Which is best secondary to pair with Dark?


Amy_Amp

 

Posted

I've been playing this game for almost 7 yrs and in that time I've leveled pretty much at least one of everything to 50(more of some ATs) except stalker and tank. Don't know why but I've never been able to find a tank that I could find the right concept and fall in love with enough to make it to 50.

But I've decided now is the time with all the Incarnate content to make a viable tank to be able to add to teams. From reading on these boards I believe Dark Armor is my choice of primary but not sure what to use for secondary. Any helpful hints would be greatly appreciated. Thanks in advance

P.S. I know my post count is low because well usually I dont have anything to say that hasnt already been said


 

Posted

Each has their pluses and minuses.

What are you looking for?
More control?
More Mitigation?
More Damage?

Best can be somewhat subjective.


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

Either mitigation or control. I still want to contribute my fair share of damage to the mobs but I believe keeping the mobs set up for my teams debuffs/AoEs should be my first priority.


 

Posted

DA's weaknesses are endurance management, and survivability against single hard targets. So for synergy, I would pick a set that isn't very endurance intensive, and gives you good mitigation against single hard targets. Dark Melee comes to mind, and it also fits thematically. Kinetic Melee also works.

Synergy isn't all that's important though. If you just want to unleash AoE devastation, Fiery Melee is the best choice(but has no mitigation). If you want to be able to stun mobs with ease, Stone Melee is the best choice(but is very endurance intensive).


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

 

Posted

Mitigation or Control? Axe, for knockdown in every attack, or Stone, for an aoe knockdown, ranged aoe stun/kd, and mag 4 hold. Those are fast becoming my favourite tanker secondaries for tanking.

PS. You'll want to start stockpiling salvage for crafting Recovery Serum.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

Mace and Electric also do stuns, so they would pair with Oppressive Gloom and allow you to stun bosses. Although less Electric powers do stun.


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

Dark Melee is the most versatile set and pairs well with anything. It has a great heal, endurance management, and the best build-up power for those seeking damage. While it lacks control and AoE, your taunt aura and other taunts should be fine for keeping things focused on you and not attacking teammates.


 

Posted

Im actually leaning towards Kinetic Melee because I have a concept for a Shaolin Monk type of toon. What say you about this combo?


 

Posted

Quote:
Originally Posted by NightWarrior View Post
Im actually leaning towards Kinetic Melee because I have a concept for a Shaolin Monk type of toon. What say you about this combo?
I'd say this is possibly the best pairing for Dark Armor available. The AoE damage is great. The Power Siphon is great synergy with the damage aura. There are stuns to stack on top of oppressive gloom, and knockdowns abound. The -damage is an incredible way to increase your survivability against hard targets.


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'd say this is possibly the best pairing for Dark Armor available. The AoE damage is great. The Power Siphon is great synergy with the damage aura. There are stuns to stack on top of oppressive gloom, and knockdowns abound. The -damage is an incredible way to increase your survivability against hard targets.
My only issue with KM is that Power Siphon won't be up that often(You don't get a power siphon recharge feature like Stalkers and Scrappers do). Power Siphon being up half the time is an optimistic estimate.


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

 

Posted

Are you going for typed defense or positional? Right now you have a rather odd mix of sets that don't do much for you, IMO.

What's the deal with taking both Boxing and Kick? Total waste of a power pick, IMO. Take Focused Burst or even SJ instead. And you should definitely take Dark Regen much earlier than level 20.

For your resistance shields, go with Reactive Armor for DE and MC as well as Tough. Imperv Skin takes way too many slots to get to the ED cut-off, and the bonuses aren't that great either. Aegis is a nice set, but F/C def is a low priority compared to S/L/E/NE.

Any particular reason you have one set of Kinetic Combat and one of Smashing Haymaker? KC is by far the better set, *if* you can afford it. You might want to start by slotting SH and replace them with KC when you can afford it.

Drop the Steadfast Def/End; the 1% recovery bonus is not worth the low enhancement value you get for it. The end cost of the DA armor is low anyway, so you could go with the Aegis Res & Res/End or frankenslot with two high-level res/end enhancements.

I'd use Eradication plus another couple of slots for end reduction in Death Shroud. If you use the Erad quad as well you'll get about 60% end reduction.

The Serendipity and Red Fortune set bonuses aren't that useful; I'd use either LotG or Gift of the Ancients depending on how much you want to spend and what set bonuses you prefer. Stick with 4 slots and use the 5th slot for something else.

If you can scare up the slots, there are some good set bonuses for Taunt; look at Mocking Beratement or Perfect Zinger.

Move the Numinas in Soul Transfer to Health, you'll get more benefit out of them there. ST doesn't need more than the base slot.

Personally, I'd get Focused Burst instead of LBE, but in either case I think Thunderstrike is a better set than Shield Breaker for this purpose.

Here's the sort of thing I'd do with your build. 32% is a good place to be for defense if you don't want to spend the influence on soft-capping; this build has over 32% S/L/E/NE defense and I put in enough other S/L def bonuses so you don't need KC sets to get there. The recharge is a little lower than on your build, but you can always add another LotG +recharge in CoD or Weave if you like.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Beastlad: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Kinetic Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(7)
Level 1: Quick Strike -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(13), S'ngH'mkr-Dmg/Rchg:35(19), S'ngH'mkr-Dmg/EndRdx/Rchg:35(21), Mako-Acc/Dmg/EndRdx/Rchg:50(21)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(7)
Level 4: Body Blow -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx:35(23), S'ngH'mkr-Dmg/Rchg:35(23), Mako-Acc/Dmg/EndRdx/Rchg:50(25)
Level 6: Smashing Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(11), C'ngImp-Dmg/EndRdx:50(25), C'ngImp-Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/Rchg:50(31)
Level 8: Obsidian Shield -- Aegis-ResDam/EndRdx:50(A), S'fstPrt-ResDam/Def+:30(9), S'fstPrt-ResKB:30(9), Aegis-ResDam:50(13)
Level 10: Dark Regeneration -- Dct'dW-Heal/EndRdx:50(A), Theft-+End%:30(33), Dct'dW-Heal/EndRdx/Rchg:50(33), Dct'dW-Heal:50(37), Dct'dW-EndRdx/Rchg:50(37), Dct'dW-Heal/Rchg:50(46)
Level 12: Death Shroud -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(19), Erad-Acc/Dmg/EndRdx/Rchg:30(27), Erad-%Dam:30(29), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(46)
Level 14: Cloak of Darkness -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(15), GftotA-Def:40(15), GftotA-Run+:40(17)
Level 16: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(17), Mocking-Taunt/Rchg/Rng:50(37), Mocking-Acc/Rchg:50(40), Mocking-Taunt/Rng:50(40), Mocking-Rchg:50(48)
Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
Level 20: Power Siphon -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(27), RechRdx-I:50(29), RechRdx-I:50(34)
Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def:50(34)
Level 24: Super Jump -- Jump-I:50(A)
Level 26: Oppressive Gloom -- Acc-I:50(A)
Level 28: Burst -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(34), Erad-Dmg/Rchg:30(36), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(43)
Level 30: Boxing -- Acc-I:50(A)
Level 32: Soul Transfer -- RechRdx-I:50(A)
Level 35: Focused Burst -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(36), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 38: Concentrated Strike -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Dmg/EndRdx/Rchg:50(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(50), RctvArm-ResDam:40(42), RctvArm-ResDam/EndRdx/Rchg:40(45)
Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(45), GftotA-Def:40(48), GftotA-Run+:40(48)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(50)
Level 50: Cardiac Core Boost
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Call to Justice
Level 0: Endurance Increase
Level 0: Health Increase
Level 0: Movement Increase
Level 0: Regeneration Increase
Level 0: Portal Jockey
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(42)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(45), P'Shift-End%:50(50)
------------
Set Bonus Totals:

  • 14.88% Defense(Smashing)
  • 14.88% Defense(Lethal)
  • 6.125% Defense(Fire)
  • 6.125% Defense(Cold)
  • 15.5% Defense(Energy)
  • 15.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 8.938% Defense(Melee)
  • 9.25% Defense(Ranged)
  • 4.563% Defense(AoE)
  • 9% Max End
  • 4% Enhancement(Heal)
  • 30% Enhancement(RechargeTime)
  • 21% Enhancement(Accuracy)
  • 4% FlySpeed
  • 147.58 HP (7.875%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 12.1%
  • MezResist(Terrorized) 2.2%
  • 7.5% (0.125 End/sec) Recovery
  • 42% (3.286 HP/sec) Regeneration
  • 6.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 24% RunSpeed

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My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

The only major problem I see is that your armor toggles are way overslotted for end reduction and underslotted for resistance & defense, and some of your attacks are underslotted for end reduction. Attacks are a much, much bigger factor in endurance problems than normal toggles, and the three main DA armor toggles have a smaller end cost than normal.

