"Dark Armor sucks. It can't tank anything."
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. |
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.
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. |
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."
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.
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."
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.
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. |
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."
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.
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.
|
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.
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. |
"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
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."
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.
Besides, don't you do that so you can covertly go "LOOK WHAT I CAN DOOOO!"?
:P
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."
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
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. |
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.
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. |
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!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
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.
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
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.
|
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.
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. |
Your previous post read very much as saying "Gaussian's is useless on a typed defense build, and you should never use it"
|
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:
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.
|
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."
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.
|
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.
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. |
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.
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. |
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.
|
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.
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
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1428;746;1492;HEX;|
|78DA9D93594F135114C7EFB43396E94229A5949D02222050A 868A2F2608C60A2A10|
|962E54181662CD376689936337D90373F804FAE0F6AA289FB 2710D14FE3FA095C81|
|7A965BE2B393CCFF779773CEFCEF9999F48DB9A01037CF082 578AE6CB86E3663D82|
|5D3D1D246C1CAF5E48C9A912B6FB99B562E61DAEB896AC5B5 6A56C536CA89199F10|
|A293A3B37366DEB45D33396738A5EC5967B3E2C4E54EDA2C9 B729D86910B76D1744|
|CBB966C0C828B954A39B9601A55CB2EF0E4BC55B34DD70DC9 49A15883AD70236EDD|
|74DCA2558DCE57AD5C72DE369DC256366DB835D3D9EA004F6 370BFD54114B8455D1|
|5C76190129E69829A2234CF10BA4E10BE63385D754D7CF408 D12B3C9F08EA6742D3|
|1742F02BE31BE1872E9F01594A1E30220E15181B84A612A1B 94868B308DB90E5656|
|B8A37AE60A18E635E74D10E1DD578C7A3FD14B8D3DA46FE3A 62841D48F5D123EB1E|
|DF2CA5FA97142CEA5FA0000D2AE85C41E8930297DE414E402 E0526C8810FA242BCA|
|4859629317185CA242EF16C893070999121FC86426179DAF0 552AD4B2C2B846685D|
|E563AE11DAB384F7901591678AF029DAF94C3D7DE4AF09CC4 4A599E8030F2EF5DD2|
|61CBEC3B8CBB84718BB4FF80565636CC6133361292ABAF284 BE024181B2710E10F1|
|3A5CC20B2B9DB2119D13D45D1596BAA5B96E36D7C3E6526C6 E57C7306AB8D2FB88E|
|B3F247C809D7E69BBDFE7C5B081267A8B533ACDA6FC8C0021 1524EC41D620D7D306|
|FFD04734B44B071ADA63EC1346EA84494115F7216B58767E3 84FC68E14184586451|
|8D96094084F2077543A1C7DC6CD7BCE784138FA9AF192F18A F014B2C6E5B3C61532|
|3DE16178192A6152631C22BC09099194BD4D5EA44F2902BD9 D969FF934F736255FB|
|C7AF0B3099111D891857F977432B2A81EFC5C4219A7138DA9 073F755D6FA1581AFF|
|E7B51D6C94D397FCA0199445106519472B28AB385DC39181A 3EB28399CD677820DC|
|BE193E8EB14CA6994599418F813B730D2170009A004514228 CD2861941694284A17|
|CA6394FA5F7362FAC5|
|-------------------------------------------------------------------|
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.
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