Dark Amor....negative resistance
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The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
ok
Really? With decent slotting you get a full bar heal every 20 seconds. When you add IOs, it can be as often as every 10 seconds or less, and even give you more endurance than it costs. Simply said, it's the best heal in the game. The end cost for such a power is easily justified.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
I had problems early on with my DA/KM tank, but you work around it. Even without any IOs she was playable, though the KB hole was annoying as hell when I got to the late 20s. She's now 50 (my first 50 tank) and one of my favorite characters to play at any exemplar level ( a few IOs used to fix some of the holes but still not fully IOed or anywhere near cap levels, just the first Cardiac Alpha).
Yes you have to 6 slot DR on SOs because you want good Acc, Endred and a little recharge (because it is THAT good), but the power is worth 6 slots since it can take you from 1 HP to full. DA is a great set, though I don't think it would overpower it to make it cap Negative res. It's layered mitigation which after playing Ice Armor is a big bonus. When those mitigation levels are surpassed you have 2 powers that can bring you back from the brink, one while you're standing and one while you're not. You get a stealth power as a bonus. My only complaint is with Cloak of Fear but mostly because I can't afford to slot it to make it work in my current build even though I want it so badly. You pay for the 3 taunt auras and layered mitigation by it being heavy on your blue bar. But hell, so is Invulnerability and Ice Armor, but people don't whine about them. If you lowered the End cost on DR it would greatly improve the power to the point where it would be overpowered. Seriously for 22 end the power would be rediculously good. DR is very balanced for what it does for the survival of Dark Armor. That's one of the powers I would not suggest you touch.
I've had /x0 (x1) spawns that had single Lts or 1 minion + 1 Lt. You can't unilaterally say that Dark Regeneration is a better heal per endurance spent than other heals "because there will be 3 things to hit". It may be that way when you're surrounded and you can adjust difficulty to address this, but I can assure you that there are times in the game when you're fighting single targets and need a heal.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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I've had /x0 (x1) spawns that had single Lts or 1 minion + 1 Lt. You can't unilaterally say that Dark Regeneration is a better heal per endurance spent than other heals "because there will be 3 things to hit". It may be that way when you're surrounded and you can adjust difficulty to address this, but I can assure you that there are times in the game when you're fighting single targets and need a heal.
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The player has the power to create optimal conditions.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Really? With decent slotting you get a full bar heal every 20 seconds. When you add IOs, it can be as often as every 10 seconds or less, and even give you more endurance than it costs. Simply said, it's the best heal in the game. The end cost for such a power is easily justified.
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and even give you more endurance than it costs. |
With decent slotting you get a full bar heal every 20 seconds. |
Not even close. Just that fact that "it can fail" is built into the power makes it not the best.
uh no. stop talking like your 20% to gain end is guarrenteed. You can argue that about basically any heal like as DP. The fact is most of the time healing 100% of your HP is 50% overkill |
I can't argue your opinion, but in every quantifiable way, DR performs better than any other self heal.
My 20% to gain endurance is per target. With 10 enemies, DR gives back more end than it costs on average.
DP will never be a full bar heal, nor can it be ready every 10 seconds.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
It's always fun watching Dech's tilt at his favorite windmill.
Now, that said:
I have a 50 Darkity/Dark tank that stinks on ice. (I know Dech's, it's only because I suck as a player.)
However, I love this guys costume and concept, so against my better judgement, I got a theft of essence proc. Now, all I need is the rest of a build.
Anybody have a reasonable dark/dark tanker build laying around? I'd be highly appreciative.
Again, in order:
I can't argue your opinion, but in every quantifiable way, DR performs better than any other self heal. |
My 20% to gain endurance is per target. With 10 enemies, DR gives back more end than it costs on average. |
You can argue that about basically any heal like as DP. The fact is most of the time healing 100% of your HP is 50% overkill |
My blog has my DA/Fire tank posted that you could use as a template.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Boo hoo. Everyone suffers from debuffs like that equally. Pop a yellow.
