Claws. Scrapper or brute, /dark or /elec.
Friends don't let friends play Dark Armor.
Fixer. Don't play Dark Armor.
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Depends on your definition of "Early maturation".
And if you plan on IO'ing at all.
If you're planning on SOing for most of the run..
Dark Armor does have a bit of an early golden period due to Dark Regeneration, but it falters in the mid 30s.
Elec Armor matures later than Dark Armor BUT doesn't suffer from the "ok, wtf am I playing this set" syndrome 35-50.
I recommend Electric Armor!
lol, I remember how very strongly you feel about dark armor. Duly noted. Endless recharge and endurance sound pretty sweet too, and I understand elec comes with a heal now.
As for maturation, so long as I can get it up to and through the 20s without getting bored and making another Mastermind, its good.
Here you come with a stupid name like Fixer - brutalkillz_
Claws progresses nicely from early levels especially well, because you get Spin at level 6. From a min/max building standpoint, since you're looking at /Dark and /Elec as secondaries I would build it as a Brute. Either secondary power's damage aura would help to maintain higher fury levels, thus you'll be doing damage near or better than a Scrapper would and be much sturdier with more HP and higher resistance values. With the proper set IO's Dark Armor is near unkillable as they come in this game but requires a significant budget. Electric Armor provides a nice recharge bonus power in Lightning Reflexes that pairs well with your quick recharging attacks allowing you to double stack Follow Up with ease while the set as a whole is less endurance heavy than Dark Armor. Electric Armor is also a cheaper build with IO's compared to Dark Armor. If you're not looking to use set IO's or at best you're looking at a budget build, go with a Claws/Electric Armor Brute.
There is only one reason to play Dark Armor over Electric, and that is Fear Protection IMO.
That will almost never come up in PVE, sooo...
Dark Armor does have "THE BEST HEAL IN THE GAME!!11" but I also feel it's the anchor that weighs the entire set down and it's innate negatives outweighs it's positives.
Also, do it on a brute.
Early maturation is a big pro here, I don't have the patience to grind up to a good point these days.
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Claws/Elec is one of these combos where the brute version is much more interesting. Higher damage on powers, and while the recharge is also slower, it's still fast enough to not cause a problem. Higher resistance cap, and you will hit 90% energy with just SOs. Some aggroholding capabilities, so stuff doesn't scatter to the four winds as soon as you kill one minion while Lightning Field is running.
Brute, /electric.
Dark is nice, and both it and electric are serious contenders for the crown with IO's, but I prefer electric. Using Dark Regen often will also cause slightly more redraw.
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There's IOs for that, or even Acro. Shall I mention /elec has no heal until 28? Like I said, /dark will be slower to develop, but that doesn't mean it's a bad set.
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My main complaint with /dark on Brutes has always been that late game, it falls flat on its face for most redside content.
And yeah, you can IO for knockback, or Acro. You pretty much have to, to be honest. But the amount of fear you'll face in game is so low, for elec, it's barely a detriment, especially when you consider you can always save a breakfree for it. (Seriously, one Warden type, and one Tsoo boss, and that's all I recall that uses fear in PVE)
Most definitely brute over scrapper. Claws has been numerically proven to be better on brutes. And I'd suggest elec. Dark is known for huge end problems, while elec is known for completely UNLIMITED end. Even though end isn't as big of a deal now as it used to be (since you can get a lot of it from IO's), never having to worry about it is very nice.
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Of course you'd be fine going brute anyway, so whatever.
What I will say is that scrapper or brute, whether dark or elec is better depends on how much you're willing to spend. Moderately expensive build? You'll probably get substantially better results from elec. Really expensive build? Dark has strengths that elec cannot make up with incarnate boosts or set bonuses.
Moderately expensive build? You'll probably get substantially better results from elec. Really expensive build? Dark has strengths that elec cannot make up with incarnate boosts or set bonuses.
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-Once both are softcapped to s/l (arguably easier on dark because of cloak of darkness, but electric's ability to practically ignore endurance slotting somewhat negates this), electric's higher resistances and much better tier 9 push it closer in spite of dark's better heal.
-Dark also tends to get stuck with cardiac since it is quite end heavy, but electric can pick whatever it wants (though I think musculature radial is the best for improving both damage and endmod) since it has unlimited endurance.
-Dark's two mez toggles don't work on bosses, but electric's power sink and lightning field (well slotted and with that musculature radial) can sap 90% endurance from a minion, lieutenant, or even a boss, neutering them after the alpha.
-Dark's biggest weakness, energy, happens to be the most common type of attack not combined with s/l, so in order to cover that hole you are pushed to build for e/n defense too. Electric can shrug off the energy stuff, and its weakness, negative, is less frequent/pure or can be dealth with via the tier 9.
-Dark gets good endurance drain/recov debuff protection, but electric is immune to them. Electric also gets +rech and resistance to -spd/-rech.
Dark's heal is so freaking fantastic (practically as well as theoretically) that they turn out to be pretty close, but I give the nod to electric for the above reasons.
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I have a barely-IO'ed ss/elec brute at 49, and a endurance-IO'ed dark/stone tank at 34. So, I haven't seen the full potential of both, but there are things that i like about Elec armor over Dark armor.
---I love having tons of endurance.
---I dislike being slow debuffed. Dark's heal is amazing, but under a heavy slow debuff, I realize how much i lean on that heal.
---I dislike being -tohit debuffed. Again, Dark's heal needing to hit has sometimes made me sweat under heavy debuff situations.
What do Dark Armor lovers do about the last two things, in particular? Does a decent amount of defense enable one to not really worry about slow or -to hit debuffs?
50s:
Grimmloch, Tactically Delicious, Ugly Frankie, Operative Tracker, CryoFurnace, Professional Help, Silver Sphinx, Aries Knight, Tachyon Aegis, Jade Sphinx
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Any one of half a dozen alts!
Microcosm, my rationale for preferring dark is thus. Both of the sets are "easy" to softcap. Both of the sets have some measure of endurance protection which I value far more than I used to given the direction highbie content has gone lately. Elec's advantages are clear - recharge is never bad, and infinite endurance certainly doesn't hurt either. I disagree with you, though, that energy is the damage type least often coupled with smashing and lethal - in my experience, that would be psi. Indeed, not only is it hard for non-positional characters to defend against psi, you get literally no psi defense from set bonuses, whereas e/n defense naturally comes along with s/l defense to a somewhat lesser extent. Dark does have a relative weakness to energy but its relative strength to psi balances this to some extent.
Next, consider endurance. Elec is undeniably superior here as dark has well earned its reputation as an endurance sucker, but cardiac isn't the only way to make up endurance problems. The better option, I find, is ageless. As you say, this enables you to take musculature and enjoy all the advantages thereof while still giving you (and your team) unlimited endurance. Not only that, you get a massive recharge bonus comparable, I suspect, to a handful of force feedback procs going off for ageless' duration.
What do you give up for ageless? Well, depending on your preference, either barrier or rebirth. It is here that dark's real strength over elec becomes clear. Elec benefits greatly from rebirth and is a natural fit for it, but dark just doesn't need* that much extra survival when it already has so much in dark regen.
So, if what I've said so far is relatively uncontroversial, we're left with the dark and the elec both softcapped to at least s/l, with musculature alpha and effectively unlimited endurance and staggeringly good healing. Dark has at least as strong of a recharge bonus as elec despite not having one built in at all. Dark's ace in the hole at this point is that it can completely ignore fear and confuse. "So what," one might bellow. Well, the devs may have forgotten that those effects existed for the game's first six years, but since then they've remembered with a vengeance. Currently that protection is the difference between being able to solo the sabotage on lambda with three or four lucks and needing three or four lucks and a mess of breakfrees, which I personally don't carry on meleers as it strikes me as silly. This is for a chunk of a trial that lasts like five minutes - if in the future our exposure to fear or confuse effects becomes necessarily longer, the gap becomes impossible to make up with inspirations. Something to think about.
Holy words.
*Werner et al feel differently.
I can see where you are coming from. What I said about energy attacks though is not a feeling or anecdotal in any way. There are many and frequent attacks that are pure energy in this game, including the trials, more so than anything else by far, psi included (and electric is no pushover against psi). In a pure survivability analysis you need to make up for that on a dark or you will be in some tight spots, dark regen or no.
Confuse and fear don't bother me much (my electric solos lam collections too) because I tend to take tactics, which offers some confuse protection and some confuse/fear resistance. On my fire brute that lacks tactics it ca be a big problem, especially in baf during the escape.
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Actually if anyone has an uber claws/dark build they feel like sending me (regardless of the discussion, I just want a good reference) I'd appreciate it. Only requirement is that it can run followup - focus - slash and has spin.
