"Dark Armor sucks. It can't tank anything."


abnormal_joe

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
I'm glad you liked the thread. Dark/Stone is going to be an excellent combo thanks to the extra mitigation. I sent a PM about the build with suggestions.
I don't know what's wrong, but I don't seem to be receiving PMs (and ones I send might not be going out). Anyone knows what might be up with that?


 

Posted

Quote:
Originally Posted by _Deth_ View Post
i said it wasn't pretty.
It's not. Don't get me wrong, I'm certainly impressed. I'd worry about the endurance consumption, but you do have Dark Consumption to help. The only change I can see making is Opressive Gloom instead of Cloak of Fear. It has higher base accuracy and costs a fraction of the endurance.

Quote:
Originally Posted by Alef_infinity View Post
I don't know what's wrong, but I don't seem to be receiving PMs (and ones I send might not be going out). Anyone knows what might be up with that?
You might want to check your forum account settings. I know you can disable the receiving of PMs. I got your PM and sent this as a reply.

"It looks great. Stone melee is a little heavier on endurance than fire melee, so you'll have to be careful. The downside to my build is that I can burn myself out if I go full bore, so I'm sure you could too.

I worry a very little about your slotting on Dark Regen. Yours heals for less than mine but recharges faster. In large groups of enemies, yours will perform better. Against a single target mine is better. But with all the defense/resistance, usually my heal is overkill, so it shouldn't be a problem in your build.

The one suggestion I'd make: Replace the Oblits in Soul Transfer with Erads. Boom. Softcap."


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
You might want to check your forum account settings. I know you can disable the receiving of PMs. I got your PM and sent this as a reply.

"It looks great. Stone melee is a little heavier on endurance than fire melee, so you'll have to be careful. The downside to my build is that I can burn myself out if I go full bore, so I'm sure you could too.

I worry a very little about your slotting on Dark Regen. Yours heals for less than mine but recharges faster. In large groups of enemies, yours will perform better. Against a single target mine is better. But with all the defense/resistance, usually my heal is overkill, so it shouldn't be a problem in your build.

The one suggestion I'd make: Replace the Oblits in Soul Transfer with Erads. Boom. Softcap."
PMs were turned on in my settings. I just tried turning it off and saving the change, then turning it back on and saving the change. Could someone send me a PM to test? And if it still fails, does anyone know who I could report this to? Not sure if I should use the technical forum, it seems more for CoH woes than forum woes.

Yeah, I'll have to be careful about not going full bore. But it's nice to have the option for when I've got additional endurance recovery from the team, or want something down faster.

I wasn't completely happy with the Dark Regen slotting, actually. I would've liked to get a wee little more endurance reduction in there too. But unless I can find another way to make up the E/N defense I got from the Erads in there, I'll have to do it just to softcap. And the softcap might just save me more health than extra healing. Besides, with how rarely you say you use it, I suspect the slotting difference won't be a huge deal.

As for the Oblits in Soul Transfer... that's a big DOH moment for me. I actually meant to slot Erads in there.

EDIT: Here is the build I sent Dechs, with the correction of Erads in Soul Transfer. This has softcapped S/L/E/N. It'll be a long term goal--I'm still working on earning the necessary funds. And of course Incarnate might cause some changes in plans.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Fluorite Dreams: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Death Shroud -- Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(3), Erad-Acc/Rchg:30(3), Erad-Acc/Dmg/Rchg:30(21), Sciroc-Dmg/EndRdx:50(23), Sciroc-Acc/Dmg/EndRdx:50(48)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(23), Mako-Acc/Dmg/EndRdx/Rchg:50(27)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(27), Mako-Acc/Dmg/EndRdx/Rchg:50(29)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(29), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
Level 6: Obsidian Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam/Rchg:40(46), S'fstPrt-ResDam/Def+:30(50), S'fstPrt-ResKB:30(50)
Level 8: Dark Regeneration -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(13), Erad-Dmg/Rchg:30(13), Theft-+End%:30(15), Theft-Acc/EndRdx/Rchg:30(15), Theft-Acc/EndRdx/Heal:30(17)
Level 10: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(17), RctvArm-ResDam/EndRdx/Rchg:40(19), RctvArm-ResDam/Rchg:40(46)
Level 12: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(19), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(46)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(45)
Level 18: Taunt -- Mocking-Taunt/Rchg:50(A)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(31)
Level 22: Fault -- Stpfy-Acc/Stun/Rchg:50(A), Stpfy-Acc/Rchg:50(33), Rope-Acc/Stun/Rchg:50(33), Stgr-Acc/Stun/Rchg:30(33)
Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25), LkGmblr-Def/EndRdx:50(25), Zephyr-Travel:50(31), Zephyr-ResKB:50(34)
Level 26: Oppressive Gloom -- Acc-I:50(A)
Level 28: Cloak of Darkness -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(34), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx/Rchg:50(37)
Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(45)
Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-ResDam:40(43)
Level 35: Tremor -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(36), C'ngBlow-Dmg/EndRdx:50(36), C'ngBlow-Dmg/Rchg:50(37), C'ngBlow-Acc/Rchg:50(37)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
Level 44: Recall Friend -- Zephyr-Travel:50(A), Zephyr-ResKB:50(45)
Level 47: Soul Transfer -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Rchg:30(48), Erad-Dmg/Rchg:30(48)
Level 49: Char -- BasGaze-Acc/Rchg:30(A), BasGaze-Acc/Hold:30(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run



