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


abnormal_joe

 

Posted

Quote:
Originally Posted by Nalrok_AthZim View Post
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.
I'll play around with it to see if I like it. I'm going more for a water effect, so I was playing with different shades of blue. For some reason, I don't know that I have tried adding green to the effects in there at all, but it would make sense to give it a go.

I found the don't obscure or tint option (or however it's phrased) for Cloak of Darkness, so that's good so far.

Anyone know the stats on when the Performance Shifter +end proc is better to choose than just an end mod in Stamina? I recall someone saying that until you have Stamina to the ED cap for End Mod, that's the better choice (or if you only have 3 slots, going for end mod with all those is a better choice). Just wondering. I'm quite sure that it would be better than one end mod slot in Physical Perfection, though. With inherent Fitness, I'll have an extra slot to play around with, so I'll put it where it would help most (maybe 3 slot Stamina for end mod, and use one of my 2 slots in Physical perfection for a Performance Shifter.

OR, I could add in a Numina's Unique to go with my Miracle +end in Health. Not sure if that's better. Boy, Dark Armor is reminding me of my Kheldian builds: trying to squeeze the utmost out of every little slot.


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 Dechs Kaison View Post
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.
Thanks for the input. I was worried about endurance consumption being high. I suppose it's a price to pay for trying to reach (surpass?) the survivability of a Stone Tanker. I'm waiting for I19 to come out before I put any serious effort into that character. It looks like we should gain some endurance reduction options for the Alpha Slot. Who knows... there might be endurance recovery in other slots later.

As far as the PvP defense IO goes, I'm still working on obtaining one. I'm up to 14 Hero merits as of today.


 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
I'll play around with it to see if I like it. I'm going more for a water effect, so I was playing with different shades of blue. For some reason, I don't know that I have tried adding green to the effects in there at all, but it would make sense to give it a go.

I found the don't obscure or tint option (or however it's phrased) for Cloak of Darkness, so that's good so far.

Anyone know the stats on when the Performance Shifter +end proc is better to choose than just an end mod in Stamina? I recall someone saying that until you have Stamina to the ED cap for End Mod, that's the better choice (or if you only have 3 slots, going for end mod with all those is a better choice). Just wondering. I'm quite sure that it would be better than one end mod slot in Physical Perfection, though. With inherent Fitness, I'll have an extra slot to play around with, so I'll put it where it would help most (maybe 3 slot Stamina for end mod, and use one of my 2 slots in Physical perfection for a Performance Shifter.

OR, I could add in a Numina's Unique to go with my Miracle +end in Health. Not sure if that's better. Boy, Dark Armor is reminding me of my Kheldian builds: trying to squeeze the utmost out of every little slot.
For a while I had Stamina 3 slotted, and then I found a Performance Shifter proc, so I pulled the third common EndMod IO out and replaced it. Later, when I decided to siphon a slot out of Soul Transfer I slotted Stamina with 4 and put that common IO back in. Either way, the proc really helped my endurance. And don't forget, any money you spend on a Theft of Essence +End chance is absolutely worth it when you slot that thing into Dark Regeneration. As Dechs has said many times, it's amazing to watch Dark Regeneration fill both of your bars.

My current Dark Regen setup is this:

Touch of the Nictus: Acc/Heal, Heal/Rech, Acc/End/Heal, Acc/End/Rech
Theft of Essence: Chance for +End
Golgi Exposure

That cluster alone really makes a difference, especially with the Golgi. It absolutely slashes the endurance cost and I usually heal for 925 per enemy hit on my Brute. Two enemies heals me to full, and an entire spawn ill fill both bars.

Edited to Add: Allow me to link the color chart from the Post your Costume thread; I'll point out which colors I'd recommend for a watery/ocean feel as far as green is concerned.



90-94, 80-82, 70-74.


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

Quote:
Originally Posted by Nalrok_AthZim View Post
My current Dark Regen setup is this:

Touch of the Nictus: Acc/Heal, Heal/Rech, Acc/End/Heal, Acc/End/Rech
Theft of Essence: Chance for +End
Golgi Exposure
I'm going to have to look into this slotting. Right now I have three and three of Nictus/Theft. Hadn't considered Hami's.


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
I'm going to have to look into this slotting. Right now I have three and three of Nictus/Theft. Hadn't considered Hami's.
Oh man, if you want I'll snag you one. I know a few people that regularly swat Hami and do the LRSF. Golgi Exposures are the best thing you could slot into Dark Regen besides accuracy.


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

Quote:
Originally Posted by Nalrok_AthZim View Post
My current Dark Regen setup is this:

Touch of the Nictus: Acc/Heal, Heal/Rech, Acc/End/Heal, Acc/End/Rech
Theft of Essence: Chance for +End
Golgi Exposure

Your setup uses 6 slots and yields the following bonuses:
68.90% acc
75.13% endcost
96.12% heal
47.70% recharge


With 5 slots, you could have the Theft of Essence proc, Theft of Essence Acc/End/Rchg, Touch of the Nictus Acc/End/Rchg, Numina's Heal/End/Rchg, and Doctored Wounds Heal/End/Rchg for:
38.60% acc
79.90% endcost
42.40% heal
79.90% recharge

Add on a 6th to that setup with a Nictus Acc/Heal and my proposed setup can heal for 50% of your health from a single target.

I was short on slots in my build, though, so something had to be sacrificed. I figured that if I'm taking that much damage from only one target, I must be tanking an AV. If I am, there will probably be a team behind me with a healer to help keep me alive. That's why I didn't see the need to enhance heal once you get close to 50% health healed per hit. Its not like you are going to wait until you have zero health to heal, so healing for 80% with two targets is basically healing to full. Recharge seems more useful to me once you are at that point. Brutes and Scrappers may be a little different, though. This is all theory to me until I19 comes out and I really make my Dark Armor Tanker.


 

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Quote:
Originally Posted by Syntax42 View Post
Your setup uses 6 slots and yields the following bonuses:
68.90% acc
75.13% endcost
96.12% heal
47.70% recharge


With 5 slots, you could have the Theft of Essence proc, Theft of Essence Acc/End/Rchg, Touch of the Nictus Acc/End/Rchg, Numina's Heal/End/Rchg, and Doctored Wounds Heal/End/Rchg for:
38.60% acc
79.90% endcost
42.40% heal
79.90% recharge

Add on a 6th to that setup with a Nictus Acc/Heal and my proposed setup can heal for 50% of your health from a single target.

I was short on slots in my build, though, so something had to be sacrificed. I figured that if I'm taking that much damage from only one target, I must be tanking an AV. If I am, there will probably be a team behind me with a healer to help keep me alive. That's why I didn't see the need to enhance heal once you get close to 50% health healed per hit. Its not like you are going to wait until you have zero health to heal, so healing for 80% with two targets is basically healing to full. Recharge seems more useful to me once you are at that point. Brutes and Scrappers may be a little different, though. This is all theory to me until I19 comes out and I really make my Dark Armor Tanker.
Well, this is of course on my Brute. I actually like that setup, but the problem is I also really like mine. :P

I understand needing less heal on a Tanker; higher base HP and cap, with higher resistance numbers in Dark Armor. However, as a Brute, I've focused myself on endurance efficiency and raw damage output. Even with Darkest Night, Touch of Fear, all of my melee attacks, and my resist toggles something with enough oomph (such as when I solo'd AV Recluse) will punch a pretty sizeable hole in me. So if I'm out of options and just have one big-bad to use, my epi-heal in Dark Regen will save my bacon with one target alone. I also tend to be very reckless when it comes to my Dark/Dark/Soul; I welcome death as it lets me use Soul Transfer. So I'm generally in the middle of +2/x8 or +3/x8 spawns. Having such a monstrous heal really makes a difference when things are pounding on me. My build (which is actually in the Dark/Dark guide in my sig) also has some HP bonuses, along with Marshal, High Pain Tolerance and Invader, so I have about 2k health.

... tl;dr version:

Nice! I like mine too cause it works for me.


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

I don't have the stats in front of me, but I tried to boost accuracy and heal over endurance and recharge.

My reasoning is this: I don't need the heal often, so recharge isn't that big of a deal, likewise, I can handle a bit of an endurance cost because I don't use it often. Usually, the only time I need the heal is when an AV gets that lucky shot off. My thoughts are "If I'm going to get hit, it's going to hurt, and I won't have a crowd of enemies to fuel my heal. I'll need a big heal and I'll need it to hit."


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 Grey Pilgrim View Post
Anyone know the stats on when the Performance Shifter +end proc is better to choose than just an end mod in Stamina? I recall someone saying that until you have Stamina to the ED cap for End Mod, that's the better choice (or if you only have 3 slots, going for end mod with all those is a better choice). Just wondering. I'm quite sure that it would be better than one end mod slot in Physical Perfection, though. With inherent Fitness, I'll have an extra slot to play around with, so I'll put it where it would help most (maybe 3 slot Stamina for end mod, and use one of my 2 slots in Physical perfection for a Performance Shifter.
Performance Shifter: Chance for +End has a 20% chance to give 10 End every 10 seconds in an auto power. That means you average out 2 end per 10 seconds, or 0.2 EPS, regardless of the value of the power it's slotted in. Stamina has a base +recovery of 25%.

The formula is MaxEnd * (1 + RecoveryBuff) / 60, so the break-point between EndMod IOs and PS procs is when the enhancement (0.424 of the power's Recovery buff) gives an extra 0.2 EPS.

0.2 = (MaxEnd/60)*(0.424*PowerRecovery)
12 = 0.424*MaxEnd*PowerRecovery
28.30 = MaxEnd*PowerRecovery

For a character with no MaxEndurance bonuses, that means the IO is better if the power's native recovery bonus exceeds 28.3% - so Quick Recovery gets more from the IO, but Stamina prefers the proc even on the first slot.

If your maximum Endurance is 113.2 or more, though, the EndMod IO pulls ahead in the first slot. Regardless, if you're three-slotting stamina, QR, or whatever, the third IO is hit by so much ED that it's only worth 0.1412 actual enhancement, replacing the 0.424 in the eqation, and giving a no-MaxEnd-boost break point of 84.99% native recovery boost. To get that down to even Quick Recovery's 30% boost, you need 283 Endurance at maximum. So yeah, the PS proc is definitely a better deal for the third slot.

Also, the PS proc is not unique. You can slot it in both PP and Stamina, and enjoy an extra 0.4 EPS. If you only have one, though, put it in PP - lower base values means smaller gains from normal enhancements, and a bigger relative gain from procs and their constant boosts.


 

Posted

Quote:
Originally Posted by AnElfCalledMack View Post
Performance Shifter: Chance for +End has a 20% chance to give 10 End every 10 seconds in an auto power. That means you average out 2 end per 10 seconds, or 0.2 EPS, regardless of the value of the power it's slotted in. Stamina has a base +recovery of 25%.

The formula is MaxEnd * (1 + RecoveryBuff) / 60, so the break-point between EndMod IOs and PS procs is when the enhancement (0.424 of the power's Recovery buff) gives an extra 0.2 EPS.

0.2 = (MaxEnd/60)*(0.424*PowerRecovery)
12 = 0.424*MaxEnd*PowerRecovery
28.30 = MaxEnd*PowerRecovery

For a character with no MaxEndurance bonuses, that means the IO is better if the power's native recovery bonus exceeds 28.3% - so Quick Recovery gets more from the IO, but Stamina prefers the proc even on the first slot.

If your maximum Endurance is 113.2 or more, though, the EndMod IO pulls ahead in the first slot. Regardless, if you're three-slotting stamina, QR, or whatever, the third IO is hit by so much ED that it's only worth 0.1412 actual enhancement, replacing the 0.424 in the eqation, and giving a no-MaxEnd-boost break point of 84.99% native recovery boost. To get that down to even Quick Recovery's 30% boost, you need 283 Endurance at maximum. So yeah, the PS proc is definitely a better deal for the third slot.

Also, the PS proc is not unique. You can slot it in both PP and Stamina, and enjoy an extra 0.4 EPS. If you only have one, though, put it in PP - lower base values means smaller gains from normal enhancements, and a bigger relative gain from procs and their constant boosts.
Not to mention, since you gain endurance and not recovery, its immune to -recovery debuffs and you can still gain end while having your recovery flatlined.


"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of BS." -General George Patton

-Lord Azazel

 

Posted

Quote:
Originally Posted by Lord_Thanatos View Post
Not to mention, since you gain endurance and not recovery, its immune to -recovery debuffs and you can still gain end while having your recovery flatlined.
20% chance every 10 seconds, though. Very nice when it does happen, but not something you want to rely on. You'll get occasional spikes of endurance, but sometimes the procs won't fire and you bottom out. Better to deal with the Sappers or whatever before that happens than to really lean on the proc.


 

Posted

Personally, I have Touch of the Nictus 5-slotted in Dark Regeneration for that added 2.25 endurance bonus. Maybe I'll end up using DR more often and wishing for a little more end reduction in there from a Golgi or something else, but it seems like that bonus would be nice to have all of the time, rather than having some more end reduction in DR.

Also, I'm hoping all my defense bonuses, etc., will keep me from needing to use it too often (or that I can at least fire it off in a big mob and let that Theft of Essence proc fire off more often).

Sounds like I should use the extra slot inherent Fitness is going to give me (by plunking one of my LotG +recharges in a defense pool power) to put a Performance Shifter +end in to Stamina or Physical Perfection. I like that effect, but oy, I do not like the look of how costly this build is going to be (mostly in merits, as some things just aren't worth waiting weeks for it to drop on the market: I got my Theft of Essence proc with 2 hero merits so I could have it when this guy exemps down). Oh well, he's fun to play.

Oddly enough, the mobs that really make me irate are still void hunters. I like going after them no matter what AT I'm on, as an enemy group that specifically hunts certain heroes just gets my dander up. Sappers are just after them, though, I guess. Heh.


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 Dechs Kaison View Post

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.
Another thing you're pretty much completely discounting is the OTHER bonuses the set offers.

2 Slot: 5% Movement speed bonus. If you skipped a travel power to build for defense, this will come in handy.
3 Slot: 1.88% Max HP bonus. What tank DOESN'T want more HP?
4 Slot: 2.5% Recovery bonus. Dark Armor likes more recovery, I think we can all agree on that.
5 Slot: 2.5% Damage bonus. Not the most useful bonus, but if you get more than 1 they start to add up.
Then the 6 slot defense bonus.

I look at the WHOLE set and it's bonuses rather than just the defense bonus. All of the bonuses Gaussian's gives are useful to almost all of my characters. So I 6 slot it when I can afford to 6 slot a power to put it in. I don't consider it too little benefit for the slots I'm spending because all of the set bonuses are useful to me.

If it were just 6 slots for the defense and the rest of the bonuses sucked, I'd be inclined to agree with you on it not being worth it. But, since the rest of the bonuses are also nice ones to have, it IS worth it.


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

Personally I'll grab whatever set(s) work best for the build. Sometimes that means grabbing a set of Gaussian's for it's bonuses, or a partial set and throw in recharge IO's. Sometimes it's Eradication w/ Rectifying Reticle. Sometimes it's Rectyfying w/ Adjusted Targeting. Sometimes even greater franken-slotting. Sometimes that just means 3 recharge IO's.

It depends on what I'm looking for out of the set/build.


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 ClawsandEffect View Post
So I 6 slot it when I can afford to 6 slot a power to put it in. I don't consider it too little benefit for the slots I'm spending because all of the set bonuses are useful to me.
And in Grey Pilgrim's build, the one which we are referring to, he cannot afford those slots because none of those set bonuses are worth the benefit he gets out of those slots when put elsewhere.


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
And in Grey Pilgrim's build, the one which we are referring to, he cannot afford those slots because none of those set bonuses are worth the benefit he gets out of those slots when put elsewhere.
Yes, context is king. Gaussian's has decent bonuses and I get a lot out of it when I slot it. But depending on what you are aiming for, it's not the best set (or the most efficient). Whenever you are making a build, you have to take into account your end goal, and what sets and amount of slots will get you farthest.


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 Dechs Kaison View Post
And in Grey Pilgrim's build, the one which we are referring to, he cannot afford those slots because none of those set bonuses are worth the benefit he gets out of those slots when put elsewhere.
Which was addressed in the post you quoted by me saying "when I can afford to 6 slot the power they are going in"

Your previous post read very much as saying "Gaussian's is useless on a typed defense build, and you should never use it"

I was disagreeing with the impression I got from that post.

Gaussian's gives you the same amount to all types that Reactive Armor gives, and it has bonuses that are a helluva lot more useful than Reactive Armor's immobilize resistance. If you have a couple slots to spare, Gaussian's is very much worth it. Especially seeing as how there aren't an overabundance of sets a tank can slot that give you a 2.5% recovery bonus. That alone makes it worth it to me.


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
My son came into the world on Oct 7th at 12:52 PM. I won't be in game or forum browsing much for a while.
No to this. Like any good CoX player you should be able to PL him up to age 7 or 8 in a couple of hours and get him playing by your side. Name him Lil Scrappy. Congrats Claws.


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Your previous post read very much as saying "Gaussian's is useless on a typed defense build, and you should never use it"
Then it seems you read it way out of context.

In the post where Grey has his build, he mentions building S/L defense. Not typed defense, just S/L. We got into a discussion for adding the +end proc in Dark Regeneration. He didn't know where to steal the slot from. I saw Gaussian's and realized he probably put it in for the S/L defense. That's when I said this:

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. 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.
I was talking to Grey Pilgrim here, referencing his build and quoting his need for more slots. I'm pretty sure you'd agree with me that the +end proc alone is worth a lot more to a scrapper than the 2.5% recovery from Gaussian's. Add to that the fact that he'd be getting more S/L defense out of my slotting suggestion, as well as getting the same recharge for Power Siphon in less than half the invested slots, and it seems like a no-brainer.

If you think it's necessary, I'll go back and edit the post to preface my claim with the phrase "In terms of your build."

Quote:
Originally Posted by ClawsandEffect View Post
Gaussian's gives you the same amount to all types that Reactive Armor gives, and it has bonuses that are a helluva lot more useful than Reactive Armor's immobilize resistance.
Every time you mention this, you ignore the fact that Reactive armor enhances things that need to be enhanced. It even ED caps the most important attribute in those four slots. It's almost always the best option for slotting, especially so when building for defense. When it comes to recovery, Impervium all the way.

Gaussian's takes six slots to fill out and, even in all those slots, it does not enhance the one thing you really want enhanced. If you are going for the defense from the set, which is by far the best bonus it has to offer, you give up the opportunity to frankenslot in some additional recharge.

It's a great set, but it has its fair share of drawbacks. It is not a clear cut "always worth the slot investment" set. In Grey's case, he's better off without that. I didn't think my post could be read so far from its meaning.


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

Gaussian's takes six slots to fill out and, even in all those slots, it does not enhance the one thing you really want enhanced. If you are going for the defense from the set, which is by far the best bonus it has to offer, you give up the opportunity to frankenslot in some additional recharge.
Well, if you're talking about putting it in Build Up that statement is true.

If you're putting it in Tactics though, why would you want more recharge?

The set enhances what it is meant to enhance just fine. It is meant to enhance to-hit buffs, and it does so nicely.

I concede the point that in Grey Pilgrim's case it is not the best use of his slots, but that does not mean it is true for everyone. And if I misinterpreted what you were saying, I apologize.


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
Well, if you're talking about putting it in Build Up that statement is true.

If you're putting it in Tactics though, why would you want more recharge?

The set enhances what it is meant to enhance just fine. It is meant to enhance to-hit buffs, and it does so nicely.
Very true, and likewise with focused accuracy. The set has well balanced attributes to be useful everywhere.

Quote:
Originally Posted by ClawsandEffect View Post
I concede the point that in Grey Pilgrim's case it is not the best use of his slots, but that does not mean it is true for everyone. And if I misinterpreted what you were saying, I apologize.
I never meant to say it was true for everyone. Apology accepted, but I think one is due in return for my not being clear to begin with.

Also, congratulations on the little Claws. I've a few years before I'm ready for that. I'm still debating the whole "Uncle Dechs" philosophy anyway. (That is to say, be the uncle. Visit the kids from time to time, bring presents, they love you, but as soon as they cry, it's back to mom and dad. All the joys of parenting without actually parenting.)


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

Postionally Softcapped, and the build is a bit unorthodox, but not an unholy mess. No Death Shroud or any real AoE damage to speak of, but I don't really need it for aggro. Between taunt, Soul Drain, Dark Consumption and Cloak of Fear, which is slotted for -tohit, aggro should be well in hand. This is designed for group play where damage is less of a priority, altho single target damage should be reasonable. And yes, there is no theft of essence proc in DR. I have got to the point where it just isn't worth it to me. I have been paying close attention lately, and it rarely goes off for me, no matter how many mobs are around.



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

cataclysmic end positional 3: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
------------
Level 1: Dark Embrace
(A) Aegis - Resistance
(3) Aegis - Resistance/Endurance
(5) Aegis - Resistance/Recharge
(15) Aegis - Resistance/Endurance/Recharge
(27) Aegis - Psionic/Status Resistance


Level 1: Shadow Punch
(A) Cloud Senses - ToHit Debuff
(3) Cloud Senses - Accuracy/ToHitDebuff
(5) Cloud Senses - Accuracy/Recharge
(9) Cloud Senses - ToHit Debuff/Endurance/Recharge
(13) Cloud Senses - Accuracy/Endurance/Recharge
(13) Cloud Senses - Chance for Negative Energy Damage


Level 2: Smite
(A) Mako's Bite - Accuracy/Damage
(7) Mako's Bite - Damage/Endurance
(7) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(9) Mako's Bite - Chance of Damage(Lethal)
(15) Mako's Bite - Damage/Recharge
(21) Mako's Bite - Accuracy/Endurance/Recharge


Level 4: Murky Cloud
(A) Steadfast Protection - Resistance/+Def 3%
(25) Gladiator's Armor - TP Protection +3% Def (All)


Level 6: Combat Jumping
(A) Karma - Knockback Protection
(19) Luck of the Gambler - Defense
(25) Luck of the Gambler - Recharge Speed


Level 8: Dark Regeneration
(A) Regenerative Tissue - Endurance/Recharge
(11) Numina's Convalescence - Endurance/Recharge
(11) Doctored Wounds - Endurance/Recharge


Level 10: Swift
(A) Run Speed IO


Level 12: Obsidian Shield
(A) Resist Damage IO


Level 14: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(33) Numina's Convalescence - Heal
(33) Numina's Convalescence - Heal/Endurance
(33) Numina's Convalescence - Endurance/Recharge
(34) Numina's Convalescence - Heal/Recharge
(34) Numina's Convalescence - Heal/Endurance/Recharge


Level 16: Siphon Life
(A) Touch of Death - Accuracy/Damage
(17) Touch of Death - Damage/Recharge
(17) Touch of Death - Damage/Endurance
(19) Touch of Death - Accuracy/Damage/Endurance
(21) Touch of Death - Damage/Endurance/Recharge
(23) Touch of Death - Chance of Damage(Negative)


Level 18: Cloak of Darkness
(A) Luck of the Gambler - Recharge Speed
(23) Luck of the Gambler - Defense
(29) Defense Buff IO


Level 20: Stamina
(A) Performance Shifter - Chance for +End
(31) Performance Shifter - EndMod
(37) Performance Shifter - EndMod/Recharge
(37) Performance Shifter - EndMod/Accuracy/Recharge
(37) Performance Shifter - Accuracy/Recharge
(42) Performance Shifter - EndMod/Accuracy


Level 22: Taunt
(A) Trimuphant Insult - Taunt
(27) Trimuphant Insult - Taunt/Recharge
(31) Trimuphant Insult - Chance to Disorient


Level 24: Boxing
(A) Empty


Level 26: Tough
(A) Resist Damage IO


Level 28: Weave
(A) Luck of the Gambler - Recharge Speed
(29) Luck of the Gambler - Defense
(50) Defense Buff IO


Level 30: Soul Drain
(A) Rectified Reticle - To Hit Buff/Recharge
(31) Rectified Reticle - To Hit Buff


Level 32: Cloak of Fear
(A) Siphon Insight - ToHit Debuff
(34) Siphon Insight - Accuracy/ToHit Debuff
(48) Siphon Insight - Accuracy/Recharge
(48) Siphon Insight - ToHit Debuff/Endurance/Recharge
(48) Siphon Insight - Accuracy/Endurance/Recharge
(50) Siphon Insight - Chance for +ToHit


Level 35: Dark Consumption
(A) Obliteration - Damage
(36) Obliteration - Accuracy/Recharge
(36) Obliteration - Damage/Recharge
(36) Obliteration - Accuracy/Damage/Recharge
(40) Obliteration - Accuracy/Damage/Endurance/Recharge
(46) Obliteration - Chance for Smashing Damage


Level 38: Midnight Grasp
(A) Mako's Bite - Accuracy/Damage
(39) Mako's Bite - Damage/Endurance
(39) Mako's Bite - Damage/Recharge
(39) Mako's Bite - Accuracy/Endurance/Recharge
(40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(40) Mako's Bite - Chance of Damage(Lethal)


Level 41: Focused Accuracy
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(43) Gaussian's Synchronized Fire-Control - Chance for Build Up
(43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance


Level 44: Laser Beam Eyes
(A) Shield Breaker - Defense Debuff
(45) Shield Breaker - Accuracy/Defense Debuff
(45) Shield Breaker - Accuracy/Recharge
(45) Shield Breaker - Defense Debuff/Endurance/Recharge
(46) Shield Breaker - Accuracy/Endurance/Recharge
(46) Shield Breaker - Chance for Lethal Damage


Level 47: Physical Perfection
(A) Miracle - +Recovery


Level 49: Maneuvers
(A) Luck of the Gambler - Recharge Speed
(50) Luck of the Gambler - Defense


------------
Level 1: Brawl
(A) Kinetic Combat - Knockdown Bonus


Level 1: Sprint
(A) Celerity - +Stealth


Level 2: Rest
(A) Recharge Reduction IO


Level 1: Gauntlet
Level 0: Ninja Run



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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.