Looking for Advice/Improvements FA/DM


Finduilas

 

Posted

Yes, this is my first post. I'm the typical lurker, who has spent my time learning, and using the search feature to try it all before settling in. I've played around with a dozen or so Tanker combinations, before deciding I absolutely love this one.

I'm not a Mids'/build guru, so I'm coming here to ask for some advice! I built this up from the bits and pieces I've seen along the way, just aiming for the numbers that seem to be working for the stuff I want to do.

My goals for this character are to keep things moving at a fast pace (recharge, combat flow, recovery), to be tough enough to handle top content and to be damaging enough to hit up a couple of AE missions while I'm waiting for the next thing to come up, or to be able to afford more improvements.

In theory, cost isn't a barrier, as I'll just keep on saving up the Inf to get the next piece, bit by bit, til I have what comes out of suggestions, so I'm looking for the top-end suggestions.

Skills, I'm open for changing them around some, if it REALLY has a solid effect on the overall performance.

Oh, and thanks a ton, in advance for any help!

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Darkfire Nightdancer: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Dark Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Fire Shield

  • (A) Impervium Armor - Resistance/Endurance
  • (3) Impervium Armor - Resistance/Recharge
  • (3) Impervium Armor - Endurance/Recharge
  • (5) Impervium Armor - Resistance/Endurance/Recharge
  • (5) Impervium Armor - Resistance
  • (7) Impervium Armor - Psionic Resistance
Level 1: Shadow Punch
  • (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (39) Mako's Bite - Accuracy/Endurance/Recharge
  • (40) Mako's Bite - Accuracy/Damage
Level 2: Blazing Aura
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (7) Scirocco's Dervish - Damage/Endurance
  • (9) Scirocco's Dervish - Damage/Recharge
  • (9) Scirocco's Dervish - Accuracy/Recharge
  • (11) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (11) Scirocco's Dervish - Chance of Damage(Lethal)
Level 4: Healing Flames
  • (A) Miracle - Heal/Endurance
  • (13) Miracle - Heal/Recharge
  • (13) Miracle - Heal/Endurance/Recharge
  • (15) Harmonized Healing - Heal/Recharge
  • (15) Harmonized Healing - Heal/Endurance/Recharge
  • (17) Steadfast Protection - Resistance/+Def 3%
Level 6: Temperature Protection
  • (A) Steadfast Protection - Knockback Protection
Level 8: Shadow Maul
  • (A) Obliteration - Damage
  • (37) Obliteration - Accuracy/Recharge
  • (37) Obliteration - Damage/Recharge
  • (37) Obliteration - Accuracy/Damage/Recharge
  • (39) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 10: Consume
  • (A) Performance Shifter - EndMod
  • (17) Performance Shifter - EndMod/Accuracy/Recharge
  • (19) Performance Shifter - Accuracy/Recharge
  • (19) Performance Shifter - EndMod/Accuracy
  • (21) Performance Shifter - EndMod/Recharge
Level 12: Plasma Shield
  • (A) Impervium Armor - Resistance/Endurance
  • (23) Impervium Armor - Resistance/Recharge
  • (23) Impervium Armor - Endurance/Recharge
  • (25) Impervium Armor - Resistance/Endurance/Recharge
  • (25) Impervium Armor - Resistance
  • (27) Impervium Armor - Psionic Resistance
Level 14: Boxing
  • (A) Focused Smite - Accuracy/Damage
Level 16: Siphon Life
  • (A) Kinetic Combat - Accuracy/Damage
  • (40) Kinetic Combat - Damage/Endurance
  • (40) Kinetic Combat - Damage/Recharge
  • (42) Kinetic Combat - Damage/Endurance/Recharge
Level 18: Tough
  • (A) Titanium Coating - Resistance/Endurance
  • (27) Titanium Coating - Resistance/Recharge
  • (29) Titanium Coating - Endurance/Recharge
  • (29) Titanium Coating - Resistance/Endurance/Recharge
  • (31) Titanium Coating - Resistance
Level 20: Weave
  • (A) Red Fortune - Defense/Endurance
  • (31) Red Fortune - Defense/Recharge
  • (33) Red Fortune - Defense/Endurance/Recharge
  • (33) Red Fortune - Endurance
  • (33) Red Fortune - Defense
  • (34) Luck of the Gambler - Recharge Speed
Level 22: Burn
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (34) Scirocco's Dervish - Damage/Endurance
  • (34) Scirocco's Dervish - Damage/Recharge
  • (36) Scirocco's Dervish - Accuracy/Recharge
  • (36) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (36) Scirocco's Dervish - Chance of Damage(Lethal)
Level 24: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 26: Fiery Embrace
  • (A) Recharge Reduction IO
Level 28: Soul Drain
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (31) Scirocco's Dervish - Accuracy/Recharge
  • (39) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (43) Scirocco's Dervish - Chance of Damage(Lethal)
  • (46) Scirocco's Dervish - Damage/Endurance
  • (46) Scirocco's Dervish - Damage/Recharge
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 32: Taunt
  • (A) Mocking Beratement - Taunt
  • (46) Mocking Beratement - Recharge
  • (48) Mocking Beratement - Taunt/Recharge
  • (48) Mocking Beratement - Accuracy/Recharge
  • (50) Mocking Beratement - Taunt/Recharge/Range
  • (50) Mocking Beratement - Taunt/Range
Level 35: Dark Consumption
  • (A) Obliteration - Damage
  • (42) Obliteration - Accuracy/Recharge
  • (42) Obliteration - Damage/Recharge
  • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (43) Obliteration - Accuracy/Damage/Recharge
Level 38: Midnight Grasp
  • (A) Kinetic Combat - Accuracy/Damage
  • (45) Kinetic Combat - Damage/Endurance
  • (45) Kinetic Combat - Damage/Recharge
  • (45) Kinetic Combat - Damage/Endurance/Recharge
Level 41: Conserve Power
  • (A) Recharge Reduction IO
Level 44: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
Level 47: Physical Perfection
  • (A) Efficacy Adaptor - EndMod
Level 49: Rise of the Phoenix
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Gauntlet
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (21) Efficacy Adaptor - EndMod/Recharge
  • (50) Efficacy Adaptor - EndMod/Accuracy
Level 4: Ninja Run



