Dark Tank/Scrapper end usage


BellaStrega

 

Posted

If this game is still based around SO's, then how can a toon manage the endurance comsuption of a dark themed toon? I've deleted 2 b4 and looks like i'm headed to a 3rd and i REALLY want a dark toon. 2 Spines/Dark and now a Fire/DArk

1) I always get stamina and the proc. (although, it shouldn't be NEEDED if the game isnt based around using IO's for toons)

2) I have 2 level 25 common end red's. per toggle and 1 or 2 per attack.

I feel like it needs a couple Auto powers or lower ticks of end usage. Every 2ndary is a toggle and i can't even pull off an attack chain w/o popping blues. Most of the people i talk to in-game agree so i thought i'd post about it and see if anything can be done.

Also, if anyone has any ideas as to how to manage it, please feel free to share BUT please, don't just say get him some IO's. I can do that, but it shouldn't be needed, like people love to point out how IO's aren't needed.


 

Posted

before IOs I shut off any toggles I didn't need at the moment.

If you're fighting Trolls or Warriors you don't need Murky Cloud, because nothing is going to hit you with E/N/C/F damage.

If you're fighting Psychic Clockwork, shut both of your armors off, they do nothing BUT Psi damage, which Obsidian Shield gives you resistance to.

There are things that do a mix of damage that you need to stay toggled up for, but you can get away with occasionally shutting some off.

If you run Cloak of Fear, that's a huge end drain for a power that doesn't do much.

Dark Armor's resistance toggles are actually on the low end of the spectrum at .21 a second. Most toggles are .26 a second. Shield Defense is the only other one I can think of offhand with costs that low.

And really, you only need 3 toggles to function: Dark Embrace, Murky Cloud, and Obsidian Shield. The rest of the toggles are optional. Cloak of Darkness adds some defense and immobilize protection, but you can run Combat Jumping for Immobilize protection, which is a much cheaper toggle.

I have a Broadsword/Dark Armor that is softcapped now, but befopre he had any IOs his end drain was beastly but managable.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

I ran him some earlier. I know all the powers are optional, but i like to select my toons powers. I'd hate to pick up CJ when his actual powers look so cool but hurt the toons performance more than help. It sux, too, that i can't even slot accuracy in my powers due to all the end red's. If i do save some end, i miss every foe. I'm so disappointed in the dark sets performance.


 

Posted

IO's undoubtedly help and IO set bonuses help heaps. However, you are right in thinking that a Dark Armour can run on SOs alone. I have a Dark/Dark brute that is still slotted with only SO's and it runs perfectly fine. Now this may be because of the Endurance Recovery power in the Dark Melee set (Dark Consumption), though I still think with good end redux in toggles and attacks like you have listed, and very tactical micro management of which toggles your running like ClawsandEffect has mentioned, you should be able to cope. As you level up I would keep replacing the common IOs in your build with higher ones. As you probably are aware the level 25 common IO's are only 32% while the 50s are something like 42%. By the time you get those slotted and have mastered your micro management, you should be right as rain.


 

Posted

Quote:
Originally Posted by eryq2 View Post
I ran him some earlier. I know all the powers are optional, but i like to select my toons powers. I'd hate to pick up CJ when his actual powers look so cool but hurt the toons performance more than help. It sux, too, that i can't even slot accuracy in my powers due to all the end red's. If i do save some end, i miss every foe. I'm so disappointed in the dark sets performance.
There's your problem right there, IMO. Accuracy is *more* important than endurance reduction with regards to attacks. There is, of course, a point where worrying about accuracy isn't necessary but if you're not hitting the foe at *least* 80%, then you're throwing away *too* much endurance.

At least 1 SO worth of accuracy and if you're still missing a lot, lower the lvl of the enemies. That should fix your problems. You can get by spending a little extra END on your attacks if the enemy is defeated with fewer misses.


 

Posted

you honestly only need 4 powers out of dark and one of those is a heal. if you want the stealth toggle pick it up but you don't have to. i have a db/da scrapper that i run once in a while that has 5 powers from da, but also has an extra toggle or 2 due to tough and cj, and i don't really have any issues at all unless i don't stop for a sec to eat a blue or rest for 10 secs.


