??s from a returning vet
There's a new, and IMO, better option for KB protection now, invention origin enhancements that each give mag 4 KB protection. (The normal tanker KB protection is mag 10, so two or three IOs is recommended.) There are also a lot of new ways you can increase endurance recovery using IOs, which as you can imagine is a big help for DA.
You'll want to read up on IO sets, here's a good place to start:
http://paragonwiki.com/wiki/Inventio...hancement_Sets
You should also download Mid's Hero Designer, which can be found here:
http://www.cohplanner.com/
Personally, I think you'd be better off not going the Fear route; CoF and the Presence pool would add even more end-hungry toggles, and with EM as your secondary taking advantage of the stacking stuns with Op Gloom is a natural. There are some end game foes that are very resistant to stuns, and CoF is useful for those situations, but I don't think adding the Presence pool is either necessary or particularly helpful.
Stunned mobs don't SS/SJ away the way the did at one time, but otherwise they act the same in terms stumbling away then running back.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Karma or Steadfast IO for KB. Hover won't be too bad if you have the patience.
Fear is the same. They'll attack you if you attack them. I wouldn't bother with presence pool at all myself.
I always thought the disorientated walked anywhere.
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.
Personally, I think you'd be better off not going the Fear route; CoF and the Presence pool would add even more end-hungry toggles, and with EM as your secondary taking advantage of the stacking stuns with Op Gloom is a natural. There are some end game foes that are very resistant to stuns, and CoF is useful for those situations, but I don't think adding the Presence pool is either necessary or particularly helpful.
Stunned mobs don't SS/SJ away the way the did at one time, but otherwise they act the same in terms stumbling away then running back. |
The enhancements you talk about sound freaking awesome... and expensive. Wonder if I'll be able to take advantage of them while leveling or if they will just be a level 50 thing. However not having to go for Acrobatics sounds awesome!! Or perhaps get Acrobatics AND these enhancements so that I can fight a Ruin Mage without bouncing around like popcorn.
I read in another thread that EM was nerfed. Bah humbug. I wish there were guides that ranked the sets. For all I know /Mace has been fixed. Nah... no way THAT would happen.
I read in another thread that EM was nerfed. Bah humbug. I wish there were guides that ranked the sets. For all I know /Mace has been fixed. Nah... no way THAT would happen.
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(In case you really dont' know, yes, Mace was significantly buffed over a year ago.)
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Yes, Mace is a much more playable set now, and as a stun focused set works better with Dark Armor than Energy Melee does. Then again, with nine other sets to work with, there's no reason to choose Energy Melee now.
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"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
You have the good advice on the KB hole already.
I did a dark/ tank and went the fear route for many levels, presence and all, just for kicks. Its fun and has a unique feel if you want to do it. There is mitigation there, and it helps. On the other hand, when I finally respec'd away from it to a more 'normal' build approach my survivability went way up.
So, it'll work, and its kinda fun, but you won't feel tank-y enough.
If you are really thinking of going a Fear tank, why not do a Dark / Dark? With the Cloak of Fear running, you can use Touch of Fear to nail Bosses, and have everyone quivering and shaking.
While I have never used my Dark/Dark on a TF (so I can't speak too intelligently there) I have tanked, and feared, some AVs with my 50 Dark/Dark. Nothing quite as nice as watching an AV cower before you.
And yes, your Death Shroud does interfere with the Fear effect, but it always seemed to me (NOTE!! this is my impression and I have no actual numbers to back it up) that when I was running both Cloak of Fear and Death Shroud, that the mobs still attacked less than they did without the Cloak of Fear. I always meant to test it more carefully, but I think its from the cower animation kicking in between any of their attacks.
That said, if you want the Stun tank, Dark / EM isn't bad for stuns alone, running Oppressive Gloom and hitting with the EM attacks. Should work OK. But yes, EM is generally considered sub-par these days... by almost everyone.
Our lives begin to end the day we become silent about things that matter.
--Dr. Martin Luther King Jr.
Correct me if I'm wrong, but isn't there a 10-second fear duration period after they are attacked/counter attack? So if your damage aura hits them, they can attack or run, but after that they can't do anything but cower for 10 seconds, even if they are damaged again. (Provided the fear effect is still active.) Is this incorrect?
If you are really thinking of going a Fear tank, why not do a Dark / Dark?
And yes, your Death Shroud does interfere with the Fear effect, but it always seemed to me (NOTE!! this is my impression and I have no actual numbers to back it up) that when I was running both Cloak of Fear and Death Shroud, that the mobs still attacked less than they did without the Cloak of Fear. |
Regarding damage mitigation... there once was a scrapper FAQ for a fear/scraptroller build and the author also thought that there was a sustantial damage mitigation with Cloak of Fear and Death Shroud. I'll try it at some point.
Correct me if I'm wrong, but isn't there a 10-second fear duration period after they are attacked/counter attack? So if your damage aura hits them, they can attack or run, but after that they can't do anything but cower for 10 seconds, even if they are damaged again. (Provided the fear effect is still active.) Is this incorrect?
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oh yeah I forgot... /Mace is good now?!!?!?
/EM sucks and /Mace is good.... what the!?!?!?!
You got me there. I haven't played since Issue 7 or 8 and fear has never been very popular and so has never been extremely well documented. It's also been changed a lot so yeah... leaves me with questions.
oh yeah I forgot... /Mace is good now?!!?!? /EM sucks and /Mace is good.... what the!?!?!?! |
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
Oh, and to the /EM stinks thing: Overreaction. It's what it always was: a damage mediating heaving hitting single target set. My main brute is EM/dark, and still works fine. Recent changes have slowed down the set, and made total focus need stacking to stun bosses, but it's still fine. Energy tranfer is now slow as all get out, but it's still good for doing a spike of really high damage in conjunction with buildup. Also, the energy component is still a nice bonus when fighting a lot of armored enemies.
As for Mace, all of the weapon sets, actually, got redraw time removed from their cast time if the weapon was not drawn. So if you already have the weapon out, it is much faster. Clobber also got a damage boost. (Or I should say, got some damage, period) It's now competitive with Battle Axe, which is competitive with the other Melee sets.
To add to the secondary discussion, Mace also had the cone size changed on shatter, it's now 45 degrees instead of 20, limited to 5 targets. Crowd control can now hit up to 10 targets with it's 180 degree arc. Shatter and Crowd Control were both changed to knockdown instead of knockback, which is just... awesome.
I went with EM because I thought it was still the best secondary and because my guess was that a disorient build would work better than a fear one. Note that I can dip into the presence pool for both a targeted and AoE fear... so with a disorient secondary... I get to try both alternate/fun builds.
Regarding damage mitigation... there once was a scrapper FAQ for a fear/scraptroller build and the author also thought that there was a sustantial damage mitigation with Cloak of Fear and Death Shroud. I'll try it at some point. |
Dark Armor doesn't have very high resists, so you need the Auras to prevent baddies from beating you up. Cloak of Fear has crappy accuracy (Soul Drain or Rage help here).
Oppressive Gloom and Energy Transfer both do damage to you.
Oppressive Gloom (and stuns) makes 'em drunk-wander out of Death Shroud. With Cloak of Fear, they sit and quiver in it.
Energy Transfer and Total Focus each take about 3 seconds to animate. If you need to use your heal during those 3 seconds, you're SOL, but at least you have Soul Transfer.
In my opinion, Dark Armor still goes best with Dark Melee. The utility powers in Dark Melee patch up all the holes in Dark Armor: Soul Drain for accuracy, Touch of Fear to stack with Cloak of Fear, Siphon Life so you don't live or die on Dark Regen, Dark Consumption to get endurance back *after* Dark Regen or while running Oppressive Gloom...
A little more info on -KB IOs:
You can use
Steadfast in powers that take resistance enhancements;
Karma in powers that take defense enhancements; and
Blessing of the Zephyr in powers that take travel and universal travel enhancements.
