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


abnormal_joe

 

Posted

Still struggling through the massive wall of text here... Just had to throw in my two cents.

Direct from Mids, feel free to import the data chunk.
I had a handful (about 1/5 of my enhancements) of Set pieces on this build. Without changing any slots or powers I swapped them out for SOs. Enjoy.

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Charna Levina build 2 draft 1: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Dark Embrace

  • (A) Resist Damage
  • (3) Resist Damage
  • (3) Resist Damage
  • (11) Endurance Reduction
  • (11) Endurance Reduction
Level 1: Charged Brawl
  • (A) Endurance Modification
  • (25) Accuracy
  • (25) Endurance Modification
  • (36) Endurance Reduction
Level 2: Death Shroud
  • (A) Accuracy
  • (37) Accuracy
  • (37) Damage Increase
Level 4: Murky Cloud
  • (A) Resist Damage
  • (5) Resist Damage
  • (5) Resist Damage
  • (9) Endurance Reduction
  • (15) Endurance Reduction
Level 6: Obsidian Shield
  • (A) Resist Damage
  • (7) Resist Damage
  • (7) Resist Damage
  • (9) Endurance Reduction
  • (15) Endurance Reduction
Level 8: Dark Regeneration
  • (A) Accuracy
  • (33) Recharge Reduction
  • (34) Recharge Reduction
Level 10: Taunt
  • (A) Recharge Reduction
  • (42) Recharge Reduction
Level 12: Cloak of Darkness
  • (A) Defense Buff
  • (13) Defense Buff
  • (13) Defense Buff
  • (17) Endurance Reduction
  • (17) Endurance Reduction
Level 14: Swift
  • (A) Run Speed
Level 16: Health
  • (A) Healing
  • (33) Healing
  • (34) Healing
Level 18: Combat Jumping
  • (A) Defense Buff
  • (19) Defense Buff
  • (19) Defense Buff
  • (23) Endurance Reduction
  • (23) Endurance Reduction
Level 20: Stamina
  • (A) Endurance Modification
  • (21) Endurance Modification
  • (21) Endurance Modification
Level 22: Havoc Punch
  • (A) Endurance Modification
  • (34) Accuracy
  • (36) Endurance Modification
  • (36) Endurance Reduction
Level 24: Boxing
  • (A) Accuracy
  • (42) Disorient Duration
Level 26: Tough
  • (A) Resist Damage
  • (27) Resist Damage
  • (27) Resist Damage
  • (31) Endurance Reduction
  • (33) Endurance Reduction
Level 28: Weave
  • (A) Defense Buff
  • (29) Defense Buff
  • (29) Defense Buff
  • (31) Endurance Reduction
  • (31) Endurance Reduction
Level 30: Thunder Strike
  • (A) Accuracy
  • (37) Recharge Reduction
Level 32: Soul Transfer
  • (A) Recharge Reduction
  • (43) Recharge Reduction
  • (46) Recharge Reduction
Level 35: Cloak of Fear
  • (A) Accuracy
  • (40) Endurance Reduction
  • (40) Accuracy
  • (42) Endurance Reduction
Level 38: Maneuvers
  • (A) Defense Buff
  • (39) Defense Buff
  • (39) Defense Buff
  • (39) Endurance Reduction
  • (40) Endurance Reduction
Level 41: Conserve Power
  • (A) Recharge Reduction
  • (43) Recharge Reduction
  • (43) Recharge Reduction
Level 44: Physical Perfection
  • (A) Healing
  • (45) Healing
  • (45) Healing
  • (45) Endurance Modification
  • (46) Endurance Modification
  • (46) Endurance Modification
Level 47: Lightning Rod
  • (A) Recharge Reduction
  • (48) Accuracy
  • (48) Damage Increase
  • (48) Damage Increase
Level 49: Laser Beam Eyes
  • (A) Accuracy
  • (50) Range
  • (50) Range
  • (50) Recharge Reduction
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 4: Ninja Run



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Quote:
Originally Posted by McNum View Post
Between the Loyalists and Resistance, I'd be tempted to support Praetorian Hamidon.
One side uses mind police and will "disappear" you and the other uses poison gas and bombs on civilians. Hamidon? He'll just have a tree eat you. Much simpler. If we're all going to be oppressed and/or killed by someone, it might as well be the walking trees. At least they don't speak in annoying code or doublespeak. They just devour you.

 

Posted

My thread! It's BACK!

Erm, Phedra? I'd suggest using Oppressive Gloom instead of cloak of fear, since you do get some disorient in your primary. I would also suggest taking the extra slots out of Soul Transfer to put 'em in Thunderstrike for some more damage.


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

Yeah, the comments on Oppressive Gloom that I've seen throughout the parts of this thread that I've read have made me rethink that. The character in question still has a lot of levels to earn to make use of half that build though.
As for the build itself, I never planned on using entirely SOs. Just knew that the numbers weren't exactly unimpressive and thought I'd make evidence available.
I'll look into reworking things for a little extra damage when I get back to that character. I've got several accounts with quite a few characters, on the move at once. Meaning that one isn't a priority, my elec armor tanker was fun to make and is now fairly boring (especially after the respec I did on her to a mostly SO build similar to the above Dark Armor one, gained quite a bit of survivability). Sorta gone back to my beloved support characters now, where build quality can be minimal (and a lot simpler) if you know how to play.


Quote:
Originally Posted by McNum View Post
Between the Loyalists and Resistance, I'd be tempted to support Praetorian Hamidon.
One side uses mind police and will "disappear" you and the other uses poison gas and bombs on civilians. Hamidon? He'll just have a tree eat you. Much simpler. If we're all going to be oppressed and/or killed by someone, it might as well be the walking trees. At least they don't speak in annoying code or doublespeak. They just devour you.

 

Posted

Quote:
Originally Posted by Phedra View Post
Yeah, the comments on Oppressive Gloom that I've seen throughout the parts of this thread that I've read have made me rethink that. The character in question still has a lot of levels to earn to make use of half that build though.
As for the build itself, I never planned on using entirely SOs. Just knew that the numbers weren't exactly unimpressive and thought I'd make evidence available.
I'll look into reworking things for a little extra damage when I get back to that character. I've got several accounts with quite a few characters, on the move at once. Meaning that one isn't a priority, my elec armor tanker was fun to make and is now fairly boring (especially after the respec I did on her to a mostly SO build similar to the above Dark Armor one, gained quite a bit of survivability). Sorta gone back to my beloved support characters now, where build quality can be minimal (and a lot simpler) if you know how to play.
DA tanks can be fun on just SOs, just takes a different kind of build. You just see a huge jump in the "laughing at everthing thrown at you" factor with IOs. I can honestly say tho, when I was using just SOs, it was fun as hell running around like a tanktroller, watching all the mobs wander around drunk or scared out of their wits. Yes, contrary to conventional wisdom, I ran CoF and OG. Still considering making a fearbomb build just for giggles.


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

My DDT skipped ToF and CoF due to power pick constraints, but with Fitness becoming inherent I am considering adding them for stacking purposes.

Currently he is running OG, but as he has nothing to stack with it I cannot readily shut down harder targets, and I am considering dropping it while adding the previously mentioned powers since I want to add Fighting as well and he's L32 which limits options somewhat.

Am thinking of making a DA/EM for stun stacking, although with multiple DM characters I find myself wanting something with a bit more AoE lately. That said, at 14s base recharge Whirling Hands will at least be up fairly often without slotting, unlike SD and DC. I would also be making a lot more use of DR, since I would not have a heal-slotted Siphon Life to abuse.

I'm also thinking that given the efficacy of DR, and assuming a ToE proc slotted therein, might it not be benficial to go for +recharge and rely on DR spamming combined with mitigation from the secondary rather than attempting to build for multiple aspects of +Def despite the paired types?

I can see where some sets, notably Fire Melee, might have problems here as they are light on mitigation, however I would argue that the increased killspeed should make up for at least some of that since harder targets will drop faster thus reducing incoming.

I also acknowledge that this does leave one open to debuff spam, however DA resists the more egregious offenders to a large degree, especially the dreaded END drain, res debuffs are rather rare unless one fights large spawns of Rogue Vanguard or high-level Seers, and to-hit debuffs are mostly/entirely countered due to the ubiquity of +Acc set bonuses, so there's something to be said for not worrying about debuffs hitting.

As I do not have a L50 DA Tank thusly IOed I cannot test how such a build would fare against +4s, although it would probably not be able to go AFK against them unlike a +Def build would unless you set DR to autofire, and even then I'm not sure if it would or not.


 

Posted

I run a Dark/Mace, and whomever says it cannot tank anything I believe is very must mistaken. Even at the low levels, it was keeping pace with my other tankers, and even excelling in a few areas.


 

Posted

Quote:
Originally Posted by General_Masters View Post
.
The major debuffers that I see "kill" tankers time and time again seem to be Tsoo. I've yet to work it out though.....

(Not saying other debuffers don't do it, just seems to me the Tsoo seem to excell at it for some reason from what I've seen.)


Quote:
Originally Posted by McNum View Post
Between the Loyalists and Resistance, I'd be tempted to support Praetorian Hamidon.
One side uses mind police and will "disappear" you and the other uses poison gas and bombs on civilians. Hamidon? He'll just have a tree eat you. Much simpler. If we're all going to be oppressed and/or killed by someone, it might as well be the walking trees. At least they don't speak in annoying code or doublespeak. They just devour you.

 

Posted

Hurricane is a massive annoyance...as is Chill of Night

I unwittingly herded a huge mob of blue ink men...yeah, I learned real quick not to do that again, at least unprepared


 

Posted

Quote:
Originally Posted by Mr. DJ View Post
Hurricane is a massive annoyance...as is Chill of Night

I unwittingly herded a huge mob of blue ink men...yeah, I learned real quick not to do that again, at least unprepared
Safeguard mission. Jewelry store full of Blue Ink Men, and only Blue Ink Men. I was under triple-stacked siphons the whole time, and I wasn't even trying to herd. Really makes it hard to jump up to the second floor when you're parked at the slow cap.


 

Posted

Quote:
Originally Posted by Phedra View Post
The major debuffers that I see "kill" tankers time and time again seem to be Tsoo. I've yet to work it out though.....

(Not saying other debuffers don't do it, just seems to me the Tsoo seem to excell at it for some reason from what I've seen.)
The Tsoo have almost the perfect anti-Tank setup: heavy debuffs that can be endlessly chained, especially with more than one Sorc present, and a ton of fast, powerful attacks even without the Siphons running.

To add insult to injury, in the 20-24 range you run into the incredibly annoying Green Ink Men, who spam stuns at a ridiculous rate and can easily stack up in excess of 20 Mag in large spawns.

Fwiw, once you have SO acc slotting the -tohit is really not that big a deal unless you have more than two Sorcs at once, but the autohit damage from Chill of the Night can add up since few tanks have good NE resistance.

I was by no means claiming that debuffs on the whole were meaningless for a DA Tank, rather I was saying that the most common ones won't matter that much since you have inherent counters for them. One notable exception is Slows, which DA does not protect against, however most critters who have one are minions and can be neutered by the mez auras at the moment you enter the fight.


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post

Gaussians is a waste. Six slots to gain 1.25% S/L? No. You don't want that.
As much as I respect your Dark Armor prowess Dechs, I have to disagree with this.

How many sets give you 1.25% defense to every type except Psi for 6 slots?

Reactive Armor gives you 1.25% to S/L/E/N, but doesn't do squat for your F/C.

If you can afford 6 slots to commit to Build Up, go ahead and use them. By slotting Rectified Reticle, you gain .63% S/L defense. Big deal. For 3 more slots (since you said to add a recharge enhancement) you gain 1.25% to every type. If that caps you out on 1.25% bonuses for S/L/E/N you can slot 3 Aegis and a Steadfast in Tough for some extra F/C defense.

Also, the rest of the bonuses for Gaussian's aren't bad either. If all you look at is how much Smashing and Lethal defense something will give you, you're selling a LOT of sets short.

I'd be inclined to agree with the Rectified Reticle if the build is short on slots, but if you have them to spare, Gaussian's is actually not a bad idea.


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
If you can afford 6 slots to commit to Build Up, go ahead and use them. By slotting Rectified Reticle, you gain .63% S/L defense. Big deal. For 3 more slots (since you said to add a recharge enhancement) you gain 1.25% to every type. If that caps you out on 1.25% bonuses for S/L/E/N you can slot 3 Aegis and a Steadfast in Tough for some extra F/C defense.
1.88 s/l defense....
so if you're only after the s/l defense it is much better going the RR way


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
As much as I respect your Dark Armor prowess Dechs, I have to disagree with this.

How many sets give you 1.25% defense to every type except Psi for 6 slots?

Reactive Armor gives you 1.25% to S/L/E/N, but doesn't do squat for your F/C.

If you can afford 6 slots to commit to Build Up, go ahead and use them. By slotting Rectified Reticle, you gain .63% S/L defense. Big deal. For 3 more slots (since you said to add a recharge enhancement) you gain 1.25% to every type. If that caps you out on 1.25% bonuses for S/L/E/N you can slot 3 Aegis and a Steadfast in Tough for some extra F/C defense.
Ok, Reactive Armor gives me those bonuses in only four slots total, and it enhances the power using it in a meaningful way. I also don't care that it doesn't do squat for my F/C because I haven't built for that. Think back to any defense based characters you have made. When do you notice the defense? At ten or fifteen percent? I'm of the opinion that defense doesn't really help until you've made it to 25%, so unless you are building for a type, it's best to ignore the bonuses you could get for it.

In Grey Pilgrim's case, he was looking for slots so he could add the Theft of Essence proc Dark Regeneration, and Gaussian's is the best place to take that from. Rectified Reticle gives 1.88% defense to S/L, so it is in fact more than Gaussian's, and you get it in two slots, without having to waste four more of them on enhancement values that are not needed. Six slots of Gaussian's doesn't even ED cap the one attribute a build up power wants maxed (recharge). He would be much better off adding two slots to a power than five if you're not going to get full enhancement out of it.

That's another thing I'd like to mention. Don't think of it as a three slot power versus a six slot power, because that does not accurately portray your investment into the power. To three slot a power, you add only two slots. To six slot it, you add five, which is more than twice the investment. It's a subtle difference, but it is very important on slot tight builds. In the case of Gaussian's, you're adding far too many slots for far to small a benefit. Arguably, there isn't even a benefit if the goal is typed defense.

I've used Gaussian's before, but only when I'm building for positional defense.


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 am looking for some build advice for my Dark/Fire I19 build that I want to make. I want to cap positional defenses instead of a couple typed defenses. I also want to be contributing to the AoE damage through Combustion, Death Shroud, and Fire Sword Circle, so global recharge is nice to have.

Here is what I have so far. This is assuming an unlimited budget so I can have a goal to aim for. Please consider that Cloak of Fear's debuff counts as an equivalent amount of defense. I know the defense isn't optimal for AV tanking, but I will either have buffs or inspirations for situations where my build doesn't perform at its best.

This is using the I18 Mids without the I19 plugin. Just pretend Fitness is inherent.
Hero Plan by Mids' Hero Designer 1.803
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: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Dark Embrace -- HO:Ribo(A), HO:Ribo(3), ResDam-I(3)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 2: Death Shroud -- Armgdn-Dam%(A), Erad-%Dam(13), Oblit-%Dam(36), Sciroc-Dam%(36), EndRdx-I(37)
Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(17)
Level 6: Obsidian Shield -- HO:Ribo(A), HO:Ribo(7), ResDam-I(7)
Level 8: Dark Regeneration -- Theft-+End%(A), Nictus-Acc/EndRdx/Rchg(9), Theft-Acc/EndRdx/Rchg(11), Numna-Heal/EndRdx/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13)
Level 10: Murky Cloud -- ResDam-I(A), HO:Ribo(15), HO:Ribo(17)
Level 12: Cloak of Darkness -- HO:Enzym(A), HO:Enzym(19), LkGmblr-Rchg+(21)
Level 14: Hover -- LkGmblr-Rchg+(A), HO:Enzym(15), Zephyr-ResKB(33), Zephyr-Travel/EndRdx(34)
Level 16: Fly -- Flight-I(A)
Level 18: Cloak of Fear -- HO:Enzym(A), HO:Enzym(21), HO:Enzym(34)
Level 20: Boxing -- Amaze-Stun(A), Amaze-EndRdx/Stun(27), Amaze-Acc/Rchg(34), Amaze-Stun/Rchg(46), Amaze-Acc/Stun/Rchg(48)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(23), HO:Ribo(23), HO:Ribo(29), ResDam-I(29)
Level 24: Weave -- LkGmblr-Rchg+(A), HO:Enzym(25), HO:Enzym(25)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), HO:Enzym(27), Zephyr-ResKB(31), Zephyr-Travel(33), Zephyr-Travel/EndRdx(33)
Level 28: Fire Sword Circle -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(45), Armgdn-Dmg/EndRdx(45)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(31), HO:Enzym(31)
Level 32: Taunt -- RechRdx-I(A)
Level 35: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(45)
Level 38: Greater Fire Sword -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(46)
Level 41: Focused Accuracy -- GSFC-Rchg/EndRdx(A), GSFC-ToHit(42), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46), P'Shift-End%(50)
Level 47: Laser Beam Eyes -- Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(50), Apoc-Dmg/EndRdx(50)
Level 49: Soul Transfer -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run

Edit: Forgot to mention... I know I didn't save many slots for stamina. A Numina's proc would go in Physical Pefection while a Miracle would go in Health. That leaves two extra slots for Stamina which currently appear in Physical Pefection.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
Edit: Forgot to mention... I know I didn't save many slots for stamina. A Numina's proc would go in Physical Pefection while a Miracle would go in Health. That leaves two extra slots for Stamina which currently appear in Physical Pefection.
Unless you're putting Sets in Stamina, two slots is all you want to drop in it. Three Common IOs pretty much ED cap it.

How come nobody posts Data Chunks... so much more useful than the links IMO >.>

EDIT:
After taking a closer look I noticed you seem to be a bit short on slots. I'm by no means an expert on Set IO builds but your Net Gain for Endurance is a bit low. You're using over half of what you gain with just your toggles. I can't actually stay at the computer right now so I'll leave it to others to find a way (besides, as I said, not exactly an expert with Sets).


Quote:
Originally Posted by McNum View Post
Between the Loyalists and Resistance, I'd be tempted to support Praetorian Hamidon.
One side uses mind police and will "disappear" you and the other uses poison gas and bombs on civilians. Hamidon? He'll just have a tree eat you. Much simpler. If we're all going to be oppressed and/or killed by someone, it might as well be the walking trees. At least they don't speak in annoying code or doublespeak. They just devour you.

 

Posted

Quote:
Originally Posted by Phedra View Post
Unless you're putting Sets in Stamina, two slots is all you want to drop in it. Three Common IOs pretty much ED cap it.
Common EndMod, Performance Shifter EndMod, Performance Shifter +End Proc is the default slotting for three slots. Four slots (Performance Shifter EndMod, EndMod/Acc, EndMod/Rech, proc) is also handy - the set bonuses make up for the slightly lower enhancement bonuses compared to two commons, PS EndMod and proc.

The Chance for +End proc has a chance to fire every 10 seconds, and is a 20% chance for 10 endurance, averaging 2 endurance per 10 seconds or 0.2 EPS. Thus it's equivalent to about +20% Recovery. Since Stamina has a base Recovery buff of 25%, that's equivalent to about 80% enhancement of Stamina - a lot better than an EndMod IO of any level.


 

Posted

Didn't see the earlier posting. Adjusting the slotting for Power Siphon was a win for me as it saved a couple of slots that I badly needed elsewhere, and also let me get the recharge as high as I could in the power, which is also a win: I want PS up as much as possible. Guassian's is nice if you want its bonuses, but it doesn't get you to the ED cap on recharge.

As it is, that build has about 28% defense to S/L and E/N, which is pretty good. I wouldn't mind getting more AOE defense for fighting Carnies (think that end drain power of theirs is AOE only), but that's about it. I don't really worry too much about F/C, since it'll usually be tied in with another type of damage I have more defense against, and having about 22% to melee and ranged should cover those attacks that don't have S/L with them.

Got my KM/Dark to 22 finally: Stamina was quite a relief. The Praetorians made me want to have both shields running all the time, so it was easy to run low on endurance. Things are much better now, but I'm going to have to really think about slotting and recovery as he levels up, but this is still a really fun combination. Only thing I wish is Cloak of Darkness didn't obscure you so much. Dark Armor is better than it used to for being able to see your character, but I like being able to see them a little more than CoD allows still.


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 wouldn't mind getting more AOE defense for fighting Carnies (think that end drain power of theirs is AOE only), but that's about it.
Don't worry about that. By the time you fight carnies, you resist end drain by about 75%.

Quote:
Originally Posted by Grey Pilgrim View Post
Only thing I wish is Cloak of Darkness didn't obscure you so much. Dark Armor is better than it used to for being able to see your character, but I like being able to see them a little more than CoD allows still.
Have you tried going with color tintable and to make it less obscuring colors?


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 Phedra View Post
I'm by no means an expert on Set IO builds but your Net Gain for Endurance is a bit low. You're using over half of what you gain with just your toggles
Endurance gain appears lower than it actually will be unless you use the I19 Mids addon due to Stamina changing to inherent.

I noticed a pretty big flaw in my above build. Cloak of Fear's accuracy was pretty bad, so I re-worked my build to perform without Cloak of Fear on. This also saves a good chunk of endurance consumption. Here is the new build, with an additional slot for Stamina.


Hero Plan by Mids' Hero Designer 1.803
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: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Dark Embrace -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(3), Aegis-ResDam(3), S'fstPrt-ResDam/Def+(5)
Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
Level 2: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Rchg(48)
Level 4: Combustion -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(34), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(37)
Level 6: Obsidian Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam(7)
Level 8: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Rchg(9), Nictus-Acc/EndRdx/Rchg(9), Numna-Heal/EndRdx/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19)
Level 10: Murky Cloud -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(11), TtmC'tng-ResDam(11)
Level 12: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(13), DefBuff-I(13)
Level 14: Hover -- LkGmblr-Def/EndRdx(A), DefBuff-I(15), DefBuff-I(15), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
Level 16: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(21)
Level 18: Boxing -- Empty(A)
Level 20: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(23), Aegis-ResDam(29), GA-3defTpProc(34)
Level 22: Cloak of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(23), SipInsght-Acc/Rchg(33), SipInsght-ToHitDeb/EndRdx/Rchg(34), SipInsght-Acc/EndRdx/Rchg(46), SipInsght-%ToHit(46)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(25), DefBuff-I(25)
Level 26: Combat Jumping -- DefBuff-I(A), DefBuff-I(27), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(29)
Level 28: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(43), Erad-Dmg/Rchg(46), Erad-Acc/Rchg(48)
Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(31), DefBuff-I(31)
Level 32: Taunt -- RechRdx-I(A)
Level 35: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(48)
Level 38: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(50)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), P'Shift-End%(45), P'Shift-EndMod/Acc(45), EndMod-I(45)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Soul Transfer -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run



