Advice needed: Dark Armour
1) The 'mez toggles' show a mids cast time of 1.17s, does this mean their mez effect procs every 1.17 seconds?
2) Do the mez toggles override their own mezzes, or stack i.e the duration of a 'Cloak of Fear' mez is 13.6 seconds so with a 1.17 second proc that'd either override its own mez 11 times (13.6/1.17) resulting in a continuous uninterrupted, but not aggregating, 2 mag fear, or it would stack to a 22 mag fear (11 applications of +2 mag). Which is it? |
This means that the stun and fear auras will only deliver the exact magnitude of that effect to an enemy. If an enemy resists the magnitude of that effect, the effect will be ignored.
3) What should my slotting look like here? What are Dark's weakest points and how should I use incarnate/IOs to overcome them? |
4) Does anyone have a build they're currently running/have run and feel comfortable with solo? May I see it? 5) Does anyone have a build they're currently running/have run and feel comfortable with as a main tank? May I see it? Thanks guys and girls! |
Okay, the biggest problem with Dark Armor is that the set has never really been revamped for the defensive aura changes. Dark Armor was designed for a time in the game when you could only activate one armor at a time and you had to pick which aura was best for whichever situation. The set was only ever really balanced to work with Dark Melee's Dark Consumption power as the aggregate endurance consumption of all possible enabled toggles is only numerically surpassed by the aggregate endurance consumption of Stone Armor's non-granite armors.
The set faces additional problems as a Tank armor. The mez mitigation effects that work well for scrappers or brutes run counter to the tasks of a tank. It's not really a big deal for a brute or a scrapper if an enemy wanders outside of melee range whiled stunned, or tears off down a hallway in fear. It is a big deal for a tank as effective aggro control is all but lost.
To be blunt, Dark Armor for Tanks... SUCKS.
With that being said, if you scrap the idea of playing like a Tank, things can get interesting. Dark Armor might be a lousy set for traditional tanking and aggro control. It might be an outright horrible armor set on the Single Origin Enhancements the developers balance the game against.
It's a power-house on IO's and Incarnates.
To put it this way, with the base Cardiac Alpha enabled on my own Dark / EM Tank, I use less endurance with Super Jump running than I use without the Cardiac and Super Jump turned off.
Dark is also easier to soft-cap than it's resistance cousins with a few points of defense in Cloak-of-Darkness. It's not much, but it's enough. You'll still run into the problem that any enemy with a defense debuff will rapidly take you OUT of soft-cap, but a few seconds may be all you need to get Dark Regeneration off.
Which brings up the high-point of Dark Armor. With capped ED slotting, you'll only need about two enemies to drive a 2000 point heal. As you increase recharge and endurance recovery, and decrease endurance consumption, Dark Armor really does approach the point of being unstoppable. All you have to do is survive long enough to trigger Dark Regeneration
Now, is Dark / Fire / Pyre really the best way to go?
yes / no / not really.
Dark / Fire isn't a bad combination. I've got one. Granted it's not my play Dark Tank, but I've got one.
The biggest problem with Dark / Fire / Pyre is that it made sense up until Going Rogue when one little power was made available: http://paragonwiki.com/wiki/Soul_Mastery#Darkest_Night
Darkest Night is hands down the most useful power you can take. Period.
Granted it wasn't available for Tanks when I did my walk-through in May 2010. It's on the current build though.
1) The 'mez toggles' show a mids cast time of 1.17s, does this mean their mez effect procs every 1.17 seconds?
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2) Do the mez toggles override their own mezzes, or stack i.e the duration of a 'Cloak of Fear' mez is 13.6 seconds so with a 1.17 second proc that'd either override its own mez 11 times (13.6/1.17) resulting in a continuous uninterrupted, but not aggregating, 2 mag fear, or it would stack to a 22 mag fear (11 applications of +2 mag). Which is it?
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You can tell whether or not an effect of a power specifically overlaps with itself by the "Effect does not stack from same caster" tag in mids' "View --> Data View".
Cloak of Fear, Oppressive Gloom, Death Shroud are all set to "Effect does not stack from same caster" for their mez effects, but apparently not for Taunt duration (so theoretically Taunt should stack with itself like it does for Ice Armor but not Invulnerability).
3) What should my slotting look like here? What are Dark's weakest points and how should I use incarnate/IOs to overcome them?
4) Does anyone have a build they're currently running/have run and feel comfortable with solo? May I see it? 5) Does anyone have a build they're currently running/have run and feel comfortable with as a main tank? May I see it? |
Thanks a lot guys, very helpful posts there.
It seems my quest for the ultimate solo build must strive onwards.
I have a question, I teamed with a Spines/Dark scrapper a few nights ago on an ITF who took almost no damage almost the entire way throughout the TF, yet from reading both of your posts and playing with Mids I don't really understand why this would be the case. Given that the mez toggles do not stack from the same caster (thanks for that), surely a 2 mag mez would be too low to actually mez mobs into being unable to damage you? Or is mob mez resistance/protection a lot lower than I'd presumed?
She also had no endurance issues, but given that she was a scrapper with the body mastery APP that's unsurprising.
I have a Dark/stone. Please stop spreading your miss information about how bad Dark is.
I have a question, I teamed with a Spines/Dark scrapper a few nights ago on an ITF who took almost no damage almost the entire way throughout the TF, yet from reading both of your posts and playing with Mids I don't really understand why this would be the case. Given that the mez toggles do not stack from the same caster (thanks for that), surely a 2 mag mez would be too low to actually mez mobs into being unable to damage you? Or is mob mez resistance/protection a lot lower than I'd presumed?
She also had no endurance issues, but given that she was a scrapper with the body mastery APP that's unsurprising. |
A level 2 mag only covers minions.
IOs do make Dark Armor really nice. My Dark/Dark tank, while not fully IOed runs 10 toggles and rarely uses Dark Consumption for end recovery. And that was before she got her incarnate slotted.
Once I get the tank fully IOed I'll be soft capped to S/L and in the 30's on E/Neg. Even currently with s/l defenses in the upper 30s I can survive quite nicely.
First advice is to get Dark Regeneration and slot in the Theft of Essence; Chance for End proc. I've had the proc go off on multiple targets and not only fill my green bar, but my blue bar as well.
Second bit of advice is go find Dechs Kaison's "Dark Armor sucks" thread. It was pre i19 if I recall, but he's got a Dark/Fire tank soft capped to S/L/E/Neg build in there that you can take a look at.
Thirdly, if you haven't already read Jebe the Pirate's dark armor guide. He also has some very nice pointers/suggestions there.
Fourthly have fun with DA. It's not as bad as some, cough, cough, cough, (Je_Saist), thinks it is.
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!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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Thanks a lot guys, very helpful posts there.
It seems my quest for the ultimate solo build must strive onwards. I have a question, I teamed with a Spines/Dark scrapper a few nights ago on an ITF who took almost no damage almost the entire way throughout the TF, yet from reading both of your posts and playing with Mids I don't really understand why this would be the case. Given that the mez toggles do not stack from the same caster (thanks for that), surely a 2 mag mez would be too low to actually mez mobs into being unable to damage you? Or is mob mez resistance/protection a lot lower than I'd presumed? She also had no endurance issues, but given that she was a scrapper with the body mastery APP that's unsurprising. |
Now, without a lot of work, the endurance cost in Dark Regeneration and your extra toggles, along with the heavy costs of Spines, are going to cause massive endurance problems, even with the Body epic. The Theft of Essence: Chance for +Endurance proc can entirely negate the endurance cost of Dark Regeneration (if it's saturated and slotted to the ED cap for endurance reduction). The Cardiac alpha slot can be a huge help. Combined with the Body pool and the +MaxEnd accolades (Atlas Medallion, Portal Jockey), you can achieve endurance sustainability. Combine with a soft-capped IO build, and you enter god-mode. You avoid 95% of attacks, take half damage from the ones that get through, if they can't kill you in 20 seconds you're back at full health, and if they can, then they have to do it twice.