Karmas and Steadfasts can be gotten for about 10 million off the market or by rolling level 10-15 bronze rolls with tickets from AE. Since the bronze rolls at that level are only worth 60 tickets, you can usually get one after running a couple of AE missions if you just keep rolling.
The Zephyr piece is a gold roll with tickets or merits or 240 merits to buy outright and can go for 100 million or more on the market since it is rarer.
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
Things to watch out for:
Oppressive Gloom and Energy Transfer both do damage to you. Oppressive Gloom (and stuns) makes 'em drunk-wander out of Death Shroud. With Cloak of Fear, they sit and quiver in it. |
IME, the negative impact of the stun wandering effect is greatly exaggerated. They don't superspeed or superjump away anymore, at most they stumble away a few steps. And if they go out of OG's radius, they wake up from the stun and immediately come running back to be stunned again.
Dark Consumption to get endurance back *after* Dark Regen or while running Oppressive Gloom... |
Bottom line, sets that stun have every bit as much synergy with DA as a fear set like DM. Three tanker secondaries have significant stun capability, Stone Melee, War Mace and Energy Melee; all have their pluses and minuses, but it's likely that a player can find one they like.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
If I were rolling up a Dark Armor tanker I'd probably look to Stone Melee as my first choice for a secondary; /SM has a ton of mitigation in the knockdown of both hammers, Fault & Tremor... and the MAG 4 hold of Seismic to top it all off. Fault's stun is just gravy.
Dark Armor is a set that really benefits from a secondary with strong mitigation; Stone Melee also couples that mitigation with solid damage.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
If I were rolling up a Dark Armor tanker I'd probably look to Stone Melee as my first choice for a secondary; /SM has a ton of mitigation in the knockdown of both hammers, Fault & Tremor... and the MAG 4 hold of Seismic to top it all off. Fault's stun is just gravy.
Dark Armor is a set that really benefits from a secondary with strong mitigation; Stone Melee also couples that mitigation with solid damage. |
I note, however, that my primary tank is a Macer, and I believe your namesake tank is Stone Melee, C_A_M. Maybe not so much of a coincidence, hmm?
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Mace is another good choice, IMO; it has lots of mitigation in its KU/KD attacks and a guaranteed stun attack which is also the most damaging attack in the set. Mace's probably falls behind Stone in ST damage, but it has excellent AoE attacks and slightly lower endurance consumption than SM.
I note, however, that my primary tank is a Macer, and I believe your namesake tank is Stone Melee, C_A_M. Maybe not so much of a coincidence, hmm? |
Anyway, I haven't played a mace tanker since way back when the set was terrible and even then only into the teens so I didn't think of it actually. Thinking about Mace as it is now I can see it being a good choice; a bit less control without the two AOE knockdown powers but considerably more AOE damage.
Hmm, maybe I should give Mace a whirl (pun intended) sometime. Now primaries... hmm.
Damnit, the last thing I needed right now was yet ANOTHER alt. I just got through rolling up my 6' 4" white rabbit Fire/Storm controller named Hare Drier.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
In my opinion, Dark Armor still goes best with Dark Melee. The utility powers in Dark Melee patch up all the holes in Dark Armor: Soul Drain for accuracy, Touch of Fear to stack with Cloak of Fear, Siphon Life so you don't live or die on Dark Regen, Dark Consumption to get endurance back *after* Dark Regen or while running Oppressive Gloom...
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Thanks for taking the time to write this post. I can tell you've used dark/ and I appreciated these insights. I am actually having a tough time with this tank. Only in the teens but I'm already discovering that dark/ is no inv/ and I'm struggling a bit.
thanks
Started a Dark/Energy tanker because I love toggles but hate life.
Couple of questions:
What are my options for plugging the knockback hole? Acrobatics of course... what about hover? Any other ideas?
Is a presence / cloak of fear feartastic experience plausible? How does fear work now? Last I remember feared opponents took one shot at you and then cowered unless you did damage to them. That still the same?
Related question: if you taunt a disoriented mob do they still walk toward you as they used to?