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Posted

Quote:
Originally Posted by Dechs Kaison View Post
It's not. Don't get me wrong, I'm certainly impressed. I'd worry about the endurance consumption, but you do have Dark Consumption to help. The only change I can see making is Opressive Gloom instead of Cloak of Fear. It has higher base accuracy and costs a fraction of the endurance.
Yeah, back when I was bugging the hell out Jebe when I was leveling Cataclysmic, I got the idea to try for a positional def build but couldn't get it where I wanted it. He had talked about it as well, but I haven't seen any posts from him later than around the time I left. Believe it or not, other than the slotting, a lot of folks had builds similar to it trying to softcap out all the typed defenses.

The more I look at it, the more I like it. As for the end usage, I don't think it is too much more than my current build, I could be wrong, my system went kerplooey and I had to reformat, my older builds are on my other hard drive, when I pulled this one out, I forgot to copy it over.


*Updated*

Monkeyed with it a bit more, kinda like it. Got some serious fears built in now, and it is fully softcapped positionally. End is gonna be something I have to watch, but I think it might be worth it. Plus, I can turn off CoF when all the minions are dead and recover a bit.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

cataclysmic end positional 2: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Death Shroud
  • (A) Obliteration - Accuracy/Recharge
  • (5) Obliteration - Damage/Recharge
  • (7) Obliteration - Accuracy/Damage/Recharge
  • (9) Obliteration - Chance for Smashing Damage
  • (11) Obliteration - Damage
  • (21) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 1: Shadow Punch
  • (A) Mako's Bite - Accuracy/Damage
  • (3) Mako's Bite - Accuracy/Endurance/Recharge
  • (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (9) Mako's Bite - Damage/Endurance
  • (13) Mako's Bite - Damage/Recharge
  • (13) Mako's Bite - Chance of Damage(Lethal)
Level 2: Dark Embrace
  • (A) Aegis - Resistance/Endurance
  • (3) Aegis - Resistance/Recharge
  • (42) Aegis - Resistance/Endurance/Recharge
  • (46) Aegis - Resistance
  • (50) Aegis - Psionic/Status Resistance
Level 4: Smite
  • (A) Touch of Death - Accuracy/Damage
  • (7) Touch of Death - Damage/Endurance
  • (15) Touch of Death - Damage/Recharge
  • (17) Touch of Death - Accuracy/Damage/Endurance
  • (29) Touch of Death - Damage/Endurance/Recharge
  • (31) Touch of Death - Chance of Damage(Negative)
Level 6: Maneuvers
  • (A) HamiO:Cytoskeleton Exposure
  • (11) HamiO:Cytoskeleton Exposure
  • (43) Luck of the Gambler - Recharge Speed
Level 8: Dark Regeneration
  • (A) Accuracy IO
  • (15) Theft of Essence - Chance for +Endurance
  • (17) Recharge Reduction IO
Level 10: Boxing
  • (A) Kinetic Combat - Knockdown Bonus
Level 12: Cloak of Darkness
  • (A) HamiO:Cytoskeleton Exposure
  • (19) HamiO:Cytoskeleton Exposure
  • (19) Luck of the Gambler - Recharge Speed
Level 14: Swift
  • (A) Empty
Level 16: Siphon Life
  • (A) Mako's Bite - Accuracy/Damage
  • (21) Mako's Bite - Chance of Damage(Lethal)
  • (31) Mako's Bite - Damage/Endurance
  • (33) Mako's Bite - Damage/Recharge
  • (34) Mako's Bite - Accuracy/Endurance/Recharge
  • (36) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 18: Obsidian Shield
  • (A) Gladiator's Armor - TP Protection +3% Def (All)
Level 20: Combat Jumping
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (27) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (34) Luck of the Gambler - Recharge Speed
  • (37) Defense Buff IO
  • (46) Defense Buff IO
Level 22: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (23) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 24: Cloak of Fear
  • (A) Cloud Senses - ToHit Debuff
  • (25) Cloud Senses - Accuracy/ToHitDebuff
  • (25) Cloud Senses - Accuracy/Recharge
  • (33) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (33) Cloud Senses - Accuracy/Endurance/Recharge
  • (40) Cloud Senses - Chance for Negative Energy Damage
Level 26: Touch of Fear
  • (A) Siphon Insight - ToHit Debuff
  • (27) Siphon Insight - Accuracy/Endurance/Recharge
  • (29) Siphon Insight - Accuracy/ToHit Debuff
  • (42) Siphon Insight - Accuracy/Recharge
  • (42) Siphon Insight - ToHit Debuff/Endurance/Recharge
  • (45) Siphon Insight - Chance for +ToHit
Level 28: Tough
  • (A) HamiO:Ribosome Exposure
Level 30: Soul Drain
  • (A) Multi Strike - Accuracy/Damage/Endurance
  • (34) Multi Strike - Damage/Endurance
  • (36) Multi Strike - Accuracy/Damage
  • (36) Multi Strike - Damage/Endurance/Recharge
  • (37) Multi Strike - Damage/Recharge
  • (43) Multi Strike - Accuracy/Endurance
Level 32: Weave
  • (A) HamiO:Cytoskeleton Exposure
  • (37) Defense Buff IO
  • (45) Luck of the Gambler - Recharge Speed
Level 35: Murky Cloud
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 38: Midnight Grasp
  • (A) Touch of Death - Accuracy/Damage
  • (39) Touch of Death - Damage/Endurance
  • (39) Touch of Death - Damage/Recharge
  • (39) Touch of Death - Damage/Endurance/Recharge
  • (40) Touch of Death - Accuracy/Damage/Endurance
  • (40) Touch of Death - Chance of Damage(Negative)
Level 41: Health
  • (A) Miracle - +Recovery
  • (43) Numina's Convalescence - +Regeneration/+Recovery
Level 44: Stamina
  • (A) Performance Shifter - Chance for +End
  • (45) Endurance Modification IO
  • (46) Endurance Modification IO
Level 47: Focused Accuracy
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 49: Soul Transfer
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Kinetic Combat - Knockdown Bonus
Level 1: Sprint
  • (A) Endurance Reduction IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Gauntlet
Level 0: Ninja Run
------------
Set Bonus Totals:
  • 16.5% DamageBuff(Smashing)
  • 16.5% DamageBuff(Lethal)
  • 16.5% DamageBuff(Fire)
  • 16.5% DamageBuff(Cold)
  • 16.5% DamageBuff(Energy)
  • 16.5% DamageBuff(Negative)
  • 16.5% DamageBuff(Toxic)
  • 16.5% DamageBuff(Psionic)
  • 17.6% Defense(Smashing)
  • 17.6% Defense(Lethal)
  • 16.6% Defense(Fire)
  • 16.6% Defense(Cold)
  • 14.1% Defense(Energy)
  • 14.1% Defense(Negative)
  • 6% Defense(Psionic)
  • 23.5% Defense(Melee)
  • 22.3% Defense(Ranged)
  • 22.6% Defense(AoE)
  • 2.25% Max End
  • 18% Enhancement(Accuracy)
  • 41.3% Enhancement(RechargeTime)
  • 14% FlySpeed
  • 147.6 HP (7.88%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 14.6%
  • MezResist(Immobilize) 14.6%
  • MezResist(Sleep) 4.15%
  • MezResist(Stun) 6.35%
  • MezResist(Terrorized) 2.5%
  • 2.5% (0.04 End/sec) Recovery
  • 0.95% Resistance(Fire)
  • 0.95% Resistance(Cold)
  • 3% Resistance(Psionic)
  • 19% RunSpeed
  • 4.5% XPDebtProtection



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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 Alef_infinity View Post
PMs were turned on in my settings. I just tried turning it off and saving the change, then turning it back on and saving the change. Could someone send me a PM to test?
Just sent one. Not sure where to go if you're still having trouble.

Quote:
Originally Posted by Alef_infinity View Post
Yeah, I'll have to be careful about not going full bore. But it's nice to have the option for when I've got additional endurance recovery from the team, or want something down faster.
This is my thinking. I can use less endurance if I want to, but I can't make things recharge faster.

I can keep my endurance bar above 80% all day long with my single target attacks by leaving a short gap between them. If I start cranking out a seamless attack chain with both AoEs every time they recharge, I'll bottom out after a few minutes.

