Got my butt kicked by Carnies....


Arcanaville

 

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Originally Posted by Werner View Post
Why would I do that? Everyone knows Dark Armor sucks!

Actually, I should try it on a Tanker some time. I loves me some Dark. Leveling a Shield/Dark Tanker at the moment, though. I wanted a DPS Tank, was jealous of everyone's Dark/Shield Scrappers, and figured that might satisfy both urges at once.

And of course the only reason I don't have Tankers tougher than my Katana/Dark is that I haven't tried. It's pretty easy to build a Tanker tougher than the toughest Scrapper.
I figured a da/stone tanker could be fun OG + Fault stacked mag 2 stuns if we had stone on a scrapper I so build a stone/da scrapper

I am sure da/mace go together well with the disorients and OG


Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA

 

Posted

Quote:
Originally Posted by Hejtmane View Post
I figured a da/stone tanker could be fun OG + Fault stacked mag 2 stuns if we had stone on a scrapper I so build a stone/da scrapper
I tried this on a brute. End-consumption to rival fire/storm corrs and trollers. And that was after shifter, miracle, and numina procs. It was just attrocious. Perhaps I'll revisit the concept now with the alphas... but it's gruelingly end-heavy without.

Wish there were indeed more smash damage sets on scrappers though.


 

Posted

Quote:
Originally Posted by kinaki View Post
I tried this on a brute. End-consumption to rival fire/storm corrs and trollers. And that was after shifter, miracle, and numina procs. It was just attrocious. Perhaps I'll revisit the concept now with the alphas... but it's gruelingly end-heavy without.
I know a guy who did this with a Brute. I think he slotted everything resist-based with Impervium Armor. He had some really extreme recovery for a set without a QR clone. If I remember right, it was around 4 EPS. He loved it, because it was sort of ridiculous against normal content. He used to go hang out in the Fab and juggle multiple Arachnos Bane Spider executioners.

I don't think he really built it for +defense at all, but for what he was doing with it, that wasn't a problem. It'd be interesting to see how a build like that would do against something like the RWZ challenge, granting the ability to corner pull or something to get everything in the stun radii. DA's low energy resist would make it brutal, but I'm betting it could be pulled off with a fair tolerance for failed runs. Clearly it wouldn't be all that against something that had sufficient mez protection.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Hejtmane View Post
I figured a da/stone tanker could be fun OG + Fault stacked mag 2 stuns if we had stone on a scrapper I so build a stone/da scrapper
Dark/Stone scrankers are fun, but by god they are heavy on the endurance. They're also not as good against Carnies as a non-Granite stone tanker with a similar level of investment in the build IME/O.

(please note, neither my Stone/Fire nor Dark/Stone tankers have uber builds, they both have a few IO's here and there, usually to fill annoyances while they were levelling and that's about it : -KB and +recovery IO's for the Dark, +move speed for the Stone and Steadfast Res/Def for both)

The main difference being that while Dark Armour resists end drains, so does Stone Armour, but Stone also dodges most of the [Psychic Visage] End Drains if you've got Minerals running and well slotted.

Dark Armour can keep coming back from next to no health through generous application of Dark Regeneration. Stone has to do with Earths Embrace when it's recharged. Dark can also easily deal with coming back from zero health via Soul Transfer with just a recharge in the basic slot.

All that being said, I vastly prefer my Stone/Fire to my Dark/Stone against Carnies, because I've never been held on my Stone/Fire versus carnies due to high Psi defence, whereas I've been held pretty easily by a large spawn including two MI's who sprogged their Illusionist pets and then all hit Flash/Blind, which was enough to burn through my mez protection... Bye bye damage mitigation toggles, hello there floor, I wonder what you taste like today?


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

Quote:
Originally Posted by Wildwind View Post
That said, my Master Illusionist strategy is pretty straightforward.

1). Kill the Dark Servant(s)
2). Kill the Phantasm(s)
3). Kill the Master Illusionist(s).
QFT. Getting a lucky 4th mag on an MI before the DS summons is very helpful too. I just get in the habit of manually targeting any smoky cloud I see. The DS just makes everything harder. After they are clear, Phantasms go down or the MI if they are unphased and targeted first.


 

Posted

Quote:
Originally Posted by Chazzmatazz View Post
QFT. Getting a lucky 4th mag on an MI before the DS summons is very helpful too. I just get in the habit of manually targeting any smoky cloud I see. The DS just makes everything harder. After they are clear, Phantasms go down or the MI if they are unphased and targeted first.
I have a slightly different approach to MI's.

1) Dark Servants are terminated with extreme prejudice. Immediately, if not sooner.
2) The Master Illusionist herself is next on the hit list. She does far more damage than the Phantasm can, and as soon as you take her out, any Illusionists she summoned go away, too.
3) the Phantasm is way down the bottom of the list, after any other mobs in the spawn, I've never found the Phantasm (or it's Decoy) to do enough damage to worry about. Seneschals, non-summoned Illusionists, Steel Strongmen and Fencers are all more dangerous than a Phantasm, IMO.

It all depends on personal tastes, preferences and what you're playing, though.

On my Katana/Regen, MoG is a major part of dealing with Dark Servants and Dark Ring Mistresses. Because Twilight Grasp is NE typed, MoG gives me enough time to take out a Dark Servant while Focused Accuracy and Build up make sure I hit it. Against DRM's, it's slightly different. Run in with Build up firing off, and then hit Soaring Dragon and Golden Dragonfly, hopefully one of them will knock the DRM down, giving me time to hit MoG, which means that by the time she's back on her feet, she can't hit me with Twilight Grasp OR (and this is the important bit) Mask of Vitiation, which is also NE typed.

Without TG or Mask of Vitiation, DRM's are a walkover for a lethal damage typed scrapper, given the Carnies oh so pleasant weakness to lethal damage.

Please note, I'm not saying that my way is the only way or best way, it's just what works for me.


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

Quote:
I wanted a DPS Tank, was jealous of everyone's Dark/Shield Scrappers, and figured that might satisfy both urges at once.
Silly Werner, don't you know the new DPS tanker is Fire/SS...

... Or whatever Iggy chooses to play at the moment. Best to just drop everything and follow suit.


 

Posted

My biggest problem with the Dark Servant is that I often can't kill it. It crushes my toHit in melee with it barring Focused Accuracy (and I have 'specced out of FA on all my characters currently in preference for Tactics - usually to get to Vengeance), and most of my ranged attacks are currently negative damage (Soul Mastery). On the upside, it doesn't last nearly as long as a real Dark Miasma Dark Servant, and MIs don't resummon it as soon as it expires. Thus, I often end up doing drive-bys on the MI until the DS expires.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA