Dark Armor/Dark Melee Utili-Tank - Buld Feedback?


ClawsandEffect

 

Posted

I've explored the forum and the guides and absorbed as much wisdom as I could, but now it's time to face the judgment of my peers.

This is meant to be a 'simple fun tanker' in PvE. Not one for extreme challenges, not one for soloing pylons, but a decent all-arounder that won't be immediately booted from a team, because he can't perform.

That said, I do expect to be soloing standard content, simply because I sometimes don't want to put up with PUG-drama and won't always have SG or static-team support.

The character is currently level 23, with this intended to be the build that levels him and beyond.

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Draco Nox: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting

Hero Profile:
Level 1: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), S'fstPrt-ResDam/EndRdx(5), S'fstPrt-ResDam/Def+(9), S'fstPrt-ResKB(13)
Level 1: Shadow Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 2: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 4: Shadow Maul -- Erad-Dmg(A), Erad-Acc/Rchg(5), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(13), M'Strk-Acc/Dmg/EndRdx(42)
Level 6: Obsidian Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(34)
Level 8: Dark Regeneration -- Theft-Acc/EndRdx/Heal(A), Theft-Acc/EndRdx/Rchg(15), Theft-+End%(15), Nictus-Acc/Heal(34), Nictus-Acc/EndRdx/Heal/HP/Regen(43), Nictus-Acc/EndRdx/Rchg(46)
Level 10: Taunt -- Mocking-Taunt/Rchg/Rng(A)
Level 12: Combat Jumping -- Krma-ResKB(A)
Level 14: Super Jump -- SprngFt-EndRdx/Jump(A)
Level 16: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 18: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Acc/EndRdx(19), M'Strk-Acc/Dmg/EndRdx(25), Sciroc-Dmg/EndRdx(27), Sciroc-Acc/Dmg/EndRdx(46)
Level 20: Murky Cloud -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(21)
Level 22: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(23), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(37)
Level 24: Cloak of Fear -- Abys-EndRdx/Fear(A), Abys-Acc/EndRdx(25), Abys-Acc/Fear/Rchg(37), N'mare-Acc/EndRdx(40)
Level 26: Touch of Fear -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(31), Abys-Acc/Fear/Rchg(34)
Level 28: Soul Drain -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Dmg/EndRdx(31), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(46)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(31)
Level 32: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33)
Level 35: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), P'Shift-EndMod/Acc/Rchg(43)
Level 38: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 41: Kick -- Acc-I(A)
Level 44: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(45), TtmC'tng-ResDam(45), TtmC'tng-EndRdx(45)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(48)
Level 49: Soul Transfer -- Rope-Acc/Stun/Rchg(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(50), Numna-Heal(50), Numna-Regen/Rcvry+(50)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(23)



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Things I also considered:
* Swapping Acrobatics (earlier in the build) for Soul Transfer.
* Going Villainous, just long enough to pick up Soul Mastery and slotting in Gloom instead of Soul Transfer - although that would surely call for a re-shuffling of powers. An option might be to swap out Leadership for the Soul Mastery.
* Looking at the Endurance ratios, there is the possibility of swapping Leadership for Body Mastery.
- - An issue with both of those solutions is that I really like leadership.

Finally, Yes, I Could change all of my slotting and (frankly) gimp my build pushing for Defense with Reactive Armor and Smashing/Kinetic IOs. If you suggest this, please explain how this is better than Recharge, Hit Points, Accuracy, and how I'm going to pay for it? Because this is only one of over 130+ 'children' (characters) I have to support and I have a life outside of the game that I can't sacrifice in the name of grinding the elite loot.

Be Well!
Fireheart

PS: I guess this would be a case of Evoke: Dechs Kaison... so be it!
I'd also call upon the power of Rangle M Down, whose Dark/Dark build provided some of the inspiration.


 

Posted

How is buffing defense "gimping ur build?" I roll a DA thts soft capped to s/l/e/n and my recharge, hp and dps is fine. I recommend aiming towards it one day. All my tanks survive like they do because of defense of coarse if you team alot you can use your teams for a crutch. Trollers always make you that much better but I solo alot so I play +8+4 alot and I do fine, never really die and get lots of drops

The way I pay for most of my toons is now hero merits, every 2 days you get 1 and it cost 2 for lotg +7.5% recharge worth 200mill, get 10 and that =2bill happy days


I dont really know what to say
Electric Armour and the Soft cap
Electric Armour and the 1st 20 levels
Thundra Knight
click here for You want the best TANK!? I'll let you decicde!

 

Posted

If you mean gimping your dmg output for defense then by all means do so. What good is the little dmg you squeeze out if you can't stay alive. Not that you can't but capping defense is an extra layer of survivability.

Solo: You'll need it if you're going take on multiple +2's and above.

Team: If you know you'll be teaming that can provide you with this added defense or extra mitigation then that's fine and go without it. But you said it yourself, you want to be able to solo some of the time.


 

Posted

First off, I kept on reading perform as "perma-form" which can't be a good sign, but here's the changes I'd make based on your ideas/wants.

Keep in Soul Transfer, get some nice recharge in it, depending on how often you faceplant, and you'll pretty much be able to constantly tank if its recharging faster than you die.

I'd really like my Ice/ tankers to have a power like Soul Transfer, even if it doesn't fit thermaticly, just for how very nice a self-rez power with a good recharge actually is on a Tanker.

Oppressive Gloom apparently is a more reliable power, due to the nature of Stun effects, also it has a low end cost, while CoF will contribute to your already heavy end usage.

Change the slotting on Dark Regen to more Recharge, currently you're at 225% accuracy, unless you're intending for it to hit solidly on targets such as +8 AVs, put enough Acc in it from ToHit multiplers, set bonuses etc to hit 95% of the time on Minions and Lts, and you should be fine with that power, there's not a lot of AV encounters I can recall off the top of my head that won't have any adds for you to get an almost definate hit from Dark Regen from, except for Kahn/Cuda.

I'd personally find the slots to swap your 4 5slot Crushing Impacts to 4 6slot Touch of Death sets, as 4 of them will provide a 10% Damage bonus, only 0.5% away from being the same as what Assault is providing.

You'll also then gain 15% Melee defence, stick a 6-slot Obliteration in there as well, and you'll be at 18.75% melee from set bonuses, and 19.6% from your buffs, there you're only a small team-buff from being soft-capped to Melee defence, and your resistances should handle the rest as you're not looking to soft-cap to all positions or 4 main typed.

Here's the changes I'd make, but you're probably best waiting for Dechs to respond.

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Posted

First of all, howdy Jebe. Long time no see in the tank forums.

Looking at your build Fireheart, a few things jump out at me. One, I suspect you'll be hurting for endurance with this build. I try and shoot for a 2 end/sec difference between end usage and end recovery and you're nowhere near that. Two, you really don't have as much recharge in this build as you could get just by grabbing hasten. I'd lose Tactics for Hasten.

Personally I don't worry so much about +hp on a Dark Tank. Having an amazing heal in Dark Regen makes up for that need quite easily.

I've made some changes to your build that will help a bit in the end usage vs. recovery. It does include the +end accolades as well. The Imperviums weren't cheap the last time I looked. And, should you choose to, you can change out the Smashing Haymakers for Kin Combats later for more s/l defense.

This probably wouldn't be a build I'd use, but I think it's still close enough to what you want. Take a look and see. My builds are closer to what Jebe's got in his tanker guide then what you've got going on.


Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Draco Nox: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting

Hero Profile:
Level 1: Dark Embrace

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (5) Steadfast Protection - Knockback Protection
  • (9) Impervium Armor - Resistance
  • (13) Impervium Armor - Resistance/Endurance
  • (31) Impervium Armor - Resistance/Endurance/Recharge
  • (33) Impervium Armor - Resistance/Recharge
Level 1: Shadow Punch
  • (A) Smashing Haymaker - Accuracy/Damage
  • (3) Smashing Haymaker - Damage/Endurance
  • (7) Smashing Haymaker - Damage/Recharge
  • (11) Smashing Haymaker - Damage/Endurance/Recharge
  • (40) Crushing Impact - Damage/Endurance
Level 2: Smite
  • (A) Smashing Haymaker - Accuracy/Damage
  • (3) Smashing Haymaker - Damage/Endurance
  • (7) Smashing Haymaker - Damage/Recharge
  • (11) Smashing Haymaker - Damage/Endurance/Recharge
  • (40) Crushing Impact - Damage/Endurance
Level 4: Shadow Maul
  • (A) Eradication - Damage
  • (5) Eradication - Accuracy/Recharge
  • (9) Eradication - Accuracy/Damage/Recharge
  • (13) Eradication - Accuracy/Damage/Endurance/Recharge
  • (42) Multi Strike - Accuracy/Damage/Endurance
Level 6: Obsidian Shield
  • (A) Impervium Armor - Resistance/Endurance
  • (34) Impervium Armor - Resistance/Endurance/Recharge
Level 8: Dark Regeneration
  • (A) Theft of Essence - Accuracy/Endurance/Healing
  • (15) Theft of Essence - Accuracy/Endurance/Recharge
  • (15) Theft of Essence - Chance for +Endurance
  • (34) Touch of the Nictus - Accuracy/Healing
  • (43) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
  • (46) Touch of the Nictus - Accuracy/Endurance/Recharge
Level 10: Taunt
  • (A) Mocking Beratement - Taunt/Recharge/Range
Level 12: Combat Jumping
  • (A) Karma - Knockback Protection
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Siphon Life
  • (A) Smashing Haymaker - Accuracy/Damage
  • (17) Smashing Haymaker - Damage/Endurance
  • (17) Smashing Haymaker - Damage/Recharge
  • (19) Smashing Haymaker - Damage/Endurance/Recharge
  • (42) Crushing Impact - Damage/Endurance
Level 18: Death Shroud
  • (A) Multi Strike - Accuracy/Damage
  • (19) Multi Strike - Accuracy/Endurance
  • (25) Multi Strike - Accuracy/Damage/Endurance
  • (27) Scirocco's Dervish - Damage/Endurance
  • (46) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 20: Murky Cloud
  • (A) Impervium Armor - Resistance/Endurance
  • (21) Impervium Armor - Resistance/Endurance/Recharge
  • (23) Impervium Armor - Resistance
  • (33) Impervium Armor - Resistance/Recharge
Level 22: Cloak of Darkness
  • (A) Gift of the Ancients - Defense/Endurance
  • (37) Gift of the Ancients - Defense/Endurance/Recharge
  • (37) Gift of the Ancients - Defense
Level 24: Cloak of Fear
  • (A) Glimpse of the Abyss - Endurance/Fear
  • (25) Glimpse of the Abyss - Accuracy/Endurance
  • (37) Glimpse of the Abyss - Accuracy/Fear/Recharge
  • (40) Nightmare - Accuracy/Endurance
Level 26: Touch of Fear
  • (A) Glimpse of the Abyss - Accuracy/Recharge
  • (27) Glimpse of the Abyss - Endurance/Fear
  • (31) Glimpse of the Abyss - Accuracy/Endurance
  • (34) Glimpse of the Abyss - Accuracy/Fear/Recharge
Level 28: Soul Drain
  • (A) Rectified Reticle - To Hit Buff
  • (29) Rectified Reticle - To Hit Buff/Recharge
  • (29) Eradication - Accuracy/Recharge
  • (31) Eradication - Damage/Recharge
  • (42) Eradication - Accuracy/Damage/Recharge
  • (46) Eradication - Accuracy/Damage/Endurance/Recharge
Level 30: Assault
  • (A) Endurance Reduction IO
Level 32: Hasten
  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
Level 35: Dark Consumption
  • (A) Eradication - Accuracy/Recharge
  • (36) Eradication - Damage/Recharge
  • (36) Eradication - Accuracy/Damage/Recharge
  • (36) Eradication - Accuracy/Damage/Endurance/Recharge
  • (43) Performance Shifter - EndMod/Accuracy/Recharge
Level 38: Midnight Grasp
  • (A) Smashing Haymaker - Accuracy/Damage
  • (39) Smashing Haymaker - Damage/Endurance
  • (39) Smashing Haymaker - Damage/Recharge
  • (39) Smashing Haymaker - Damage/Endurance/Recharge
  • (43) Crushing Impact - Damage/Endurance
Level 41: Kick
  • (A) Accuracy IO
Level 44: Tough
  • (A) Impervium Armor - Resistance/Endurance
  • (45) Impervium Armor - Resistance/Recharge
  • (45) Impervium Armor - Resistance/Endurance/Recharge
  • (45) Impervium Armor - Resistance
Level 47: Weave
  • (A) Gift of the Ancients - Defense/Endurance
  • (48) Gift of the Ancients - Defense/Recharge
  • (48) Gift of the Ancients - Defense/Endurance/Recharge
  • (48) Gift of the Ancients - Defense
Level 49: Soul Transfer
  • (A) Rope A Dope - Accuracy/Stun/Recharge
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Miracle - Heal
  • (50) Miracle - +Recovery
  • (50) Numina's Convalescence - Heal
  • (50) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (21) Efficacy Adaptor - EndMod/Recharge
  • (23) Efficacy Adaptor - EndMod/Accuracy



