It's Official: I Love Soul Mastery
I love my darkness.
See sig.
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."
*Views public profile*
Ah, yes. There it is!
*Applause*
I really like the recent rise in Dark Armor tanks. I understand that yours is old, but it's still nice to hear about.
Likewise, in my signature. I love my DA tank, and urge others to try it.
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.
Soul Mastery is just great. I love it on my DM/SD/Soul and will love it on my Ice/SS/Soul once I have respecced him.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
I really like the recent rise in Dark Armor tanks. I understand that yours is old, but it's still nice to hear about.
|
I think a lot of people were turned off from Dark Armor due to Cloak of Darkness basically turning you into a particle fest with no costume. Now that you can turn off the visual effects, it's more appealing to players. Myself? I didn't even take the power. I get my Immobilize protection from Combat Jumping, and rarely even have to use it (the enemy does tend to come to me, after all).
Of course, there's also the influx of all-new players with Going Rogue.
Dark Armor's a resilient beast. It has very good resistance to all damage types (Toxic and Energy being the underdogs, but it's still a good 30%), is very difficult to debuff recovery or drain Endurance (that's Dark Regeneration's job!), and screws with the enemy something fierce.
I like to tell people that Tankers are not punching bags; they're aggro magnets. Invulnerability and Stone Armor do their job by taking hits, but Ice Armor and Shield Defense avoid hits, Willpower does some resistance and defense but has a lot of Regeneration... and Dark Armor mezzes the crap out of the enemy preventing them from attacking in the first place.
With Ice Melee and Soul Mastery it gets better. First, I have Taunt, which more or less forces enemies into melee range. Then, if they're a minion, they're disoriented by Oppressive Gloom. If they're higher than a minion or have disorient protection, they still have to stand up long enough to hit me, which isn't easy to do while standing on that Ice Patch. In the event they overcome both of these problems, they still have to deal with the -ToHit from Darkest Night and Dark Obliteration, which I like to spam when available. Lastly, if they do manage to land a hit even after all of that, it won't hurt so much again due to Darkest Night and its -Damage debuff.
The -Recharge proc I put in Darkest Night is just adding insult to injury
I saw that video when you posted it, and you've got some crazy-style Defense in that build, considering Dark Armor doesn't give you much to begin with (being a Resistance-based set). Due to the exotic nature of Dark's resistances, getting it softcapped is going to make it perhaps the #1 sturdiest build in the game.
I saw that video when you posted it, and you've got some crazy-style Defense in that build, considering Dark Armor doesn't give you much to begin with (being a Resistance-based set). Due to the exotic nature of Dark's resistances, getting it softcapped is going to make it perhaps the #1 sturdiest build in the game.
|
The stuff in my video just got trivial.
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.
You know what's disgusting? Inherent fitness is going to allow me to get Oppressive Gloom in the build, which won't require additional slots to be effective. And Build Up, which won't need additional slots. And Quicksand, an AoE -def debuff that doesn't need slots to be permanent.
The stuff in my video just got trivial. |
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."
It is my understanding that the powers are added to your inherent list at level 2, much like rest and walk. No choice; they just show up.
Of course, this only counts for new characters. Any character made now has to respec in order to gain them.
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."
An Offensive Guide to Ice Melee
I know this is more about DA and the Epic pool, but may I suggest you pull that slot from GIS? Or better yet, drop it altogether? See guide in sig for my reasons why.
|
Both Ice Blast and Fire Blast in the epic pools have higher DPS values and recharge faster (Fire Blast has a higher DPE too). There is zero reason to use GIS over either of those two powers since you only need to wait a few extra levels to pick up your Epic blast.
|
---
It's a misnomer that Greater Ice Sword is somehow inferior to Ice Sword or the epic blasts due to having a lower DPS. If you look at virtually any power, the quicker, less-damaging powers almost universally have higher DPS (see Burst versus Full Auto). This is nothing exclusive to Greater Ice Sword; it's just a big fat case of lrn2play.
Additionally, I have Ice Sword as well, and I have the epic blast, so why would I remove Greater Ice Sword? That will make my damage go down; there's no way to argue with that.
.
Has it been confirmed that all the Fitness powers are just going to be forced on you whether you want them or not? I was under the impression that they'd be selectable powers just as they are now, except all of them available to all characters starting at level 2.
|
And although I haven't got it yet I really want to try out Soul Mastery on a couple of my toons! As soon as I found out they would be getting Darkest Night I was REALLY happy
It's a misnomer that Greater Ice Sword is somehow inferior to Ice Sword or the epic blasts due to having a lower DPS. If you look at virtually any power, the quicker, less-damaging powers almost universally have higher DPS (see Burst versus Full Auto). This is nothing exclusive to Greater Ice Sword; it's just a big fat case of lrn2play.
|
Additionally, I have Ice Sword as well, and I have the epic blast, so why would I remove Greater Ice Sword? That will make my damage go down; there's no way to argue with that. |
If you're using it as a set mule, well, you still have brawl (I mean, it's about as useless as an attack, but at least you don't have to spend a power slot), or if you're taking Tough/Weave, Boxing. No, I'm not saying GIS is worse than Brawl or Boxing, just that you shouldn't be using any of those powers in a late-game attack chain.
What you're going to take in its place is entirely up to you. I find it difficult to believe you have no better power to take than a gimpy, 34.77 DPA ST attack, but ultimately, it's your call.
An Offensive Guide to Ice Melee
Wow, that's a huge typo on my part, tho it's technically accurate. I'd hope from reading the context though that you'd inferred I meant DPA, not DPS. And if you read the whole guide, you'd see that GIS does in fact have absolutely pathetic DPA, worse than IS and worse than an epic blast (well, not LBE). Still, thanks for the catch--I'll be fixing that ASAP.
GIS will absolute make your overall DPS lower. When you introduce a lower DPA attack in your attack chain, your overall DPS suffers. Very simple math. You're better off cycling back in Ice Sword or an epic blast in place of GIS in your attack chain than including it. If you can't make a gapless attack chain w/just FT, IS & an epic blast, or if you're taking Energy Mastery (but you're not, you're taking Soul), then GIS is better than FF (though I haven't done the math on how the new bruising affects things), but not by enough to justify a power selection. If you're using it as a set mule, well, you still have brawl (I mean, it's about as useless as an attack, but at least you don't have to spend a power slot), or if you're taking Tough/Weave, Boxing. No, I'm not saying GIS is worse than Brawl or Boxing, just that you shouldn't be using any of those powers in a late-game attack chain. What you're going to take in its place is entirely up to you. I find it difficult to believe you have no better power to take than a gimpy, 34.77 DPA ST attack, but ultimately, it's your call. |
So you're telling me Greater Fire Sword is useless?
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."
... :/
So you're telling me Greater Fire Sword is useless? |
Numbers:
GIS: 87.2 damage
GFS: 144.15 damage (Average, the DoT is 80%)
Same cast time, so the DPA for GFS is much higher, making it a worthwhile attack.
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.
... :/
So you're telling me Greater Fire Sword is useless? |
Whereas Greater Ice Sword for some reason only does 46% extra damage over Ice Sword.
So there is a massive disparity between the two. GIS needs about a 40% flat damage buff just to be in line with it's lesser sword.
Actually, DPA-wise, Incinerate is the best Fire attack (60.17 vs 57.48 for GFS for tanks), which is why a very good (but not quite top end) attack chain for brutes & scrappers is Incin > Scorch > Cremate > Scorch, not available to tanks due to the lack of Cremate. GFS does have the 2nd highest DPA value and is part of the very top chain, but that one requires a lot more recharge.
As for why anyone would infer GFS's (lack of) gimpiness from GIS... well, one's on fire, it should do *some* more damage. Just not that much more, which is to say, bring up GIS. In fact, you'll notice that it's a rather popular sticking point among the more informed Ice Melee'ers that GIS is the one lagging power in the set that may need to be normalized. I actually think the set as a whole is very well balanced for AoE damage & mitigation, but that's another discussion.
An Offensive Guide to Ice Melee
Very no. GFS does not compare to GIS. The damage values are very different.
Numbers: GIS: 87.2 damage GFS: 144.15 damage (Average, the DoT is 80%) Same cast time, so the DPA for GFS is much higher, making it a worthwhile attack. |
This logic jump makes no sense to me. Greater Fire Sword does 65% more damage than Greater Ice Sword, it's a massive jump above anything else in Fire Melee as well (nearly twice the damage of Fire Sword)
Whereas Greater Ice Sword for some reason only does 46% extra damage over Ice Sword. So there is a massive disparity between the two. GIS needs about a 40% flat damage buff just to be in line with it's lesser sword. |
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."
