Does dark armor maybe in need of a buff
So reading this thread and getting ideas I looked at Paragon Wiki.
Cloak of Fear has some interesting options with IO's in the mix.
And Now I have a strong desire to roll up a /DA something. Any suggestions for seeing my foes driven before me?
My main toon is a Spines/DA Scrapper. Ever since I've rolled a Dark Armor, no other sets have ever looked quite as good. That being said, I'm not sure I agree with some of the 'Cloak of Fear' supporters here.
By the numbers, Cloak of Fear is arguably the worst power in the game. Yes, worse than Flurry and Jump Kick. Specifically:
-50% base accuracy: if you slot CoF with 3 lvl 50 acc IOs (or equivalent), it'll bring the acc juuust to 100%, meaning you'll almost always hit even-con minions. Fighting bosses or something higher than your level? Better hope you have set bonuses or friends with +tohit powers. But terrible accuracy is just the start of CoF's issues.
-Its fear doesn't stack. It works on minions and only on minions.
-8' radius. Obviously not worse than Oppressive Gloom or many other powers, but it exacerbates the biggest issue, which is...
-5-second activation period. This means that Cloak of Fear only fires or "ticks" its effects once every 5 seconds. That to-hit debuff that everyone loves on CoF? Assume CoF fires on count 0. Your enemy runs towards you on count 1, attacks on count 2-3, runs again on count 4. How much to-hit debuff did he get from CoF? 0% - his actions took place entirely between ticks. The small radius and long activation period work together to severely limit CoF's effectiveness.
To each their own however, every little bit helps survavability. My Spines/DA has a super-tight build, once taking OG over CoF, I've never looked back. Want a To-Hit Debuff? Absolute Amazement: Chance for ToHit Debuff fits into OG
I hesitate to ask for capped Neg resist for DA to bring in in line with the other elemental armours because most likely we'll have to pay the price they do: a huge gapping hole against something else.
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Dark Armor is already paying the price you mention.
After years of ignoring the set despite seeing players such as Des pwn mobs using DA, I have to say it's my favorite resistance based set. My Spines/DA is now my farming toon of choice and I like the set so much I'm thinking of making something DA on my second account too.
The only thing I don't like about DA is the stun aura, this is because as a scrapper my toon has no taunt and the double damaging auras cause mobs to scatter enough as is that I don't want them wobbling around.
I also like the idea of capping it on Negative energy resistance.
Who do I have to *&^% around here to get more Targeted AoE recipes added?
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After years of ignoring the set despite seeing players such as Des pwn mobs using DA, I have to say it's my favorite resistance based set. My Spines/DA is now my farming toon of choice and I like the set so much I'm thinking of making something DA on my second account too.
The only thing I don't like about DA is the stun aura, this is because as a scrapper my toon has no taunt and the double damaging auras cause mobs to scatter enough as is that I don't want them wobbling around. I also like the idea of capping it on Negative energy resistance. |
My biggest problem with DA overall is it goes with everything. I've also got a WM/DA working and a DA/Ice tank. Each feels completely different to play and each feels very solid. Unless your in First Ward and find yourself debuffed to negative levels on D and Res (seriously, what's going on with that?).
Well, off to make 4000 Recovery Serums for the leveling journey.
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It already has this. In fact, both Fiery Aura and Electric Armor (on a Brute or Scrapper) end up with more resistance to their opposing damage type (Cold and Negative respectively) than Dark Armor. Dark has the lowest resistance to Energy damage, one of the most common damage types in the game.
Dark Armor is already paying the price you mention. |
After years of ignoring the set despite seeing players such as Des pwn mobs using DA, I have to say it's my favorite resistance based set. My Spines/DA is now my farming toon of choice and I like the set so much I'm thinking of making something DA on my second account too.
The only thing I don't like about DA is the stun aura, this is because as a scrapper my toon has no taunt and the double damaging auras cause mobs to scatter enough as is that I don't want them wobbling around. I also like the idea of capping it on Negative energy resistance. |
Now my dm/da broot I'll get out of Praetoria someday (god I hate that she's 15 and I rolled her there, it's deserted even on Virtue) will have CoF because of the taunt aura since nowadays CoF won't be a huge issue to generating fury now that you can keep it at high levels with little effort (ok not 85-90% like before but I like the new Fury better, I can walk down a long hallway and still have 50%ish for the next mob) - plus fear stacking if I need it (taking ToF anyway for set bonuses from the acc tohit debuff sets). My Claws/DA Brute plays very differently since the mitigation is different, there's good AoE, etc. The +end proc has certainly made it easier to manage cloak of fear - I'd be happy now if they just gave it normal accuracy, it seems so wrong to slot it at the acc cap to have less than a regular attack slotted for about 45-50% acc.
The problem with capping neg resists is that it wouldn't be a game changer - because if they do that they may mess with the psi res, which IS one of the strong points of the set.
I think, overall, that problem is pretty easily rectified.
I always wondered about that...every other resist based set is capped to certain things...hell, Ice Armor is defense based and has capped resists to cold o_O
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Ice has capped cold resistances, but that's because as a "defense based set" it has very little actual cold defense. Both Ice and Stone (outside of Granite) are not pure defense sets: they have high defenses to most types, but mostly resistance to the rest.
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my bad, forgot Invul falls a bit short before Tough (I think Invul used to cap itself w/out Tough, can't remember...)
but still...it's funny that Invul requires 1 toggle and 1 passive to hit 63% S/L, while DA requires two toggles to get about the same number for negative energy...
Probably, other than the intense endurance consumption of DA, the lack of KB protection is annoying. I like hover with DA and of course I make room for KB protection IOs.
I think, overall, that problem is pretty easily rectified. |
I want to roll a DA Tank...just can't decide on a secondary =\
my bad, forgot Invul falls a bit short before Tough (I think Invul used to cap itself w/out Tough, can't remember...)
but still...it's funny that Invul requires 1 toggle and 1 passive to hit 63% S/L, while DA requires two toggles to get about the same number for negative energy... aye, IOs fix many many things, but the set by itself, the lack of KB can be the deciding factor if you kick the bucket because you can't activate your heal. I want to roll a DA Tank...just can't decide on a secondary =\ |
I hate the damage output on tanks, but if you can manage to softcap at least positional defenses as DA tank, DA/DM would no doubt be awesome. I've been considering revisiting a DM/DA scrapper just, because I've enjoyed my Kat/DA so much. Can't imagine adding a single target heal and an endurance recovery power to the mix is a bad idea. Plus DM's single target attack speed is so great that I can almost overlook the fact that I dislike shadow maul :P
Oh also, to anyone who feels that dark has something to be envious of ice over, keep in mind that there are virtually no cold attacks in the game. Once a year you can fight enemies that use cold in the form of the winter horde, that's about it. Moderate negative energy resistance is a heck of a lot nicer than capped cold resistance.
/Martial Arts - Great AoE knockdown, stacking stuns, awesome defense bonus. Impressive ST damage.
/Kinetic Melee - AoE Knockdown, stacking stuns, -dmg debuffs for better survival. Power Siphon has good synergy with Death Shroud for good AoE damage.
/Fire Melee - My first Dark Tank was /Fire. It's terrible for keeping you and the team alive, but there is damage. Lots of large area damage.
/Stone Melee - No personal experience with this, but it's got stuns in spades and great ST damage. It'll be heavy on endurance, though.
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I am just glad you can run the three armors at the same time now! Originally when I started my BS/DA I had to choose one armor and hope Dark Regen recharged fast enough.
However if I were to focus on one thing it would be Dark Regen. Perhaps you should get a double heal off the first target hit or some bonus level of healing. Just for balance. That's about it.
Quixotik
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Wait... isn't Dark Regen the best self heal in the game?
The only changes I ever wanted for DA is to have Dark Regen's endurance usage applied based on it's healing. If you hit 1 target, then end consumed is for one target. 2 Targets, etc. And have Dark Shroud apply a tohit debuff.
But this was before IOs made endurance management a non-issue. Also before IOs, I wanted Soul Transfer removed for an Eclipse clone. Again, IOs made this a non-issue.
my bad, forgot Invul falls a bit short before Tough (I think Invul used to cap itself w/out Tough, can't remember...)
but still...it's funny that Invul requires 1 toggle and 1 passive to hit 63% S/L, while DA requires two toggles to get about the same number for negative energy... |
Dark Embrace + Murky Cloud is also equal to 62.4% resistance to negative energy. And 46.8% resistance to smash/lethal. And 46.8% resistance to fire/cold. And 46.8% resistance to toxic and energy.
Periodically, Invulns have expressed concern about the opposite situation you're noting: that sets like Dark Armor get to have substantial resistances to a wide range of types, while Invuln is heavily focused on smash/lethal.
I want to roll a DA Tank...just can't decide on a secondary =\ |
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I keep seeing posts like this, and I think about leveling a Dark Armor character, but ultimately I decide against it. Not because Dark Armor is lacking, but because what it has over other sets isn't always something I want.
Basically I tend to compare Electric Armor and Dark Armor. Looking at them, I tend to call the Resistances a wash, mostly, though I think Electric might come out a bit better, but it's a matter of opinion. Electric has better S/L/F/C, it's energy resist is better then DAs negative, but it has no toxic resist, and slightly lower Psi. Only reason Electric might come out better is because there isn't a ton of toxic, and there is a lot of energy. But for discussion I'll call them close enough.
So beyond resists, you have to look at the utility that a set gives. Both sets have a damage aura, so ignore those. Electric has huge end drain and recovery resists, but Dark has good enough end drain to work. Other then that, Electric has a bit of slow resist, and +20% rechage passive and a couple good end recovery tools. Dark has a significantly better heal, and some defense, and a pbaoe mag 2 stun aura.
One comment on the heal in DA. It's great, and with TOE's proc it's generally fairly usable. But in a lot of ways it's overkill. You only have 100% of a life bar, the fact that Dark Regen can heal multiple bars in one go is somewhat pointless. So it is the best heal in the game, but in a lot of ways, I prefer Fire's heal, since you don't need a target to use it and it doesn't miss.
So looking at the overall benefits, Electric gives +recharge, slow resist and end recovery tools. Dark has a better heal, some defense, and a stun aura. If you look at it, Dark's utilities are all defensive, while Electric's are offensive. Which is why I tend to make Electric toons, and not DA ones. Because with IOs and pool powers I can get a lot of defense, but not quite so much offense. The last tick against Dark, IMO, is that if I did want a super tough toon, DA would be great, except the fact that right now, the only place I really need a super tough toon is for iTrials, and a significant chunk of damage in iTrials is energy damage, which is not so good for DA.
So looking at the overall benefits, Electric gives +recharge, slow resist and end recovery tools. Dark has a better heal, some defense, and a stun aura. If you look at it, Dark's utilities are all defensive, while Electric's are offensive. Which is why I tend to make Electric toons, and not DA ones. Because with IOs and pool powers I can get a lot of defense, but not quite so much offense. The last tick against Dark, IMO, is that if I did want a super tough toon, DA would be great, except the fact that right now, the only place I really need a super tough toon is for iTrials, and a significant chunk of damage in iTrials is energy damage, which is not so good for DA.
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I LOVE Dark Armor. It is by far my favorite armor set. Been playing it since Issue 1. (I have a 50 Dark Melee/Dark Armor scrapper and a tank)
I find Dark Armor to be a very strong set, with good well-rounded resistances, a bit of defense, great heal, and toggles that turn minions to mush. I remember reading Arcanaville's amazing post years ago comparing the performance of the various armor sets, noting the strength of Dark Armor.
IO set bonuses changed things somewhat, but I found that it benefited Dark Armor (and other resistance-based sets) a lot, with all the +def you could get. (I feel that defense-based sets, like SR, got shafted a bit on that regard, as there is less +resist available).
My ONLY real complaint is actually not with Dark Armor itself, but rather the next generation of armor sets... namely Willpower and Electric. I find that these sets were relatively stronger than their older counterparts.
I like Willpower, and have a 50 DB/WP scrapper that I love, but it does feel much easier to survive bigger mobs with that set than DA.
Similarly, I find my 50 DM/Electric to be amazing. The S/L resistance of Charged Armor is higher than that of DA or FA. And it has surprisingly good psi resist... something I did not expect from a set that has such good S/L and capped Energy resist. Plus, Energize is great.
I am not advocating nerfing WP or Elec. I do, at times, wonder if the older sets should be buffed a little to balance them with WP and Elec.
Considering Electric's good psi resist, capped energy resist, heal, end recovery and conservation, higher S/L resist and KB protectiion, I don't think it would be unreasonable to give DA a buff in negative energy resist and maybe psi resist. Oh yeah, and give Cloak of Fear a normal accuracy... maybe have it cost less end.
If I were to debuff Electric to balance it with Dark, I would propose reducing Electric's psi resist, and dropping its S/L resist to match FA and DA.
But, given that I do like Electric play mine regularly, I would rather see a rebalance of the older sets.
Just my 2 bits.
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Being a fan of both armors, I agree. That's why I want CoF to be more useful, being it reducing end costs or having normal base accuracy.
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This is important, because the target cap enforced on all AoEs is number of targets *hit* not number of targets rolled against. So if CoF misses a few, it will keep looking for targets until it finds ten, or runs out of targets in range. The difference in accuracy tends to cause the two auras to hit a somewhat different set of targets (with some overlap) if both auras are on, which can have some benefit in high density environments.
The deficits to players only running one at a time outweigh this situational advantage, but it is there: I've exploited this mechanical difference myself on occasion.
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INCREASE IT'S NEGATIVE ENERGY RESIST SO IT CAPS!
...other than that, I'm pretty okay with the set as it is now.