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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

This is the current LIVE build of my dark/dark tank. I still haven't gotten around to repsecing for i19 yet. I keep changing my mind on what epic I'm going to take for her. (It's a toss up between Earth Mastery/Mu Mastery and possibly Energy Mastery) Eventually I'll get around to finish IOing the tank, but here's something to look at in the meantime for comparison.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Interruption: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping

Hero Profile:
Level 1: Dark Embrace

  • (A) Reactive Armor - Resistance
  • (3) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (5) Reactive Armor - Resistance/Endurance/Recharge
  • (5) Steadfast Protection - Knockback Protection
  • (7) Steadfast Protection - Resistance/+Def 3%
Level 1: Shadow Punch
  • (A) Smashing Haymaker - Accuracy/Damage
  • (7) Smashing Haymaker - Damage/Endurance
  • (9) Smashing Haymaker - Damage/Recharge
  • (9) Smashing Haymaker - Damage/Endurance/Recharge
Level 2: Smite
  • (A) Accuracy
  • (11) Damage Increase
  • (11) Endurance Reduction
  • (13) Recharge Reduction
Level 4: Murky Cloud
  • (A) Reactive Armor - Resistance
  • (13) Reactive Armor - Resistance/Endurance
  • (15) Reactive Armor - Resistance/Recharge
  • (15) Reactive Armor - Resistance/Endurance/Recharge
Level 6: Hasten
  • (A) Recharge Reduction
  • (17) Recharge Reduction
  • (17) Recharge Reduction
Level 8: Shadow Maul
  • (A) Cloud Senses - Accuracy/ToHitDebuff
  • (19) Cloud Senses - ToHit Debuff
  • (19) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (21) Eradication - Accuracy/Recharge
  • (21) Eradication - Damage/Recharge
  • (23) Eradication - Accuracy/Damage/Recharge
Level 10: Obsidian Shield
  • (A) Reactive Armor - Resistance
  • (23) Reactive Armor - Resistance/Endurance
  • (25) Reactive Armor - Resistance/Recharge
  • (25) Reactive Armor - Resistance/Endurance/Recharge
Level 12: Dark Regeneration
  • (A) Theft of Essence - Chance for +Endurance
  • (27) Theft of Essence - Accuracy/Endurance/Healing
  • (27) Theft of Essence - Healing/Recharge
  • (29) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
  • (29) Touch of the Nictus - Accuracy/Endurance/Recharge
Level 14: Hurdle
  • (A) Jumping
Level 16: Siphon Life
  • (A) Touch of the Nictus - Healing
  • (31) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
  • (31) Touch of the Nictus - Accuracy/Healing
  • (31) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
  • (33) Touch of the Nictus - Accuracy/Endurance/Recharge
Level 18: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (33) Miracle - +Recovery
  • (33) Miracle - Heal
Level 20: Stamina
  • (A) Endurance Modification
  • (34) Endurance Modification
  • (34) Endurance Modification
Level 22: Death Shroud
  • (A) Multi Strike - Accuracy/Damage
  • (34) Multi Strike - Damage/Endurance
  • (36) Multi Strike - Damage/Recharge
  • (36) Multi Strike - Accuracy/Endurance
  • (36) Multi Strike - Damage/Endurance/Recharge
  • (37) Multi Strike - Accuracy/Damage/Endurance
Level 24: Super Speed
  • (A) Endurance Reduction IO
  • (37) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 26: Taunt
  • (A) Mocking Beratement - Taunt/Recharge
  • (37) Mocking Beratement - Recharge
  • (39) Mocking Beratement - Taunt/Range
  • (39) Mocking Beratement - Taunt/Recharge/Range
Level 28: Soul Drain
  • (A) Accuracy
  • (39) Eradication - Accuracy/Damage/Recharge
  • (40) Endurance Reduction
  • (40) Eradication - Damage/Recharge
  • (40) Recharge Reduction
Level 30: Cloak of Darkness
  • (A) Gift of the Ancients - Defense
  • (42) Gift of the Ancients - Defense/Endurance
  • (42) Karma - Knockback Protection
Level 32: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (42) Kinetic Combat - Damage/Recharge
  • (43) Kinetic Combat - Damage/Endurance/Recharge
  • (43) Kinetic Combat - Damage/Endurance
Level 35: Dark Consumption
  • (A) Performance Shifter - EndMod/Recharge
  • (43) Performance Shifter - EndMod/Accuracy/Recharge
  • (45) Performance Shifter - Accuracy/Recharge
  • (45) Performance Shifter - EndMod/Accuracy
Level 38: Midnight Grasp
  • (A) Accuracy
  • (45) Damage Increase
  • (46) Endurance Reduction
  • (46) Recharge Reduction
Level 41: Combat Jumping
  • (A) Gift of the Ancients - Defense/Endurance
  • (46) Gift of the Ancients - Defense
Level 44: Tough
  • (A) Reactive Armor - Resistance
  • (48) Reactive Armor - Resistance/Endurance
  • (48) Reactive Armor - Endurance/Recharge
  • (48) Reactive Armor - Resistance/Endurance/Recharge
Level 47: Weave
  • (A) Gift of the Ancients - Defense
  • (50) Gift of the Ancients - Defense/Recharge
  • (50) Gift of the Ancients - Defense/Endurance
  • (50) Gift of the Ancients - Defense/Endurance/Recharge
Level 49: Oppressive Gloom
  • (A) HamiO:Endoplasm Exposure
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Endurance Reduction
Level 2: Rest
  • (A) Recharge Reduction
Level 1: Gauntlet
Level 4: Ninja Run
Level 0: LEGACY BUILD



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| Copy & Paste this data into Mids' Hero Designer to view the build |
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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

I keep seeing my name mentioned in this thread, so I guess I should respond. I didn't initially because I don't feel I have anything meaningful to contribute. Fireheart is building to a different set of goals than I would. He already stated he doesn't want to "gimp" his build by adding defense, so there's not much I can offer.

Quote:
Originally Posted by Fireheart View Post
This is meant to be a 'simple fun tanker' in PvE. Not one for extreme challenges, not one for soloing pylons, but a decent all-arounder that won't be immediately booted from a team, because he can't perform.

That said, I do expect to be soloing standard content, simply because I sometimes don't want to put up with PUG-drama and won't always have SG or static-team support.
You can accomplish all this with SOs alone. You don't need my help.