 

Posted

Quote:
Originally Posted by eryq2 View Post
If this game is still based around SO's, then how can a toon manage the endurance comsuption of a dark themed toon? I've deleted 2 b4 and looks like i'm headed to a 3rd and i REALLY want a dark toon. 2 Spines/Dark and now a Fire/DArk

1) I always get stamina and the proc. (although, it shouldn't be NEEDED if the game isnt based around using IO's for toons)

2) I have 2 level 25 common end red's. per toggle and 1 or 2 per attack.

I feel like it needs a couple Auto powers or lower ticks of end usage. Every 2ndary is a toggle and i can't even pull off an attack chain w/o popping blues. Most of the people i talk to in-game agree so i thought i'd post about it and see if anything can be done.

Also, if anyone has any ideas as to how to manage it, please feel free to share BUT please, don't just say get him some IO's. I can do that, but it shouldn't be needed, like people love to point out how IO's aren't needed.
Try this:

Two accuracy per attack, 1 end red, the rest in damage (but aim for six-slotting attacks).

You only need three resist and one end red in toggles, if that.

Hitting more equals spending less endurance. Your attacks eat more end than your toggles. Aside from dark regeneration (which should have three end reducers), /DA isn't exceptionally end hungry.


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Posted

/DA isn't exceptionally end hungry.


First time i've heard that on /DA.

Turning toggles off/on may help but i deleted already. Went the way of Plant/Storm. Got an Ill/Storm, and tho /Storm can be big on end, it is more managable in my experiences. Also made an Ice/Fire tank to try. Not sure on this one tho. New to the sets.


 

Posted

Quote:
Originally Posted by eryq2 View Post
First time i've heard that on /DA.
DA used to be really harsh on end usage, back in early 2005 when stacking armors were first added. The end costs were reduced two or three times since then and just running the resist toggles and CoD wasn't all that bad. Running OG didn't have any effect end-wise.

Somehow, it's maintained that reputation for being end-heavy even though it isn't hasn't been for ages. Dark Regeneration is the worst part of the set as far as endurance goes, but again, slotting it properly makes a big difference.

Seriously, if you're having this much trouble with endurance on your /da characters, the problem is you, not the set. Given that you already said you couldn't even slot accuracy because of all the end reduction on attacks, I submit that's where your problem is. When you miss more frequently, you use more end to defeat mobs, simply because you have to use more attacks to finish them off. At low levels, with training enhancements, try putting 3-4 accuracy enhancements in every attack and don't bother slotting defenses until the teens or 20s, since you won't get much out of slots until you get SOs anyway. You'll find it makes a fairly large difference.

Assuming you ever give the powerset a try again.


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Posted

Let's look at some numbers- I know, I'm answering someone I put on /ignore, but hopefully something constructive will result.

With no slotting:
The defensive toggles are .21, .21, .21, .26 .That seems reasonable.
Death Shroud is .52 end per second and Quills is .52 end per second.
Dark Consumption is 34 end every time you use it.

Your defensive toggles are not the problem- the end reduction I have in Death Shroud would pay the full cost of Cloak of Darkness.

The heal and the offensive toggles are your endurance destroyers. And that it's hard to argue that the heal is overpriced when it takes 1/3 of your end bar and returns 3/3 of your health bar.

At some point I calculated [and I think this is wrong, looking back] that having a Damage Aura on was like having an AOE attack on auto that went off every ten seconds... and didn't interfere with your attack chain. So having Quills, Death Shroud and Spine Burst was like trying to pay the cost of three AOEs, plus run a singletarget attack chain. Looking at it now, looks like you get the damage of an AOE in ten seconds, at 1/2 or 1/3 of the price of an AOE. Still, the moral is clear: if you wouldn't be using Spine Burst in the next 10 seconds or so, you shouldn't have your damage auras turned on.

So Spine/Dark has every kind of big endurance hog there is- two damage auras, one giant heal, four passive toggles and a couple of AOE's. Other than "play Claws/Dark" what can be done about this?

1) If you get a damage aura, slot it heavily or don't run it at all. If you must run generic IOs or SO's, one acc/three damage/two end (or two dam/three end) gives optimum DPE.
Obviously with cheap frankenslotting you can get 1.5 acc/three damage/three end or the equivalent pretty easily.

2) Your first three slots in Dark Regeneration go to endurance recovery. If you have six people around you when you fire it, you will almost certainly get three hits even with NO accuracy. More than three hits is wasted because one hit = 1/3 of your HP. 17 endurance is bad, but 34 endurance is unlivable.

3) If you team, use your team- make sure you get any end boosts or heals going around. If you have END problems limit your AOE attacks to when they are most useful.

4) If you solo, big bunches of minions are your friend. At one point when I was soloing in the teens I was going to Perez, just sitting in the middle of blue-con groups and when they were about 40% health, firing off Spine Burst. They all dropped before they thought to run. Two blues is the same XP as one yellow.

5) Speaking of attacking... if you're just sitting in a group, running Quills and Death Shroud, you are doing as much DPS as hitting each of them with Storm Kick every eight seconds. If you have endurance problems, you can attack by just standing there catching your breath and it works pretty well.


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Posted

Quote:
Given that you already said you couldn't even slot accuracy because of all the end reduction on attacks, I submit that's where your problem is. When you miss more frequently, you use more end to defeat mobs, simply because you have to use more attacks to finish them off. At low levels, with training enhancements, try putting 3-4 accuracy enhancements in every attack and don't bother slotting defenses until the teens or 20s, since you won't get much out of slots until you get SOs anyway. You'll find it makes a fairly large difference.

Assuming you ever give the powerset a try again.
Actually, that's a rule of thumb for *any* character you run with. OP, if you screwed up DA the way you did, every other set minus Regen, will drain your endurance just as badly. You made the assumption that Spines/DA was 'Endurance Hungry' so you went crazy on endurance reduction before you can defeat anything. You slot for performance (accuracy and some damage) *before* you slot for efficiency (that comes later when you have more slots to spare).


 

Posted

Before someone says it, I want to be clear that I meant 3-4 training enhancements for accuracy. Once you get to SOs, you only really need two total, and only if you don't have other means of boosting your accuracy.

And thanks, Leo_G. I should have pointed that out.


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Posted

Thanks for the replies. I need to clarify a couple things. I can/do know how to slot toons, as i have many, many toons i play just fine and never use/need blues like i have with /dark armors. You're welcome to team with me any time if you doubt me. I've prolly PL'd half of you on Justice, so you should know.

1) I was 30, when i deleted. I had 1 acc in each attack and 2 end red and 1 damage in each attack and 2 end red per toggle. Still missed alot on mobs my level to +1 and would run low on end thru 1 attack chain.

2) Like someone mentioned earlier, i should've just pop the toggles as needed. I was running a few at one time. I love the look of dark, so i tried to use each toggle. Like i said, if using the powers hinder the performance, i think that sucks because no other build i've ever played done this. (after stamina)

Now on a side note, i have an elec/sd IO'd out the rear with all the recov procs, 4 sets of purps and 4 7.5% rechs, and so forth and so on. I run 6 toggles with him and never touch a blue. Now, where's the argument on not "needing" IO's?

3) I disagree Leo, big time. ALL OTHER powers aren't the same. Many have way lower end ticks per power and nowhere near as many toggles running. Take INV for example. It has what, 3? Before pools. No end issue there, even if i did screw up the build, huh..

4) And, Fulmens, i really don't care if you put me on iggy. It doesn't make my day one way or the other. But thanks for pointing that out. Maybe someone else will follow suit. Please, feel free to iggy me for not agreeing with you. Having ones own opinion is rare these days, i know. Esp, in the market forums where "its all me" or "how much can i make"... Have a good life, sir.