The best news is, I can use blue inspirations! So when I need the extra damage, I can use it. Had I made things more endurance friendly with less recharge, I can't use +recharge inspirations to compensate. Likewise in teams, +recovery comes in larger and more frequent amounts than +recharge.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

I must say, I've become a fan of Oppressive Gloom.

When I originally leveled my Dark/Dark tank to 50 her final power selection was Salt Crystals. I went with it for a couple of reasons; I didn't have any slots to put towards my final power and I figured the -def would help out with some of DM's accuracy when Soul Drain was down. I've since changed my mind. Even with hasten I was barely able to use Salt Crystals every other mob if that and the very high endurance cost made me question if it was even a viable power to use on a regular basis. (Again, I didn't have any slots beyond the default one to put towards this power) I've since respec'd into Oppressive Gloom and I'm quite happy I did.

Until I can finish IO'ing the tanks she currently sits in the low 30's on S/L and I can truly say wow, what a difference OG has already made to her survival. Being able to reduce the amount of damage I'm taking from all the minions because they're stunned has been very nice. Unless I'm getting my defenses horribly de-buffed I rarely feel the need to use Dark Regen, but when I am getting de-buffed OG has given me more breathing room while DR recharges.

Even though I can't stun Lts. Bosses, or AV's by stacking it with attacks it's still been pretty nice. I like OG so much that I've already made sure my Dark/ELM tank acquired it in his 20's where it will stack with the Thunder Strike's stun. Using OG has also upped his survivability quite a bit.


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

Quote:
Originally Posted by Rangle M. Down View Post
When I originally leveled my Dark/Dark tank to 50 her final power selection was Salt Crystals. I went with it for a couple of reasons; I didn't have any slots to put towards my final power and I figured the -def would help out with some of DM's accuracy when Soul Drain was down.
I found a different use for this power entirely. It's my "Oh crap" aggro control tool.

Extra mob of enemies that would put me over the aggro cap? Sleep 'em.

Need to grab attention of a large/spread out ambush group ASAP? Hit 'em with a defense debuff and sleep effect that animates very fast in a huge area. It's almost more reliable than taunt.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

I think some of the "DA stinks" comments come from the villain side of things. I know one of my sgmates has a spines/DA Scrapper and he's awesome (IO'ed out again but...still).

Years ago another friend/sgmate made a SS/DA Brute (I think it was SS for primary) and we usually had a good team going (maybe 4-6 peeps, sometimes a full team) to level up together. For the first 30-35 levels or so everything was fine...but when we started getting higher up and fighting Longbow almost exclusively it seemed () and all the Longbow Lt. -RES grenades...yeah...my friend's brute died...a lot. It's amazing how fast a brute goes down when there is like 2-6 -RES grenades are on you (forget when exactly the Lts. get the -RES grenade actually).

Sure maybe now with IOs you can def-cap 'em so the -RES grenades and what not don't affect you (the toon) as much but...I definitely have that stigma when it comes to DA and redside content.

Blue side? No issues


Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991

 

Posted

Well, i got my dark/fire to 40. Im working on getting the IO's for the build. I can't wait. I get some screen lag with /dark though. Think i may need a new vid card?

I have some IO's already like the end procs, and some Kin Coms. I think it has like 7 toggles atm. As to my surprise, end isnt hitting me very hard. I wish the Theft proc worked a little more often, lol.

Well, thanks for the post Dechs. Off to hit 50.


 

Posted

Quote:
Originally Posted by Panzerwaffen View Post
Why would DA need the weak heal from Siphon Life, when it already has the strongest heal in the game with Dark Regeneration? DR can heal from 1 to full health every 10-15 seconds, depending on slotting and global recharge.
Because it also has the most expensive heal to my knowledge. 50 endurance base cost to use dark regen. You may not have enough endurance to activate it, or not enough to activate it without detoggling.

Quote:
There are other ways to deal with DA's endurance usage through the use of IO's. Slotting for extra endurance and extra recovery help quite a bit. Slotting the Theft of Essence proc in Dark Regen pretty much takes care of DA's single largest endurance drain by itself.
All options, assuming you have the inf to spend on IO sets.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

Madam Enigma's History

 