Quote:
Originally Posted by Fireheart View Post
If you suggest this, please explain how this is better than Recharge, Hit Points, Accuracy, and how I'm going to pay for it? Because this is only one of over 130+ 'children' (characters) I have to support and I have a life outside of the game that I can't sacrifice in the name of grinding the elite loot.
Frankly I find this insulting, particularly the highlighted part.

To begin my retort, however, I shall state that recharge yields diminishing returns, particularly in regards to survivability. Recharge will allow you to Dark Regen one more time every two minutes than me, but the defense I've built means I take less than one fourth of the damage you do. Hit points, likewise, are adding only 20% to your hit point pool. I've accomplished 13.5% in my own build, which also has softcapped defenses and therefore multiply the survivability of that 13.5% hit points. Accuracy is only needed to a point where you can hit things reliably, and considering you won't survive alone against +4s, I don't see what good it does you to be able to hit them.

Now back to that highlighted part. I have a life, too. I may not have as many alts as you, but I have a family and a full time job and a house to take care of. I have friends and relatives I manage to visit, as well as clubs to which I belong. I am highly insulted by your insinuation that I cannot have these things because of the "elite loot" I've been able to attain.


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 keep seeing my name mentioned in this thread, so I guess I should respond.

To begin my retort, however, I shall state that recharge yields diminishing returns, particularly in regards to survivability. Recharge will allow you to Dark Regen one more time every two minutes than me, but the defense I've built means I take less than one fourth of the damage you do. Hit points, likewise, are adding only 20% to your hit point pool. I've accomplished 13.5% in my own build, which also has softcapped defenses and therefore multiply the survivability of that 13.5% hit points. Accuracy is only needed to a point where you can hit things reliably, and considering you won't survive alone against +4s, I don't see what good it does you to be able to hit them.

I have a life, too. I may not have as many alts as you, but I have a family and a full time job and a house to take care of. I have friends and relatives I manage to visit, as well as clubs to which I belong. I am highly insulted by your insinuation that I cannot have these things because of the "elite loot" I've been able to attain.
Dechs, I apologize. It was not my intention to insult you, or anyone.

The sentiment you've highlighted was not intended as a reaction to you. I invoked you, because I have read your posts and found them valuable and I have found your insight useful and intelligent. Even in your scathing retort, you have made a valid point and I find myself re-examining my build in that light.

I guess I'm frustrated at all of these builds that, inevitably, include every rare and/or expensive IO one could ask for - which _I_ cannot afford. The casual talk of +4x8 soloing similarly irks me, because I have never been able to get away with that. My one level 50 Tanker is Inv/EM and he was able to hunt Rikti on Unyielding (back in the day), but he can't do that now.

In my experience, Especially with my EM tankers (yes, I have several), but similarly with the rest, I positively HATE missing - So I value that 200% accuracy. Missing is time and endurance (and HPs) that I'll never get back. I want to hit more often, but I find Hasten to be too much for my needs and I don't want to be watching another recharge-counter, when I'm trying to watch the enemy and the squishies.

And, as I said, I'm not going to blow my entire build budget on a handful of IOs. I do have several hundred million Influence - and it's spread between those 130+ toons. My main character has a total build budget of about 150 million - What he doesn't have is a half-billion, so spending 10 million on a single recipe and another million on some Alchemical Silver to create the thing is just not going to happen!

Because I have read the forums and I have seen the discussion, and Defense appears to be a sort of 'diminishing returns proposition' also. Investing a lot of effort in achieving 30% defense is not very effective, because the last 15% to the Cap is the part that is actually valuable. Granted, if one is capped on Resistance, then that 30% Defense is still useful. So it becomes a race between what you are giving up, in terms of accuracy, endurance, and other functions, and the defense that is supposed to protect you.

So, I'm sorry if it insults anyone, but I cannot afford to make a defense-capped build out of a non-Defense-based character. Trying to do so, without being able to Actually do so, leaves me with a character that is 'gimped' and unable to do anything well enough to be 'fun'. And this Is a game that I play for fun - as well as enjoying the company of the finest Community of players I've ever encountered.

Thank you all for your feedback, I'm going to go off and compare the resulting builds, to see what I can extract from it all.

Be Well
Fireheart


 

Posted

So, then.

I decided to go back and start over again, this time, building... a different sort of tanker. I'm not at all certain it is possible to 'grow' a tanker this way, but I was looking at what was desired and what might not be useful and what could be traded for something else.

I started by dropping in Acrobatics at 20. This means that, at level 15+ I do not have to worry about KB (much) and I can use the slots that might hold KB IOs to enhance other things.

Next, I considered that this was going to be a Defense capped build, so other forms of mitigation would be... less important. Consequently, I dropped out both Cloak and Touch of Fear - no more Tank-troller. Finally, I dropped Assault and Tactics. That means I have room for a APP - like Energy Mastery for PP and an end to my End woes.

Sadly, that leaves the build... Incomplete and I no longer have any idea what needs slotting or what powers to take, because I didn't take the ones I usually do and didn't slot like I usually would.

Good news is, I've got 41% S/L and 35% E/N Defense and a little more slotting can bring us the rest of the way to the cap. Can Kinetic Combat be bought with Hero Merits? I'm going to have to be doing a LOT of work in that direction, or something.

So, what can we do with this build? How do we spend the last powers and slots? Or do we change everything and re-balance for better performance?

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Incomplete: Level 48 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(9), RctvArm-EndRdx(11)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(11), Acc-I(40)
Level 2: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(13), Acc-I(40)
Level 4: Shadow Maul -- Erad-Dmg(A), Erad-Acc/Rchg(5), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(13), M'Strk-Acc/Dmg/EndRdx(40)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(43), RctvArm-EndRdx(46)
Level 8: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(45), RctvArm-EndRdx(46)
Level 10: Taunt -- Empty(A)
Level 12: Combat Jumping -- Ksmt-ToHit+(A)
Level 14: Super Jump -- SprngFt-EndRdx/Jump(A)
Level 16: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), Acc-I(42)
Level 18: Death Shroud -- EndRdx-I(A), Erad-Dmg(19), Erad-Acc/Rchg(21), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(37)
Level 20: Acrobatics -- EndRdx-I(A)
Level 22: Dark Regeneration -- Theft-Acc/EndRdx/Heal(A), Theft-Acc/EndRdx/Rchg(23), Theft-+End%(23), Nictus-Acc/EndRdx/Heal/HP/Regen(25), Nictus-Acc/EndRdx/Rchg(42)
Level 24: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(34), LkGmblr-Rchg+(45)
Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(31), Acc-I(46)
Level 28: Soul Drain -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(31)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(33), RctvArm-EndRdx(37)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(33), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Rchg+(37)
Level 35: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), Efficacy-EndMod/Acc(42)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45)
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Heal/EndRdx(A), Numna-Heal(43), Numna-Regen/Rcvry+(43)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(15), P'Shift-End%(15)