Edit: brute specifically
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I'd still recommend the Brute though. /Elec is much, much better on a Brute and Scrapper Claws is only slightly better than Brute Claws.
If your goal is top end DPS, or top end build performance - you want to go Scrapper.
There is no real reason to go brute at the top end.
If you don't care about that, you should just pick which ever AT fits your concept.
If your goal is top end DPS, or top end build performance - you want to go Scrapper.
There is no real reason to go brute at the top end. If you don't care about that, you should just pick which ever AT fits your concept. |
So does everyone feel that this is the case? I have always struggled with the idea of running a Brute because I always have in the back of my mind, "But this could be better on a scrapper...". I think that the play mechanic of running a Brute (Fury) is a fun idea, but if I am going to run a character theoretically to 50, then that is a substantial investment of time and effort (I generally avoid PLing) and I don't want to be left feeling that this character is inherently "weaker" than the same counterpart run as a Scrapper.
Is this logic unsound? I know that Brutes are supposed to be tougher than Scrappers, so does that make up the difference for most people?
I would appreciate any thoughts on the matter and it seems to tie in directly with the OP's question of which side of the fence to run on.
Also, for the OP, I have a friend that has a lvl 50 Claws/Dark Scrapper as his main and the toon is a BEAST. For me personally, I seem to really like the idea of Claws/Elec, but that is personal preference since my experience with the set is as yet nonexistent.
If your goal is top end DPS, or top end build performance - you want to go Scrapper.
There is no real reason to go brute at the top end. If you don't care about that, you should just pick which ever AT fits your concept. |
So does everyone feel that this is the case? I have always struggled with the idea of running a Brute because I always have in the back of my mind, "But this could be better on a scrapper...". I think that the play mechanic of running a Brute (Fury) is a fun idea, but if I am going to run a character theoretically to 50, then that is a substantial investment of time and effort (I generally avoid PLing) and I don't want to be left feeling that this character is inherently "weaker" than the same counterpart run as a Scrapper.
Is this logic unsound? I know that Brutes are supposed to be tougher than Scrappers, so does that make up the difference for most people? I would appreciate any thoughts on the matter and it seems to tie in directly with the OP's question of which side of the fence to run on. Also, for the OP, I have a friend that has a lvl 50 Claws/Dark Scrapper as his main and the toon is a BEAST. For me personally, I seem to really like the idea of Claws/Elec, but that is personal preference since my experience with the set is as yet nonexistent. |
In the past, I would have mostly agreed with Deus and considered brutes and scrappers both close enough that it was just a choice of play style preference, and in the past I did play both fairly equally depending on my mood. But then I started branching out from my usual secondaries of */WP and */SD and realized one big problem with scrappers - when I was solo I would spend ALL my time chasing runners. My brutes almost never had to do that and when they did, one hit would stop them. That is when I started paying attention to taunt aura's and their benefit in solo play and learned one important fact - taunt is not just for tanking:-).
My /FA and /ElA scrappers spent all their time chasing mobs that would take a couple hits from their damage aura and then rabbit like crazy - things like burn where even worse. Apparently the npc AI really hates DoT patches and will run like crazy as soon as they are in one UNLESS you happen to have some form of taunt. As all brute secondaries have a taunt aura (except EA - and that may be fixed in i21), all brute attacks have a single target taunt and brutes get an autohit, AoE, no end cost taunt power its fairly easy to keep mobs from running. If you are playing a scrapper only WP, SD and Invulnerability get taunt auras (and WP's is pretty sad) and their single target taunt is not nearly as nice.
So, if you can't really stand the fury mechanic and/or you mostly group and don't care to tank, then by all means stick to scrappers. They are generally going to do the most damage at the top end and have the advantage of being able to jump right in at full damage without having to build up fury as a brute does. However, if you haven't tried a brute since the last changes to fury you might want to give it another try - fury is a LOT easier to build and maintain these days so you don't have to spend all your time chasing after it.
Server downtime makes me want to build alts. I want to do claws as I haven't done it before, and the same goes for the two secondaries above. Which AT and set combo is the better idea? I've been out of the game a long time, and the numbers dont mean much to me anymore when I look at them.
Early maturation is a big pro here, I don't have the patience to grind up to a good point these days.
Here you come with a stupid name like Fixer - brutalkillz_