Does dark armor maybe in need of a buff


Airhammer

 

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Originally Posted by BrandX View Post
YES! YES IT SHOULD!

INCREASE IT'S NEGATIVE ENERGY RESIST SO IT CAPS!

...other than that, I'm pretty okay with the set as it is now.
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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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?


 

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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


 

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Originally Posted by Talonflash View Post
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.
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.


 

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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.


Who do I have to *&^% around here to get more Targeted AoE recipes added?

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Arc ID: 413575

 

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Originally Posted by EnigmaBlack View Post
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.
Been leveling up a Spines/DA myself and I woulda thought the stun aura was a godsend (not quite old enough yet). I get so much attention with the dble damage auras, it seems like i'm the tank on the team. A few vitamins and i feel like it, but then the minute passes...

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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Originally Posted by DMystic View Post
And Now I have a strong desire to roll up a /DA something. Any suggestions for seeing my foes driven before me?
DA is a strong set that can work well with probably most anything, but if you want to get hooked, try it with Dark Melee. It's also the best choice, I think, if you want to use Cloak of Fear. I'll take CoF and OG with DM, and just OG with any other set. Being able to stack the fear makes all the difference, and helps make the slot investment CoF requires pay off.


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Originally Posted by Supernumiphone View Post
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.
I meant having a 0% resistance to a damage type, e.g. Electric Armour vs Toxic. Dark as it currently stand has no holes, only a thin patch. What are you willing to give up for capped resist to Neg Energy?


 

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Quote:
Originally Posted by EnigmaBlack View Post
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.
That's the beauty of DA. The stun aura is awesome for my 50 DM/DA scrapper because she has the 'boss killer' role, and because of that she was able to take the alphas in long story arcs that on a team that had two tankers - but they were Invul and Ice and all the mobs were psi, so even minions were problematic for them - my scrapper kept them stunned, dealed with the hard mobs and they wiped the stunned minions because they had plenty of AoE (both fire melee). OG allowed her to ignore minions (she was way more fragile than a tanker after all, on SOs at the time, lvl 40ish) and make the tankers' jobs easier since they were all stunned, and they did what I couldn't (mass murder mobs) because I only had shadow maul as 'AoE'.

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.


 

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Originally Posted by Talonflash View Post
I meant having a 0% resistance to a damage type, e.g. Electric Armour vs Toxic. Dark as it currently stand has no holes, only a thin patch. What are you willing to give up for capped resist to Neg Energy?
I consider no knockback protection as a pretty big hole.


 

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Originally Posted by Mr. DJ View Post
I consider no knockback protection as a pretty big hole.
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.


 

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Originally Posted by Mr. DJ View Post
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
The "resist based sets" most people consider to be based largely on resistances are Fiery Aura, Electric Armor, Dark Armor, and Invulnerability. Two cap a damage type: FA and Ela. Two don't: Dark and Invuln. Dark is not an unusual exception.

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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Posted

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...

Quote:
Originally Posted by Gospel_NA View Post
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.
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 =\


 

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Quote:
Originally Posted by Mr. DJ View Post
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 =\
My Kat/DA is so resilient these days even at exemplaring levels as long as I have dark regeneration available to me. Matter of fact at higher level content I find that I rarely have to consider using divine avalanche for my melee/lethal defense. (Though it's helpful against hard targets like AV's for certain)

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


 

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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.


 

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Originally Posted by Mr. DJ View Post
I want to roll a DA Tank...just can't decide on a secondary =\
My recommendations are as follows:

/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.


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Wait... isn't Dark Regen the best self heal in the game?


 

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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.


 

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Quote:
Originally Posted by Mr. DJ View Post
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...
TI + RPD equals 62.4% resistance to smash/lethal (on tankers).

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.


Quote:
I want to roll a DA Tank...just can't decide on a secondary =\
Today, going to have to go with MA. Between being able to stack stuns with OG and with the defense bonus in SK and with a PBAoE knockdown to keep things in range of the auras and Dark Regen, its probably one of the better matches for Dark Armor. MADA has always been considered good synergy for Scrappers, I think its an even better combination for tankers.


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Posted

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.


 

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Originally Posted by Vysires View Post
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.
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. OG is great on my dm/da scrapper since she can focus on the hard targets and ignore minions, might be good also for a Tanker (they'll wander but come back to you eventually), but I wouldn't make a WM/ or Stone Melee/Dark Brute, so much mitigation it would hinder Fury - I took CoF for my Claws/Dark Broot but Claws has lighter end use than Stone/Mace and CoF doesn't get in the way of Fury too much since you'll always take some hits or attack attempts from mobs because you're constantly damaging them with Death Shroud, plus they won't wander. And my Stone/Elec Brute was an end nightmare before Power Sink (ELA didn't have energize back when I leveled her), she could tank on SOs at 22 because of Fault, the mallets' KDs and the mag4 hold on S. Smash but she was also my only toon (slotted with only acc and endred on attacks, relying on Fury for damage) that ever ran out of end with speed boost , it would be even worse for a /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.

-Kokoro


 

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Originally Posted by Kokoro View Post
Oh yeah, and give Cloak of Fear a normal accuracy... maybe have it cost less end.
I'd be okay if it were one or the other, poor accuracy or high end cost. It's the combination of them that kills it for me. If they changed one of them I would go out of my way to fit it into my builds.


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Originally Posted by Dechs Kaison
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Originally Posted by Kioshi View Post
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.
I wouldn't mind higher CoF accuracy, but I do want to point out a weird occasional benefit to CoF's low base accuracy. Suppose you're fighting more than ten things in roughly melee range. If you turn on OG to stun them, OG will hit its target cap of ten targets. At high accuracy, they will be the ten closest targets to you most of the time. If you also turn of CoF, if CoF had the same accuracy it would also tend to hit the same targets, more or less. But at lower accuracy CoF tends to miss many of the first targets it sees.

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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