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| Copy & Paste this data into Mids' Hero Designer to view the build |
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Questions:
** Is it practical to develop Defense without Kinetic Combat? I honestly can't see any other place/way to get those numbers up. 6-slotting Touch of Death and Obliteration gives us Melee Defense, at the cost of other positions.
** Even with the toggles pushing for EndRed, the endurance usage/recovery ratio is not quite up to the +2/second that Rangle M Down mentioned. Depending on what is done with the last 2 powers and 6 slots, that could be brought up, or other weaknesses shored up, but it becomes a matter of choosing what aspects to ignore.
** It seems to me that, If our Defense holds up and we have sufficient Endurance, then there is nothing that needs Hasten. Although it would still enhance the performance of Dark Regeneration and Consumption, and Soul Drain... Nothing else needs it. So, the 30-50% recharge in my last build must be considered equally redundant. Or is it?


Be Well!
Fireheart


 

Posted

Quote:
Originally Posted by Fireheart View Post
Dechs, I apologize. It was not my intention to insult you, or anyone.
S'alright, I had a bit of a rocky weekend. I read too much into your statement, and it seems a bit of pent up frustration got triggered on you. I apologize for being so over the top.

Quote:
Originally Posted by Fireheart View Post
I guess I'm frustrated at all of these builds that, inevitably, include every rare and/or expensive IO one could ask for - which _I_ cannot afford.
I assume you've seen my tanker's build. The most rare thing I use is the Kinetic Combat set, the next being Reactive Armors. If I bought everything on the market as crafted IOs for buy it now prices, yes, it would have cost an arm and a leg. I boast having built it entirely on 300 million. Granted, this was a few issues ago when less people were playing their level 50s and more were generating things like Kinetic Combat and Reactive Armor recipes.

Much of it, however, was done with merits. Nowadays, thanks to hero/villain merits, it is a hundred times easier to buy these expensive recipes. What used to cost 240 merits now costs as much as 2 hero/villain merits. Each hero/villain is roughly equivalent to 50 merits, so you can see how much "cheaper" it is this way. Many recipes are now half the merit cost.

Quote:
Originally Posted by Fireheart View Post
In my experience, Especially with my EM tankers (yes, I have several), but similarly with the rest, I positively HATE missing - So I value that 200% accuracy.
I understand your pain about missing, but understand that once you're at 95% chance to hit something, nothing you do can make you hit more often. At the very best, you should expect to miss once for every twenty attacks. Enough accuracy is enough, and especially thanks to Soul Drain, I'm sure you will find accuracy to be much less of a problem with this tanker. The Kismet +6% tohit IO (since I see you plan to grab it) will do wonders.



I took a look at your latest build. Here's how I'd finish it:

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Endurance is a bit tight, but with two Performance Shifter procs accounted for and every toggle running, you should be at 1.5 end/sec net recovery. When coupled with Conserve Power and the occasional Dark Consumption, you'll be fine.

I added the Steadfast Protection +3% defense IO, which is actually very cheap. At most, it should cost you one run through an AE mission to roll a few bronze recipes at the lowest band. I added a single defense IO to combat jumping, and now you're at 44.7% S/L defense. You'll be amazed how much difference it makes. Less getting hit means less Dark Regenerations, which means more time spent attacking and less endurance spent recovering.

The way I have things slotted, every attack (with the exception of Boxing) has the maximum possible accuracy against +2 enemies. I don't expect you to use boxing in an attack rotation (I know I don't), so I took away the extra slot and changed the most expensive KC IO to the knockdown proc, which you can't even give away these days.

Ok, now let's talk budget. Considering your situation, here's how I'd build this guy. Start with the Theft of Essence proc, that's the most important thing. In fact, you should already have one. Then start getting your Reactive Armor sets and that Steadfast +3% defense IO, since your resistance is the most important thing to you. Really, you don't need a finished build to be an awesome tank, you can do almost anything you need to on SOs alone, so all these bonuses are just gravy. Work on one set of KC at a time from there. If you want to finish out your LotG sets cheaply, substitute the Defense/Recharge IO for the Defense/Global Recharge one.


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

No problem, Dechs. Holidays can be rough on us.

I want to sincerely thank you for the advice on making the build, without breaking the bank. I can apply those ideas to paying for my Lightshow/Pom-poms tanker's build, as well. Perhaps I'll be reminded of why he was so much fun, before.

I took your finished approach to my second build and spent some time tweaking and flipping slots and comparing totals and came out with one that is even smoother.

We managed 46% Defense to S/L - Ding! just over the cap. A smidge more accuracy is some powers, while maintaining high damage, recharge and endurance efficiency. And better still, more Regeneration and Endurance - now at 1.9/sec over usage with all toggles running. With Dark Consumption in the mix, I don't see that as any kind of problem.

I noticed that you had burned an extra slot to pull Smite down to 3 seconds recharge, from my 4 - I presume that's based on experience, but I just couldn't bear to pull a slot from everything else. I may find myself having the same experience and being forced to pull the slot from somewhere. On the other hand, experimenting with that showed me how to pull more performance from Midnight Grasp - check out the Focused Smite combo there.

I noted the extra Defense in Combat Jumping and thought it was a fine idea, but after playing with the numbers, I finally flipped that slot over to Soul Drain and the double Rectified Reticle. I may have to pop a yellow to get Soul Drain to stick on tougher targets...

