typed defense, positional defense and a lot of recharge. Which makes me wonder...why all the recharge? I don't think either set benefits significantly from that much additional recharge--once you've got a good attack chain going, what is the recharge *for*?
Some specific recommendations:
I agree that you should pick up Death Shroud for both damage and aggro control, though you might want to wait until after Stamina to do so since it has a heavy end cost. IMO, Cloak of Fear is optional--Op Gloom has much better synergy with Mace at a fraction of the cost in end and slots. Though honestly, the first thing I'd drop for Death Shroud is Soul Transfer.
The three big endurance users in Dark are Death Shroud, Dark Regen, and Cloak of Fear, and all three should be heavily slotted for end reduction--60% or more, preferably.
Ironically, you've got much more end reduction than you need in Dark Embrace and Murky Cloud; drop the Endurance IOs altogether and use those slots elsewhere.
Obsidian Shield is underslotted for resistance, not a huge problem, but you are missing out on some Psi resist that you'd have if it was slotted better. I'd add a common resist IO if possible.
I'd slot more Acc and End Red in Dark Regen--you really don't want it to miss under debuffs and as I mentioned, it has a very high end cost. Slotting heal in DR is less important, so I'd use the three Theft with Accuracy, the Theft +End, and then a common End Red IO.
As Aett said, Stamina is underslotted, and that's a problem. I'd add a couple more from the Perf. Shifter set or a of common IO.
If you decide to keep CoF, some more end reduction would be helpful. It looks like you are slotting Op Gloom for set bonuses, which is fine, but in case you need the slots elsewhere, it's fine one-or-two slotted.
Whirling Mace is woefully underslotted; it should get a least 5 slots. Shatter and Crowd Control are fully slotted--but Oblit is a terrible choice for Dark, since it has very little end reduction. Just about any other PBAoE set would be better, depending on what set bonuses you like. I generally slot my PBAoE with 3 Eradication and 2 IOs from another set for Erad's E/NE defense bonus. (You don't want to use a full set of Erad, either, since it's also low in end red.)
The three BotZ in CJ are fine if you're planning to build for def bonuses, (though the BotZ -KB is much more expensive & hard to find than either Steadfast or Karma) but as Aett said, the def IOs aren't needed.
Now, if you do decide to slot for defense bonuses, there are a lot of other slotting changes that could be made, so let us know if that's the route you want to take.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
So, I *almost* have my Storm/Dark completely IO'd (7 IOs away) and as such, I'm starting to look around at my other characters that I can begin to do so. I kinda want to try heading up my Tanker (who's already 50) towards the having an IO'd build of tastiness. However, before I start going and spending some of the cash I have and the merits on things I may not need, I was wanting to get some input.
I thank anything that gives me a few ideas to work with. Hero Plan by Mids' Hero Designer 1.601 http://www.cohplanner.com/ Click this DataLink to open the build! Tainted Warrior: Level 50 Mutation Tanker Primary Power Set: Dark Armor Secondary Power Set: War Mace Power Pool: Teleportation Power Pool: Fitness Power Pool: Leaping Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-EndRdx(3), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5) Level 1: Bash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(19) Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-EndRdx(7), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9) Level 4: Pulverize -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Acc/Dmg/Rchg(23) Level 6: Obsidian Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(11), S'fstPrt-ResKB(11) Level 8: Dark Regeneration -- Theft-Heal/Rchg(A), Theft-Acc/EndRdx/Rchg(13), Theft-+End%(13), Theft-Acc/EndRdx/Heal(15) Level 10: Taunt -- Zinger-Taunt/Rchg(A), Zinger-Taunt/Rchg/Rng(23), Zinger-Acc/Rchg(25), Zinger-Dam%(25), Insult-Dsrnt%(27) Level 12: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx/Rchg(29) Level 14: Recall Friend -- TSM'n-EndRdx(A), TSM'n-Rng(50) Level 16: Swift -- Run-I(A) Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Mrcl-Rcvry+(31), Mrcl-Heal(31), RgnTis-Regen+(46) Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(33) Level 22: Clobber -- C'ngImp-Dmg/Rchg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Acc/Dmg/Rchg(34) Level 24: Cloak of Fear -- Abys-EndRdx/Fear(A), Abys-Acc/EndRdx(34), Abys-Acc/Fear/Rchg(36), Abys-Dam%(36), Abys-Acc/Rchg(36) Level 26: Oppressive Gloom -- RzDz-Acc/Stun/Rchg(A), RzDz-Immob%(37), Stpfy-Acc/Stun/Rchg(37), Stpfy-EndRdx/Stun(39) Level 28: Whirling Mace -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/Rchg(37) Level 30: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(39), Zephyr-Travel(39), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40) Level 32: Soul Transfer -- RechRdx-I(A) Level 35: Shatter -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43) Level 38: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45) Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(46), EndRdx-I(46) Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(48) Level 47: Laser Beam Eyes -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-DefDeb/EndRdx/Rchg(48), Thundr-Dmg/EndRdx/Rchg(48), Thundr-Acc/Dmg/EndRdx(50) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50) ------------ Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Gauntlet |
Quite a few Dark tankers also fit Tough and sometimes Weave into their build, but it's not a requirement.
Have fun.
My goals was mostly a hybrid but more lean towards defense and then the damage. I'll start tinkering with what I have gotten back thus far and throw something back up. There's several things that I missed/didn't consider on IOs.
*goes back to the drawing board*
However, the major reason I took recall friend was so I did have a stealth/port capabilities. Can't always rely on a Controller or what not to be able to do that for the team. As for no travel power, I figured Ninja Run + Sprint would be fine enough for a travel and would allow for me to take another power instead.
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
Based on your guys suggestions, this is what I've come up with, which I do like several points in it.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Tainted Warrior: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: War Mace
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
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(5)
Level 1: Bash -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(15), P'ngS'Fest-Stun%(15)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-EndRdx(7), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9)
Level 4: Pulverize -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(17), P'ngFist-Acc/Dmg/EndRdx/Rchg(17), P'ngS'Fest-Dmg/EndRdx(19), P'ngS'Fest-Dmg/Rchg(19), P'ngS'Fest-Stun%(46)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-EndRdx(13)
Level 8: Dark Regeneration -- Theft-Acc/EndRdx/Heal(A), Theft-Acc/EndRdx/Rchg(37), Theft-+End%(40), EndRdx-I(42), RechRdx-I(43)
Level 10: Taunt -- Insult-Taunt/Rchg(A), Insult-Dsrnt%(43), Zinger-Dam%(43)
Level 12: Cloak of Darkness -- GftotA-Def/EndRdx(A), GftotA-Def(34), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
Level 14: Recall Friend -- IntRdx-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Mrcl-Rcvry+(46), Mrcl-Heal(46)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21), EndMod-I(23)
Level 22: Clobber -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx/Rchg(27)
Level 24: Boxing -- P'ngS'Fest-Stun%(A)
Level 26: Oppressive Gloom -- RzDz-Immob%(A), RzDz-Acc/Stun/Rchg(29)
Level 28: Whirling Mace -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-%Dam(29), Erad-Acc/Dmg/Rchg(31), Sciroc-Dmg/EndRdx(33), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dmg/Rchg(50)
Level 30: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(31), S'fstPrt-ResKB(31)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33)
Level 35: Shatter -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-%Dam(36), Erad-Dmg/Rchg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dmg/Rchg(37)
Level 38: Crowd Control -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-%Dam(39), Erad-Dmg/Rchg(39), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/Rchg(40)
Level 41: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-%Dam(42), Erad-Acc/Dmg/Rchg(42), EndRdx-I(45), EndRdx-I(45)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), EndMod-I(48), EndMod-I(48)
Level 49: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
Better, but you've gone from underslotting Obsidian Shield to underslotting Tough. Considering that Tough gives resistance to the most common damage types and Ob Shield to the least, that's a very poor exhange. I'd move the three Steadfast back to Ob Shield, add a common resist IO, and then 4-slot Tough with Reactive Armor.
As I noted before, the Reactive Armor sets do not need a fifth slot! (The three main Dark shields are very low end cost--lower than the average for a standard toggle.) So pull the fifth slot from DE, MC, and OS and move one to Tough and two to Weave.
You've done a good job adding E/NE defense, but S/L def would be even more useful. If you've got the infl or merits for the more expensive pieces, I'd go for 4-slot sets of Kinetic Comb in Bash, Pulverize and Clobber. (Smashing Haymaker is a less expensive alternative with a smaller S/L def bonus.) I'd leave Bash at 4 slots--taking one slot from Pulverize--and fill out the slotting for Pulverize and Clobber with IOs from another set.
I'd also take Death Shroud at 24 or so and delay the Fighting Pool to make room, but that's more personal preference.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Level 8: Dark Regeneration -- Theft-Acc/EndRdx/Heal(A), Theft-Acc/EndRdx/Rchg(37), Theft-+End%(40), EndRdx-I(42), RechRdx-I(43)
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If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
In my opinion, dark regen is so powerful but has such an outrageous END cost, I just tossed all the set bonuses and frankenslotted for performance.
I have:
Obliteration - acc/dam/rech/endred
Multistrike - acc/endred
Cleaving Blow - acc/rech
Doctored Wounds - endred/rech
Harmonized Healing - endred/rech
No set bonuses, but the performance of the power is epic. In five slots, I have the recharge and end reduction hitting ED limits, accuracy over 60% and even a little damage (but only because the Obliteration quad hit all the other stuff I wanted to boost).
You really want to have high end reduction on the high-cost powers. Of course, dark regen is the worst - 33 end to activate. BTW, my dark/dark tank has 11 toggles.
Paragon City Search And Rescue
The Mentor Project
So, I *almost* have my Storm/Dark completely IO'd (7 IOs away) and as such, I'm starting to look around at my other characters that I can begin to do so. I kinda want to try heading up my Tanker (who's already 50) towards the having an IO'd build of tastiness. However, before I start going and spending some of the cash I have and the merits on things I may not need, I was wanting to get some input.
I thank anything that gives me a few ideas to work with.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Tainted Warrior: Level 50 Mutation Tanker
Primary Power Set: Dark Armor
Secondary Power Set: War Mace
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-EndRdx(3), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Bash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(19)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-EndRdx(7), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9)
Level 4: Pulverize -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Acc/Dmg/Rchg(23)
Level 6: Obsidian Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(11), S'fstPrt-ResKB(11)
Level 8: Dark Regeneration -- Theft-Heal/Rchg(A), Theft-Acc/EndRdx/Rchg(13), Theft-+End%(13), Theft-Acc/EndRdx/Heal(15)
Level 10: Taunt -- Zinger-Taunt/Rchg(A), Zinger-Taunt/Rchg/Rng(23), Zinger-Acc/Rchg(25), Zinger-Dam%(25), Insult-Dsrnt%(27)
Level 12: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx/Rchg(29)
Level 14: Recall Friend -- TSM'n-EndRdx(A), TSM'n-Rng(50)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Mrcl-Rcvry+(31), Mrcl-Heal(31), RgnTis-Regen+(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(33)
Level 22: Clobber -- C'ngImp-Dmg/Rchg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Acc/Dmg/Rchg(34)
Level 24: Cloak of Fear -- Abys-EndRdx/Fear(A), Abys-Acc/EndRdx(34), Abys-Acc/Fear/Rchg(36), Abys-Dam%(36), Abys-Acc/Rchg(36)
Level 26: Oppressive Gloom -- RzDz-Acc/Stun/Rchg(A), RzDz-Immob%(37), Stpfy-Acc/Stun/Rchg(37), Stpfy-EndRdx/Stun(39)
Level 28: Whirling Mace -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/Rchg(37)
Level 30: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(39), Zephyr-Travel(39), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40)
Level 32: Soul Transfer -- RechRdx-I(A)
Level 35: Shatter -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 38: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(46), EndRdx-I(46)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(48)
Level 47: Laser Beam Eyes -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-DefDeb/EndRdx/Rchg(48), Thundr-Dmg/EndRdx/Rchg(48), Thundr-Acc/Dmg/EndRdx(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec