Dark Armor / Mace


Finduilas

 

Posted

Heya,
Trying my hand at a DA/Mace build here. I've got him softcapped for S/L and close on En/Neg. How do you think this build will play? I'm worried about Endurance, as the slotting was really tight just to get him softcapped. I didn't have much to spare for End concerns.

I took Cloak of Fear for the cool factor, but I also seem to need the 3.75% on Siphon Insight to stay softcapped. If I swap for Oppressive Gloom, I get better Mace synergy and better End usage, but I lose the softcap (down to 44.1).

En/Neg is at 42. If I swap out Taunt for Death Shroud and slot in Eradicator, I can get En/Neg softcap but S/L drops to 44.7, assuming I keep Cloak of Fear. In any case, I'd prefer to have Taunt in there for teams.

So, it seems like a tight build with End problems. Any advice?!

Here's the build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Phantom Ward: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Dark Embrace

  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (3) Reactive Armor - Resistance
  • (13) Reactive Armor - Resistance/Endurance/Recharge
Level 1: Bash
  • (A) Kinetic Combat - Accuracy/Damage
  • (11) Kinetic Combat - Damage/Endurance
  • (23) Kinetic Combat - Damage/Recharge
  • (23) Kinetic Combat - Damage/Endurance/Recharge
Level 2: Murky Cloud
  • (A) Reactive Armor - Resistance/Endurance
  • (5) Reactive Armor - Resistance/Recharge
  • (5) Reactive Armor - Resistance
  • (21) Reactive Armor - Resistance/Endurance/Recharge
Level 4: Jawbreaker
  • (A) Kinetic Combat - Accuracy/Damage
  • (11) Kinetic Combat - Damage/Endurance
  • (13) Kinetic Combat - Damage/Recharge
  • (15) Kinetic Combat - Damage/Endurance/Recharge
Level 6: Obsidian Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (7) Reactive Armor - Resistance
  • (7) Reactive Armor - Resistance/Recharge
  • (9) Reactive Armor - Resistance/Endurance/Recharge
Level 8: Dark Regeneration
  • (A) Eradication - Accuracy/Recharge
  • (9) Eradication - Accuracy/Damage/Endurance/Recharge
  • (17) Eradication - Damage/Recharge
  • (17) Theft of Essence - Chance for +Endurance
  • (19) Theft of Essence - Accuracy/Endurance/Recharge
  • (21) Endurance Reduction IO
Level 10: Combat Jumping
  • (A) Red Fortune - Defense/Endurance
  • (15) Red Fortune - Defense/Recharge
  • (19) Red Fortune - Endurance
  • (25) Red Fortune - Defense
  • (37) Red Fortune - Endurance/Recharge
  • (40) Red Fortune - Defense/Endurance/Recharge
Level 12: Hurdle
  • (A) Jumping IO
Level 14: Super Jump
  • (A) Jumping IO
Level 16: Health
  • (A) Healing IO
  • (50) Healing IO
Level 18: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 20: Clobber
  • (A) Kinetic Combat - Accuracy/Damage
  • (33) Kinetic Combat - Damage/Endurance
  • (33) Kinetic Combat - Damage/Recharge
  • (34) Kinetic Combat - Damage/Endurance/Recharge
Level 22: Stamina
  • (A) Endurance Modification IO
  • (29) Endurance Modification IO
Level 24: Kick
  • (A) Kinetic Combat - Accuracy/Damage
  • (48) Kinetic Combat - Damage/Endurance
  • (48) Kinetic Combat - Damage/Recharge
  • (48) Kinetic Combat - Damage/Endurance/Recharge
Level 26: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (27) Reactive Armor - Resistance/Recharge
  • (27) Reactive Armor - Resistance
  • (29) Reactive Armor - Resistance/Endurance/Recharge
Level 28: Whirling Mace
  • (A) Eradication - Damage
  • (34) Eradication - Accuracy/Recharge
  • (34) Eradication - Damage/Recharge
  • (37) Eradication - Accuracy/Damage/Recharge
Level 30: Cloak of Fear
  • (A) Siphon Insight - Chance for +ToHit
  • (31) Siphon Insight - ToHit Debuff/Endurance/Recharge
  • (31) Siphon Insight - Accuracy/Endurance/Recharge
  • (31) Siphon Insight - Accuracy/ToHit Debuff
  • (33) Siphon Insight - ToHit Debuff
  • (42) Endurance Reduction IO
Level 32: Taunt
  • (A) Trimuphant Insult - Taunt
  • (40) Trimuphant Insult - Taunt/Recharge
  • (40) Trimuphant Insult - Chance to Disorient
Level 35: Shatter
  • (A) Eradication - Damage
  • (36) Eradication - Accuracy/Recharge
  • (36) Eradication - Damage/Recharge
  • (36) Eradication - Accuracy/Damage/Recharge
Level 38: Crowd Control
  • (A) Eradication - Damage
  • (39) Eradication - Damage/Recharge
  • (39) Eradication - Accuracy/Recharge
  • (39) Eradication - Accuracy/Damage/Recharge
Level 41: Cloak of Darkness
  • (A) Red Fortune - Defense/Endurance
  • (42) Red Fortune - Defense/Recharge
  • (42) Red Fortune - Endurance/Recharge
  • (43) Red Fortune - Defense/Endurance/Recharge
  • (43) Red Fortune - Defense
  • (43) Red Fortune - Endurance
Level 44: Weave
  • (A) Red Fortune - Defense/Endurance
  • (45) Red Fortune - Defense/Recharge
  • (45) Red Fortune - Endurance/Recharge
  • (45) Red Fortune - Defense/Endurance/Recharge
  • (46) Red Fortune - Defense
  • (50) Red Fortune - Endurance
Level 47: Conserve Power
  • (A) Recharge Reduction IO
Level 49: Physical Perfection
  • (A) Endurance Modification IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet


Thank you!


KABOOM!

 

Posted

You really don't want to know how I think this build would play. Three attacks completely unslotted for end reduction, defense powers grossly overslotted, no Op Gloom or Death Shroud, no KB protection...

IMO, building a DA/Mace without Op Gloom is like a SS tank skipping Rage; sure, you could do it, by why on earth would you *want* to? Op Gloom takes minions completely out of the picture, and Op Gloom + Clobber will stun bosses; that's a whole lot of damage mitigation in itself.

Capping S/L def on a tank is a laudable goal, but in this case you are doing so by neglecting DA's strengths. DA has lots of other damage mitigation tools besides defense, why don't you *use* them instead of trying to remake DA into a defense-based set?

Here's the build for my DA/Mace; no Physical Perfection but the total recovery is only slightly lower than in your build. End drain is moderately higher, but the attacks are all well-slotted for end reduction which should more than make up for that. S/L defense is 41.5% and E/NE defense around 40%, more than enough to make a very tough tank given DA's other mitigation tools. Swapping out Air Sup/Fly for CJ/SJ would result in a small net gain in S/L def after losing one of the KC bonuses.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Watcher's Twilight: Level 50 Technology Tanker
Primary Power Set: Dark Armor
Secondary Power Set: War Mace
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:37(3), RctvArm-ResDam/EndRdx/Rchg:31(7), S'fstPrt-ResKB:11(36), RctvArm-ResDam:32(43)
Level 1: Bash -- KntkC'bat-Acc/Dmg:29(A), KntkC'bat-Dmg/EndRdx:30(3), KntkC'bat-Dmg/Rchg:27(13), KntkC'bat-Knock%:21(15)
Level 2: Pulverize -- KntkC'bat-Dmg/EndRdx:32(A), KntkC'bat-Dmg/Rchg:29(5), KntkC'bat-Acc/Dmg:31(13), KntkC'bat-Dmg/EndRdx/Rchg:27(15), C'ngImp-Acc/Dmg/EndRdx:35(45)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:32(A), RctvArm-ResDam/Rchg:38(5), RctvArm-ResDam/EndRdx/Rchg:31(9), RctvArm-ResDam:35(43)
Level 6: Air Superiority -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(7), KntkC'bat-Dmg/Rchg:29(17), KntkC'bat-Dmg/EndRdx/Rchg:30(17)
Level 8: Obsidian Shield -- S'fstPrt-ResDam/Def+:22(A), S'fstPrt-ResKB:11(9), Aegis-ResDam/Rchg:36(11), Aegis-ResDam/EndRdx:34(43), Aegis-ResDam:35(45)
Level 10: Taunt -- Mocking-Taunt:40(A), Mocking-Taunt/Rchg:40(11), Mocking-Taunt/Rchg/Rng:40(36), Mocking-Acc/Rchg:40(42)
Level 12: Dark Regeneration -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:19(19), Erad-Acc/Rchg:30(19), Theft-+End%:30(21), Nictus-Acc/EndRdx/Heal/HP/Regen:50(21), Dct'dW-Heal/EndRdx:50(46)
Level 14: Fly -- Zephyr-Travel:40(A), Zephyr-Travel/EndRdx:40(23)
Level 16: Swift -- Flight-I:40(A)
Level 18: Health -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:34(23), RgnTis-Regen+:30(25)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(25), P'Shift-End%:40(27)
Level 22: Death Shroud -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(27), Erad-Acc/Dmg/EndRdx/Rchg:19(29), M'Strk-Dmg/EndRdx:42(29), M'Strk-Acc/EndRdx:44(46)
Level 24: Clobber -- KntkC'bat-Acc/Dmg:31(A), KntkC'bat-Dmg/EndRdx:33(31), KntkC'bat-Dmg/Rchg:30(31), KntkC'bat-Dmg/EndRdx/Rchg:27(31), C'ngImp-Acc/Dmg:38(33), Dsrnt-I:50(33)
Level 26: Oppressive Gloom -- Stpfy-Acc/Rchg:39(A), Stpfy-Acc/Stun/Rchg:34(33)
Level 28: Whirling Mace -- Erad-Dmg/Rchg:29(A), Erad-Acc/Dmg/Rchg:30(34), Erad-Dmg:30(34), Sciroc-Dmg/EndRdx:50(34), Sciroc-Acc/Dmg/EndRdx:38(45)
Level 30: Build Up -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit/Rchg:20(36)
Level 32: Cloak of Darkness -- Ksmt-ToHit+:15(A), GftotA-Def/EndRdx:38(37), GftotA-Def/Rchg:38(37), GftotA-Def:40(46)
Level 35: Shatter -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Dmg:30(39), M'Strk-Dmg/EndRdx:44(39), M'Strk-Acc/EndRdx:42(39)
Level 38: Crowd Control -- Erad-Dmg/Rchg:29(A), Erad-Acc/Dmg/Rchg:30(40), Erad-Dmg:30(40), M'Strk-Dmg/EndRdx:48(40), M'Strk-Acc/EndRdx:44(42)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Boxing -- Acc-I:50(A)
Level 47: Tough -- RctvArm-ResDam/EndRdx:32(A), RctvArm-ResDam/Rchg:37(48), RctvArm-ResDam/EndRdx/Rchg:34(48), RctvArm-ResDam:34(48)
Level 49: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(50), GftotA-Def/EndRdx/Rchg:40(50), GftotA-Def:40(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
------------
Set Bonus Totals:

  • 26.1% Defense(Smashing)
  • 26.1% Defense(Lethal)
  • 6.13% Defense(Fire)
  • 6.13% Defense(Cold)
  • 23.9% Defense(Energy)
  • 23.9% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.6% Defense(Melee)
  • 15.8% Defense(Ranged)
  • 4.56% Defense(AoE)
  • 9% Max End
  • 112.4 HP (6%) HitPoints
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 14.3%
  • MezResist(Sleep) 4.95%
  • 20% Perception
  • 10.5% (0.18 End/sec) Recovery
  • 10% (0.78 HP/sec) Regeneration
  • 5% Resistance(Fire)
  • 5% RunSpeed

Code:
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My Characters

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

 

Posted

Thank you for the feedback. I tweaked the build some and wasn't such a hardcase about getting to the softcap. As soon as I posted the build I realized I had forgotten about the KB hole in DA, so I fixed that too.

Replaced CoF with OG after all; reduced slotting in the defense powers and switched to GotA for endurance benefits. I applied a liberal smattering of EndRec IOs throughout the build and stuck PE: +End in stamina. I turned on the Atlas Medallion as you had, and the endrec is up to 2.98 now.

I dropped Physical Perf. for Soul Transfer, a much-maligned power. Before I get crucified for that, I'll just say that I'm a little against the grain in that I like self-rez powers in general, and ST was my booby-prize for having to drop CoF

Here she is! Just the data chunk this time.

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KABOOM!

 

Posted

*Much* better! And though I don't use Soul Transfer myself, I generally don't give people grief about it unless they get it instead of a really key power.

Personally, I think Death Shroud *is* a key power for DA; not only is it a very potent taunt aura, but it also does a non-trivial amount of damage of a very non-resisted type. It needs to be slotted heavily for end reduction, but it is a very good power. However, since I don't have a good suggestion for what to drop instead of it, (ST or CP would be my choice) I'll leave it at that.

Some slotting tweaks:

The Kinetic Combat sets need accuracy and damage more than end reduction. I'd use either a Crushing Impact Acc/Dam/End or a Mako's Acc/Dam/End/Rchg instead of a end reduction common as the fifth slot.

Tough doesn't need an extra slot of end reduction, I'd move that slot to Dark Embrace and add a Steadfast +Def. Which means, ta-da! you're very close to soft-capping for S/L/E/NE. (See, this story does have a happy ending, you're darn close to soft-capping and have a much better slotted build all around.)

I use Eradication a lot, and if you only have 5 slots for the attack, I recommend the following: Eradication Dam, Dam/Rchg, Acc/Dam/Rchg plus Scirocco's Dervish Dam/End, Acc/Dam/End. You lose the HP bonus that way, but the attack will be fully slotted for damage and you'll get the a 10% regen bonus from the Scirocco's.

Combat Jumping really doesn't need to be so heavily slotted. Since between the Erad and the GotA sets you're way over the cap on the 1.8% max end bonuses anyway, I'd slot it with a Kismet +Acc, a LotG Recharge, (if you can afford it; I rarely can!) and a common defense IO. That would free up a slot for Health, which is currently fairly underslotted.

Good luck with your DA/Mace, it's a very fun combination!


My Characters

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