Before all this investment, though, Spines/Dark is going to suck a lot of wind, and without a taunt component to your damage auras you're going to chase a lot of runners.
The day we get Spines/ Brutes, though, we might just be looking at the ultimate solo character. Spines/Dark with two taunting damage auras would be kind of crazy, as would Superior Conditioning.
The day we get Spines/ Brutes, though, we might just be looking at the ultimate solo character. Spines/Dark with two taunting damage auras would be kind of crazy, as would Superior Conditioning.
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The cited scrapper was indeed a level-shifted cardiac with a heck of a lot of investment. Still, it was impressive.
Just to add my own two cents to the mix, I have a Dark Armor/Elec tanker who's become probably my favorite tanker to play and among the most powerful (if not the single best) in my library. This may be a bit of a long post. You've been warned.
While Je_Saist makes some good points, I have to categorically disagree with the assessment of Dark Armor in a tanking role. As Dechs_Kaison humorously demonstrated in his satirically titled "Dark Armor Sucks" thread, suck it most certainly does not. In all the traditional measures of the tanking role - survivability, aggro management, manipulation and control of mobs (be it herding or simple grouping up of enemies) - Dark Armor performs nicely.
I certainly wouldn't categorize its weaknesses as "everything". In fact, I'll give you a brief rundown of specifically what they are as I see them. Incidentally, the link provided by Je_Saist is not one I would recommend taking at face value. Many of the statements in that guide are poor choices or outdated information. When any player writes a guide it is important to present what the choices are and why the choices were made as they were and in this case several key elements (most notably the Theft of Essence proc) were overlooked entirely while in other cases the power descriptions were actually just wrong. I recommend reading Dechs_Kaison's posts for a better treatment of the strengths of the powerset.
The guide linked by Je_Saist (I believe I read it was Jordan Yen's guide?) seems to have attempted to take a high-recharge or perhaps a hybrid soft-cap/recharge approach to the Dark Armor build rather than building to directly address the set's shortcomings. Also, as I noted above, the guide author does not use the Theft of Essence proc at all and actually advises against the set in favor of Touch of the Nictus. While some +recharge is certainly advantageous for a Dark Armor player - I have Hasten for just this reason - it should be a tertiary goal well behind the more pressing matters of plugging KB holes, addressing the high cost of Dark Regeneration and building for soft-capped Defense. While some elements of that soft-capped Defense may be expensive on the market (Kinetic Combats especially), relatively speaking they are not in the same range as purple IOs or PVP IOs and should be within the grasp of most players with a bit of effort. Pricey, yes, but not as unobtainable as one might surmise from reading that guide.
Nevertheless, on to the specific weak points: out of the box, there are several obvious weaknesses of Dark Armor. This is without a doubt a set that dovetails nicely with Inventions since its shortcomings are all addressed in some way by Set Bonuses. But what are the weaknesses? First and foremost, the lack of knockback protection. Dark Armor is not the only Tanker powerset that has this lack, but it is significant and potentially incapacitating and should be addressed with IOs as soon as possible. Second, Dark Armor lacks any significant amounts of Defense and its levels of Resistance while significant are not comparable with those possible with other powersets such as Invlunerability or Stone Armor's Granite. This means you get hit a lot and you take a lot of damage, forcing you to rely on Dark Regeneration to keep you standing. This brings us to the third problem - Dark Regeneration is a monster on endurance. Again, this can be largely remedied with the Theft of Essence proc and obtaining one should be top priority for any Dark Armor player.