Anyway, there's a few other changes I made, after analysis, but I'm happy enough with the result.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Draco Nox 2: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(9), RctvArm-EndRdx(11), S'fstPrt-ResDam/Def+(46)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(11), Acc-I(40)
Level 2: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(13), Acc-I(40)
Level 4: Shadow Maul -- Erad-Dmg(A), Erad-Acc/Rchg(5), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(13), M'Strk-Acc/Dmg/EndRdx(40)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(43), RctvArm-EndRdx(46)
Level 8: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(45), RctvArm-EndRdx(46)
Level 10: Taunt -- Mocking-Taunt/Rchg/Rng(A)
Level 12: Combat Jumping -- Ksmt-ToHit+(A)
Level 14: Super Jump -- SprngFt-EndRdx/Jump(A)
Level 16: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), Acc-I(42)
Level 18: Death Shroud -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(21), Sciroc-Dmg/EndRdx(37), Sciroc-Acc/Dmg/EndRdx(48)
Level 20: Acrobatics -- EndRdx-I(A)
Level 22: Dark Regeneration -- Theft-Acc/EndRdx/Heal(A), Theft-Acc/EndRdx/Rchg(23), Theft-+End%(23), Nictus-Acc/EndRdx/Heal/HP/Regen(25), Nictus-Acc/EndRdx/Rchg(42)
Level 24: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(34), LkGmblr-Rchg+(45)
Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 28: Soul Drain -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(31), Rec'dRet-ToHit(48), Rec'dRet-ToHit/Rchg(50)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(33), RctvArm-EndRdx(37)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(33), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Rchg+(37)
Level 35: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), Efficacy-EndMod/Acc(42)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), F'dSmite-Acc/EndRdx/Rchg(50), F'dSmite-Acc/Dmg/Rchg(50)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45)
Level 47: Oppressive Gloom -- Acc-I(A)
Level 49: Soul Transfer -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(43), Numna-Heal(43), Numna-Regen/Rcvry+(48)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(15)



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Be Well!
Fireheart


 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
First of all, howdy Jebe. Long time no see in the tank forums.
Yeah, I've been gone for a year and after looking at what's changed since then I'm happy to be back.


Fireheart,
Good, you slotted rec reticle in soul drain. I was going to mention it when I looked at your previous build last night. Or even taking focused acc and slotting it there but that and soul drain is a bit overkill. Besides you're at the soft cap now.


The last few things I see are more out of preference than anything but you have a pretty solid build. Personally I wouldn't go with Cloak of Fear or OG unless I was stacking either of those two with other powers. I'm still fighting with how you slotted death shroud because I avoid actively slotting for regen although I understand that you want it to do more dmg. The reason I don't like to slot for regen on dark armor tanks is to me it feels wrong. I have an awesome heal in dark regen and when coupled with siphon life, make regen seem like a waste. I'm not talking about the numina IO's, keep those. I'll look and see if a rework will net me more E/N defense, +max end, or +hp instead of +regen.

This isn't meant to get you to redo your build, like I said it's solid. I'm just mentioning how I approach dark armor. Once your high enough level and have the build near complete, let me know how it works for you.


 

Posted

Jebe, I'm not married to the Regen, I was simply looking for more EndRed, plus some Acc and Dam. The Regen from Sirocco's was simply the best bonus I could pull out of two slots. Similarly, I have no energy on the OG. If I had 3 slots to spare, I could take Energy Torrent and drop in a fifth set of Eradication.

If you find a set/slotting/power option that makes the character work Better, then please share it, so we can all gaze with awe on the new shiny.

Be Well!
Fireheart


 

Posted

I like OG for the low cost mitigation against Minions that it provides. Less damage= less damage I need to heal.


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 Rangle M. Down View Post
I like OG for the low cost mitigation against Minions that it provides. Less damage= less damage I need to heal.
As a general thing, I've noticed that OG seems to do more damage to me than the minions it stuns.

Unless they're debuffing minions. Like Spec Ops. Or those nasty cold domination minions my friends like to use in AE.


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

Dechs, I have no doubt that with your soft capped build that OG would do more damage to your tank then the Minions would.

Unfortunately my lvl 30 Dark/Elec tank isn't yet, and I may not build him that way. (Mind you I still need to do an i19 respec on this toon.) But I did find that adding in OG at level 26 gave me breathing room and I didn't need to fire off Dark Regen nearly as often for the tank to survive larger mobs.


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

Oh I agree, while leveling up, OG is an invaluable tool to survival, even without stuns to stack with it (immensely more so when you do, of course).

I had OG while I leveled that tank up on SOs, but respecced out of it because I didn't have room for it when I softcapped. At that point, I didn't really need it. I have to admit I missed it, especially when it comes to those pesky minions (arachnoids, spec ops, anything with a -def machine gun, I'm looking at you). Now, thanks to inherent fitness, it's back in the build (along with Teleport and the thematic Quicksand). OG didn't even need any extra slotting, just the base slot with an Acc/Stun IO.

I always maintain that OG is a hundred times better than Cloak of Fear. Despite the tohit debuff in CoF, OG is a more reliable control at a higher base accuracy with a negligible endurance cost. The little bit of damage it does, thanks to tanker damage mods and our high HP, is likewise negligible. Cloak of Fear, however, is a breakable control that costs as much endurance as Death Shroud and needs heavy accuracy slotting to be reliable against even con enemies.


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

I've been following this thread closely seeing as how I'm working on the same build right now myself with the deference being my is a villain and will be taking Soul mastery.

First off let me say my goal here is not to hijack this thread but to add a second build to the matrix and maybe a few different points of view without starting a whole other thread.

With many forays into tankerdom I consider myself fairly well versed in the nuances of defense and resistance thanks to many of the fine guides found throughout this forum.

This however is my first foray into the world of dark armor and it’s one I’m finding most complex. There seems to be so many good chooses available in the primary sets it’s hard to know which ones should be left untaken to make room for the powers I want to take in my patron pool.

I’m looking to build as with all my tanks the best herding/tanking/team tank I can, so my questions are, based on the build below:

How can I get closer to the soft cap on S/L/E without throwing the cost of the build into the billion dollar range, 3 to 5 hundred million is fine and what are your thoughts on my power picks and slotting. I’m worried about adding a lot of Kinetic Combats do to the cost, last I checked a full set was selling for 2 hundred million.

Fear powers, Cloak of fear and touch of fear, some take them others don’t it seems to me that if you take one you should take both so you can fear the minions with cloak and stack that with touch to lock down an LT or boss.

Oppressive Gloom, should I take it instead of both fear powers or is fear the better choice? I don't like the idea of stuned minons stagering aound and wandering off.

Siphon Life, so far my experience with it has been mediocre at best, it seems like a weak single target heal with a large end cost for what it heals, as such I'm having a hard time fitting it into my build.

Hasten too would be nice to add but again room is an issue.


Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

EndlessDark: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Death Shroud -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 2: Smite -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(25)
Level 4: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-EndRdx/Rchg(13), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(40)
Level 6: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(21), ImpArm-ResPsi(40)
Level 8: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(50)
Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-EndRdx/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(40)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(43)
Level 16: Dark Regeneration -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(17), Nictus-Acc/Heal(17), Theft-Acc/Heal(34), Theft-Heal(43), Theft-Heal/Rchg(46)
Level 18: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(34)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(23)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25)
Level 26: Cloak of Darkness -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(27)
Level 28: Touch of Fear -- Abys-Acc/Rchg(A), Abys-Acc/Fear/Rchg(29), Abys-EndRdx/Fear(29), Abys-Acc/EndRdx(37)
Level 30: Soul Drain -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31), Sciroc-Acc/Dmg(37)
Level 32: Cloak of Fear -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(33), Abys-Acc/EndRdx(33), Abys-Fear/Rng(37), Abys-Acc/Fear/Rchg(50)
Level 35: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-%Dam(42), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx(42), Thundr-Acc/Dmg/Rchg(45)
Level 44: Darkest Night -- DampS-ToHitDeb/EndRdx(A), DampS-ToHitDeb(45), DarkWD-ToHitDeb(45), DarkWD-ToHitDeb/EndRdx(46)
Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(48), DarkWD-ToHitDeb(48)
Level 49: Soul Transfer -- Heal-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(23), Mrcl-Rcvry+(46)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), EndMod-I(21)



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Dark Tower. SL50 Stone/Stone Tanker
Founder The Freedom Phalanx Reserve
An Infinity Top 25 Super Group
Founded January 4th 2006

 

Posted

If you have the slot to spare, may I suggest a Golgi Exposure HO in Dark Regeneration? It really shaves off the ol' endurance cost. Right now, with a Cardiac Radial Alpha, my Dark/Dark Brute's Dark Regeneration heals for 901 per enemy and only costs 9.12 endurance.

Also, if you're willing to absolutely gut the damage in Shadow Punch, you should look in to 6-slotting Siphon Insight for the 3.75% Smash/Lethal defense bonus. But that's my opinion, and as always YMMV.


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'm not an expert, myself, but I've been tracking both sides of the Dark, from all the way back when The Gamemaster's DM/DA Bible was all we had. So I'd like to address this bit.

Quote:
Originally Posted by Dark_Tower View Post
Siphon Life, so far my experience with it has been mediocre at best, it seems like a weak single target heal with a large end cost for what it heals, as such I'm having a hard time fitting it into my build.
Siphon Life used to be a pretty good small heal, which did some damage. However, a few issues back, that was changed. Now, Siphon Life is an excellent single-target attack that just happens to have a self-heal component.

That's why I have it slotted like an attack in all of my builds. If I had a 6th slot available for it, I'd slot 2 Accurate Healing IOs, to buff the healing component slightly. My advice is Get it, Slot it, Love it - lock it in at level 16.

Shadow Punch, Smite, and Siphon Life are the components of your single-target chain until MG comes online. Take a jump to the left... and unleash Shadow Maul. Take a step to the right... Sands of Mu. Then a pelvic thrust... woops, that's the Time Warp.

But really, 'herding' doesn't stop with Taunt and break LoS, you gotta keep 'dancing' to make them fall down fast. I suspect you know that, though.

Be Well!
Fireheart


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
I always maintain that OG is a hundred times better than Cloak of Fear. Despite the tohit debuff in CoF, OG is a more reliable control at a higher base accuracy with a negligible endurance cost. The little bit of damage it does, thanks to tanker damage mods and our high HP, is likewise negligible. Cloak of Fear, however, is a breakable control that costs as much endurance as Death Shroud and needs heavy accuracy slotting to be reliable against even con enemies.

I completely agree here. If you want to choose between the two and cannot stack with anything else, go with OG. No acc penalty (CoF needs an SO to match OG's base acc), and very small end cost.




Dark Tower,

Some things about your build...

-Personally, the +3% Psi is unnecessary for dark armor.
-Death Shroud is underslotted and can use more acc, dmg, or end redux.
-I might be mistaken but you have not maxed out your S/L defense bonus from Reactive Armor
-Don't think you did this intentionally but just in case, Smashing Haymaker is a good substitute while you acquire -Kinetic Combats, but it should not be a replacement.
-Another reason I would consider OG over CoF is, CoF the fear effect is broken by death shroud. Unless there's been some change to this I'm not aware.
-If you have the slots, move some to Taunt and 6 socket perfect zinger (S/L def) instead of just sitting on the 2 socket bonus.
-+Heal in Dark Regen is wasted and end redux is a must. Also, if there's any single IO you want to spend inf on is the +chance for end from Theft of Essence and slot it in Dark regen. I saw this missing from your build and almost swallowed my tongue. It's sacrilege not to.

There's more but I have some RL stuff to do before I tank a tuesday. Take a look at my sample build found at the link in my sig for suggestions with a fear build. Or take a look at some of the other builds in dark armor threads.


 

Posted

Quote:
Originally Posted by Jebe_the_Pirate View Post

Dark Tower,

Some things about your build...

-Personally, the +3% Psi is unnecessary for dark armor.
-Death Shroud is underslotted and can use more acc, dmg, or end redux.
-I might be mistaken but you have not maxed out your S/L defense bonus from Reactive Armor
-Don't think you did this intentionally but just in case, Smashing Haymaker is a good substitute while you acquire -Kinetic Combats, but it should not be a replacement.
-Another reason I would consider OG over CoF is, CoF the fear effect is broken by death shroud. Unless there's been some change to this I'm not aware.
-If you have the slots, move some to Taunt and 6 socket perfect zinger (S/L def) instead of just sitting on the 2 socket bonus.
-+Heal in Dark Regen is wasted and end redux is a must. Also, if there's any single IO you want to spend inf on is the +chance for end from Theft of Essence and slot it in Dark regen. I saw this missing from your build and almost swallowed my tongue. It's sacrilege not to.
Made some changes to my build based on what you and others have said here, been able to soft cap S/L and bring other parts up much higher.

Thoughts on this build?