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You think a yellow is going to always solve the situation? Really when I say kill your tohit I mean enough where it takes more than one yellow in a single group and then you could have all those other groups to get through. You might be alright being Dark/Fire with Build Up which I have already said would be okay but go make another type and come do this mission.
It's not a boohoo thing. This like anything always has a solution, that's not a problem. My deal simply with balance. This is not an endgame balance issue once you've got a reasonably IO setted character this is a potential midgame issue when most people are on SOs. Atleast I play each set to spot the differences.
What I am going to do now is go in game and see how many yellows per group I need to pop to be as good as a Fire/Fire tank at the same mish.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Dz, it takes three enemies to heal to full with no slotting at all. It's base heal is still better than everything else, especially in terms of heal/second.
And I say ten enemies because my builds fight nothing less than x8.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
I think that any heal that has requirements and can fail is never going to be as good a heal that's basically a regenerating free huge green insp. But that's my opinion.
And how much you fight personally is irrelevant to how the skill performs.
Do you think that an attack that did scale five damage in a thirty foot radius for thirty three endurance and recharged in ten seconds would be crap if it had a one percent chance to deal no damage at all? Because that's essentially what you're arguing here, Dz131.
Do you think that an attack that did scale five damage in a thirty foot radius for thirty three endurance and recharged in ten seconds would be crap if it had a one percent chance to deal no damage at all? Because that's essentially what you're arguing here, Dz131.
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And only usable when the enemy your're fighing is not at full HP
You're saying that any heal that can fail is bad. I just gave you an example of an overpowered attack that can fail in a way that other attacks cannot. Is it bad? Clearly it must be, for you wouldn't want to talk past yourself now would you?
You're saying that any heal that can fail is bad. I just gave you an example of an overpowered attack that can fail in a way that other attacks cannot. Is it bad? Clearly it must be, for you wouldn't want to talk past yourself now would you?
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Ever AT gets multiple attacks that chain one after another with alot less recharge, not ever AT gets even 1 heal, let along multiple heals.
Failing an attacks does not usually mean life or death, failing heals is alot bigger issue because obv you're using it because you need it at the time.
"I think that any heal that has requirements and can fail is never going to be as good a heal that's basically a regenerating free huge green insp. But that's my opinion."
Being the only self heal that can fail, in your words, you therefore think that dark regen is the worst self heal in the game. You literally said this on this very page. You think green inspirations are better than dark regeneration. Here's a funny thought, what if a dark armor character were to carry a green inspiration for the vanishingly rare case where dark regen managed not to hit any targets? Or is that not allowed?
You're saying that any heal that can fail is bad. I just gave you an example of an overpowered attack that can fail in a way that other attacks cannot. Is it bad? Clearly it must be, for you wouldn't want to talk past yourself now would you?
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But if you really want to be obnoxious about it, there is an attack that has a small chance of doing no damage in an AoE even if it hits. Hail of Bullets has a small chance of doing no damage, even if the tohit check succeeds. Going with tohit-check failures (which is what you're talking about for Dark Regeneration), every attack that isn't autohit fits the bill. But those are powers that affect other things and so are balanced differently.
Dark Regeneration isn't even the best heal with a tohit check in the game - that's debatable between Transfusion and Twilight's Grasp (specifically, Defender Transfusion or Corruptor/Defender Twilight's Grasp since they heal for the same amount) with most that I've heard from leaning to TG since you don't have to stand next to the mob to get the heal, and they both hit a larger number of players at a much lower endurance cost and faster recharge to heal for significantly more than just one person's health bar.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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However, I'm not sure Dark Armor having a weakness to -tohit is actually a problem. It doesn't have the severe weakness to psi and toxic that most sets have, after all. Also, Body Mastery, which has always been a popular epic choice for any armor set, and a favorite for the sets that have (or are perceived as having) endurance problems, also contains Focused Accuracy, which grants high tohit debuff resistance. Toggle that on when enemies try to debuff you, and laugh at them.