Dark Armor "mob compression" help


Aquila_NA

 

Posted

I'm playing a mid level (30) Dark Armor Tank these days. It can be a challenge depending on team buffs, but the future should be getting better over the next few levels as I begin slotting Eradications and Kinetic Combats.

I'm not a herder, by any means, but I do like to compress the mobs into a smaller area using Taunt and topography. However, DA seems to create a dilemma, if I go in with Oppressive Gloom running, lower ranks get stunned and won't crowd in to melee. If I go in without OG running, then I'm missing a key piece of damage mitigation. Even if I did use this tactic, it takes 2 seconds to activate. That's a looong time. I'm used to playing Invul where it's pretty simple, run up to a dude, smack him, run around with Invicibility and the mobs eagerly come to papa. With DA using OG, doing such a thing creates a bunch of haphazardly stunned foes wandering all over.

So I ask the experience DA tanker pros - what do you do about this? I'm sure once I finish the build to soft-cap s/l/e/n def I'll probably leave OG off, but I've got a ways to go before I'm at that point. Should I just live with the stunned foes for now?


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Posted

Quote:
Originally Posted by Deacon_NA View Post
So I ask the experience DA tanker pros - what do you do about this? I'm sure once I finish the build to soft-cap s/l/e/n def I'll probably leave OG off, but I've got a ways to go before I'm at that point. Should I just live with the stunned foes for now?
I generally don't use either aura unless I'm running against my survival threshold. Even when I am using the toggle, I don't ever recall the wandering mobs giving me trouble. I tend to play a very mobile tank, hopping around and folding enemies in on themselves.

Something I'd like to point out: The taunt duration of Oppressive Gloom lasts longer than the stun.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Something I'd like to point out: The taunt duration of Oppressive Gloom lasts longer than the stun.
Although with slotting the duration can be a bit longer than the taunt... Of course, that's probably unnecessary if it pulses every few seconds (and hits).


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Posted

Quote:
generally don't use either aura unless I'm running against my survival threshold.
At level 30 with no +Def bonuses outside of a Steadfast Protection, I'm always at my survival threshold when tanking for big teams, so OG is pretty key to survival at this point. I'll learn to live with the meandering mobs for now and avoid slotting OG for Stun enhancement.


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Posted

Quote:
Originally Posted by Deacon_NA View Post
At level 30 with no +Def bonuses outside of a Steadfast Protection, I'm always at my survival threshold when tanking for big teams, so OG is pretty key to survival at this point. I'll learn to live with the meandering mobs for now and avoid slotting OG for Stun enhancement.
This is where being mobile will help. Not many people I see move their tanks around much at all, and I think that's a shame. By leveraging the -range in taunt and the manipulating the melee/ranged AI preferences, you can fold a mob back onto the minions that are stunned. It can even help your survival a bit because the enemies will spend more time moving into range than they will spend hitting you.


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

For me, I've found OG to be a one slot wonder and don't try to enhance the stun. If I've moved to another position this allows the stun to drop while they're still being effected by the taunt aura. I don't move around as much as some, but I do incorporate the ideas Dechs mentioned in his last post.


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Posted

It's a challenge. One that is inherent with the set.

Yes, it is sort of counter-intuitive. I guess that's the way they want it.

No help, I know, but I don't think that there's anything beyond waiting until your survival threshold is higher before trying to herd/gather.


 

Posted

I use Cloak of Fear all the time, but without any fear duration slotted in so they will follow me quickly, and use OG as said above: only when I need it to stay alive. It's still a good power to have though, and you can keep a lot of mobs busy if the near ones are stunned and you taunt the farther ones. But CoF alone will let you pack them in better.

Also, what Dechs said about mobile tanks. All of it.

If you happen to be DA/DM, I have found that slotting Siphon Life like a heal and using it whenever it is up adds so much survivability that it should let you run without OG more often.


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Posted

I never use OG.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.