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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Don't worry about that. By the time you fight carnies, you resist end drain by about 75%.
Huh, didn't notice Murky Cloud upped it that much (though my build has it at 69%, not sure if that's a Scrapper vs. Tanker difference, but I am at 54% resist in that power). That's nice. I was just noticing Carnies end draining my Regen Scrapper more than my Fire/Fire tank, and I think it is because he has lower AOE defense (and no Consume, of course). Guess I won't have a worry there for this guy. Hmmm, this makes me like DA even more!

Quote:
Have you tried going with color tintable and to make it less obscuring colors?
I'll have to play with it. The costume screen cycles the powers a bit too fast for armor sets, so it's hard to tell how things look sometimes. This guy has a water theme, so he has blue colors in it... I'll see if I can tone it down but still have it look blue (or I might just rely on the other toggles to have that effect).

I remember I used to have an MA/DA Scrapper, and deleted it because I couldn't see the character anymore after I got more powers. Definitely much better now.


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'll have to play with it. The costume screen cycles the powers a bit too fast for armor sets, so it's hard to tell how things look sometimes. This guy has a water theme, so he has blue colors in it... I'll see if I can tone it down but still have it look blue (or I might just rely on the other toggles to have that effect).
If you want a truly nifty ocean effect, make Shadow Cloak's primary color a faded, desaturated green and the secondary color a deep, dark blue.


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

Posted

Syntax, I'll look at your build more closely when I get home (I don't have Mids here at work), but the thing that jumps out at me is the endurance reduction that you don't have slotted in Death to your Endurance Bar Shroud.

Quote:
Originally Posted by Grey Pilgrim View Post
Huh, didn't notice Murky Cloud upped it that much (though my build has it at 69%, not sure if that's a Scrapper vs. Tanker difference, but I am at 54% resist in that power). That's nice. I was just noticing Carnies end draining my Regen Scrapper more than my Fire/Fire tank, and I think it is because he has lower AOE defense (and no Consume, of course). Guess I won't have a worry there for this guy. Hmmm, this makes me like DA even more!
I was a tad off. Murky Cloud for scrappers will resist end drain at 69.2% at level 50. It's something that scales with level, though, not enhancement values.

Point of comparison, Tanker Dark Armor at level 50 resists 86.5% of endurance drain and recovery debuff.


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
Syntax, I'll look at your build more closely when I get home (I don't have Mids here at work), but the thing that jumps out at me is the endurance reduction that you don't have slotted in Death to your Endurance Bar Shroud.
Thanks for pointing that out. I will have to pull a slot away from Stamina or Physical Perfection to fix it. That leaves me with a two-slotted Stamina and one extra slot for a Performance Shifter proc.


 

Posted

It's an ugly build. Tough as nails, but ugly and expensive as hell. That PvP IO alone will cost 2+ billion or 30 hero merits. The endurance usage is horrendous.

If I were you, I'd swap the slotting in Combustion and Fire Sword Circle. FSC is the better attack and deserves the slotting. Besides, it needs more endurance reduction if you plan to use it. Right now, if you use it every time it's up, you'll be chewing 1.12 end/sec. I don't have the inherent stamina addon, but unless you get another 0.66 end/sec out of it, this attack will drain your endurance bar on its own. You probably will get that much, but realize that you're going to need much more if you're going to cycle any amount of attacks regularly.

Right now, your net recovery shows 0.26 end/sec, which is 0.46 including the one proc. When you add inherent fitness and another proc, it should bring you up to about 1.5 end/sec. This is all without toggling focused accuracy on. My tanker has 2.1 end/sec net recovery and I can run my endurance dry if I try hard enough.

This might work for you. All I'm saying is I worry about how much endurance you'll have and how much you'll have to rely on outside endurance help.


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.