How it will work is that characters that already have the Fitness pool won't get the inherent Fitness (which comes in at lvl 2) until the respec and remove it from their build. All characters that don't have it will automaticly get it.
|
GIS will absolute make your overall DPS lower. When you introduce a lower DPA attack in your attack chain, your overall DPS suffers. Very simple math. You're better off cycling back in Ice Sword or an epic blast in place of GIS in your attack chain than including it.
|
When that happens (which requires just the right amount of power spamming), I'm sitting on my thumbs for one or two seconds and usually cast Taunt or Ice Patch or something to pass the time. I have Frozen Fists and Ice Sword and the epic blast and whatever else, and they're not ready to cast by the time Greater Ice Sword comes around. Removing it would make me sit on my thumbs even longer; there is no benefit to not casting it.
Gut it for Boxing? That's quite a stretch, as I'd still have five Enhancement slots to assign somewhere. It sounds to me like you're not suggesting improvements to my character, per sé, but that you just really don't like me having Greater Ice Sword for some reason.
That's the part I don't know about. Castle said the Fitness powers would be "available" at level 2, but was it ever said that characters would automatically be granted all four of them at level 2? It makes more sense to me, from a technical aspect, if the powers become selectable starting at level 2, but your character doesn't just receive them for free.
|
I think that's the whole point of Inherent powers, you get them automatically. You don't choose to get rest, sprint, ninja run (if you have to bought the booster) walk, you just have them when you are the correct level. Which is the whole point of the change.
"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
Well where else am I gonna put it? All my other powers are either 6-slotted or slotted so comprehensively that adding another Enhancement isn't going to do anything.
And if that's the case, then what power am I going to take it its place? Teleport Foe can always be useful, I suppose, but I'd still have 5 slots to put somewhere. --- It's a misnomer that Greater Ice Sword is somehow inferior to Ice Sword or the epic blasts due to having a lower DPS. If you look at virtually any power, the quicker, less-damaging powers almost universally have higher DPS (see Burst versus Full Auto). This is nothing exclusive to Greater Ice Sword; it's just a big fat case of lrn2play. Additionally, I have Ice Sword as well, and I have the epic blast, so why would I remove Greater Ice Sword? That will make my damage go down; there's no way to argue with that. . |
YMMV---IMO
Ice Ember
I think that's the whole point of Inherent powers, you get them automatically. You don't choose to get rest, sprint, ninja run (if you have to bought the booster) walk, you just have them when you are the correct level. Which is the whole point of the change.
|
Additionally, it addresses the common issue of people constantly running out of Endurance prior to level 20, even with Enhancements slotted. If people have the option to take care of their fundamental mechanical issues starting at level 2, it means less pulling out of hair and more enjoying the game.
Don't get me wrong: the powers may very well be forced on every character the moment they leave the tutorial, but I haven't seen any confirmation on that and you can't say "it just makes sense" as the argument (people said Blue Steel as a combat NPC with the release of Shield Defense "just made sense," but that obviously didn't happen).
From a technical standpoint, if you're going to force everyone's Regeneration and Recovery to boost at level 2, why not just have it happen at level 1? Or why not just build it into the classes themselves and forget about the auto powers altogether?
I think that's the whole point of Inherent powers, you get them automatically. You don't choose to get rest, sprint, ninja run (if you have to bought the booster) walk, you just have them when you are the correct level. Which is the whole point of the change.
|
And Castle was happy to confirm the details we have about inherent Fitness and everyone is talking about the three extra powers we are getting (there is 900+ post thread about it with the main discussion being inherent fitness) and Castle hasn't come and said thats not how it works.
Way back in Issue 12, I rolled a Dark Armor/Ice Melee Tanker. People called me crazy, saying it was a totally wacky combination, but nowadays people seem to think it's the bee's knees. I guess some unforseen region of my id knew what it was doing when it picked those powersets for me. The build was a late bloomer, but that's what happens when you don't get very many attacks until level 38, so it wasn't something I was unprepared for. When I got to 41, though, I had to make a decision.
See, when I do my character builds, I like to stick with some semblance of consistency. The primary/secondary combinations can be whatever I can imagine, but when I put in the epic set, I'm gonna want it to do the function of one set using the theme of the other. In this case, I had Dark for protection and Ice for offense. Since Tanker epics don't give yet more protection, that left me with the desire for a Dark-themed offensive epic set.
Distraught was I, for Tanker had no Dark-themed epic sets, so I settled on Arctic Mastery instead. I figured I could at least take a character-themed offensive set, and add in some more attacks from the Ice genre, but it never felt right. It just felt like an extension of Ice Melee, and I didn't feel the variety was there, so I pouted. I did make good use of the ranged hold, however, which stacked great with the melee hold. Ice Blast and Ice Storm were kinda yawn-worthy, but they beat out Chilblain and, once Issue 13 came around, Shiver.
And then they announced Going Rogue, and the ability to switch sides. Of course one of my first thoughts was grabbing Soul Mastery on my Tanker, what with it being a Dark-themed offensive epic set and all. And now that Going Rogue has been released, I finally got around to moving my Tanker over, completing the patron arc, and respecing out of Arctic Mastery altogether.
I'm an avid frankenslotter, and that Tanker was one of the first characters I did, so my knack for selecting Enhancements has improved since that time. Although I kept all the same powers up through the level 38 selection, I ended up gutting the build and peeling off 20 set IOs and a dozen or so common IOs during the revision process. I had to burn a respec to keep all the Enhancements around for other characters, but since I got one free with my purchase of the Spider's Kiss and had the Going Rogue freespec in tow, it wasn't a big deal.
---
The result, now that it's all said and done? It is awesome. Part of this is that I've never selected Soul Mastery on any of my characters in the past, despite having multiple Villain 50s and four years of gameplay under my belt. So a part of it is the awe factor, and the other part of it is the "aw yeah" factor. It really does feel like this is what the character should have been all along. It also isn't slotted suckily with heavy Endurance usage and a focus on damage for some oddball reason, but I'm gonna give all the credit to Soul Mastery anyway.
Ice Blast became Gloom, a single-target, ranged attack. While the former was just hurling a snowball at the enemy, the latter is a surprisingly high-damage DoT that caught me off guard.
Ice Storm became Dark Obliteration, an area effect attack. Ice Storm is a location summon that does a fair amount of damage to anything that didn't bring an umbrella, but its recharge is so long that it's just not very practical. What's the DPS on an attack like that? Dark Obliteration is a ranged targeted AoE, though, with much faster recharge and essentially covers the same damage area. Damage from the epic set took a big leap with this one.
Lastly, Block of Ice (single-target ranged hold) became Darkest Night (targeted AoE debuff toggle). I was a bit sad to see the ranged hold go, but what I got in its place is arguably better mitigation overall. The damge and ToHit debuffs, stacked with the ToHit debuffs from the prior two attacks, make me harder to hit and harder to hurt.
I did not take Soul Tentacles, though I considered it. Between Ice Patch, Oppressive Gloom and Dark Regeneration, I reasoned that I'd be much better off in the middle of a big group rather than in front of it, and a cone attack would therefore only affect a little wedge of the available targets. So I went with the sphere AoEs instead.
Then something unexpected happened; something I've never had to deal with before. After I had all my powers fully slotted exactly the way I wanted them, I had two slots leftover and no idea what do do with them. I usually have other powers that could stand to be a little more powerful, so those get any extra slots I might have, but this time, I was just drawing a blank. I put one in Greater Ice Sword for more recharge (it's only 10s base, but why not?), then the other turned into a -Recharge proc in Darkest Night. There, problem solved.
Next, I took it out for a spin. I could handle x8 aggro well enough with the crappily-slotted Arctic Mastery build, so I figure +1x8 with bosses should do juuust fine on the new build. Of course half the enemies on the map were +2. They did make me use Soul Transfer once, but that was because I felt like using Dark Obliteration when I should have used Dark Regeneration. All-in-all, despite fighting +1x8 solo, the enemy didn't stand much of a chance.
---
I guess this counts as my longest-running character, then, as far as development is concerned. It started in Issue 12, just after Dark Armor became available to Tanker, and finished in Issue 18 when Soul Mastery did the same.
Add this to the list of Going Rogue success stories. (-: