Is the Shield Wall proc (3% resist all) good for /Dark?
I'm a big fan of the Shield Wall, and I'm not selling any right now, so I can make that recommendation without my usual "I have a conflict of interest" disclaimer. Of course, 3% resistance for 2 billion is one hell of an expensive way to pick up a tiny bit of mitigation, but I've spent more for less.
That said, your Dark Regeneration is missing the all-important Theft of Essence proc. I'd pick that up first.
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Is the ToE proc that useful? In general, I don't like chance procs unless they're in toggles or passives. In this case, the proc will "save" me 11.5 end every for every ~5 activations, but slotting another Golgi I will save another 20 end guaranteed in those same 5 activations, plus the stronger healing. Is there something I'm missing?
Is the ToE proc that useful? In general, I don't like chance procs unless they're in toggles or passives. In this case, the proc will "save" me 11.5 end every for every ~5 activations, but slotting another Golgi I will save another 20 end guaranteed in those same 5 activations, plus the stronger healing. Is there something I'm missing?
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I have been somewhat disappointed by the ToE proc in Dark Regen.
As it relies on the amount of targets around you, its performance varies widely in actual play. Well, I suppose "actual play" will vary from player to player, but for me there are situations in which I'll have 10 mobs in range when firing Dark Regen (rare) and situations in which I'll only have 2-4 mobs in range (much more common).
There is some potential for overkill as well, i.e. if your end bar is at 75 and you get 4 +10 end at once, you've gained 15 endurance less than a numerical analysis that wouldn't take that in consideration might show.
I believe endurance is too important and using this proc is too luck-based to rely on it for endurance management. It is nice as a buffer against end drains, or at low levels when you might lack other means to manage endurance, but I prefer to use epic (CP) or incarnate (cardiac, ageless) options for the purpose of endurance management. I still slot the proc, because there is generally at least one other slot that isn't filled with something as useful, but it's not a priority.
Is the ToE proc that useful? In general, I don't like chance procs unless they're in toggles or passives. In this case, the proc will "save" me 11.5 end every for every ~5 activations, but slotting another Golgi I will save another 20 end guaranteed in those same 5 activations, plus the stronger healing. Is there something I'm missing?
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Look at it this way. When you slot Dark Regeneration as a heal rather than an attack (I'm not sure why you'd want to do the latter since you should be using it only as needed) you have more than enough room to put in the ToE proc. Typically when you are going to need the Dark Regeneration is in those large groups or occassionally against an AV if you take a large hit.
The idea behind the proc is that you can sometimes negate the cost of the heal completely and on many occassion actually increase the amount of endurance you have, especially in a large group. Of course the key to making this effective is ensuring that you still have a fair bit of accuracy in Dark Regeneration (Or at the very least good global accuracy bonuses). If you miss most of the targets around you the proc won't fire very often. You have to remember that dark regen must hit it's target. If you overall accuracy is low you'll find the power less and less useful as you get into higher content where you're almost always facing mobs of a higher level.
Like I said it's a useful tool if you build to make it effective. If you find that you can't or don't want to do that. Do whatever you feel is best for your build. Just keep in mind your ED caps for slotting efficency.
The ToE proc is a god send. With a 90% confidence interval get 3 to 4 tics of a mob at x8. Buy it, craft it, slot it, profit.
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Dark/Shield Build Thread
Is the ToE proc that useful? In general, I don't like chance procs unless they're in toggles or passives. In this case, the proc will "save" me 11.5 end every for every ~5 activations, but slotting another Golgi I will save another 20 end guaranteed in those same 5 activations, plus the stronger healing. Is there something I'm missing?
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The chance for +End rolls on every target Dark Regen hits, not just once when you use it.
If you slot it, you will quite frequently use the power for 0 end use, and occasionally GAIN endurance if it procs on enough targets.
When you slot Dark Regeneration as a heal rather than an attack |
Eradication is an exceptionally useful set that a DM/DA has a lack of places to slot. My slotting on my BS/DA is 4 Eradication (for the max HP bonus, my scrapper is sitting at over 1900 HP, that's a lot for a Dark Armor), and 2 Theft of Essence, including the proc. I've found that with the proc and the Acc/Heal/End (or whatever it is I have slotted), the proc will offset the end cost of the power most of the time, and I get to have the set bonuses from a good PBAoE set.
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. |
Yes.
Except it's NOT being slotted as an attack. Out of the box it only takes 3 targets to fill your health bar, unslotted for healing. Eradication is an exceptionally useful set that a DM/DA has a lack of places to slot. My slotting on my BS/DA is 4 Eradication (for the max HP bonus, my scrapper is sitting at over 1900 HP, that's a lot for a Dark Armor), and 2 Theft of Essence, including the proc. I've found that with the proc and the Acc/Heal/End (or whatever it is I have slotted), the proc will offset the end cost of the power most of the time, and I get to have the set bonuses from a good PBAoE set. |
I was making a general statement rather than specifically to the slotting suggested in the original post. The amount of damage that dark regeneration does should be irrelevant. Healing, end redux, accuracy, and recharge are priority. If you have all those at reasonable levels there is plenty of room for a ToE proc. This is what I was stating.
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And the bonuses in Eradication are better than the ones in any healing set you care to name. Given that a DM/DA's only damage dealing AoE is Shadow Maul, if you're slotting for defense at all, you're going to have to end up putting a damage set in Soul Drain, Dark Consumption, and Dark Regeneration.
Also, since the first bonus in Eradication is 1.8% to your max endurance, it's helping your end problems already.
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. |
And I was stating that the healing is irrelevant on Dark Regeneration most of the time. The only time you'd want to use Dark Regen is when you're close to dead and in a crowd. Since you only need 3 targets to fill your life bar before slotting, the only thing you really need is accuracy, end reduction, and recharge.
And the bonuses in Eradication are better than the ones in any healing set you care to name. Given that a DM/DA's only damage dealing AoE is Shadow Maul, if you're slotting for defense at all, you're going to have to end up putting a damage set in Soul Drain, Dark Consumption, and Dark Regeneration. Also, since the first bonus in Eradication is 1.8% to your max endurance, it's helping your end problems already. |
I agree with you, since he's paired this up with DM. Other than that I'd say that dark regeneration should be used whenever it's going to make the difference between you staying in the green or making a trip to the hospital. Without siphon life or another source of healing, being able to restore a significant portion of your health on a single target is very helpful.
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Originally Posted by Arcanaville
Warning: crazy space limit reached. Please delete some crazy and try again. |
Just factor in what you feel you need. You have been playing your character for awhile now and have a good idea what is and isn't working for you. If endurance is an issue, grab the ToE proc as most times it will make the high end cost of Dark Regeneration free to use (Will still need enough end to activate the power). Combine it with a couple other ToE IOs and it will bump up your max endurance by 1.8 (Pretty miniscule but it's something).
If you are not having end problems, grab the Shield Wall proc. It doesn't seem like much but the fact that it provides a constant 3% damage resist just for slotting it without needing to be toggled, clicked, no end drain, no cast times makes it awesome imho. Combine with a few other Shield Wall IOs for some decent set bonuses.
I wouldn't bother adding the slot to Dark Consumption. The difference between having and not having an end IO in DC is one extra hit, 3 vs 4 targets to max your endurance. It can make a difference if fighting a lone GM/AV, 25% vs 34% end gain. A Panacea proc in Health may work out better than an end IO in DC.
I have a TOE related question, but actually specific to doms.... An elec dom/troller get "conducive aura". For each mob around you, CA grants you +regen/+recov. It takes heal enh. Is this an actual targeting action that pulses? If so, doesn't that mean that TOE proc fires every time CA pulses???..... That seems to me to be absurdly useful if its true. Especially since CA has 0 end cost.
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Hew in drag baby
Conductive Aura is a toggle, so procs in it will get a chance to fire once every ten seconds. If it could take the ToE proc, I wouldn't expect it to give much of an improvement over the amount of endurance recovery an Elec can get from CA + Static Field (which is a truly prodigious amount).
I say "if", because despite CA being a power that takes both accuracy and heal enhancements, it doesn't take accurate healing sets.
-Morgan.
Thanks Morgan. I forgot its an accurate heal and not just a heal.
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Hew in drag baby
I'm debating where to put my final slot, right now I'm leaning on the Shield Wall proc in one of my armors, but I'm also considering throwing it into
-Dark Consumption currently slotted with 3 Eradications, would add an End Mod common IO
-Dark Regeneration currently slotted with 3 Eradications and 1 Golgi, would add a second Golgi or swap the HOs for 2 Heal set IOs
If it matters, my resistance is sitting at
53% S/L
36% F/C
24% E
47% N
27% T
62% P
Note: I already have the both 3% def procs