 

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4) And, Fulmens, i really don't care if you put me on iggy. It doesn't make my day one way or the other. But thanks for pointing that out. Maybe someone else will follow suit. Please, feel free to iggy me for not agreeing with you. Having ones own opinion is rare these days, i know. Esp, in the market forums where "its all me" or "how much can i make"... Have a good life, sir.
I was thinking of taking you OFF ignore. But, hey, it turns out you haven't changed much. Good life to you.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Quote:
Originally Posted by eryq2 View Post
Thanks for the replies. I need to clarify a couple things. I can/do know how to slot toons, as i have many, many toons i play just fine and never use/need blues like i have with /dark armors. You're welcome to team with me any time if you doubt me. I've prolly PL'd half of you on Justice, so you should know.

1) I was 30, when i deleted. I had 1 acc in each attack and 2 end red and 1 damage in each attack and 2 end red per toggle. Still missed alot on mobs my level to +1 and would run low on end thru 1 attack chain.
You really need two accuracies, but one accuracy SO at 30 against +1 mobs gives you an 89.775% chance to hit, and against even-level, you should have 95% chance to hit, which means you shouldn't be missing that frequently.


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Posted

Adding a second accuracy gives 95/89.775 or 6% more damage.
Adding a second damage gives 166.66/133.33 or 25% more damage on average.
(For people who SLOTTED a second damage and want to slot a third, that's 195/166.66 or 20% more damage.)

I mean, we're kind of in the position of two atheists arguing about how many angels can dance on the point of the pin, because starting with 1 acc/2 endred/1 damage isn't something either of us believes in, but I think the math is on my side, on average.

Some people hate missing enough to make significant sacrifices to the gods of accuracy. But none of them are willing to make the Cafepress "Fulmens' Acc Weenie Club" t-shirt. And that annoys me.


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So you think you're a hero, huh.
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Posted

Quote:
Originally Posted by KaliMagdalene View Post
Before someone says it, I want to be clear that I meant 3-4 training enhancements for accuracy. Once you get to SOs, you only really need two total, and only if you don't have other means of boosting your accuracy.

And thanks, Leo_G. I should have pointed that out.
I was agreeing with you. And it's something I consider on all my characters.

Quote:
Originally Posted by eryq2 View Post
Thanks for the replies. I need to clarify a couple things. I can/do know how to slot toons, as i have many, many toons i play just fine and never use/need blues like i have with /dark armors. You're welcome to team with me any time if you doubt me. I've prolly PL'd half of you on Justice, so you should know.
It's the trade-off for never needing greens, I suppose. Yeah, your SD character may never need a blue but when he starts taking damage, you better pop the greens. DA just needs blues, never greens.

Quote:
2) Like someone mentioned earlier, i should've just pop the toggles as needed. I was running a few at one time. I love the look of dark, so i tried to use each toggle. Like i said, if using the powers hinder the performance, i think that sucks because no other build i've ever played done this. (after stamina)

Now on a side note, i have an elec/sd IO'd out the rear with all the recov procs, 4 sets of purps and 4 7.5% rechs, and so forth and so on. I run 6 toggles with him and never touch a blue. Now, where's the argument on not "needing" IO's?
Really, that's only needed for endurance *management*. If you find the pace you go can support the toggles, you can keep them running. If you're running low, you might need to retreat. If your HP is dandy but your endurance is not, sacrifice some of the protection you have.

Quote:
3) I disagree Leo, big time. ALL OTHER powers aren't the same. Many have way lower end ticks per power and nowhere near as many toggles running. Take INV for example. It has what, 3? Before pools. No end issue there, even if i did screw up the build, huh..
What are you disagreeing with? Slotting for performance first? When it comes to mitigation toggles, I'd rather have a toggle that buffs my resistance or defense to its maximum ability rather than a dinky one that is cheap. Because endurance is everywhere, manageable and quick to return but HP is not.

When it comes to attacks (not damage toggles), especially for a Tank/Scrapper, slotting for endurance over damage is not smart. Especially for DA. You'll need to throw more attacks to defeat the foe and more attacks means more time. More time gives the enemy more chances to hit you and that overall means you'll have to hit Dark Regen more often.

