Any advice for Dark Armor?
DA is really based on stunning or fearing the emeny. So it doesnt get good until the higher lvls. Even with that u still a mass ammount of end/rech for your heal. I went DM/DA and they seem to work perfect with eachother, but thats my main char so ive spent tons of inf building her, but it works well for me.
Theft of Essence: Chance for +Endurance is also supposed to turn Dark Regeneration from an Endurance nightmare, to somewhat close to endurance neutral/an endurance boon.
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Dark Armor is a bit of a slow starter. While Cloak of Fear and Oppressive Gloom seem like defining powers for the set, sole reliance on them or any one aspect of Dark Armor will not yield the best performance.
Dark Armor really is a layered set. Individually, none of the powers start too well and none of them end up that spectacular (Obsidian Shield is an arguable exception, but Psi Damage simply isn't common enough to entertain the argument.) Some will state that Dark Regeneration the defining power, it's simply too endurance costly to be spectacular at low levels.
When all the Dark Armor toggles are combined, the set truly starts to shine. It's easy to over look one toggle was insignificant, but remove it and you quickly notice the difference.
- Setting the Foundation: Dark Armor basic three are Dark Embrace, Obsidian Shield, and Murky Cloud. Get these early and have them all 4 slotted by level 22. (you could cheat a few slots out of OS. Some do this in their final build, but this depends on your bonuses.) The resistance values achieved by Dark Embrace and Murky Cloud are simply not impressive. ~34% with basic enhancements. Everything builds on these small values, without them, the set quickly crumbles.
Minion Muncher: Death Shroud seems rather lack luster initially for the amount endurance it costs. DO NOT BE MISLED. Death Shroud is your most endurance efficient toggle and is vital to managing endurance on any Dark Armor build. On full teams or soloing at x8, Death Shroud will consistently out damage any power in your arsenal (except Throw Spines.) Take this power immediately, and slot it up ASAP. Fill it with Endurance reductions initially, but at level 22 you should be treating the same as any attack.
Pulled from the fire: Dark Regeneration is the most powerful self heal, but at a high cost. You need 2-3 targets to get full benefit and it uses up 1/3 of your end bar. Without IO sets, you want this to be your "OH $#!+ !!" Take this power immediately and slot it immediately. This power will give a much better sense of Dark Armor's potential, but only after you have the basic toggles in order. With the right IO build, it can be uses rather casually about every 10-15 seconds.
Mez toggles: Outside of IO builds, Cloak of Fear and Oppressive Gloom basically serve the same purpose, so you generally don't need both. While I have always preferred Cloak of Fear, it costs a great deal of endurance and has terrible base accuracy. (who can I harass about this?) On non IO builds, Oppressive Gloom is preferable as it needs no slotting to function fully. I just never liked the wandering affect stunned mobs would get. On IO builds, the preference can shift drastically depending on bonuses sought and the secondary you chose, but things really start to favor Cloak of Fear. Once you have a mez toggle up and running, you really start to understand Dark Armor 's full potential.
Meh powers...sort of: Cloak of Darkness is marginally useful on a basic build. It offers some defense ~5% fully slotted, but not enough to be significant. It does have stealth, which can be situationally useful, and it offers immobilization protection if you wanted to skip Combat Jumping. On an IO set build that emphasizes defense, CoD because a great spring board, making it a must have power.
I'm simply not a fan of self rez powers. IMHO, they are situational at best, and easily replaced by an awaken. If you can't think of another power worth taking, it can make for an IO mule, but I never take the power. I can usually find something to take that will help keep me for face planting in the first place.
If you think this post is long, check out the ridiculously massive guide . It's slightly out of date, but the basics explained there haven't really changed. IMHO, still a great starting point for any Dark Armor scrapper.
@Leetdeth - Virtue | MA Arcs(all challenge arcs): Big Magic Blowout! #369774 | Who Really Cares About This? Z! #509577 | That Meddling King! (teams recommended) #21450
Ok, now I have one more question. I've restarted my Spines/DA scrap, but now something concerns me based on what you said.
Being a Spines scrap, I'll more than likely have Quills running at all times. Does this negate the need for Cloak of Darkness early on? Should I just take Cloak of Fear until I can invest in IOs?
@Leetdeth - Virtue | MA Arcs(all challenge arcs): Big Magic Blowout! #369774 | Who Really Cares About This? Z! #509577 | That Meddling King! (teams recommended) #21450
Ok, now I have one more question. I've restarted my Spines/DA scrap, but now something concerns me based on what you said.
Being a Spines scrap, I'll more than likely have Quills running at all times. Does this negate the need for Cloak of Darkness early on? Should I just take Cloak of Fear until I can invest in IOs? |
With out an IO build, Spines/DA will have a very difficult time running Cloak of Fear. I do run Cloak of Fear on my Spines/DA scrapper, but I have a hefty IO build and Cardiac Alpha to manage it. Prior to purchasing IO sets, I would say do not use CoF on a Spines/DA build.
I think you're mixing up powers. Cloak of Darkness is a stealth/immob. protection power with some defense. No aspect of this power is affected by Quills.
With out an IO build, Spines/DA will have a very difficult time running Cloak of Fear. I do run Cloak of Fear on my Spines/DA scrapper, but I have a hefty IO build and Cardiac Alpha to manage it. Prior to purchasing IO sets, I would say do not use CoF on a Spines/DA build. |
@Leetdeth - Virtue | MA Arcs(all challenge arcs): Big Magic Blowout! #369774 | Who Really Cares About This? Z! #509577 | That Meddling King! (teams recommended) #21450
I'm simply not a fan of self rez powers. IMHO, they are situational at best, and easily replaced by an awaken. If you can't think of another power worth taking, it can make for an IO mule, but I never take the power. I can usually find something to take that will help keep me for face planting in the first place.
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THIRTY.
It's gimmicky, some might say, but I don't know of much safe AV/GMs that can't get stunned by it.
I feel I really must point out that the self-rez has a magnitude thirty stun in it.
THIRTY. It's gimmicky, some might say, but I don't know of much safe AV/GMs that can't get stunned by it. |
But yeah, it's a great rez if you're into that sort of thing.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
I feel I really must point out that the self-rez has a magnitude thirty stun in it.
THIRTY. It's gimmicky, some might say, but I don't know of much safe AV/GMs that can't get stunned by it. |
On the down side, you have to die to use it. I'm not a fan of dying.
But yeah, it's a great rez if you're into that sort of thing. |
I usually leave it on auto-fire, just because I don't have any other powers that warrant it. That and I kind of like the "Oh you killed me? Boy, was THAT dumb!" aspect of the power
It makes a good mule for a partial set of Eradication for more End/defense/HP (My BS/DA build really started to get awesome once I cranked up the HP some, I'm just over 1900 on my live build)
I took it at level 49 and stuck a couple slots in it, I believe I have 3 Eradication in there, which is helping me hit the soft-cap for ranged and is contributing to my 119 max endurance (more endurance helps DA builds quite a bit)
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. |
I think you're mixing up powers. Cloak of Darkness is a stealth/immob. protection power with some defense. No aspect of this power is affected by Quills.
With out an IO build, Spines/DA will have a very difficult time running Cloak of Fear. I do run Cloak of Fear on my Spines/DA scrapper, but I have a hefty IO build and Cardiac Alpha to manage it. Prior to purchasing IO sets, I would say do not use CoF on a Spines/DA build. |
Who do I have to *&^% around here to get more Targeted AoE recipes added?
Arc Name: Tsoo In Love
Arc ID: 413575
I plan on taking Cardiac mainly for the endurance reduction but does the very rare power help increase the damage resistance of the build by much considering ED? I'm running about 45% to S/L and Energy at level 45 but was hoping by 50 to get that a lot higher.
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Alpha Very Rares ignore ED on 2/3rds of the enhancement value, so you'll get nearly 22% enhancement that ED doesn't touch.
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. |
My resistance without Cardiac:
54.8% SL
26.6% E
50.3% N
41.0% FC
28.2% T
50.0% P
With Cardiac:
60.1% SL
28.8% E
54.0% N
44.2% FC
30.4% T
57.5% P
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Thanks for the insight!
Who do I have to *&^% around here to get more Targeted AoE recipes added?
Arc Name: Tsoo In Love
Arc ID: 413575
Not before level 22. With out SO level enhancement, the base resistance values of he basic 3 are too low. This also happens to be a level when we are starved for slots, so you may not have enough slots in the powers to see the effect. I would say from level 22 on, Dark Armor builds start to improve dramatically.
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When I make a new toon I usually pick a Origin based off of what Mr. Yin's store sells...
In the case of a spines/DA I'd choose Technology so I could buy some level 13, 17, and 21 EndReduc SO's for myself.
Sometime's you can find them on the market under "special", but its best to unlock Mr. Yin's on one of your toons so you can email/transfer to yourself.
You have to complete the second arc (lvl 15~19) in faultline to unlock the store if anyone care's or doesn't know about it
Technology's can buy End Reduction SO's
Mutant's can buy Damage SO's
Natural's can buy Damage SO's
Science can buy Recharge SO's
Magic can buy Accuracy SO's
perma jump is ---> /up 1
I love my Kat/Da and I am super glad I chose that combo for my first ever toon. Taught me so much about endurance management and waiting for the late game to super shine. Then I found the forums and IO'd her out as much as I could (and have not changed her build since i17).
Anyway, I found that getting the Perf Shifter +End and I think it is the Numina proc that gives regen and recovery bonuses are easily obtained by doing a few TFs and also picking up the exploration badges in each part of PC as you level up (5 merits per collection). By the time you hit ~ level 41 you should be able to have a few uniques from the merits plus the TF accolade. If you run some of the story arcs those will yield even more merits. This is the route I am going with my Inv/DB (another endurance beast atm) and it has helped tremendously.
If you do not have time to complete story arcs take advantage of the autocomplete every 3 days.
It won't get a LOT higher, but it will get it enough higher that it will help.
Alpha Very Rares ignore ED on 2/3rds of the enhancement value, so you'll get nearly 22% enhancement that ED doesn't touch. |
My resistance without Cardiac:
54.8% SL 26.6% E 50.3% N 41.0% FC 28.2% T 50.0% P With Cardiac: 60.1% SL 28.8% E 54.0% N 44.2% FC 30.4% T 57.5% P |
On my DM/DA
With out Cardiac.
S/L 50.4%
F/C 45.3 %
Psi 60.8 %
Neg 49.3 %
Energy/Toxic 26.1 %
With Cardiac.
S/L 56.2 %
F/C 48.8 %
Psi 66.7 %
Neg 54 %
Energy/Toxic 28.5 %
On the subject of DA... What APP/PPP do people like for 'em? Soul for Shadow Meld looks sorta interesting, but on the other hand I wouldn't mind some more AoE.
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Sadly, I believe Blaze Mastery is superior to every other option. Many chose Body Mastery for easier endurance management, but I really don't see the need and you sacrifice damage out put. For thematic reasons, I used to use Darkness Mastery, but I eventually came to believe the thematic choice wasn't worth the decreased damage output.
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1) End Management: it's kind of a no-brainer choice for that.
2) Staying with concept and avoiding redraw: My concept and backstory states that all the character's powers come from the demonic sword he acquired. Without the sword he's just a normal dude. So, the Darkness powers are appropriate, but I despise putting my sword away, firing a power, and then redrawing the sword.
There's also the fact that my build is really tight on slots, and Body Mastery has powers that don't need much slotting to be useful.
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. |
I've been watching Dark Armor since I've been playing, and the verdict (and my verdict as well) is that Dark Armor is heaping loads of awesome with good investment, but every time I try to to start one up, I can never get on the right foot, and that's trying MA, Spines, and Katana as primaries. Am I missing something? Am I doing something wrong?
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After endurance, I would think about defense. You can probably get around 20% def in S/L/F/C/E/Ne or M/R/A by the time your lvl 30 if you plan your character before hand. Damage Resist comes naturally with Murky Cloud, Dark Embrace and Obsidian Shield and can be improved when you're ready to fully IO your character. So I would just take the powers, slot them for end reduction and not worry about them until lvl 40ish.
Dark Armor is inspiration heavy at low levels, stock up whenever you can. Purples, blues and greens (If your end can't handle Dark Regeneration).
I have never played a MA/DA or Kat/DA but the best build I have ever seen is a Kat/DA by Werner (You can find it in one of his posts). The all-round survivability of his character is better then most tanks and brutes out there imho.
I remember comparing Werner's build with mine and opened up the View Totals window in Mid's. His build tied or demolished my Spines/DA in EVERY SINGLE category in the Survival, Misc Buff and Status tabs with exception to Smashing def and Run Speed. I was pretty proud of my build until then. Haha!
One more thing I wanted to say about endurance management is get to know the damage types of your enemies and toggle off what you don't need.
Theft of Essence: Chance for +Endurance is also supposed to turn Dark Regeneration from an Endurance nightmare, to somewhat close to endurance neutral/an endurance boon.
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This is Very Important. Add in Numina/Miracle uniques and a Perf. Shifter proc with intelligent attack slotting and your endurance will be managable. I agree with Claws above about Body Mastery as well; its a huge boost for minimal slot investment.
I've been watching Dark Armor since I've been playing, and the verdict (and my verdict as well) is that Dark Armor is heaping loads of awesome with good investment, but every time I try to to start one up, I can never get on the right foot, and that's trying MA, Spines, and Katana as primaries. Am I missing something? Am I doing something wrong?
@Leetdeth - Virtue | MA Arcs(all challenge arcs): Big Magic Blowout! #369774 | Who Really Cares About This? Z! #509577 | That Meddling King! (teams recommended) #21450