Another supposed weak point I've seen brought up (both in the linked guide and elsewhere) is the concern that some of Dark Armor's powers may interfere with a Tanker's role in gaining and maintaining aggro or in keeping enemies tightly grouped for AOE destruction purposes. The usual powers singled out in this way are Cloak of Darkness (stealth), Oppressive Gloom (aura stun) and Cloak of Fear (aura fear). Firstly, the stealth. This is also your immobilize protection, so unless you're running Combat Jumping you'll want to have this on. It provides a little extra Defense which helps you with softcap. It does not significantly hinder your ability to attract and hold aggro. It just doesn't. I've never had a problem with it personally nor seen it cause an issue in-game, ever. On a more general note, stealth on Tankers has never really been the problem it's been made out to be. Unless you're foregoing Taunt for some reason, there's no reason the small reduction should make any amount of difference given the immense increase you get when you use Taunt.
Then there's the auras. Cloak of Fear's fear effect isn't really a problem. Mobs cower in place and get off an attack or two when they take damage - which, given that you're running or should be running Death Shroud, is all the time. So the fear effect effectively is a recharge debuff on them for all intents and purposes, limiting how often they can attack you. It doesn't disperse the enemies or interfere with aggro unless you are trying to relocate mobs (as the cowering ones may stand in place cowering rather than follow). But that's about it. The real problem with Cloak of Fear is the high endurance cost, but you don't have to run it all the time - some Dark Armor tanks don't run it at all. It's a nice extra layer of mitigation but it's not essential. Then we come to Oppressive Gloom, the stun aura. Stunned mobs will stagger about drunkenly and this may cause them to wander away from the Tanker. Very slowly. If anyone on the team has an AOE immobilize, this is a complete nonissue. If not, the power can easily be turned off and used situationally if the Tanker or the team has a concern about it interfering with tight aggro control. Personally, I do not think this is a major issue but I can see how it might appear to be one on paper. Many Tankers take either Cloak of Fear or Oppressive Gloom anyway, so if this is a concern one might simply opt for Cloak of Fear instead.
By using specific IOs (-KB and ToE proc) and by using Defense bonuses from Sets, it is possible to address all of Dark Armor's shortcomings. If you add softcapped Defense to the set's moderate levels of Resistance, with a powerful heal in Dark Regeneration that is now affordable in terms of endurance, you have the makings of a juggernaut. This only improves once you become an Incarnate and gain access to the Cardiac tree which further streamlines your endurance usage and provides additional Resistance. It is this triple-protection that has earned Dark Armor the "stupid-hard to kill" label from many posters. Given the abundance of Defense bonuses available and the IOs which exactly address Dark Armor's shortcomings, the set has the potential to be among the strongest of the Tanker sets despite its numerous problems at baseline. I would encourage the OP and anyone else to look at Dark Armor carefully before accepting the judgment that it 'sucks'.
A Dark Armor Tanker improves by leaps and bounds as you put work into the build - with just a few relatively inexpensive IOs (a few Knockback Protection IOs and a Theft of Essence proc is where I would begin) you see a huge leap in effectiveness. With the addition of significant amounts of Defense set bonuses, the build again improves dramatically. My final build now routinely serves as main Tanker for task forces and Master runs. It is indeed stupid-hard to kill.
In terms of soloing, your secondary is probably going to matter more, since the more AOE you have the faster you're likely to move solo. My Dark/Elec does very well in this regard. Of course, Dark Armor isn't as aggressively designed as, say, Fiery Aura or Shields, so those might be better picks with an eye towards soloing speed, but personally I think the Dark is the best of both worlds. I may be biased, however. YMMV.
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To be blunt, Dark Armor for Tanks... SUCKS. |
Dark Armor is an awesome tank set.
With IOs, which I'm assuming you're asking about here, Dark Armor can have:
-Softcapped defenses to the 4 most common damage types. And good defense to Fire/Cold.
-80%+ Psionic resistance
-70%+ smashing/lethal resistance
-the ability to heal from 1 HP to full.....every 15 seconds.
