Oppressive Gloom/Cloak of Fear Question


Amazing_Guy

 

Posted

It there any reason to get both of them? Since they are both mag 2 stuns/fears they will only stun/fear Mins, so if you stun them with OG, then the fear is useless, and if you fear them, the stun is useless? Or I am thinking too simple? Im leveling a 26 Dark/dark Tanker at the moment, i love every second of play, have slotted for end, and he play wells, just not much damage at the moment.


 

Posted

Most DA players I know take one or the other, myself included. With a Dark/Dark Tank, you could stack the fears if you were so inclined so I'd probably pick CoF over OG, though depending on what epic pool you're dipping into that picture might change. From an endurance standpoint OG is by far the easier power to run though.

With Fitness going inherent, however, many people have spots opening up for powers and while you probably don't need both, I think your description of "useless" is a bit much. OG would also likely come in handy when you have to fight Nemesis mobs (fear doesn't work).

At your level I'd probably just pick one of them and consider getting the other later on in the build - or swapping out if you decide you don't like the one you picked.


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Posted

Quote:
Originally Posted by Justaris View Post
Most DA players I know take one or the other, myself included. With a Dark/Dark Tank, you could stack the fears if you were so inclined so I'd probably pick CoF over OG, though depending on what epic pool you're dipping into that picture might change. From an endurance standpoint OG is by far the easier power to run though.

With Fitness going inherent, however, many people have spots opening up for powers and while you probably don't need both, I think your description of "useless" is a bit much. OG would also likely come in handy when you have to fight Nemesis mobs (fear doesn't work).

At your level I'd probably just pick one of them and consider getting the other later on in the build - or swapping out if you decide you don't like the one you picked.
That is why i said am i thinking too simple... and it seems at the moment that Oppressive is taking charge over cloak and seems to hit more often, i see more stunned than feared, and i can see how you would put magnitudes over each other.. im pretty end heavy at the moment, but cloak also has -acc, so I don't know... I just have never played dark melee or dark armor before, ijust heard it was end heavy and an extreme challenge.


 

Posted

Personal experience: I find Cloak of Fear to be a terrible power choice. It is endurance heavy, has abysmal accuracy, and isn't even a real control considering the damage aura will break the fear.

Oppressive Gloom is a better control for less endurance that doesn't need extra slots to be useful. The default slot with an Accuracy IO will be enough.

My Dark/Fire tank still runs without either aura, but that's because he didn't have room for the powers. As soon as i19 lands, though, I'll be picking up Oppressive Gloom, which will substantially increase survivability (isn't that a disgusting thought?). I don't have slots to devote to it, but as I said, the power doesn't really need them.


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Posted

Cloak of fear stops things from moving. Oppressive gloom detoggles bothersome powers. I have both on my /dark brute, just because they both cap at 10 targets, and I like jumping into groups bigger than that. I can get lucky and incapacitate more than 10 at a time that way. Even if you have under 10 in range, it's still good for making sure stuff stays mentally out of it. If one aura misses, the other can still hit. You mileage might vary, but I find the pair works together to keep close stuff from being troublesome.

Also, cloak has a -tohit debuff on it.


 

Posted

When I first rolled my DA tank I was certain OG would be the way to go. However I decided to try Cloak and never looked back.

It shuts down minions same as OG but it also has -tohit making it useful against non minions and doesn't drain your hp.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

I have to admit...
I use both OG and CoF on a lev 50 Katana/DA Scrapper and it took some getting used to for both of the powers.... but I love them both
Especially since I have my stamina triple slotted with 3 End Modifiers and Physical Perfection done the same way (ALL IOs that help)
So the end is not so big a problem.... and most of the time I do not have all my toggles running at all times depending on who my adversaries are





@Patrick Magellen
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Posted

I'm definitely in the pro-OG camp, I consider it a basic, must-have power for Dark Armor characters. The fact that it is so much less costly in end and slots is a big advantage over CoF. The ToHit debuff of CoF seems like a neglible advantage, given that stunned mobs won't be hitting you anyway.

However, I do have CoF on my Dark Tank as a late-pick power, for the simple reason that it's effective on stun-resistant mobs like the ones you'll meet in the ITF. I use it strictly as a situational power, but as such, it has its uses.


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Posted

I'm in the OG camp as well, but a big part of that is I use a colored Dark Armor set in my character's non-dark concept and having a Fear aura would totally not fit the concept. Stun fits perfectly though so that stays.


 

Posted

Quote:
Originally Posted by Finduilas View Post
I'm definitely in the pro-OG camp, I consider it a basic, must-have power for Dark Armor characters. The fact that it is so much less costly in end and slots is a big advantage over CoF. The ToHit debuff of CoF seems like a neglible advantage, given that stunned mobs won't be hitting you anyway.

However, I do have CoF on my Dark Tank as a late-pick power, for the simple reason that it's effective on stun-resistant mobs like the ones you'll meet in the ITF. I use it strictly as a situational power, but as such, it has its uses.
the -tohit effects non minion level mobs and can get you closer to the essential 45% def softcap by acting as pseudo defense.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

I have to admit the more I have had it (OG) the more I love it.
But..... I am just a sucker for the CoF visuals





@Patrick Magellen
Infinity & Freedom Servers!

 

Posted

This is not quite relative to my original question, but I find that OG is the much better take, other than time when your facing Nems, or Cim's or any group with some sort of leadership powers. But I have been working on my build for my Dark/dark and id love to keep my current powers, but im having trouble slotting for positional defenses without losing all my damage in my powers, any advice how to reslot?

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Level 50 Natural Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Death Shroud

  • (A) Scirocco's Dervish - Accuracy/Damage
  • (3) Scirocco's Dervish - Damage/Endurance
  • (3) Scirocco's Dervish - Damage/Recharge
  • (5) Scirocco's Dervish - Accuracy/Recharge
  • (5) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (7) Scirocco's Dervish - Chance of Damage(Lethal)
Level 1: Shadow Punch
  • (A) Mako's Bite - Accuracy/Damage
  • (7) Mako's Bite - Damage/Endurance
  • (9) Mako's Bite - Damage/Recharge
  • (9) Mako's Bite - Accuracy/Endurance/Recharge
  • (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (36) Mako's Bite - Chance of Damage(Lethal)
Level 2: Dark Embrace
  • (A) Aegis - Resistance
  • (11) Aegis - Resistance/Endurance
  • (11) Aegis - Resistance/Endurance/Recharge
  • (13) Aegis - Resistance/Recharge
  • (33) Aegis - Endurance/Recharge
Level 4: Smite
  • (A) Touch of Death - Accuracy/Damage
  • (13) Touch of Death - Damage/Endurance
  • (15) Touch of Death - Damage/Recharge
  • (15) Touch of Death - Accuracy/Damage/Endurance
  • (17) Touch of Death - Damage/Endurance/Recharge
  • (17) Touch of Death - Chance of Damage(Negative)
Level 6: Obsidian Shield
  • (A) HamiO:Ribosome Exposure
Level 8: Dark Regeneration
  • (A) Theft of Essence - Chance for +Endurance
  • (19) Miracle - +Recovery
  • (21) Miracle - Heal/Endurance
  • (23) Miracle - Heal/Recharge
  • (23) Miracle - Heal/Endurance/Recharge
Level 10: Hurdle
  • (A) Jumping IO
Level 12: Combat Jumping
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (27) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 14: Super Jump
  • (A) Jumping IO
Level 16: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (19) Numina's Convalescence - Heal
  • (27) Regenerative Tissue - +Regeneration
  • (29) Numina's Convalescence - Heal/Endurance
Level 18: Siphon Life
  • (A) Kinetic Combat - Accuracy/Damage
  • (25) Kinetic Combat - Damage/Endurance
  • (31) Kinetic Combat - Damage/Recharge
  • (31) Kinetic Combat - Damage/Endurance/Recharge
  • (31) HamiO:Golgi Exposure
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (33) Performance Shifter - EndMod/Recharge
  • (34) Performance Shifter - EndMod/Accuracy/Recharge
  • (34) Performance Shifter - Accuracy/Recharge
Level 22: Acrobatics
  • (A) Endurance Reduction IO
Level 24: Murky Cloud
  • (A) Reactive Armor - Resistance/Endurance
  • (34) Reactive Armor - Endurance
  • (36) Reactive Armor - Resistance
  • (48) Reactive Armor - Resistance/Endurance/Recharge
Level 26: Kick
  • (A) Damage Increase IO
Level 28: Soul Drain
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (37) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 30: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (33) Reactive Armor - Resistance/Recharge
  • (39) Reactive Armor - Endurance
  • (39) Reactive Armor - Resistance
  • (40) Reactive Armor - Resistance/Endurance/Recharge
Level 32: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (39) Luck of the Gambler - Defense/Endurance/Recharge
  • (40) Luck of the Gambler - Recharge Speed
  • (40) Luck of the Gambler - Defense
Level 35: Dark Consumption
  • (A) Performance Shifter - EndMod
  • (42) Performance Shifter - EndMod/Recharge
  • (42) Performance Shifter - EndMod/Accuracy/Recharge
  • (43) Performance Shifter - EndMod/Accuracy
  • (43) Performance Shifter - Chance for +End
  • (43) Performance Shifter - Accuracy/Recharge
Level 38: Midnight Grasp
  • (A) Touch of Death - Accuracy/Damage
  • (45) Touch of Death - Damage/Endurance
  • (45) Touch of Death - Damage/Recharge
  • (45) Touch of Death - Accuracy/Damage/Endurance
  • (46) Touch of Death - Damage/Endurance/Recharge
  • (46) Touch of Death - Chance of Damage(Negative)
Level 41: Taunt
  • (A) Mocking Beratement - Taunt
  • (42) Mocking Beratement - Taunt/Recharge
  • (46) Mocking Beratement - Taunt/Recharge/Range
  • (48) Mocking Beratement - Recharge
  • (48) Mocking Beratement - Accuracy/Recharge
Level 44: Conserve Power
  • (A) Recharge Reduction IO
Level 47: Physical Perfection
  • (A) Efficacy Adaptor - EndMod
  • (50) Efficacy Adaptor - EndMod/Recharge
  • (50) Efficacy Adaptor - EndMod/Accuracy
  • (50) Efficacy Adaptor - EndMod/Endurance
Level 49: Oppressive Gloom
  • (A) Accuracy
------------
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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If powers needed to be changed for the better of the build, just shoot, Im getting better at doing builds, but still not the best thats for sure.