One Dark Armor change
Meh, the only thing that makes me not want to play my DA Brute is the graphic effects. It's a perfectly fine and more-than functional set, but man I hate looking like I just got done rolling around in a pile of dirt.
I colored everything purple because the character was supposed to have some correlation to my Warshade (which I won't go into) and the effects just look way to dumb. I know someone who plays their /DA as Sand and honestly it looks more like sand than any cool netherworld infusion. If the effects were at least "as cool" as Warshade effects, that alone would make me enthusiastic enough to dump lots of time and inf into my DA Brute.
Mechanically speaking, I have no issues whatsoever with the set; Though I can agree with the OP's point that the heal from Dark Regen might be excessive most of the time, I don't feel like this is a viable suggestion as the scale of the heal (iirc) is on a per-target basis, so when it comes to the end game you're going to want the most 'bang for your buck' against a single target.
It's pretty easy to build up reasonable recovery on DA so I don't really see any reason to reduce the endurance cost of Dark Regen- You shouldn't be using it frequently enough for it to negatively impact your end bar anyways. DA has great survivability and mitigation.
If anything doesn't need to be changed in DA it's the HEAL. And DA is fine as it is, if you can't play it, there are enough sets around with a lot of recovery, heals, def, resists, whatever. Dark Regeneration is one of the best, if not the best heal in the game, the point of it being high is to actually be useful when there's only a single target around. DA is one of the most balanced and interesting armor sets around and is perfect like that.
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My expereince with DA is limited to my baby (think 21 atm? would need to log on and double check) tank. You say that cutting the heal and end in half would make it better, especialy for tankers and I disagree. My tank converts greens to blues because even without the heal I burn through end like mad (maybe full SOs or some IOs would help that, but anyway) as such, I'm prepared to pop a blue to heal to full, I'm not prepared to pop a green which is half or less as good as my heal just to save a blue. Plus hard targets can still beat me down, and it's nice to have dark regen save me with a single target (so long as it hits anyway... like I said before, need slots/SOs...)
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One change to DA? The accuracy in Cloak of Fear. .67 base accuracy is awful, and screws up my streakbreaker even with tons of global accuracy and accuracy enhancement in the power.
I think if the heal was cut in half you would still get plenty out of it in most situations. We need to consider SO builds due to freebies and not everyone can/will grab physical perfection and superior conditioning; some are arguing that it needs to be fantastic against the few times in the game you encounter AVs/GMs but I still find those situations to be too rare to balance a set around.
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I think if the heal was cut in half you would still get plenty out of it in most situations. We need to consider SO builds due to freebies and not everyone can/will grab physical perfection and superior conditioning; some are arguing that it needs to be fantastic against the few times in the game you encounter AVs/GMs but I still find those situations to be too rare to balance a set around.
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I was using Dark's heal on my Scrapper far before I got my endurance sorted out enough to leave Weave and/or Tough on with him. It saved my bacon more than once, and I would hate to see it changed.
Moreover, it's the game's most powerful heal. The numbers are clear for all to see, and manageable, even if you are only on SOs. You have to build with some thinking no matter what, and that requirement is no reason to lower the numbers on this fantastic power.
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American Steele: 50 BS/Inv
Nightfall: 50 DDD
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Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
It's fine as it is.
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I disagree. My DA/KM Tank is only 32, but the effectiveness of Dark Regen (which unlike Stygian Circle only requires enemies in range, not that they be dead) even with SOs is far and away the biggest asset of the set. All the toggles are a bit END heavy, but so are most toggle sets without adequate slotting. I have 2 IOs on her (Steadfast Pro:-Knockback and +def) and I pretty much never worry about her dying. I pop blues pretty regularly even with my attacks slotted for END reduction, but that's mostly because I fire off the heal after taking alphas then periodically throughout a fight to keep up. With DA, if they can't kill you between uses of Dark Regen, they can't kill you. It's pretty solidly balanced with just SOs in it. I can't wait until I get her fully Incarnated out and start IO building her.
If DA needs any changes it's to that ghod awful fear aura (they fixed the stealth aura killing your costume which is awesome). Super high END cost & crap for accuracy, I wanted to make it work because I love fear powers in principal and in this concept, but it just ain't happening on this build.
Hmmm...on my KM/DA Scrapper, I haven't found a problem with Dark Regen. This is why you slot 3 ENDRED in it when you're working with SOs.
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Whilst I do agree, there is something odd about CoF and OG. How the effects per end were quantified and why the accuracy of CoF is what it is.
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While i agree, that's why i said "balanced". I think DA has one of the best "scalability" with high end builds and outside buffs, in that it can benefit from everything: recharge means more survivability (heal), + resist stacks well with the base ones, +def stacks well with the base def. I'd rather have two "meh" powers in the set that can be skipped, and have that KB hole, rather than see the strong points of the set nerfed.
What makes DA so fun is exactly that thought to be put in any build, and the combat feeling of being able to go from 1% HP to full in a well timed heal, but to just die or fail miserably if the timing is bad. To get the maximum out of it, Dark armor has to be always pushed to the limit, especially in heavy damage situations where the heal timer might be too long. It takes a long time to learn the "feeling" and be able to take as much damage as possible before healing, then manage to survive until it recharges. That's a feeling quite close to /regen, yet in an "all or nothing" extreme. Cutting Dark regen heal would totally break that and turn that "all or nothing" into the usual "press heal when it's up" without a second thought.
OG stacks well with stuns from offensive sets, that's enough for it to be good considering its low cost. CoF has an epic visual effect (i love it), and i always use it for the accuracy debuff, on top of that it can take an offensive proc, making it a mini damage aura. Totally worth the end cost for a high end build, and worth the toggle management for a lowbie one. DA is not a set that is supposed to toggle everything then rush in the mobs and press the heal whenever it's up. Though a set that actually needs half a brain to use can be shocking, this is the whole point of that armor. It doesn't have ridiculous damage like fire, it's not as newbie friendly as willpower, not as clicky as regen, not as sturdy as granite, it can't be played while watching tv, but it has a bit of everything and it can do everything well for anyone mastering the flow and playstyle.
And there's just nothing that comes even close to the fun of going from almost dead to full every 8sec then self rezzing and proceed to keep up like that in the middle of a crowd, then have the empath stand in shock when looking at the health bar
That said, in a single boss encounter (or AV), dark regen is barely enough to stay alive. Consider it's a ~50% heal (slotted with a bit of healing) with 5% miss chance and a rather high end cost. Now consider a single boss heavy hitter is enough to take half of the HP on a scrapper unless it's pure s/l, and they tend to use it as often as that... or even more. DA is already one of the worst armor sets vs a single target, which can be countered with kiting, build work and a lot of practice. That's a weakness of the set and it's what makes it fun as well as drawing a line between the average guy and the good player. Cut it in half and it will be worthless. End ? If i can manage to have no endurance issues on a spines/dark with 14 active toggles with low endurance reduction and constant aoe spam, it's far from impossible to manage Dark armor on any other toon that will most likely have it easy to begin with.
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Whilst I do agree, there is something odd about CoF and OG. How the effects per end were quantified and why the accuracy of CoF is what it is.
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I know that a strong fear aura is potentially extremely powerful, and it's entirely possible it was too good before they changed it, but they hammered its duration and accuracy and left the endurance cost what it used to be. Today, I consider IOs the only way to make the power worth using, and I think that's a sign of something that's too weak.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
DR should have it's endurance set to scale based on targets hit.
1-2 Target hit - 33% end cost
3 Targets hit - 66% end cost
4+ Targets hit - 100% end cost
That would be my suggestion (and has been FOOOOOREEEVVVVERRRRR)
Personally, I think one change and one change only would make Dark Armor a far more viable set, even for tankers - and don't point me to that one video of a Dark Armor tank that is listed in the owner's sig because we all know he is defense softcapped...
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Interesting idea. I'm not sure how I feel about changing the heal, I don't use it too often because I don't have OG so I can't comment on that.
Two things I think should change that would make DA a better set:
Cap Negative Energy resistance
Allow me not to waste time creating a costume that will be obscured by the set's powers.
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I still think the only change DA needs is for it's Negative Energy Resist to cap. Other than that, DA I find fine exactly where it is now.
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I don't think this change makes Dark Armor better or worse. It changes how you use and possibly slot Dark Regeneration, but for every situation it makes DR better, there's another it makes it worse. As such, I don't think this is a change that makes sense overall.
Its a different kind of heal, and it takes different play tactics and slotting to leverage, particularly at the early levels. But that's part of what gives Dark Armor its unique character. I would not want Dark Regen to become essentially a power people just spam like Reconstruction, except it has to hit things. I like the fact that its *minimum* heal is still very strong, and you have to think about it to get the most from it.
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Personally, I think one change and one change only would make Dark Armor a far more viable set, even for tankers - and don't point me to that one video of a Dark Armor tank that is listed in the owner's sig because we all know he is defense softcapped...
Cut the heal and end cost of Dark Regeneration in half. That's it. Oppressive Gloom can cause a person to use Dark Regen more often in certain situations and builds dependent on level and slotting if you think about it.
Leave the end cost of Cloak of Fear alone - everything in the whole set is balanced outside of dark regen. The heal is TOO HIGH and unnecessary which is the whole argument against the gigantic end burn, not even considering the tohit check requirement.
REMEMBER that we need the set to be viable to Freebies that only have access to SOs, and you need to weigh the cost of Acrobatics on top of everything else.
Remember that the Cloak of Fear issues and Dark Regen's values are not the only hurdles people need to make up for. Knockback protection is another big hole (yes, easily fixed, but still, we need to remember Freebies with their SOs.) The number one complaint even after the revamps years ago has always been end cost - always. The toggles are fine, even with Cloak of Fear, considering how useful that power is. Dark Regen is the true endurance destroyer, considering how often you need to use it with the low resistance values of the set. Cloak of Fear and Opressive Gloom are the tools that make up for those low resist numbers - and running them all, at all times, should be the main goal in my eyes, like every single other set in the game. It's Dark Regeneration, even fully slotted with level 50 vanilla IOs for end cost, STILL takes a big bite out of your end.
Thoughts?
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