-minions completely shut down and unable to attack
No other set can do all those things at once, and have a damage aura to boot. And even if you do happen to die, you can come back instantly with a mag 30 stun. Yes, you read that right, the magnitude on Soul Transfer's stun is mag 30.
Just wait til Dechs comes along, he'll set you straight.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Thanks everyone, for jumping on this before I had the chance to get here. Really warms my heart to see so many people mention me, let alone in such high regard. All I did was make a silly video...
Anyway, here's the latest build I have posted. That's my main tank build, and it's Dark/Fire/Earth. With inherent stamina I've since picked up teleport, oppressive gloom, and quicksand (all one slot wonders).
My solo build is Dark/Fire/Pyre, and trades in hasten and build up for some things. It relies a little more on oppressive gloom because that build doesn't really have any sets. It farms freakshow on -1/x8 well enough.
What I find most amusing, though, is her name. "Je sais" is French for "I know," which clearly conveys her overly arrogant attitude. If you'll notice, the correct spelling is "sais," not "saist." To my knowledge, "saist" is not a word.
So it is clear to me that "je saist" doesn't know anything, and admits it freely.
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.
On my never ending quest for the 'perfect' endgame soloer for regular content I've been considering Dark/Fire/Pyre (based largely upon community suggestions), however I've never handled Dark Armour before so I have no idea what to slot for or even how most the powers work. Questions:
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1) The 'mez toggles' show a mids cast time of 1.17s, does this mean their mez effect procs every 1.17 seconds?
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2) Do the mez toggles override their own mezzes, or stack i.e the duration of a 'Cloak of Fear' mez is 13.6 seconds so with a 1.17 second proc that'd either override its own mez 11 times (13.6/1.17) resulting in a continuous uninterrupted, but not aggregating, 2 mag fear, or it would stack to a 22 mag fear (11 applications of +2 mag). Which is it?
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3) What should my slotting look like here? What are Dark's weakest points and how should I use incarnate/IOs to overcome them?
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4) Does anyone have a build they're currently running/have run and feel comfortable with solo? May I see it?
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Since slotting the Cardiac Core Paragon, I've been able to take on +4/x8 with no trouble at all. Sure I die sometimes, but that's why I took SOUL TRANSFER!
You bet! The guide in my sig and the video should be some good stuff for you to get started with. Also, that toon in the video is a Dark/Dark BRUTE! Imagine that but way more survivable! That'll be your Dark Armor Tanker.
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Oh god, not this bull**** again.
Remember, your playstyle isn't ours and if you can't make a Dark tank survive, the problem isn't the primary powerset.
Okay, the biggest problem with Dark Armor is that the set has never really been revamped for the defensive aura changes. Dark Armor was designed for a time in the game when you could only activate one armor at a time and you had to pick which aura was best for whichever situation. The set was only ever really balanced to work with Dark Melee's Dark Consumption power as the aggregate endurance consumption of all possible enabled toggles is only numerically surpassed by the aggregate endurance consumption of Stone Armor's non-granite armors.
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The set faces additional problems as a Tank armor. The mez mitigation effects that work well for scrappers or brutes run counter to the tasks of a tank. It's not really a big deal for a brute or a scrapper if an enemy wanders outside of melee range whiled stunned, or tears off down a hallway in fear. It is a big deal for a tank as effective aggro control is all but lost.
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I posted the video in my signature as a direct response to the last time you posted a load of crap like this. I know it's Rikti, who gives a crap? I'm soloing +3/x8 on a BRUTE with Dark Armor. Guess what? Brutes have 75% of the armor potential Tankers do. I can do that and you're Dark Armor Tanker can't? Problem ain't the armor, son.
With that being said, if you scrap the idea of playing like a Tank, things can get interesting. Dark Armor might be a lousy set for traditional tanking and aggro control. It might be an outright horrible armor set on the Single Origin Enhancements the developers balance the game against.
It's a power-house on IO's and Incarnates. |
To put it this way, with the base Cardiac Alpha enabled on my own Dark / EM Tank, I use less endurance with Super Jump running than I use without the Cardiac and Super Jump turned off.
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For the most part I'm fine with the rest of your post, but you really ought to try a new build or a new powerset combo before you come dump all over one of the most powerful and potential-filled armor sets available.
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."
Here's a Dark Armor tip you don't hear every day: Get the Kinetic Dampener temp power. It covers your weaknesses(+30% energy resistance anyone?), lasts 30 minutes, and is dirt cheap.
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
Here's a Dark Armor tip you don't hear every day: Get the Kinetic Dampener temp power. It covers your weaknesses(+30% energy resistance anyone?), lasts 30 minutes, and is dirt cheap.
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And Dechs, I know that Dark Armor has good end drain resistance, but I was meaning that Dark Regeneration with only 1-2 targets would be putting a dent in your blue bar if you were taking much damage at all. Dark can pretty trivially keep its health topped off if you don't care about endurance consumption by spamming DR, but without saturation for the Theft of Essence proc that's not going to work for long.
And Dechs, I know that Dark Armor has good end drain resistance, but I was meaning that Dark Regeneration with only 1-2 targets would be putting a dent in your blue bar if you were taking much damage at all. Dark can pretty trivially keep its health topped off if you don't care about endurance consumption by spamming DR, but without saturation for the Theft of Essence proc that's not going to work for long. |
Trivial.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Dark Armour? Is that the European Server version of Dark Armor?
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
I thought this too, then someone pointed out that brutes rely on being hit to generate fury and spines deals out -rech.
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Brutes rely only on *ATTACKING* and/or being *ATTACKED* to generate Fury, not hitting and/or being hit. As long as an enemy targets you with an attack, you get credit for Fury whether or not it actually hits you.
Beowulf -
Too many Alts, not enough 50's. Story of my life...
This may have already been addresses and I'm still reading through the thread but this really stood out to me...
Brutes rely only on *ATTACKING* and/or being *ATTACKED* to generate Fury, not hitting and/or being hit. As long as an enemy targets you with an attack, you get credit for Fury whether or not it actually hits you. |
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."
Beowulf -
Too many Alts, not enough 50's. Story of my life...
From a brute standpoint, playing my "SMASHtroller" character that can stun a crowd of minions and up to three bosses at a time, fury is not a problem. If it is, you are not chaining your attacks as well as you could.
As to dark armor: I love the set. I tried to love it back when the sounds didn't suppress nor the toggles stack, but lost interest with time. Once they removed those and put it on brutes, I never looked back. Some call it 'weak,' but you have to take the set where it's at- it's a non-conventional set. This is not invulnerability or stone armor.
The set is at its heart a heal/resistance/mez set. It has enough resistance to slow incoming damage, then mez to slow even that. This can slow damage to a trickle, allowing you to pace your healing. Dark armor offers strengths in areas that are usually achilles' heels. Incidentally, it is weaker against the most common damage types. This makes players used to the common strengths of melee to see it as weak, as they often play around the unconventional way dark armor handles itself, rather than to it.
Mez toggles=oddball melee resistance/defense. You are slowly, and measurably decreasing damage you take by making foes tremble and waddle. While the mez weakens against higher foes, it still has a very distinct advantage- attack prevention. This is similar to the way defense profits against debuffs and nasty secondary effects, but better, as you can prevent yourself from being hit and don't risk bad luck runs on lucky shots. Even if they don't self-stack, preventing hits is far more powerful an ability than many give it credit for.
The weaknesses of dark armor are often easier to plug than the weaknesses of other sets, and the strengths of dark armor are hard if not impossible to replicate elsewhere. Psychic/dark damage is not a problem. The smashing/lethal can be boosted through the pools. The KB by pools/IO's. Common damage types that give troubles can be negated through defense bonuses. Endurance costs via smart slotting and/or IO's. Endurance drains are far less potent against dark armor.
What starts as a strong set that can heal itself to full, reduce damage, shrug of psychic damage, and incapacitate foes can become a beast that can heal itself to full, take even less damage, still incapacitate foes, shrug off psychic damage, and avoid the attacks that might get through all of those layers.
My advice is to not think of a Dark Armor tank as a 'tank'. Think of it as a Melee Controller. Most of your mitigation is not from your armors, it is from debuffing and status effects on the enemies around you.
This is easiest to achieve with a secondary that has reliable mitigation in its attacks -- /Ice, /Dark, /Axe, /Mace, or /Stone. (I probably forgot one or two.) /Fire is not one of those secondaries. There's nothing wrong with a Dark/Fire tank, it's just not as controller-ish as other Darks.
The purpose of Dark Armor (and all armors, really) is to reach what Arcanaville called the 'Immortality Line', where the damage coming in is not enough to balance the healing you get off of Dark Regen and your natural healing. Once you hit that point, Dark Armor is the best ever, anywhere, period, because by definition It Cannot Die. But it takes some effort to reach the Immortality Line.
Tough gets you near the S/L hardcap, and a Cardiac boost and/or some IO slotting will cap you. Kinetic Shield and the Wedding Ring will give you super-tanking powers for short periods of time. Grab all the +endurance and +recovery IOs you can find -- Numina's, Miracle, Performance Shifter, Theft of Essence -- you will need them. I've heard good things about the Stupefy: Chance for Knockdown IO in Oppressive Gloom, but I haven't tried it yet myself.
And aside from all that, you have to be patient. Dark/* will take a while to mature, and it will cost a lot in IOs to make into a real monster tanker. I think it's worth the trip, but it's not an easy road.
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@Remus: I think you're misquoting Arcanaville there. Everyone has an "immortality line", even the level 1 blaster. It's the amount of incoming damage (before applying mitigation) that will eventually kill you. The goal is to get your immortality line as high as possible. Arcanaville also looked at 30-second, 60-second, and 180-second survival times, which are noticeably higher for most armor sets as dropping a player from full to zero in 30 seconds takes a lot of damage. But for Dark Armor, it isn't. 30-second survival is the same as the immortality line, since Dark Regeneration is back up (if you can manage the cost, which takes a bit of work but is very doable) and it will heal you to full.
I'd agree with Seldom's approach - Dark has some glaring weaknesses to common problems combined with solutions to some very esoteric problems. Pools and IOs are able to solve those common problems fairly easily, while the IO sets and pool powers that fix the corner cases (Psi, toxic, endurance drain, -Perception, etc) are fewer and not as effective. So for similar investment, Dark Armor gives higher returns, though it's some time before Dark makes up for lagging behind in some other areas (Energy damage, knockback, endurance consumption etc).
On my never ending quest for the 'perfect' endgame soloer for regular content I've been considering Dark/Fire/Pyre (based largely upon community suggestions), however I've never handled Dark Armour before so I have no idea what to slot for or even how most the powers work. Questions:
1) The 'mez toggles' show a mids cast time of 1.17s, does this mean their mez effect procs every 1.17 seconds?
2) Do the mez toggles override their own mezzes, or stack i.e the duration of a 'Cloak of Fear' mez is 13.6 seconds so with a 1.17 second proc that'd either override its own mez 11 times (13.6/1.17) resulting in a continuous uninterrupted, but not aggregating, 2 mag fear, or it would stack to a 22 mag fear (11 applications of +2 mag). Which is it?
3) What should my slotting look like here? What are Dark's weakest points and how should I use incarnate/IOs to overcome them?
4) Does anyone have a build they're currently running/have run and feel comfortable with solo? May I see it?
5) Does anyone have a build they're currently running/have run and feel comfortable with as a main tank? May I see it?
Thanks guys and girls!