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Posted

You seem to be trying pretty hard to get Psi defense, but it would be more effective to concentrate on the types of damage that are most common: Smashing/Lethal and Energy, in that order. The other damage types are pretty rare in comparison to those three, and since FA comes with no defense at all, your best bet is to build for defense to S/L/E/NE.

Another issue is that your toggles are way overslotted and many of your attacks are underslotted. There's rarely a good reason to use more than four slots in a standard armor toggle, and the tiny 3% Psi resistance bonus in Imperv Armor is definitely not one of them. Maneuvers, on the other hand, is underslotted, which is a problem because it's a high-end toggle.

For your attacks, Shadow Punch and the two attacks slotted with Kinetic Combat all need another slot--I'd put two in Shadow Punch. Blazing Aura is underslotted for end reduction and Scirocco's Dervish is not that great a choice for it (or Burn, or Soul Drain) since the defense bonuses it gives are to uncommon damage types. The Oblit sets aren't a great choice either, especially for Shadow Maul, since they don't provide much end reduction.

Consume needs accuracy as well as end mod, since it has to hit enemies to work.

If you can spare the slots, I'd go with more than 4 pts of KB protection--IMO 8 or 12 is a better choice for a Tank.

In terms of your power order, I'd take Burn ASAP; Tough and Weave can wait a couple of levels. I'd also take Taunt early and delay Temp Protection until later in the build, but that's more personal preference.

There's absolutely no reason to use a single-attribute set IO by itself in a power like you're using the EA EndMod in PP; you're not getting a set bonus and an common IO will give you the same enhancement value.

If you're not going all the way to the soft-cap, 32.5% defense is a good choice because then you're within a small purple of the soft-cap.

Here's a quick re-do of your build, with defense to S/L/E/NE in the mid-30s. Recovery looks to be a little less, but Mids' doesn't take into account the effect of the two PS +End IOs.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Darkfire Nightdancer: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Dark Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 2: Blazing Aura -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(7), Erad-Acc/Dmg/Rchg:30(9), Sciroc-Acc/Dmg/EndRdx:50(11), Sciroc-Dmg/EndRdx:50(11)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(13), Dct'dW-Heal/Rchg:50(13), Dct'dW-Heal:50(15), Dct'dW-Rchg:50(15)
Level 6: Temperature Protection -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/Def+:30(17)
Level 8: Shadow Maul -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(37), Sciroc-Dmg/EndRdx:50(37), Sciroc-Acc/Dmg/EndRdx:50(39)
Level 10: Consume -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(17), Erad-Acc/Dmg/EndRdx/Rchg:30(19), P'Shift-EndMod:50(19), P'Shift-EndMod/Rchg:50(21)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(25)
Level 14: Boxing -- Acc-I:40(A)
Level 16: Siphon Life -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(25), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
Level 18: Burn -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(34), Erad-Dmg/Rchg:30(34), Erad-Acc/Dmg/EndRdx/Rchg:30(36), M'Strk-Acc/Dmg/EndRdx:50(36)
Level 20: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(29), RctvArm-ResDam:40(29)
Level 22: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(33)
Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(36)
Level 26: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(27)
Level 28: Soul Drain -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(31), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Sciroc-Dam%:50(43), Sciroc-Dmg/EndRdx:50(46)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
Level 32: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg/Rng:50(33), Mocking-Taunt/Rng:50(34), Mocking-Rchg:50(46), Mocking-Taunt/Rchg:50(48), Mocking-Acc/Rchg:50(48)
Level 35: Dark Consumption -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(42), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(43)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(45), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(50), LkGmblr-Def/EndRdx/Rchg:50(50)
Level 47: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(48)
Level 49: Rise of the Phoenix -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(9)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(50)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 3% DamageBuff(Smashing)
  • 3% DamageBuff(Lethal)
  • 3% DamageBuff(Fire)
  • 3% DamageBuff(Cold)
  • 3% DamageBuff(Energy)
  • 3% DamageBuff(Negative)
  • 3% DamageBuff(Toxic)
  • 3% DamageBuff(Psionic)
  • 20.5% Defense(Smashing)
  • 20.5% Defense(Lethal)
  • 6.13% Defense(Fire)
  • 6.13% Defense(Cold)
  • 22.4% Defense(Energy)
  • 22.4% Defense(Negative)
  • 3% Defense(Psionic)
  • 11.8% Defense(Melee)
  • 12.7% Defense(Ranged)
  • 4.56% Defense(AoE)
  • 9% Max End
  • 40% Enhancement(RechargeTime)
  • 18% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 15% FlySpeed
  • 168.7 HP (9%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 11.6%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 2.2%
  • 1.5% (0.03 End/sec) Recovery
  • 62% (4.84 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 15% RunSpeed

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My Characters

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

 

Posted

Thank you very much, Finduilas.

I definitely was going for the Psi protection, largely from a few things I had read, but your logic and thought on it makes good sense. I'll definitely be taking that advice and switching it up.

To be honest, I'm really thankful for your write-up. That's what is helping the most, since it shows me the why. I do love the build, and I'll definitely be giving it a go. I just tapped 47, so I can start building up the final set-up.

So, an all around thank you, again, for your response


 

Posted

To go what fin said I have a fire tank that I like playing and have just done about everything with it but the keys trial on. I also noticed you have no travel powers at all so I take it you are not going to do any Master Runs? It is fine if you like using temp powers and such but just remember there are certain places where even temps can not be used to travel to certain places.


 

Posted

One of Dark Melee's strengths is a strong single target attack chain. This depends on DPA. I recommend picking up all three quick single target punches and dropping Shadow Maul as it'll slow down your ST DPS.

Removing Shadow Maul guts any feeble AOE you we're planning on doing with Dark Melee but you can do better AOE by picking up Mu Mastery anyway. AOE is Dark Melee's biggest drawback so I highly recommend any APP that fills in that gap (which Energy Mastery does not do).

You shouldn't need as much base recovery as other toons as you have two aoe end recovery powers available to you.

I have done a quick-n-dirty build that shows my suggestions.

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Posted

Quote:
Originally Posted by HarbingersGale View Post
One of Dark Melee's strengths is a strong single target attack chain. This depends on DPA. I recommend picking up all three quick single target punches and dropping Shadow Maul as it'll slow down your ST DPS.

Removing Shadow Maul guts any feeble AOE you we're planning on doing with Dark Melee but you can do better AOE by picking up Mu Mastery anyway. AOE is Dark Melee's biggest drawback so I highly recommend any APP that fills in that gap (which Energy Mastery does not do).

You shouldn't need as much base recovery as other toons as you have two aoe end recovery powers available to you.

I have done a quick-n-dirty build that shows my suggestions.

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That is nice if you have the influence for the Purples, and the PvP IOs. I have used Purples before and they drain end like no tomorrow yes the recharge was nice but it did not do any good when I had no end, plus they are expensive, not to mention you only had 4 KB prot, Go with fin Idea its way better build for cheaper cost.


 

Posted

Quote:
Originally Posted by LSK View Post
That is nice if you have the influence for the Purples, and the PvP IOs. I have used Purples before and they drain end like no tomorrow yes the recharge was nice but it did not do any good when I had no end, plus they are expensive, not to mention you only had 4 KB prot, Go with fin Idea its way better build for cheaper cost.
If your argument is the pricing/recharge then I can hit even better defensive numbers as I switch out purples.

Edit: Just noticed OP, "In theory, cost isn't a barrier, as I'll just keep on saving up the Inf to get the next piece, bit by bit, til I have what comes out of suggestions, so I'm looking for the top-end suggestions." So any argument about cost is void.

The 4kb is an oversight caused by speed building and takes 2 seconds to fix.

As someone with two DM/FA toons (Brute & Scrapper) I did not encounter the end problems you seemed to. Actually, based on my experience with DM/FA, I would argue MORE recharge not less. Almost all your best tools are on timers that benefit greatly from 'MOAR-SP33D!'. Think Regen and not Willpower.


 

Posted

Thank you for posting as well, HarbingersGale!

You're right, I did say cost is not a barrier, in theory, and it's awesome to see what could be switched around, for future designs. Right now, I'm playing around with the original build ideas, as suggested by Finduilas, and did a bunch of that slotting today. That, of course, has me completely broke and working on building up some more funds.

Now I have another plan to look at, and build towards! I see myself having both builds, in the end, one with Shadow Maul, for when I want to just punch out some quick x8 missions to build up the funds, and then the more ST focused build for team content where ST endings are the focus.

Thanks for the advice as well, LSK. Thankfully, we have dual builds, so I plan on playing around with both at their right times, the second slower than the first, since I'll be saving