Posted

How does this one look? This is what i was using in mids. Look ok or just bad? lol. Im new at /dark, so please be nice.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Death Shroud -- Armgdn-Dmg:50(A), Armgdn-Dmg/EndRdx:50(3), Erad-Dmg:30(3), Erad-Acc/Rchg:30(5), Erad-Dmg/Rchg:30(5), Erad-%Dam:30(7)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(46), KntkC'bat-Dmg/Rchg:35(46), KntkC'bat-Dmg/EndRdx/Rchg:35(48)
Level 2: Dark Embrace -- ImpArm-ResPsi:40(A), ImpArm-ResDam:40(7), ImpArm-ResDam/EndRdx:40(9), ImpArm-ResDam/Rchg:40(9)
Level 4: Murky Cloud -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(11), ImpArm-ResDam:40(11), ImpArm-ResDam/EndRdx:40(13)
Level 6: Obsidian Shield -- ImpArm-ResDam:40(A), ImpArm-ResPsi:40(13), ImpArm-ResDam/EndRdx:40(15), ImpArm-EndRdx/Rchg:40(15)
Level 8: Dark Regeneration -- Theft-+End%:30(A), Theft-Heal:30(17), Panac-Heal/Rchg:50(17), Panac-Heal/EndRedux:50(19), Numna-EndRdx/Rchg:50(19), Numna-Heal/Rchg:50(21)
Level 10: Combustion -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(21), Sciroc-Dmg/Rchg:50(23), Sciroc-Acc/Dmg/EndRdx:50(23), Sciroc-Acc/Rchg:50(25)
Level 12: Cloak of Darkness -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/Rchg:50(43)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(34)
Level 18: Cloak of Fear -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(43), SipInsght-Acc/Rchg:50(43), SipInsght-Acc/EndRdx/Rchg:50(45), SipInsght-%ToHit:50(45), SipInsght-ToHitDeb/EndRdx/Rchg:50(46)
Level 20: Stamina -- P'Shift-End%:50(A), EndMod-I:50(25), EndMod-I:50(48)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- ImpArm-ResPsi:40(A), ImpArm-ResDam:40(37), ImpArm-ResDam/EndRdx:40(37), ImpArm-ResDam/Rchg:40(37)
Level 26: Oppressive Gloom -- RzDz-Acc/Rchg:30(A), RzDz-Acc/EndRdx:30(27), RzDz-EndRdx/Stun:30(27), RzDz-Acc/Stun/Rchg:30(33), RzDz-Immob%:30(33), RzDz-Stun/Rng:30(33)
Level 28: Fire Sword Circle -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Acc/Dmg/EndRdx/Rchg:50(29), Oblit-Dmg/Rchg:50(31), Oblit-%Dam:50(31), Oblit-Acc/Dmg/Rchg:50(31)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx:50(40), LkGmblr-Def/Rchg:50(42)
Level 32: Air Superiority -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(34), T'Death-Dmg/Rchg:40(34), T'Death-Acc/Dmg/EndRdx:40(36), T'Death-Dmg/EndRdx/Rchg:40(36), T'Death-Dam%:40(36)
Level 35: Taunt -- Mocking-Rchg:50(A), Mocking-Taunt:50(50), Mocking-Taunt/Rchg:50(50), Mocking-Acc/Rchg:50(50)
Level 38: Incinerate -- Hectmb-Dmg:50(A), Hectmb-Dmg/EndRdx:50(39), Hectmb-Dmg/Rchg:50(39), Hectmb-Acc/Dmg/Rchg:50(39), Hectmb-Acc/Rchg:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- EndMod-I:50(A), P'Shift-End%:50(45)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 49: Hover -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 5.5% DamageBuff(Smashing)
  • 5.5% DamageBuff(Lethal)
  • 5.5% DamageBuff(Fire)
  • 5.5% DamageBuff(Cold)
  • 5.5% DamageBuff(Energy)
  • 5.5% DamageBuff(Negative)
  • 5.5% DamageBuff(Toxic)
  • 5.5% DamageBuff(Psionic)
  • 18% Defense(Smashing)
  • 18% Defense(Lethal)
  • 7.69% Defense(Fire)
  • 7.69% Defense(Cold)
  • 6.13% Defense(Energy)
  • 6.13% Defense(Negative)
  • 8.62% Defense(Psionic)
  • 18% Defense(Melee)
  • 4.56% Defense(Ranged)
  • 12.4% Defense(AoE)
  • 10.4% Max End
  • 2% Enhancement(Stun)
  • 37.5% Enhancement(RechargeTime)
  • 60% Enhancement(Accuracy)
  • 4% FlySpeed
  • 168.7 HP (9%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 5.5%
  • MezResist(Immobilize) 5.5%
  • MezResist(Stun) 2.2%
  • 24% (0.4 End/sec) Recovery
  • 52% (4.07 HP/sec) Regeneration
  • 1.58% Resistance(Smashing) (in PvP)
  • 1.58% Resistance(Lethal) (in PvP)
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 9% Resistance(Psionic)
  • 4% RunSpeed
  • 2% XPDebtProtection
------------
Set Bonuses:
Armageddon
(Death Shroud)
  • 4% (0.07 End/sec) Recovery
Eradication
(Death Shroud)
  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
  • 42.2 HP (2.25%) HitPoints
Kinetic Combat
(Scorch)
  • MezResist(Immobilize) 2.75%
  • 28.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Impervium Armor
(Dark Embrace)
  • 2.5% (0.04 End/sec) Recovery
  • 1.88% Defense(Psionic)
  • 2.25% Max End
  • 3% Resistance(Psionic)
Steadfast Protection
(Murky Cloud)
  • 1.5% (0.03 End/sec) Recovery
  • 3% Defense(All)
  • Knockback Protection (Mag -4)
Impervium Armor
(Murky Cloud)
  • 2.5% (0.04 End/sec) Recovery
Impervium Armor
(Obsidian Shield)
  • 2.5% (0.04 End/sec) Recovery
  • 1.88% Defense(Psionic)
  • 2.25% Max End
  • 3% Resistance(Psionic)
Theft of Essence
(Dark Regeneration)
  • 10% (0.78 HP/sec) Regeneration
Panacea
(Dark Regeneration)
  • 2.5% (0.04 End/sec) Recovery1.58% Resistance(Smashing,Lethal) (in PvP)
Numina's Convalescence
(Dark Regeneration)
  • 12% (0.94 HP/sec) Regeneration
Scirocco's Dervish
(Combustion)
  • 10% (0.78 HP/sec) Regeneration
  • 3.13% Resistance(Negative)
  • 9% Enhancement(Accuracy)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Luck of the Gambler
(Cloak of Darkness)
  • 10% (0.78 HP/sec) Regeneration
  • 21.1 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Siphon Insight
(Cloak of Fear)
  • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
  • 2% XPDebtProtection
  • 9% Enhancement(Accuracy)
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
Impervium Armor
(Tough)
  • 2.5% (0.04 End/sec) Recovery
  • 1.88% Defense(Psionic)
  • 2.25% Max End
  • 3% Resistance(Psionic)
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)
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Obliteration
(Fire Sword Circle)
  • 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
  • 21.1 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Touch of Death
(Air Superiority)
  • 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)
Mocking Beratement
(Taunt)
  • 1.8% Max End
  • MezResist(Held) 2.75%
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
Hecatomb
(Incinerate)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Hover)
  • 7.5% Enhancement(RechargeTime)


 

Posted

Quote:
Originally Posted by Madam_Enigma View Post
Because it also has the most expensive heal to my knowledge. 50 endurance base cost to use dark regen. You may not have enough endurance to activate it, or not enough to activate it without detoggling.
33 base cost, actually. With endurance reduction, it's not hard to reduce that to 20ish (or less if you can manage it, but I couldn't). It's still an expensive heal, but it pretty much resets your HP. In my mind, it's one of the best heals in the game.

Quote:
All options, assuming you have the inf to spend on IO sets.
I didn't find the theft of essence +end proc to be particularly expensive. Slotting for recovery isn't that bad either (unique heal IOs aside)--it seems to be the defense bonuses that're expensive. Goodness know you couldn't get Dech's build for 300M anymore--the Kinetic Combat triple alone seems to be going for at least 100M.


 

Posted

Quote:
Originally Posted by Alef_infinity View Post
Goodness know you couldn't get Dech's build for 300M anymore--the Kinetic Combat triple alone seems to be going for at least 100M.
Every time I say that 300M figure, I mention a lot of merits. The Kinetic Combats ate my merits.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by Alef_infinity View Post
33 base cost, actually. With endurance reduction, it's not hard to reduce that to 20ish (or less if you can manage it, but I couldn't). It's still an expensive heal, but it pretty much resets your HP. In my mind, it's one of the best heals in the game.
Huh? Interesting... Oh yeah, the costs for DA got cut across the board twice didn't they? I've had 2 end redux in it for so long, didn't remember the changes. Well, technically it's 33.8 endurance to cast according to my enhancement screen.


Quote:
I didn't find the theft of essence +end proc to be particularly expensive. Slotting for recovery isn't that bad either (unique heal IOs aside)--it seems to be the defense bonuses that're expensive. Goodness know you couldn't get Dech's build for 300M anymore--the Kinetic Combat triple alone seems to be going for at least 100M.
I don't think I've ever had 20 million, let alone 100 mil.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

Madam Enigma's History

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
Every time I say that 300M figure, I mention a lot of merits. The Kinetic Combats ate my merits.
Oh, okay, that explains a lot. I tend to convert my merits into random rolls and sell them on the market.


 

Posted

Not sure if anyone knows the Scrapper version of DA well, but I'm debating the pros and cons of this Kinetic Melee/DA build. Got to about 21% def S/L and Ranged (not sure what Cloak of Darkness works out to when you're spotted), as well as getting as much recharge and end recovery I could in there (egads, DA is horrifying for that end use). Any thoughts for improvement from anyone? I know Kin is new, but I wanted to give it a go.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Tsoo Nami Wishbuild: Level 50 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), F'dSmite-Acc/Dmg(17), ExStrk-Dam%(21)
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(17), RctvArm-ResDam/Rchg(23), ImpArm-ResDam/EndRdx(25), ImpArm-ResPsi(42)
Level 2: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), F'dSmite-Acc/Dmg(13), Mako-Dam%(40)
Level 4: Smashing Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(11)
Level 6: Power Siphon -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(9), GSFC-ToHit/EndRdx(34), GSFC-Rchg/EndRdx(36), GSFC-ToHit(43), GSFC-Build%(48)
Level 8: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(43)
Level 10: Obsidian Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(11), ImpArm-EndRdx/Rchg(45), ImpArm-ResPsi(48)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Dark Regeneration -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/Heal(25), Nictus-Acc/EndRdx/Heal/HP/Regen(27), Nictus-Heal/HP/Regen/Rchg(50), Nictus-Heal(50)
Level 18: Burst -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(19), Erad-Dmg(19), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Dmg/Rchg(48)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(31), RctvArm-EndRdx(40)
Level 24: Cloak of Darkness -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(42)
Level 26: Death Shroud -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(27), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Acc/EndRdx(42), M'Strk-Dmg/EndRdx(43)
Level 28: Focused Burst -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(29), Thundr-Acc/Dmg/Rchg(29), Thundr-Dmg/EndRdx(39), HO:Centri(39)
Level 30: Cloak of Fear -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/EndRdx/Rchg(36), Cloud-ToHitDeb/EndRdx/Rchg(36), Cloud-ToHitDeb(37), N'mare-Acc/EndRdx(37)
Level 32: Concentrated Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(34)
Level 35: Boxing -- F'dSmite-Acc/Dmg(A)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Physical Perfection -- EndMod-I(A), EndMod-I(50)
Level 49: Soul Transfer -- Heal-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 2: Ninja Run



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Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
Got to about 21% def S/L and Ranged (not sure what Cloak of Darkness works out to when you're spotted),
Cloak of Darkness does not suppress.

I don't have time to analyze the build right now, but at a glance I notice that you don't have the Theft of Essence chance for +endurance in Dark Regeneration. You definitely want that.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by Hyperstrike View Post
As I've said. Just about any set can be made to perform excellently when built properly. Dark Armor is no exception. As to "more than any other set", I'm not going to start into hyperbole.
This.


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
Cloak of Darkness does not suppress.

I don't have time to analyze the build right now, but at a glance I notice that you don't have the Theft of Essence chance for +endurance in Dark Regeneration. You definitely want that.
It doesn't suppress? Sweet. I'm used to powers from Devices and Warshades suppressing.

Hmmm, if I add in Theft of Essence, I miss out on a permanent increase to the character's end (I really don't want to give the power another slot... not sure what I'd take it from). It does sound like a nice effect, I just don't know if it's worth missing out on an extra 2.25 end all the time.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
It doesn't suppress? Sweet. I'm used to powers from Devices and Warshades suppressing.
One more note: Not even the stealth suppresses. You can attack and be attacked and still be sneaky. The only thing I'm aware of that suppresses the Cloak of Darkness stealth is clicking a glowie. Even then, your defense stays.

Quote:
Originally Posted by Grey Pilgrim View Post
Hmmm, if I add in Theft of Essence, I miss out on a permanent increase to the character's end (I really don't want to give the power another slot... not sure what I'd take it from). It does sound like a nice effect, I just don't know if it's worth missing out on an extra 2.25 end all the time.
I've had some time to look at it, although I don't have Mids with me now.

Gaussians is a waste. Six slots to gain 1.25% S/L? No. You don't want that. Put two slots of the level 20 set (can't remember the name) that gives you 1.88% S/L and one more slot of recharge. Done.

Health has the Numina's unique. If you really want more recovery, slot the Miracle unique here. You lose out on a tiny bit of regen for a tiny bit of recovery.

Back to Dark Regen, use one of the Gaussian's slots here to put your chance for endurance proc. Ten targets, ten chances to get ten endurance. I've used this to fill both of my bars.

I'd only use four slots of Reactive Armor. The last end reduc can't be doing that much for you, but I can't remember what the last bonus is, so I could be wrong.

Put some of your saved slots into Cloak of Darkness and Weave. Weave could use more end reduction.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Reactive Armor's last two bonuses:

5th slot: 1.25% AoE Defense, 0.63 Fire/Cold Defense
6th slot: 1.25% Toxic Resistance


If the 5th slot was 1.25% Fire/Cold and 0.63% AoE I could see it being valuable for a Typed defense bonus, but for now I typically find the 5th and 6th slotting of Reactive Armors not worth using.

The level 20 set Dechs mentioned is Rectifying Recticle: 2nd slot: 1.88% S/L defense, .94% Melee.


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

Quote:
Originally Posted by Dechs Kaison View Post
I've had some time to look at it, although I don't have Mids with me now.

Gaussians is a waste. Six slots to gain 1.25% S/L? No. You don't want that. Put two slots of the level 20 set (can't remember the name) that gives you 1.88% S/L and one more slot of recharge. Done.

Health has the Numina's unique. If you really want more recovery, slot the Miracle unique here. You lose out on a tiny bit of regen for a tiny bit of recovery.

Back to Dark Regen, use one of the Gaussian's slots here to put your chance for endurance proc. Ten targets, ten chances to get ten endurance. I've used this to fill both of my bars.

I'd only use five slots of Reactive Armor. The last end reduc can't be doing that much for you, but I can't remember what the last bonus is, so I could be wrong.

Put some of your saved slots into Cloak of Darkness and Weave. Weave could use more end reduction.
Thanks, Dechs. Man, Cloak of Darkness is awesome... so many other stealth powers suppress. I'm making adjustments based on what you were saying.

I grabbed Gaussian's for the AOE and Ranged defense, with a bit of S/L goodness thrown in. But if CoD doesn't suppress, I don't have to worry as much about the Ranged defense (I like having some AOE on melee characters for when they fight Carnies). Part of me would like to finish slotting out Thunderstrike on Focused Burst, but oh well. I'll throw a Hami Damage/Range in there for the 5th slot.

Thing about Power Siphon is that you want it to recharge often, so I still need 4-5 slots in there. With 4, you can put two level 50 recharges, or 5 would allow slotting with Adjusted Targeting for a few more good bonuses.

I usually grab Numina for some more Regen as well, so I'll debate that one. Miracle might be okay since I'm not grabbing Regen anywhere else. I was not aware that the chance for +end was with each target... that's nice. Thought you got the one 20% chance and that's it.

I'm not sure what you mean about Reactive Armor. I only 5 slot it at most as well. Dark Embrace has two Imperviums and 4 reactives for defense and a little +recovery. Also, Weave is at the ED cap for end reduc from the 6-slotting with Red Fortune, so that should be okay. If you meant Tough... I dunno. I'm planning on not using it if I can avoid it, but I put in the slots for bonuses and to have them in case I do need it from time to time. I may put one more in there depending on what I do with Power Siphon.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
I'm not sure what you mean about Reactive Armor. I only 5 slot it at most as well. Dark Embrace has two Imperviums and 4 reactives for defense and a little +recovery. Also, Weave is at the ED cap for end reduc from the 6-slotting with Red Fortune, so that should be okay. If you meant Tough... I dunno. I'm planning on not using it if I can avoid it, but I put in the slots for bonuses and to have them in case I do need it from time to time. I may put one more in there depending on what I do with Power Siphon.
Yeah, not sure where my head was at when I said that stuff. I meant to say four slots of Reactive Armor is all I use.

I don't know how I missed Weave being slotted so heavily, but I somehow thought it had the same slotting as Cloak of Darkness.

My DA/Fire build is back a few pages, but you can use that as a reference. I use LOTG sets for my defensive toggles to get both accuracy and global recharge. It has enough recovery to tank, but I know I can burn myself out if I go full bore with AoEs. As a scrapper, that's probably not desirable. You want to be able to use your best attack chain all the time.

I think that's why I can't make awesome scrappers/brutes. I try to build them like tanks and get upset when they're squishier than tanks and don't even hit that much harder.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

So im looking to make a Dark armor tank but i am having some trouble picking a secondary and i decided here would be a good place to write about this. i am looking for something with good AoE because i want to kill things so i was looking at fire elec and super strength. and i thought the end drain from rage would be bad on a dark tank but i was not sure. but elec and fire both seem fun. i was wondering if you guys could pursuade me into picking a good primary for my dark tank.


 

Posted

They're both pretty good for AOE... I could see end recovery being helped slightly by the attacks from Electricity, but it wouldn't be too huge.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory