One Dark Armor change
I'd like to see CoF fixed, it sucks without 5 or 6 slots in it.
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Dark/Shield Build Thread
2. I wasn't. The main weaknesses are low resistance, nearly zero defense, massive end costs, no knockback protection, and requiring death to use the tier 9 stun/recovery/heal. Strengths are already listed in your old guide, so I don't need to repeat those. |
Its endurance costs are not massive either: if you run DE, Murky Cloud, OS, and Oppressive Gloom you burn less endurance than if you run Temporary Invuln, Unyielding, and Invincibility. Its only Dark Regen that puts Dark Armor over the top, and I've already established that the endurance costs for Dark Regen's heal are more than reasonable.
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Change Dark Regen? No need, it's fine. Sure, the initial end per activation cost is high without enhancements, but for that you get the most incredible heal in the game. An acc and some end redux and a large crowd? Instant full health. Arcana has covered the math perfectly. (not that I could do half that good.)
Change CoF? Sure. Either some better acc or less end/sec, but not both.
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This is an interesting discussion. I can see both sides actually. I am not ure the proposed change is the be all fix though, but I would agree in general with JayboH that DA could use some kind of tweak to make it more "fun" for free players.
The forum community, and likely the entire player base, really does have a short memory most of the time.
On one hand:
DA is really potent, because IO's get around everything if you slot well.
DA is really potent, even on SO's- at level 50 when you have all the slots the game offers.
On the other:
DA really is endurance intensive. Really, I am not kidding.
DA needs KB protection. This comes from acrobatics if you play for free= power picks and another toggle to run.
IMO, the free players are not going to play characters with the incarnate system in mind. Time will tell of course what most free players decide to do with accounts in the end, but i think the majority will simply stay free. I want to elaborate on my memory comment above also- you know, a few years ago if you came to the forums and said "what goes with DA" the answer would be "endo light sets like claws or maybe katana if you dont want to constantly chew blues and rest between every fight". If you suggested a broadsword/DA scrapper people would pray for you. Builds were super tight, and slot starved well into the 40's.
I see a lot of suggestions about "just slot endo redux". Sure, at what cost? it's funny, if you read threads here, it's like every build question is for maxed out incarnate characters. if you slot all that endo redux in your character at say, lvl 25- guess what? your character will have to skimp on somthing else. Like damage, or recharge. So now you have free players smahing along through a mission, realizing that hey, this guy just doesnt smash as good as that willpower toon I made. why? because for the first, what, 40 levels or so, DA characters are slot starved. You cant slot out all those toggles, the heal, all your attacks when you have slot limitations.
"But you cant do that on other sets eigther!!" Correct!! But you dont have to. Regens can get by on integration until the 30's. Willpower can get by on autos until the 20's lol. The only one I think that comes close is SR, and even that comes into it's own in the mid 30's.
DA is just a slog on SO's until almost the end game in the 40's. There's always that feeling that you just need to slog through untiul power X! But when you get there, the difficulty has ramped just that little bit, and you need to slot this...well when I get to power X it will be better!! and eventually you are lvl 40 or so and you finally have some extra slots to put into your last few attacks for that 3rd dmg SO. In the mean time your other characters have been monching everything for the last ten levels.
Or you deleted that guy at lvl 30 because you just didnt like him anymore.
On paper, DA fits right in with the other sets. In reality, DA levels up poorly. Comparing sets at lvl 50 is a 7 year tradition for these forums. With Freedom, the guru's here really need to step back a bit, remember those debates from 4 years ago. Put yourself in the free players shoes. What if you were brand spankin new to the game, and the whole game to you was making new characters to level from 1-50. Not, core-alpha-lore-cardiac-radial. Heh, look through the forums right now. See how many questions are answered with "just pick incarnate blah" when someone asks how to deal with problem x.
So, does DA need a buff? No. A buff would make it superior at lvl 50, or with IO's, or with incarnate abilities..... DA needs some kind of tweak though I think to make it level better. I do not think the heal is the answer, but it would help the endo issues. Maybe some of the res should get shuffled around and murky cloud gets turned into an auto. Maybe death shroud should have a minor recov debuff added to it, and an effect where "for every foe in range your recovery is increased". Maybe DA should finally just have KB protection added in so free accounts dont need accrobatics.
I dunno the answer. But I know DA is just not as fun to level on SO's as some of the other sets, despite its merits at lvl 50. There is room for sets that are late bloomers- but DA takes that to the extreme.
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Id say allow it to cap dark energy rez, but that may be like giving regen recharge resistance
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That's not really an answer.
Its endurance costs are not massive either: if you run DE, Murky Cloud, OS, and Oppressive Gloom you burn less endurance than if you run Temporary Invuln, Unyielding, and Invincibility. Its only Dark Regen that puts Dark Armor over the top, and I've already established that the endurance costs for Dark Regen's heal are more than reasonable. |
How does that scenario play out if you use SR or WP or something different like ninjitsu?
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yes, and you have no immob protection or KB protection either. I understand the idea you present, but your comparison is apples and oranges as invuln gives complete mez protection in this comparison. you would have to add accro and CoD, and then protection values likely will not compare well as DA should come out on top at that point- but it's endo use should be higher also.
How does that scenario play out if you use SR or WP or something different like ninjitsu? |
2. If all comparisons are apples and oranges, there's no comparison that would justify a change to Dark Armor either.
3. Ninjitsu is, or would be competitive with Dark Armor on brutes and tankers. Things are a little different on stalkers for archetype-specific reasons. But I would still give the edge to Dark Armor in most situations outside of those where defense has a qualitative advantage all its own. That's neither here nor there until the devs invent a game mechanic that affects resistance the way tohit buffs affect defense. Especially since we're talking about SO non-invention builds. SR with only SOs is not a particularly strong set: both Dark Armor *and* Ninjitsu probably beat it on SOs.
When people think SR, they usually think soft-cap. But unless you're talking about SR tankers, soft capped SR scrappers and brutes using nothing but SOs are extremely endurance costly, on top of being power choice costly. Its hard to do without weave *and* other power pools, and just FF, FS, Evasion, dodge, agile, lucky, weave, and combat jumping combined slotted with SOs ends up at only 39.2% defense and you're burning 0.88 eps already. Toss in maneuvers and you're up to 42.7% defense and 1.17 eps. Toss in Practiced Brawler even slotted with one endurance reduction and only used as often as necessary (once every 120 seconds) and you are up to 1.24 eps.
That's a gigantic amount of endurance burn. For reference, Dark Armor burns 0.72 eps running Dark Embrace, Murky Cloud, Obsidian Shield, Cloak of Darkness, and Oppressive Gloom. The difference is 0.52 eps. If you have Dark regen slotted 1acc/3end/2rech, a budget of 0.52 eps would allow you to uses Dark Regen once every 33.3 seconds. If you choose to run Acrobatics, one-slotted for end you'd burn an additional 0.2 eps and that budget drops to 0.32 eps: one use every 54 seconds. If instead you decide to mitigate with hover, you'll add 0.15 eps and your budget would be one DR use every 47 seconds.
So, fully slotted Dark Armor plus Oppressive Gloom plus Dark Regen every 47 to 54 seconds compared to an SR scrapper with 42.7% defense. Both burn about the same amount of endurance. Dark Armor is using seven powers and at least 14 discretionary slots, more if you slot up OG beyond one end red. Acrobatics has two prerequisites while hover has none. SR is using ten powers and 25 discretionary slots, not counting the two prerequisites for weave which would bring the actual power requirements to 12, and three separate power pool choices.
In all respects, the 42.7% SR build is far more expensive to build in terms of power choices, and it burns the same amount of endurance as a Dark Armor build with acrobatics and that uses Dark Regen once a minute. Its debatable which one is stronger, but there's no debate that if the Dark Armor build decided to burn more end, it would be able to surpass the 42.7% SR scrapper on defense, and alternatively it could choose to not use Dark Regen at all and have far more endurance to power offense. The SR scrapper would be nearly crippled unless it slotted HOs, which are available to freemiums (I believe) but mostly out of the question until higher levels regardless. I know, because I built one of these back in I7 just to see if it would work. It doesn't, for the most part.
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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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It's tough to come up with a balanced scenario since I doubt using dark regen less than once a minute is the norm for taking alpha strikes on teams.
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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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So playing a powerset that needs IOs just to function thats still the equivalent of a super hero with asthma is balanced? I think not. THe set basically forces you to choose from staying alive or attacking and nots really that much more survivable compared to other sets and is probably worse in alot of situtations
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Really, I've had no problem with using SOs on a DA. And just recently put in a +END Proc (at level 29) in Stamina and the +END PRoc in Dark Regen, and I did fine on the END before then.
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I have always looked at DA as being similar to Invul and Regen but with a few power changes. Its signature power used to be CoF, just as how with Invul it is invincibility and with Regen it used to be Instant Healing (when it was a toggle). Fast forward and we get these nerfed sets into the ground, while invincibility did not get hit as hard as the other 2 I think CoF suffered the worst of the 3. There needs to be something done about this.
Now about the DR issue I really do not have much of a problem with it since I use the IO proc to gain some end back. In a huge group I can sometimes go from almost no end to full with the IO just as I go to full health. So there is some hope around this issue. We just need to put our efforts on getting CoF changed. I asked Castle about this back in the day and he said they are not going to change it, but I think we need a new set of eyes on this. Maybe Synapse will agree with us on this on CoF being too nerfed or not worth the end costs. I think though at the very least they need to fix the accuracy issue because of how bad it messes up the streak breaker like the others have said. I too have noticed significantly more missing when I have this power running than when I dont. I just cant afford to run tactics to make up for it.
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1. Cloak of Darkness grants immobilize protection. No melee secondary fails to grant immobilize protection. Willpower did in early beta for that set, and I pointed out then that while lack of KB protection might be annoying, and even fatal under certain circumstances, lack of immobilize protection kills a melee defensive secondary in the womb because most of the NPCs with immobilize can permanently stack it. Once permanently immobilized, a melee character with no ranged attacks is essentially stuck until they either die (often extremely slowly), log out (literally), or have someone come along to bail them out.
2. If all comparisons are apples and oranges, there's no comparison that would justify a change to Dark Armor either. 3. Ninjitsu is, or would be competitive with Dark Armor on brutes and tankers. Things are a little different on stalkers for archetype-specific reasons. But I would still give the edge to Dark Armor in most situations outside of those where defense has a qualitative advantage all its own. That's neither here nor there until the devs invent a game mechanic that affects resistance the way tohit buffs affect defense. Especially since we're talking about SO non-invention builds. SR with only SOs is not a particularly strong set: both Dark Armor *and* Ninjitsu probably beat it on SOs. When people think SR, they usually think soft-cap. But unless you're talking about SR tankers, soft capped SR scrappers and brutes using nothing but SOs are extremely endurance costly, on top of being power choice costly. Its hard to do without weave *and* other power pools, and just FF, FS, Evasion, dodge, agile, lucky, weave, and combat jumping combined slotted with SOs ends up at only 39.2% defense and you're burning 0.88 eps already. Toss in maneuvers and you're up to 42.7% defense and 1.17 eps. Toss in Practiced Brawler even slotted with one endurance reduction and only used as often as necessary (once every 120 seconds) and you are up to 1.24 eps. That's a gigantic amount of endurance burn. For reference, Dark Armor burns 0.72 eps running Dark Embrace, Murky Cloud, Obsidian Shield, Cloak of Darkness, and Oppressive Gloom. The difference is 0.52 eps. If you have Dark regen slotted 1acc/3end/2rech, a budget of 0.52 eps would allow you to uses Dark Regen once every 33.3 seconds. If you choose to run Acrobatics, one-slotted for end you'd burn an additional 0.2 eps and that budget drops to 0.32 eps: one use every 54 seconds. If instead you decide to mitigate with hover, you'll add 0.15 eps and your budget would be one DR use every 47 seconds. So, fully slotted Dark Armor plus Oppressive Gloom plus Dark Regen every 47 to 54 seconds compared to an SR scrapper with 42.7% defense. Both burn about the same amount of endurance. Dark Armor is using seven powers and at least 14 discretionary slots, more if you slot up OG beyond one end red. Acrobatics has two prerequisites while hover has none. SR is using ten powers and 25 discretionary slots, not counting the two prerequisites for weave which would bring the actual power requirements to 12, and three separate power pool choices. In all respects, the 42.7% SR build is far more expensive to build in terms of power choices, and it burns the same amount of endurance as a Dark Armor build with acrobatics and that uses Dark Regen once a minute. Its debatable which one is stronger, but there's no debate that if the Dark Armor build decided to burn more end, it would be able to surpass the 42.7% SR scrapper on defense, and alternatively it could choose to not use Dark Regen at all and have far more endurance to power offense. The SR scrapper would be nearly crippled unless it slotted HOs, which are available to freemiums (I believe) but mostly out of the question until higher levels regardless. I know, because I built one of these back in I7 just to see if it would work. It doesn't, for the most part. |
1. I know CoD gives immob protection, thats why I said you would need to add it for your invuln comparison. And accro for the KB hole.
2. Not all comparisons are apples and oranges, just the one you chose, which is why i requested some others.
The rest- i agree. I had a hunch SR was relatively close to DA, as it also wasnt on top of the heep back in the good ol days. I think DA and SR are very close in the high levels, and at low levels also as most players run with minimum toggles anyway for endo and well, a lot of the time there is no need.
As in my other post though, I think SR is ahead of DA in the middle, which is a decent chunk of a characters career. Not maybe so much on paper, but in the what you pay for what you get feel of the characters you run with those sets. DA can be a wild ride, and managing both green and blue bars gets hairy when the build is slot starved yet. SR can be that way, but usually the downs are a little farther apart, and there is no big dips in the blue bar like in the DA set. It is the nature of Def vs Res, and it lends a more "solid" feel to SR in the 20's and 30's. The player still needs to be wary, but overall in my experiance anyway, the SR characters tend to be more predictable in a given fight- and that means quite a lot to "casual" players that arent building for min/max incarnate end game builds. Especially for a tank.
I touched on a lot of that in my other post- this isnt directed right at you Arcana- but its sort of like the short memory thing. back in the good ol days, the dark armor suxxz camp was MUCH larger then the Dark Armor rulz camp, because of that predictability factor, and due to how it leveled. When there was no incarnate content, or IO's, or anything for a 50 to do, the journy from 1-50 was a lot more relevant. And to a new free player without all those same things, it will be again.
heh, who knows- maybe SR needs a quality of life for SO's pass too. I am not going there though- I wouldnt know where to start lol.
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I have always looked at DA as being similar to Invul and Regen but with a few power changes. Its signature power used to be CoF, just as how with Invul it is invincibility and with Regen it used to be Instant Healing (when it was a toggle). Fast forward and we get these nerfed sets into the ground, while invincibility did not get hit as hard as the other 2 I think CoF suffered the worst of the 3. There needs to be something done about this.
Now about the DR issue I really do not have much of a problem with it since I use the IO proc to gain some end back. In a huge group I can sometimes go from almost no end to full with the IO just as I go to full health. So there is some hope around this issue. We just need to put our efforts on getting CoF changed. I asked Castle about this back in the day and he said they are not going to change it, but I think we need a new set of eyes on this. Maybe Synapse will agree with us on this on CoF being too nerfed or not worth the end costs. I think though at the very least they need to fix the accuracy issue because of how bad it messes up the streak breaker like the others have said. I too have noticed significantly more missing when I have this power running than when I dont. I just cant afford to run tactics to make up for it. |
Regen needed somthing. IH got the bat. IMO I dont care for how clicky the set got, but plenty of people dont mind so thats fine. I think most players would say regen is a decent set right now and probably doesnt need much adjustment for any reason.
invuln- Invinc. was broken, and i mean literally. I forget exactly, but it was something along the lines of instead of "tics" checking for def once every 3 seconds or something, a decimal was wrong and it was checking 10 times in 3 seconds. So, in an ingenius move, the dev team gutted the resists out of invuln hardcore. Surprisingly that did almost nothing to alter how invuln was surviving. Then the bug was discovered, and fixed. And then they did not roll back anything else, at least not for a long freegin time when they finally increased the autos. i think it took them over 2 years for that, but I dont recall exactly. As such, invuln went from a set that was supposedly based on Res with some plus HP and minor def to add on, to mostly a def set with strong S/L res and plus HP. Again though, i think a lot of players feel invuln functions fine as is. I cant speak personally on this, after the crazy ride my main tank took over the years on that, i have not felt inclined to roll another invuln, even years later. maybe I will change that

As for DA, I think a lot of players feel DA is also fine. but a lot of players base this on IO's or lvl 50 performance. Ido not think it is a secret invuln and especially regen are stable and reliable to lvl 1-50, where DA is a pretty wild ride most of the time. I tend to agree on the idea of too much penalty on CoF. IMO, the accuracy is the worst offender there. the power requires massive slotting to provide similar defenses to OG, unless you run the dmg aura at which point the cost of CoF is rediculous for what it provides.
Anyway, thats my trip in the wayback machine to I2-I5
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I just wanted to throw in, totally off topic, that Stupefy: Chance for KB proc in OG is hilarious. I lol everytime some random foe goes flying backwards for no apparent reason. It is horribly inefficient though if that type of thing matters to you.
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back in the good ol days, the dark armor suxxz camp was MUCH larger then the Dark Armor rulz camp, because of that predictability factor, and due to how it leveled.
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If experienced players are having trouble with it, its then a challenge. In a game that lacks a challenge, a challenge is a good thing. If its any consolation I don't think Dark Armour is the best set for beginners, and many a longtime player can be found as someone who believes it when someone says it's the toggles that are end hungry.
Dark Armour to me is a sick set. To get the maximum out of it I find my Dark Brute and Dark Tanker practically flatlining, deep in the red, maximizing the heal and then hoping to sustain itself by the time the next Dark Regen is up. In the early levels having the endurance to heal again was something to pay attention too. I might of increased the time between attacking each spawn slightly, I might of mitigated the alpha by pulling mobs rather than blundering in and having mobs aggro'd didn't always mean I had to be in LoS getting hit by each and everyone of them (although in low levels that is more likely).
Some people might slot heals or acc first in DR and blamed endurance on the toggles, I went 1 acc, 2end, 3rech and used it on plenty of mobs. Hastened it too.
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I do slot for end and it still does not make a difference. Hell thats pretty much the first thing I did. The first few attempts I did with DA just did not work out on a scrapper and a brute, but with a stalker I was able to make it work but only after going all out on end set bonuses and using the end proc. A power set should not be playable only on 1 out of 4 ATs its ported to.
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The only change I would like to see made to Dark Armour is if Dark Regeneration's tohit check was removed. I know it's just my own rotten luck, but I've lost count of how many 5% chance to miss rolls I've had which've cost my Katana/DA his life.
Maybe a slight radius increase to Oppressive Gloom too, but that'd be pushing it.
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If its easy with an SO build then I doubt you have a self res power for tier 9 and if its hard then I will almost guarantee that you do have a self res power for a tier 9. When you have a self res for a tier 9, it's been said that the extra likelihood of debt is more than balanced out by the ability to earn more xp/time.
Dark relies very much on accuracy, when your tohit is heavily reduced you can have problems never mind all the other secondary effects the Banished Pantheon can inflict.
The problem with both Dark Armour and Fire is because they both lack defense they can get hit by every secondary effect going.
In Dark Armours case perhaps it could do with better resisting tohit debuffs. Firetanks may not have as big a heal but theyre not relying on accuracy.
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Yeah their problem is more about recharge.
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What I would love in DA would be one...just ONE...passive. Not so much from an endurance perspective, but the set has TOO MANY FREAKING HOTBAR BUTTONS.
The best one I could come up with would be Murky Cloud, which would also probably need a name change. Don't lower the resistance values, just make it always on.
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I find it funny that the number of toggles keep being represented in an adversarial light to dark regeneration. Do they use the same resource? Yeah, definitely. But every single toggle has the promise of reducing the need for dark regeneration. I have a /dark brute that runs every single toggle possible, and once you can stack oppressive gloom with cloak of fear, You can all but ignore minions by the crowd. Even if you have death shroud giving fearful foes the chance to fire back, it has its base 5 second cower minimum, serving analogously to a HEAVY -recharge effect. The -tohit is just gravy on that.
Do I run low on endurance? Yes. But I should, I have resistance to every damage type in the game, have two toggles that are impermanent -all debuffs/damage/toggle to low ranking foes, and a 1 to 100% hp heal in there too. Doing that forever is just crazy. I know that if I turn of CoF, I'll get hit with more damage, thus having to use dark regeneration more often. Same goes for Oppressive gloom. It's all a balancing act. Turn off death shroud for longer fear effects, but less damage? Turn off cloak of darkness, but loose the ability to fight near unnoticing other enemies? Turn off the tiny ticks of damage from oppressive gloom to take full attack effects, thus taking bigger hits with the debuffs they cary?
The set rewards you for knowing how your character can use each of these powers. The cutting of both heal/endurance might be friendly early on, but once dark armor has all its tools, the huge heal/endurance plays VERY well with all the other death delaying powers in the set. Dark armor is odd in that its survival scales oddly based on enemy rank, but that's balance for you. Dark armor is a crowd fighter, and a powerful one at that. With all the powers working, heals aren't that needed. But you can take some damage spikes before a crowd gets fully stunned/feared- and low and behold, this powerset offers a spike of healing. Funny, that.