It's obvious you weren't slotting your attacks right otherwise you wouldn't really be having extraneous endurance problems.


 

Posted

Quote:
Originally Posted by Fulmens View Post
Adding a second accuracy gives 95/89.775 or 6% more damage.
Adding a second damage gives 166.66/133.33 or 25% more damage on average.
(For people who SLOTTED a second damage and want to slot a third, that's 195/166.66 or 20% more damage.)

I mean, we're kind of in the position of two atheists arguing about how many angels can dance on the point of the pin, because starting with 1 acc/2 endred/1 damage isn't something either of us believes in, but I think the math is on my side, on average.

Some people hate missing enough to make significant sacrifices to the gods of accuracy. But none of them are willing to make the Cafepress "Fulmens' Acc Weenie Club" t-shirt. And that annoys me.
The value of a second accuracy is fighting +2 or higher and still hitting frequently.


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Posted

Actually, that's a rule of thumb for *any* character you run with. OP, if you screwed up DA the way you did, every other set minus Regen, will drain your endurance just as badly.

That's what i disagreed with, Leo. Like i said, not all AT's endurance usage are the same. Therefore they all won't drain ednurance just as badly.



And Fulmens, i HAVEN'T changed any. I'm not a flip floppy person and have no reason to change. If you hadn't been an *** and was like, "i know i have this person on iggy, but" ..... That was an uneeded comment to start off with when replying to a post. Just reply and shutup about extra useless info. So, please, keep me on iggy and don't reply to my posts with useless crap.


 

Posted

Just going on my opinion and IG experience, DA feels particularly end heavy. The only other set I've run into that feels that end heavy is SR, but then again that is on a level 14 MA/SR scrapper, just hitting the 'Stamina Gulch' (14-20 tend to be particularly painful levels, even slotted for acc and end red)

I had a lvl 32 DB/DA Brute who I deleted out of frustration. DB was doing fine damage, but he was getting absolutely slaughtered by stuff. Mostly by Longbow, and this was before their nasty -Res nades. They just gunned him down, over and over. AND I was still running out of end.
SO slotted, acc and end red in attacks, end red and res in shields. I only had the three shields and the damage aura. That was it. So *shrug* =/


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Posted

The main issue I have with Dark Armor is Dark Regeneration and it's end usage. I would prefer this power to use endurance based on how many enemies are hit.

1 enemy hit = 33% of end cost
2 enemy hit = 66% of end cost
3 enemy hit = 100% of end cost

I also think Cloak of Fear is a nice concept power but I find it's not very efficient. Especially when Oppressive Gloom provides nearly the same mitigation (scrapper/tanks, brute's CoF is mag 2 IIRC) for less endurance. If I were looking at Dark Armor I would try to find a way to put more -tohit in the set and up the defense on Cloak of Darkness but even then the lack of potent def debuff resistance can be another weakness.

Basically, I find DA has too many weaknesses when compared to other sets and not enough pros to offset the weaknesses. I would enjoy the set much more if it wasnt a jack of trades and focused more on resistances and using DR to mitigate damage.


 

Posted

Very simple solution here.

If you can't figure out how to make Dark Armor work for you....don't play it.

Advice was given and largely ignored, at which point the problem is with the person ignoring said advice, not with the powerset.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by clawsandeffect View Post
very simple solution here.

If you can't figure out how to make dark armor work for you....don't play it.

Advice was given and largely ignored, at which point the problem is with the person ignoring said advice, not with the powerset.
qft


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Very simple solution here.

If you can't figure out how to make Dark Armor work for you....don't play it.

Advice was given and largely ignored, at which point the problem is with the person ignoring said advice, not with the powerset.
While you are correct in this instance, I still think DA could use some looking over or attention from Castle and his crew.


 

Posted

I don't disagree with you. DA is pretty unplayable without a ToE: +End.

It's not the toggles that kill DA, it's Dark Regen being an end hog coupled with the low resistances of DA which means the DR crutch needs to be used often. Turn DR into something like Healing Flames and the set would be far more enjoyable, which also explains why DA plays like any other resistance set once u get ur hands on a ToE: +End.