SS/DA? Any build advice?


AJW

 

Posted

So I'm looking to make a Super Strength/Dark Armor brute on live. I've never messed with Dark Armor much, so I'm looking for some advice as to what I should build towards, IO-wise.

I'd heard Endurance Reduction is key, in order to take advantage of the damage/fear/stun toggles. I've also heard the biggest asset to the set is the self heal, so recharge would probably be important as well.

I'm also looking to slot for defense a bit, though... and I'm unsure as to focus on melee or ranged most. I made a quick build if anyone wants to run with it, but at this point I don't think I would mind scrapping it and starting fresh either.

http://www.cohplanner.com/mids/downl...9AE13F45A7DAFB


 

Posted

I'd start over with a new build...

I prefer to build for typed (s/l/e/n) defense over positional for dark armor. Look at kinetic combats, rectified reticles, reactive armor. Use the steadfast 3% unique.

Most folks, I believe, choose one mez aura or the other; few run both. The fear aura causes the mobs to wander less, but requires more slots to work well. Figure 5-6 slots for CoF, OG works fine on 1-2 slots.

Use the theft of essence proc in dark regen.

I'd shoot for 12 pts kb protection, as there are a number of powers that deal mag 10 kb.

That should get ya started, hope it's useful.


 

Posted

All excellent advice above. My SS/DA has softcapped S/L def, somewhat lower on E/N/F/C. Endurance shouldn't be much of an issue with intelligent slotting of attacks and the numina/miracle uniques (as well as the theft of essence +end proc mentioned above). It is something you need to plan for though.


 

Posted

heres the thing though positional grats defense TO ALL regardless of what it is so i would stay with positional but yes use the steadfast 3% defense and touch of nictus is daark regen just stick with positional


 

Posted

Okay, did some tweaking and managed to get up to 32.9% S/L defense without sacrificing much. I also bumped my KB protection to 12.

http://www.cohplanner.com/mids/downl...13FE05B27CD7A8

I was considering putting a Glimpse of the Abyss +chance for psi damage in Cloak of Fear. Think that would be a good idea?


 

Posted

Quote:
Originally Posted by AJW View Post
heres the thing though positional grats defense TO ALL regardless of what it is so i would stay with positional but yes use the steadfast 3% defense and touch of nictus is daark regen just stick with positional
s/l already covers almost ALL melee in the first place. Lets not forget about how many guns there are in the game...so thats a good chunk of ranged. And then anything that has any s/l dmg (for example ice shards or enegry blast like powers, some sonic as well i think) will also be covered.


"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

Posted

This is how I'd do it, sure there might be plenty of more min/maxed builds out there, but this one is pretty straightforward and should do the job properly:

Villain Plan by Mids' Villain Designer 1,942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Pyre Mastery

Villain Profile:
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), RechRdx-I(39)
Level 1: Dark Embrace -- RctvArm-EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(7)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), RechRdx-I(36)
Level 4: Murky Cloud -- RctvArm-EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(7)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(39), RechRdx-I(39)
Level 10: Obsidian Shield -- RctvArm-EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(15), S'fstPrt-ResDam/Def+(40), S'fstPrt-ResKB(46)
Level 12: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40), RechRdx-I(46)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Dark Regeneration -- Sciroc-Acc/Rchg(A), Sciroc-Acc/Dmg/EndRdx(17), Sciroc-Dmg/Rchg(17), Sciroc-Dmg/EndRdx(23), Dct'dW-EndRdx/Rchg(31), Nictus-Acc/EndRdx/Rchg(43)
Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 20: Cloak of Darkness -- HO:Enzym(A), HO:Enzym(21), LkGmblr-Rchg+(21)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(27)
Level 26: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(45), M'Strk-Acc/EndRdx(45), M'Strk-Acc/Dmg/EndRdx(45), M'Strk-Dmg/EndRdx/Rchg(46)
Level 28: Cloak of Fear -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-Acc/ToHitDeb(29), SipInsght-Acc/Rchg(29), SipInsght-ToHitDeb/EndRdx/Rchg(42), SipInsght-%ToHit(43), N'mare-Acc/EndRdx(43)
Level 30: Weave -- HO:Enzym(A), HO:Enzym(31), LkGmblr-Rchg+(31)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Oppressive Gloom -- HO:Endo(A)
Level 38: Hover -- LkGmblr-Rchg+(A)
Level 41: Char -- Acc-I(A)
Level 44: Melt Armor -- AnWeak-Acc/Rchg(A)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
Level 0: Born In Battle
Level 0: Marshal
Level 0: Invader
Level 0: High Pain Threshold
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(13), EndMod-I(42)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 5,5% DamageBuff(Smashing)
  • 5,5% DamageBuff(Lethal)
  • 5,5% DamageBuff(Fire)
  • 5,5% DamageBuff(Cold)
  • 5,5% DamageBuff(Energy)
  • 5,5% DamageBuff(Negative)
  • 5,5% DamageBuff(Toxic)
  • 5,5% DamageBuff(Psionic)
  • 30,8% Defense(Smashing)
  • 30,8% Defense(Lethal)
  • 5,19% Defense(Fire)
  • 5,19% Defense(Cold)
  • 9,25% Defense(Energy)
  • 9,25% Defense(Negative)
  • 3% Defense(Psionic)
  • 23% Defense(Melee)
  • 8% Defense(Ranged)
  • 7,38% Defense(AoE)
  • 36% Enhancement(Accuracy)
  • 48,8% Enhancement(RechargeTime)
  • 9% FlySpeed
  • 118,1 HP (7,88%) HitPoints
  • 9% JumpHeight
  • 9% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 15,4%
  • MezResist(Sleep) 1,65%
  • MezResist(Stun) 3,85%
  • 6,5% (0,11 End/sec) Recovery
  • 20% (1,25 HP/sec) Regeneration
  • 2,52% Resistance(Fire)
  • 2,52% Resistance(Cold)
  • 3,13% Resistance(Negative)
  • 9% RunSpeed
  • 2% XPDebtProtection

------------
Set Bonuses:
Kinetic Combat
(Jab)
  • MezResist(Immobilize) 2,75%
  • 22,5 HP (1,5%) HitPoints
  • 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
Reactive Armor
(Dark Embrace)
  • MezResist(Immobilize) 1,1%
  • 1,25% Defense(Energy,Negative), 0,63% Defense(Ranged)
  • 1,25% Defense(Smashing,Lethal), 0,63% Defense(Melee)
Kinetic Combat
(Haymaker)
  • MezResist(Immobilize) 2,75%
  • 22,5 HP (1,5%) HitPoints
  • 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
Reactive Armor
(Murky Cloud)
  • MezResist(Immobilize) 1,1%
  • 1,25% Defense(Energy,Negative), 0,63% Defense(Ranged)
  • 1,25% Defense(Smashing,Lethal), 0,63% Defense(Melee)
Luck of the Gambler
(Combat Jumping)
  • 10% (0,62 HP/sec) Regeneration
  • 7,5% Enhancement(RechargeTime)
Kinetic Combat
(Knockout Blow)
  • MezResist(Immobilize) 2,75%
  • 22,5 HP (1,5%) HitPoints
  • 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
Reactive Armor
(Obsidian Shield)
  • MezResist(Immobilize) 1,1%
  • 1,25% Defense(Energy,Negative), 0,63% Defense(Ranged)
  • 1,25% Defense(Smashing,Lethal), 0,63% Defense(Melee)
Steadfast Protection
(Obsidian Shield)
  • 1,5% (0,03 End/sec) Recovery
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
  • Knockback (Mag -4), Knockup (Mag -4)
Kinetic Combat
(Punch)
  • MezResist(Immobilize) 2,75%
  • 22,5 HP (1,5%) HitPoints
  • 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
Blessing of the Zephyr
(Super Jump)
  • Knockback (Mag -4), Knockup (Mag -4)
Scirocco's Dervish
(Dark Regeneration)
  • 10% (0,62 HP/sec) Regeneration
  • 3,13% Resistance(Negative)
  • 9% Enhancement(Accuracy)
Gaussian's Synchronized Fire-Control
(Rage)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 28,1 HP (1,88%) HitPoints
  • 2,5% (0,04 End/sec) Recovery
  • 2,5% DamageBuff(All)
  • 2,5% Defense(Melee), 1,25% Defense(Lethal), 1,25% Defense(Smashing), 2,5% Defense(Ranged), 1,25% Defense(Energy), 1,25% Defense(Negative), 2,5% Defense(AoE), 1,25% Defense(Fire), 1,25% Defense(Cold)
Luck of the Gambler
(Cloak of Darkness)
  • 7,5% Enhancement(RechargeTime)
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1,1%
  • 1,25% Defense(Energy,Negative), 0,63% Defense(Ranged)
  • 1,25% Defense(Smashing,Lethal), 0,63% Defense(Melee)
Multi Strike
(Death Shroud)
  • MezResist(Sleep) 1,65%
  • 0,95% Resistance(Fire,Cold)
  • MezResist(Stun) 1,65%
  • 1,88% Defense(AoE), 0,94% Defense(Fire), 0,94% Defense(Cold)
  • 1,88% Defense(Melee), 0,94% Defense(Lethal), 0,94% Defense(Smashing)
Siphon Insight
(Cloak of Fear)
  • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
  • 2% XPDebtProtection
  • 9% Enhancement(Accuracy)
  • 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
Luck of the Gambler
(Weave)
  • 7,5% Enhancement(RechargeTime)
Obliteration
(Foot Stomp)
  • MezResist(Stun) 2,2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3,75% Defense(Melee), 1,88% Defense(Lethal), 1,88% Defense(Smashing)
Luck of the Gambler
(Hover)
  • 7,5% Enhancement(RechargeTime)
Positron's Blast
(Fire Ball)
  • 2,5% (0,04 End/sec) Recovery
  • 1,58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6,25% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  • 7,5% Enhancement(RechargeTime)




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Posted

Quote:
Originally Posted by AJW View Post
heres the thing though positional grats defense TO ALL regardless of what it is so i would stay with positional but yes use the steadfast 3% defense and touch of nictus is daark regen just stick with positional
You're correct that positional defense would protect against more stuff... if you could get enough of it. You can't - not high enough values to enough positions - not without gimping the build. You can softcap S/L without crippling the build though - and it protects against any attack that has a Smashing or Lethal component. That means if something throws an attack that's half energy, half smashing... the smashing defense applies to the whole attack - and the vast majority of attacks in the game are at least partially smashing or lethal. So softcapping S/L will be the more effective build strategy in this case.

Yes, there are situations where it won't help - but looking at the game as a whole, softcapping S/L will help more, in more situations for SS/DA than positional def stacking.