Drop the fifth slots from DE and MC, and just use the defense & resistance pieces in all the armor toggles; the end and end/rchg are not needed.

Death Shroud is seriously underslotted for end reduction, you should try to get at least 60%. You won't be able to use a proc with DS unless you six slot it, and be sure to use the Erad Acc/Dam/End/Rchg and the Scirocco's Dervish Dam/End and Acc/Dam/End to get sufficient end reduction.

Burst is also underslotted for end reduction. Burst is not a particularly good candidate for a proc, but if you want to use it again I'd recommend 6-slotting it. Using the HamiO there is kind of pointless, since you really need something with end reduction.

The only thing the Aegis set in Murky Cloud is getting you is F/C def, and that's simply not as important as S/L/E/NE. Remember, one of Dark's weaknessess is Energy damage, so defense to it should be a priority over F/C. Use another RA set there instead.

Is cost the reason you're sticking with Serendipity? Both LotG and GotA have much better bonuses. But if you do keep it, drop the End slot and replace it with Def/Rchg.

Lastly, there's no point in using a single set IO like the Mako's Acc/Dam as anything other than level 50. There's no set bonus to lose, and enhancement value will be higher at 50. And I do think the Mako's quad is a better choice there; you lose a tiny amount of accuracy and gain a significant amount of end red and recharge.

Here's the build with the changes I recommend. I left the Serendipity in, but reslotted it for more defense. I took the 5th slots out of DE and MC and used them to 6-slot DS and Burst so you can use a proc. I took the second recharge out of CP and put it in Focused Burst, which was very underslotted for Accuracy and Damage. Personally, I'd rather have the Thunder Strike E/NE def bonus instead of the recharge bonus, but your call.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
QuietMaster: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Kinetic Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7)
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(21), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(7)
Level 4: Body Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(25), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 6: Smashing Blow -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Acc/Dmg/EndRdx:50(11), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Dmg/EndRdx:30(25), C'ngImp-Dmg/Rchg:30(31)
Level 8: Obsidian Shield -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/Def+:30(9), TtmC'tng-ResDam/EndRdx:50(9), Aegis-ResDam/EndRdx:50(13)
Level 10: Dark Regeneration -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(33), Dct'dW-Heal/Rchg:50(33), Dct'dW-Heal/EndRdx/Rchg:50(37), Dct'dW-Heal:50(37), Theft-+End%:30(46)
Level 12: Death Shroud -- Erad-Acc/Dmg/Rchg:30(A), Erad-%Dam:30(13), Erad-Dmg/Rchg:30(19), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Dmg/EndRdx:50(46)
Level 14: Cloak of Darkness -- S'dpty-Def/Rchg:40(A), S'dpty-Def:40(15), S'dpty-Def/EndRdx:40(15), S'dpty-Def/EndRdx/Rchg:40(17)
Level 16: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(17), Mocking-Taunt/Rchg/Rng:50(27), Mocking-Taunt/Rng:50(34), Mocking-Rchg:50(43), Mocking-Acc/Rchg:50(50)
Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
Level 20: Boxing -- Empty(A)
Level 22: Power Siphon -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(27), RechRdx-I:50(29), RechRdx-I:50(45)
Level 24: Super Jump -- Empty(A)
Level 26: Oppressive Gloom -- Acc-I:50(A)
Level 28: Tough -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam:40(33), RctvArm-ResDam/EndRdx:40(34), RctvArm-ResDam/EndRdx/Rchg:40(34)
Level 30: Burst -- Erad-%Dam:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(31), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(43), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(46)
Level 32: Soul Transfer -- RechRdx-I:50(A)
Level 35: Focused Burst -- Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(36), Entrpc-Dmg/Rchg:35(36), Entrpc-Dmg/EndRdx/Rchg:35(42), Entrpc-Heal%:35(42), Thundr-Acc/Dmg:50(42)
Level 38: Concentrated Strike -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Dmg/EndRdx/Rchg:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(45)
Level 47: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def:50(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(50), LkGmblr-Def:50(50)
Level 50: Cardiac Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Call to Justice
Level 0: Endurance Increase
Level 0: Health Increase
Level 0: Movement Increase
Level 0: Regeneration Increase
Level 0: Portal Jockey
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Heal-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(45)
------------
Set Bonus Totals:

  • 18.63% Defense(Smashing)
  • 18.63% Defense(Lethal)
  • 6.125% Defense(Fire)
  • 6.125% Defense(Cold)
  • 13% Defense(Energy)
  • 13% Defense(Negative)
  • 3% Defense(Psionic)
  • 10.81% Defense(Melee)
  • 8% Defense(Ranged)
  • 4.563% Defense(AoE)
  • 7.65% Max End
  • 4% Enhancement(Heal)
  • 26% Enhancement(Accuracy)
  • 43.75% Enhancement(RechargeTime)
  • 238.94 HP (12.75%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.75%
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 13.2%
  • MezResist(Terrorized) 2.2%
  • 1.5% (0.025 End/sec) Recovery
  • 54% (4.225 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)

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My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

My only real concern is with the downtime in CP. It would seem that the quicker CP is up the less end usage problems you would have. And yes cost did factor into some of the choices I made. Trying to make this toon with a reasonable cost factor since I am a somewhat casual gamer who doesnt play the markets so I dont have billions of inf to play around with.


 

Posted

Quote:
Originally Posted by NightWarrior View Post
My only real concern is with the downtime in CP. It would seem that the quicker CP is up the less end usage problems you would have. And yes cost did factor into some of the choices I made. Trying to make this toon with a reasonable cost factor since I am a somewhat casual gamer who doesnt play the markets so I dont have billions of inf to play around with.
I really think it's a bad idea to underslot high-end powers like Death Shroud and try to make up the difference with Conserve Power. You have Physical Perfection, so if you slot sufficient end reduction you probably won't need CP that much. If you really, really want the second slot in CP, that's fine, but in that case I'd drop the proc in Burst and use the remaining five slots to make sure it's adequately slotted in other ways.

I understand about the cost issue, and there are certainly ways to reduce the cost of this build. One thing that would be a huge cost savings is to replace the two Kinetic Combat sets with Smashing Haymaker. You'll still be above 32% S/L defense, and that change alone will pay for a lot of other IOs. It would certainly more than pay for the extra RA set and the Erad quads--though you only really need the quad in Death Shroud, you can go without it in Burst if the two non-Erad IOs both have some end reduction. EDIT: my recommendation for inexpensive Erad slotting in 5 slots is the Erad Dam, Dam/Rchg and Acc/Dam/Rchg, plus the Dam/End and Acc/Dam/End from Scirocco's Dervish or Multi Strike. SD has a nice 2-slot regen bonus, but Multi Strike is much cheaper.

Other than the KC sets, the LotG set (especially the +Recharge) the Theft of Essence +End and the Rectified Reticle will probably be the most expensive. You may want to plan to use A merits for those.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

For control and mitigation Dark works well. It has -To Hit for starters, Touch of Fear (Which works well with DA's Cloak of Fear) and it's Dark Consuption helps mitigate DA's end heavy nature. Also it comes with a second heal for a bonus.


 

Posted

Why don't people like SS with dark? Rage is a great "build up" power, and Hand Clap + Oppressive Gloom = perma stunned bosses. Rage also means you don't have to put as much acc in your attacks so you can slot more end red.


 

Posted

Quote:
Originally Posted by FatElvis View Post
Why don't people like SS with dark? Rage is a great "build up" power, and Hand Clap + Oppressive Gloom = perma stunned bosses. Rage also means you don't have to put as much acc in your attacks so you can slot more end red.
SS is very hard on the endurance bar.

Even if you frankenslot for end red, it won't save you from the rage crash.


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

 

Posted

Quote:
Originally Posted by FatElvis View Post
Why don't people like SS with dark? Rage is a great "build up" power, and Hand Clap + Oppressive Gloom = perma stunned bosses. Rage also means you don't have to put as much acc in your attacks so you can slot more end red.
End cost. Hand Clap does KB which in the end is a bad thing since it knocks things outside of the PBAoE controls and damage aura. For AoE mitigation from SS, I would just use Footstomp. The fact that it does a truck ton of damage is just more reason to not use Hand Clap. It's not a bad combo, but certainly not one the masses tend to play. Dark and SS isn't much of a thematic pairing either. Rage + any damage aura is golden though.