Dark Armor/Stone Melee ????
I've played both powersets individually, though not this combo. The stacking stuns should work nicely though, and DA is a very powerful primary once you get some key IOs into it. My Dark Armor tank is easily my favorite now, with survivability very near that of my Stone tank with none of the drawbacks.
As you haven't played DA before, you really only need two things from Inventions starting out: -KB IOs and the Theft of Essence: chance for +end proc. The -KB IOs plug the KB hole in DA's status protections and you'lll want at least two of them to get -8 KB protection. The ToE proc goes in Dark Regeneration and addressed the single biggest endurance problem you have immediately and dramatically. The reputation Dark Armor has with many people for being endurance-heavy is mostly because of Dark Regeneration, as the armor toggles are pretty low-cost for the most part.
After that you'll probably want to sit down with Mids and work out if you want to go for typed defense softcaps, positional defense or something else entirely, but that's more of a long-term approach. Personally I like the typed defense approach, but there are advantages to positional as well.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
I've said this many times already, but it's worth mentioning again here. My only regret with my Dark Armor/Fire Melee tanker is that I did not pick a more mitigation capable secondary.
That said, Dark Armor/Stone Melee is incredible when it comes to mitigation. The stacking stuns are awesome, but the PBAoE knockdown is likewise helpful. When a whole group of enemies spends a few seconds getting off their backs, that's enough time for debuffs to wear off or a few more seconds for Dark Regeneration to recharge.
It's a great combination that'll be a little on the endurance heavy side, but nothing that can't be managed. Best of luck. As always, fish through my Dark Armor Sucks thread. For comparison, my build is on page 8 (if you look at the default 20 posts per page).
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.
DA/SM rocks, particularly if you softcap it for S/L defence also.
You will however not have a blue bar until you're IOd.
The main mitigation comes from the combo of OG/fault, and you may struggle early unless you get on big buff heavy teams.
Is one of my favourite tanks (I have a dozen 50 tanks and a number of others above 30) for use on teams.
It's true. This game is NOT rocket surgery. - BillZBubba
Endurance is really the main issue. I don't have a DA/SM tank, but I did level a SA/DA brute to 50, and it was one of the most difficult level experiences I've had in the game. While powerful in short bursts, the endurance issues remained well past Stamina and IOs for me.
Global name: @k26dp
I will solve the end issues.. That not a problem.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
WOW im looking at my build for this thing and its gonna be expensive. I had to forego the Earth Mastery epic pool in favor of Energy mastery just to make sure I have good end reduction and I couldnt slot Stalagmites properly. Plus its recharge was longish and I will bring up fault much quicker anyway. Between that and Tremor I saw myself using Stalagmites very little.
From what I say this moring I will get to 44% smashing/lethal defense. but its going to take a few sets of Kinetic Combats. I was hoping to get 45% melee instead but I cnat get the +3.75 to melee until the six slot with Touch of Deaths in a build which was hurting for slots as is.
I think this will be a very fun tank and something every different.
Also the only primaries I dont have yet are Dark and Stone so that will be a new tanking experience for me.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Using Dechs' build as a starting point (i.e. thoroughly plagiarising his slotting choices), I got to 45.4% S/L def, 37.9% E/N def with some recharge and good recovery/regen numbers. Had to do it for I19, but it worked. Lacking practice with melee mids builds I feel this could be improved, but it looks fun enough to try.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Stone Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(42)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(39)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
Level 8: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(33), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36)
Level 10: Dark Regeneration -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Acc/Heal(11), Nictus-Acc/EndRdx/Rchg(13), Theft-Acc/EndRdx/Rchg(13), Theft-Heal/Rchg(17), Theft-+End%(21)
Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17)
Level 16: Death Shroud -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(25), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Dmg(27), Sciroc-Dmg/EndRdx(29), Sciroc-Acc/Dmg/EndRdx(29)
Level 18: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21)
Level 20: Fault -- Acc-I(A), Acc-I(31)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(33)
Level 26: Taunt -- Mocking-Taunt/Rchg/Rng(A)
Level 28: Oppressive Gloom -- Acc-I(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Soul Transfer -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(40)
Level 35: Tremor -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(45), Erad-Dmg(45), C'ngBlow-Dmg/EndRdx(45), C'ngBlow-Acc/Rchg(46), C'ngBlow-Acc/Dmg(46)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(50), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc(50)
Level 47: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 49: Acrobatics -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A), Empty(48)
Level 1: Sprint -- Empty(A), Empty(46), Empty(48)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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Looks pretty good, but I'd suggest a few changes.
If Acro is your only KB protection, definitely take it before level 49, you'll find KB to be a problem long before that. I'd suggest getting it in the early twenties at the latest.
Instead of the two accuracy commons in Fault, try a couple of Stupefy IOs to give some Accuracy, Recharge, and if you like, end reduction. Two Stupefys will also give you a 2.5% recovery bonus. (I think I would pull a slot from Hasten and add it to Fault, too, but that's more personal preference.)
The second BotZ gives a very small E/NE bonus. I'd pull the second slot and use it to put a LotG defense IO in CJ. With that slotting, you'll have the same amount of E/NE defense, slightly more defense to all other damage types, and a 10% regen bonus for the two LotGs.
I prefer to use Mako's Acc/End/Rchg/Dam as the fifth slot for Kinetic Combat sets. You'll get slightly less end reduction and accuracy than you have with the CI Acc/Dam/End, but considerably more recharge.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
I'm leveling a Dark Armor/Stone Melee Tank right now, just hit level 29.
Perspective so far is that the lower levels can be downright painful. Without the mitigation of OG or CoF, it can be tough going with 8-member team spawns. Trays filled with blue/purple inspirations help out, but refilling between missions can be a hassle.
Once I was able to pick up Oppressive Gloom and Fault.. Wow. I was all of a sudden a freakish mix of Tank and Controller rolled into one. Spawns were staggering around me and the first time I stunned four Greater Devoured bosses at once, I knew it was getting fun.
I'm taking a slightly different approach than the previously posted build. Less S/L Defense, more base recharge (no hasten), regeneration, recovery, and global accuracy. The beauty of Fault is that it accepts the Absolute Amazement purple set, which is one of the most affordable purple sets out there. Here's the draft build I'm working with:
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Shardoth: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(3), S'fstPrt-ResDam/Def+:15(7), S'fstPrt-ResKB:17(46)
Level 1: Stone Fist -- C'ngImp-Dmg/EndRdx:40(A), C'ngImp-Dmg/Rchg:40(7), C'ngImp-Acc/Dmg/EndRdx:40(29), C'ngImp-Dmg/EndRdx/Rchg:40(34), C'ngImp-Acc/Dmg/Rchg:40(43)
Level 2: Stone Mallet -- C'ngImp-Dmg/EndRdx:40(A), C'ngImp-Dmg/Rchg:40(5), C'ngImp-Acc/Dmg/EndRdx:40(17), C'ngImp-Dmg/EndRdx/Rchg:40(34), C'ngImp-Acc/Dmg/Rchg:40(43)
Level 4: Heavy Mallet -- C'ngImp-Dmg/EndRdx:40(A), C'ngImp-Dmg/Rchg:40(5), C'ngImp-Acc/Dmg/Rchg:40(17), C'ngImp-Acc/Dmg/EndRdx:40(34), C'ngImp-Dmg/EndRdx/Rchg:40(40)
Level 6: Obsidian Shield -- TtmC'tng-ResDam/EndRdx:40(A)
Level 8: Dark Regeneration -- Nictus-Acc/EndRdx/Heal/HP/Regen:40(A), Nictus-Acc/EndRdx/Rchg:40(9), Mrcl-Heal/EndRdx/Rchg:40(9), Mrcl-EndRdx/Rchg:40(11), Numna-Heal/EndRdx/Rchg:40(11), Numna-EndRdx/Rchg:40(15)
Level 10: Hurdle -- Jump-I:40(A)
Level 12: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(13), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam/Rchg:40(15)
Level 14: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(45), Numna-Heal/Rchg:40(45), Numna-Regen/Rcvry+:40(48), Numna-Heal:40(48)
Level 16: Combat Jumping -- Krma-ResKB:15(A), Ksmt-ToHit+:30(46), LkGmblr-Rchg+:40(46), LkGmblr-Def:40(48)
Level 18: Death Shroud -- Sciroc-Acc/Dmg:40(A), Sciroc-Dmg/EndRdx:40(19), Sciroc-Acc/Dmg/EndRdx:40(19), Sciroc-Dam%:40(23), C'ngBlow-Acc/Dmg:40(25), C'ngBlow-Dmg/EndRdx:40(25)
Level 20: Stamina -- P'Shift-EndMod:40(A), P'Shift-EndMod/Acc:40(21), P'Shift-EndMod/Rchg:40(21), P'Shift-End%:40(43)
Level 22: Fault -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(23), Amaze-Acc/Stun/Rchg:50(27), Amaze-Acc/Rchg:50(27), Amaze-EndRdx/Stun:50(29), Zinger-Dam%:40(45)
Level 24: Taunt -- Zinger-Taunt/Rchg/Rng:40(A), Zinger-Dam%:40(37), Zinger-Taunt/Rchg:40(50)
Level 26: Oppressive Gloom -- Rope-Acc/Stun:40(A)
Level 28: Cloak of Darkness -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def:40(31), LkGmblr-Def/EndRdx/Rchg:40(31), LkGmblr-Rchg+:40(31)
Level 30: Boxing -- C'ngImp-Acc/Dmg/Rchg:40(A)
Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam/Rchg:40(33)
Level 35: Tremor -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(36), C'ngBlow-Acc/Dmg:40(36), C'ngBlow-Dmg/EndRdx:40(37), C'ngBlow-Dmg/Rchg:40(37)
Level 38: Seismic Smash -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/Rchg:40(39), C'ngImp-Acc/Dmg/Rchg:40(39), C'ngImp-Acc/Dmg/EndRdx:40(39), C'ngImp-Dmg/EndRdx/Rchg:40(40), Mako-Acc/EndRdx/Rchg:40(40)
Level 41: Weave -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def:40(42), LkGmblr-Def/EndRdx/Rchg:40(42), LkGmblr-Rchg+:40(42)
Level 44: Conserve Power -- RechRdx-I:40(A)
Level 47: Physical Perfection -- RgnTis-Regen+:30(A), P'Shift-End%:40(50), P'Shift-EndMod:40(50)
Level 49: Soul Transfer -- RechRdx-I:40(A)
------------
Level 1: Brawl -- Acc-I:40(A)
Level 1: Sprint -- QckFt-EndRdx/RunSpd:40(A)
Level 2: Rest -- RechRdx-I:40(A)
Level 1: Gauntlet
Level 4: Ninja Run
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never really seen any of these.. anyone play one and how do you like it.. Ive never played DA and I hate Dark Melee ( HATE the flurry power... just hate it ) and I was thinking I could reallt stack stuns with Oppressive Gloom. Fault and Stalagmites...
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-