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

EndlessDark: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Death Shroud -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(3), Erad-Acc/Rchg(45), Erad-Acc/Dmg/Rchg(46)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 2: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 4: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-EndRdx/Rchg(13), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(40)
Level 6: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-EndRdx/Rchg(40)
Level 8: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(50)
Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-EndRdx/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(40)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(43)
Level 16: Dark Regeneration -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Acc/EndRdx/Rchg(17), Dct'dW-EndRdx/Rchg(17), Theft-Acc/EndRdx/Heal(34), Theft-Acc/EndRdx/Rchg(43), Theft-+End%(46)
Level 18: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg/Rng(29), Zinger-Acc/Rchg(29), Zinger-Taunt/Rchg(34), Zinger-Taunt/Rng(37), Zinger-Dam%(45)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(23)
Level 24: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(25)
Level 26: Cloak of Darkness -- GftotA-Def/EndRdx(A), GftotA-Def(27), GftotA-Def/EndRdx/Rchg(27)
Level 28: Touch of Fear -- Abys-Acc/Fear/Rchg(A)
Level 30: Soul Drain -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(37)
Level 32: Oppressive Gloom -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(33), RzDz-Acc/EndRdx(33), RzDz-Stun/Rng(37), RzDz-Immob%(50)
Level 35: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-%Dam(42), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 44: Gloom -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46)
Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(48)
Level 49: Soul Transfer -- Heal-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), EndMod-I(21)



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Dark Tower. SL50 Stone/Stone Tanker
Founder The Freedom Phalanx Reserve
An Infinity Top 25 Super Group
Founded January 4th 2006

 

Posted

Take a gander at this.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

EndlessDark: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Death Shroud

  • (A) Eradication - Damage
  • (3) Eradication - Accuracy/Damage/Endurance/Recharge
  • (43) Eradication - Accuracy/Damage/Recharge
  • (45) Eradication - Accuracy/Recharge
  • (46) Scirocco's Dervish - Damage/Endurance
Level 1: Shadow Punch
  • (A) Kinetic Combat - Accuracy/Damage
  • (3) Kinetic Combat - Damage/Endurance
  • (15) Kinetic Combat - Damage/Recharge
  • (17) Kinetic Combat - Damage/Endurance/Recharge
Level 2: Smite
  • (A) Kinetic Combat - Accuracy/Damage
  • (5) Kinetic Combat - Damage/Endurance
  • (7) Kinetic Combat - Damage/Recharge
  • (25) Kinetic Combat - Damage/Endurance/Recharge
  • (31) Crushing Impact - Accuracy/Damage/Endurance
Level 4: Dark Embrace
  • (A) Reactive Armor - Resistance/Endurance
  • (5) Reactive Armor - Resistance/Recharge
  • (13) Reactive Armor - Endurance/Recharge
  • (15) Reactive Armor - Resistance
  • (40) Steadfast Protection - Knockback Protection
Level 6: Murky Cloud
  • (A) Reactive Armor - Resistance/Endurance
  • (7) Reactive Armor - Resistance/Recharge
  • (13) Reactive Armor - Resistance
  • (21) Reactive Armor - Resistance/Endurance/Recharge
  • (50) Steadfast Protection - Resistance/+Def 3%
Level 8: Shadow Maul
  • (A) Eradication - Damage/Recharge
  • (9) Eradication - Accuracy/Damage/Recharge
  • (9) Eradication - Accuracy/Damage/Endurance/Recharge
  • (19) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (34) Scirocco's Dervish - Damage/Endurance
Level 10: Obsidian Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (11) Reactive Armor - Resistance/Recharge
  • (11) Reactive Armor - Endurance/Recharge
  • (33) Reactive Armor - Resistance/Endurance/Recharge
Level 12: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (43) Luck of the Gambler - Defense
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Dark Regeneration
  • (A) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
  • (17) Touch of the Nictus - Accuracy/Endurance/Recharge
  • (34) Theft of Essence - Healing/Recharge
  • (43) Theft of Essence - Accuracy/Endurance/Recharge
  • (46) Theft of Essence - Chance for +Endurance
Level 18: Taunt
  • (A) Mocking Beratement - Taunt/Recharge
  • (29) Mocking Beratement - Taunt/Recharge/Range
  • (29) Mocking Beratement - Taunt/Range
  • (34) Mocking Beratement - Accuracy/Recharge
Level 20: Boxing
  • (A) Accuracy IO
Level 22: Tough
  • (A) Steadfast Protection - Knockback Protection
  • (23) Reactive Armor - Resistance/Endurance
  • (33) Reactive Armor - Resistance/Endurance/Recharge
  • (33) Reactive Armor - Resistance
Level 24: Weave
  • (A) Gift of the Ancients - Defense
  • (25) Gift of the Ancients - Defense/Endurance
  • (40) Gift of the Ancients - Defense/Recharge
  • (40) Gift of the Ancients - Defense/Endurance/Recharge
Level 26: Cloak of Darkness
  • (A) Gift of the Ancients - Defense/Endurance
  • (27) Gift of the Ancients - Defense
  • (27) Gift of the Ancients - Defense/Endurance/Recharge
  • (37) Gift of the Ancients - Defense/Recharge
Level 28: Touch of Fear
  • (A) HamiO:Endoplasm Exposure
Level 30: Soul Drain
  • (A) Adjusted Targeting - To Hit Buff
  • (31) Adjusted Targeting - To Hit Buff/Recharge
  • (31) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (37) Adjusted Targeting - Endurance/Recharge
  • (42) Rectified Reticle - To Hit Buff
  • (50) Rectified Reticle - To Hit Buff/Recharge
Level 32: Oppressive Gloom
  • (A) HamiO:Endoplasm Exposure
Level 35: Dark Consumption
  • (A) Performance Shifter - EndMod/Recharge
  • (36) Performance Shifter - EndMod/Accuracy
  • (36) Performance Shifter - EndMod/Accuracy/Recharge
  • (36) Eradication - Accuracy/Recharge
  • (37) Eradication - Accuracy/Damage/Endurance/Recharge
  • (45) Eradication - Damage/Recharge
Level 38: Midnight Grasp
  • (A) Kinetic Combat - Accuracy/Damage
  • (39) Kinetic Combat - Damage/Endurance
  • (39) Kinetic Combat - Damage/Recharge
  • (39) Kinetic Combat - Damage/Endurance/Recharge
  • (50) Crushing Impact - Accuracy/Damage/Recharge
Level 41: Siphon Life
  • (A) Kinetic Combat - Accuracy/Damage
  • (42) Kinetic Combat - Damage/Endurance
  • (42) Kinetic Combat - Damage/Recharge
  • (48) Kinetic Combat - Damage/Endurance/Recharge
Level 44: Gloom
  • (A) Thunderstrike - Accuracy/Damage
  • (45) Thunderstrike - Accuracy/Damage/Recharge
  • (46) Thunderstrike - Accuracy/Damage/Endurance
Level 47: Dark Obliteration
  • (A) Positron's Blast - Accuracy/Damage
  • (48) Positron's Blast - Accuracy/Damage/Endurance
  • (48) Positron's Blast - Damage/Endurance
Level 49: Soul Transfer
  • (A) Healing IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Miracle - +Recovery
  • (23) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (19) Performance Shifter - EndMod
  • (21) Endurance Modification IO



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|-------------------------------------------------------------------|


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.