Dark Armor the new Nemesis Plot?
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With the no fade or pulse options used and the right colours it doesn't obscure most costumes that much, but it still makes you look shrouded in smoke, so dark toned costumes can be harder to make out. Back before power customization every Dark Armor user ended up looking like a smog cloud, so that was a pretty valid issue back then.
I have to amend something, @ lvl 35 slotted as previously stated, end becomes pretty much a non-issue. I guess it's just being paitent and getting it slotted enough to be effective, sometime not my strong suite. (Granted this toon is a glorified taunt dummy) I'll have to see how it does against Cimeroians and some high lvl mission... but as far as end went, just finished Citadels TF, and wasn't panting or falling over at the end.
As for the effects vs. costumes, I seem to remember a lot of toons named things like "little ball of snot" and the like back in the day. Not sure if they changed that or not, but you can see your costume now even with all the toggles running. On Freedom I haven't seen any dark armor at lower lvls and it's rare to see it at high lvls. Peace guys! _____________ Liquid paper is mighter then the pen! |
i rarely play on Freedom myself, and i hadn't played DA for a while because i'd already leveled up several DA users and had moved on to new sets that i hadn't played as much.
Recently i remade my first 50 with the sets he should have had back in 2004 if Staff Fighting had existed back then and Dark Armor didn't sound like chorus of dental drills all. the. freaking. time. without. end.
Even after the armor toggles stopped being mutually exclusive the sound was an even bigger deal breaker for me than the endurance costs.
Dr. Todt's theme.
i make stuff...
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Probably have not read any other threads on dark armor in the past 2 years or so.
*facepalm* Seriously, have you read ANY other threads about Dark Armor in the past two years or so? (i'm asking partially because i could swear you made a similar comment in a similar DA thread about a year ago, and it was pointed out as being just as wrong then.)
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I restarted playing less than a year ago.
It might have been me who posted it, or just another black murky cloud - we all look alike
Quick tangent question; is the Damage AoE aura worth bothering with on a Scrapper, or not? If not, that will probably save me some endurance problems (haven't taken it yet, was pllaning to though).
The problem I have at 27 is that I pretty much have to exclusively use Soul, or else I'm constantly running out of endurance. I'm running the three basic armour toggles and combat jumping. I tend to turn CoD off when in combat, since otherwise it's just a massive end drain, I find.
Am I doing something wrong? =/
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GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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I might be alone in this but after going the Brute route on melee for so long; damage auras just don't do it for me on Scrappers. Except /Electric.
Quick tangent question; is the Damage AoE aura worth bothering with on a Scrapper, or not? If not, that will probably save me some endurance problems (haven't taken it yet, was pllaning to though).
The problem I have at 27 is that I pretty much have to exclusively use Soul, or else I'm constantly running out of endurance. I'm running the three basic armour toggles and combat jumping. I tend to turn CoD off when in combat, since otherwise it's just a massive end drain, I find. Am I doing something wrong? =/ |
If you do decide to take it... see if there's a power selection spot you can hold for it in the late levels.
[Obsidian Shield and Dark Embrace would be the only two armor toggles I would keep running throughout combat at the low levels; toggling on Murky for specific mobs (looking at you Freakshow and Clockwork).
Drop the stealth toggle once in combat.
You may be able to keep the damage toggle on if you do this. And if you do this, I would keep to your lower END cost/ST attacks]
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
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Quick tangent question; is the Damage AoE aura worth bothering with on a Scrapper, or not? If not, that will probably save me some endurance problems (haven't taken it yet, was pllaning to though).
The problem I have at 27 is that I pretty much have to exclusively use Soul, or else I'm constantly running out of endurance. I'm running the three basic armour toggles and combat jumping. I tend to turn CoD off when in combat, since otherwise it's just a massive end drain, I find. Am I doing something wrong? =/ |
On noob buster [fire/dark scrapper] i have it, i find damage auras as one of those must have powers on a scrapper. Of course with the damage aura, i didnt pick CoF as an active power but rather OG.
@Damz Find me on the global channel Union Chat. One of the best "chat channels" ingame!
First question: Are you slotting your attacks for endurance reduction?
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.
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Heh, probably not enough, I'm thinking.
First question: Are you slotting your attacks for endurance reduction?
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He's only level 27, and the slotting order doesn't reflect current slotting, but this is his Final SO/Vanilla IO build;
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Prince Cai-Long: Level 50 Magic Scrapper
Primary Power Set: Staff Fighting
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Mercurial Blow
- (A) Damage Increase IO
- (3) Damage Increase IO
- (40) Damage Increase IO
- (46) Accuracy IO
- (48) Accuracy IO
- (A) Resist Damage IO
- (5) Resist Damage IO
- (9) Endurance Reduction IO
- (36) Endurance Reduction IO
- (A) Damage Increase IO
- (3) Damage Increase IO
- (23) Damage Increase IO
- (42) Accuracy IO
- (43) Accuracy IO
- (46) Endurance Reduction IO
- (A) Resist Damage IO
- (5) Resist Damage IO
- (9) Endurance Reduction IO
- (36) Endurance Reduction IO
- (A) Damage Increase IO
- (7) Damage Increase IO
- (7) Accuracy IO
- (43) Accuracy IO
- (43) Defense Buff IO
- (50) Endurance Reduction IO
Level 10: Obsidian Shield
- (A) Steadfast Protection - Knockback Protection
- (11) Resist Damage IO
- (48) Resist Damage IO
- (48) Endurance Reduction IO
- (50) Endurance Reduction IO
- (A) Damage Increase IO
- (13) Damage Increase IO
- (13) Damage Increase IO
- (21) Accuracy IO
- (25) Accuracy IO
- (39) Endurance Reduction IO
- (A) Karma - Knockback Protection
- (A) Healing IO
- (17) Accuracy IO
- (17) Accuracy IO
- (25) Endurance Reduction IO
- (37) Endurance Reduction IO
- (42) Recharge Reduction IO
- (A) Damage Increase IO
- (19) Damage Increase IO
- (19) Damage Increase IO
- (23) Accuracy IO
- (37) Accuracy IO
- (40) Endurance Reduction IO
- (A) Endurance Reduction IO
- (21) Endurance Reduction IO
- (A) Jumping IO
- (A) Accuracy IO
- (A) Damage Increase IO
- (27) Damage Increase IO
- (27) Damage Increase IO
- (31) Accuracy IO
- (37) Accuracy IO
- (40) Endurance Reduction IO
- (A) Resist Damage IO
- (29) Resist Damage IO
- (29) Endurance Reduction IO
- (34) Endurance Reduction IO
- (A) Accuracy IO
- (31) Accuracy IO
- (31) Endurance Reduction IO
- (50) Endurance Reduction IO
- (A) Damage Increase IO
- (33) Damage Increase IO
- (33) Damage Increase IO
- (33) Accuracy IO
- (34) Accuracy IO
- (34) Endurance Reduction IO
- (A) Accuracy IO
- (36) Accuracy IO
- (A) Disorient Duration IO
- (39) Disorient Duration IO
- (39) Recharge Reduction IO
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Endurance Modification IO
- (45) Endurance Modification IO
- (45) Healing IO
- (45) Healing IO
- (A) Taunt Duration IO
- (A) Accuracy IO
- (A) Run Speed IO
- (A) Healing IO
- (15) Healing IO
- (46) Healing IO
- (A) Jumping IO
- (A) Endurance Modification IO
- (11) Endurance Modification IO
- (15) Endurance Modification IO
- (A) Accuracy IO
Level 1: Prestige Power Dash
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Run Speed IO
- (A) Recharge Reduction IO
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 8: Form of the Body
Level 8: Form of the Mind
Level 8: Form of the Soul
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GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Ehhh, I can verify that it's a big black fuzzball. I started a Dark/Staff Tanker last night because I just have to see Claws' build in action. Now admittedly, my character costume is nearly pure black, but from what I could see the fuzzball pretty much just replaced my model entirely. Even the staff was hidden.
When was the last time you used Dark Armor? 'cause it's nowhere NEAR as obscuring as it was. In fact, the effect was kinda hard to see last time I played with it. And I hadn't changed anything from default.
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It looks kind of cool, though. The staff is invisible but the motion effects aren't, so it looks kind of like the fuzzball itself is lashing out with long strikes.
De minimis non curat Lex Luthor.
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With standard builds (of just basic IOs or SOs) I find a 2nd accuracy slot in attacks to be a waste since such builds, even on teams, will at most face +2 foes. Anything higher and you're better off just frankenslotting to get around 60% Acc or so.
Heh, probably not enough, I'm thinking.
He's only level 27, and the slotting order doesn't reflect current slotting, but this is his Final SO/Vanilla IO build; |
Also, the standard +res toggles are cheapest when compared to any other powerset's toggle armors (Dark Embrace/Murky Cloud/Obsidian Shield cost 0.104 END and toggles like Focused Fighting or Temporary Invul cost 0.13). In short, you're wasting slots on a 2nd END redux on those armors...1 works dandy. Slot for 3 resist though.
Unless you absolutely need it, 1 -KB IO is sufficient if you're trying to save slots.
You've got Dark Regeneration underslotted. Healing slotting is absolutely last thing you'd slot in the power after getting some Acc, max END redux slotting and some rech slotting. This power costs 33 END, and every % of reduction will more likely help you than any other redux in the build. Soul will also reduce it further.
But the main goal to reducing DA's endurance woes is to build so you don't need to click Dark Regen every time it's up. You'll run dry no matter how you slot your attacks in that instance. Maximize your resistance, add some defense, use control effects to your advantage, whatever you do, just make it less frequent to use.
Lastly, if you're aiming for light IO bonuses like the -KB, use a Blessing of the Z as you get KB protection from just choosing a travel power. 2 slot Super Jump and/or Combat Jumping and you can get some +def along with that. Other IOs you should aim for are Performance shifter to replace 1 END mod IO in Stamina, one or both +recovery uniques for Health, Theft of Essence +END proc for Dark Regen. That set of 3(4) IOs will be all you need to cover Dark Armor's endurance. Then the rest (your primary) can be build around for its own function, not to make DA function better...although that could be an option...
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Hmm, it might work like Energy Aura...Energy Cloak was changed too since toggling that power made you perpetually invisible (like...totally unseeable...no aura or anything). Now, you're fully visible after initiating combat but your stealth is still there. What I'm saying is, perhaps you have to start combat and you'll be visible?
Ehhh, I can verify that it's a big black fuzzball. I started a Dark/Staff Tanker last night because I just have to see Claws' build in action. Now admittedly, my character costume is nearly pure black, but from what I could see the fuzzball pretty much just replaced my model entirely. Even the staff was hidden.
It looks kind of cool, though. The staff is invisible but the motion effects aren't, so it looks kind of like the fuzzball itself is lashing out with long strikes. |
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There is an option is the editor to make CoD not turn you into the dust bunny of doom.
Ehhh, I can verify that it's a big black fuzzball. I started a Dark/Staff Tanker last night because I just have to see Claws' build in action. Now admittedly, my character costume is nearly pure black, but from what I could see the fuzzball pretty much just replaced my model entirely. Even the staff was hidden.
It looks kind of cool, though. The staff is invisible but the motion effects aren't, so it looks kind of like the fuzzball itself is lashing out with long strikes. |
Onibi---Fire/Fire/fire Blaster
I'm ready to burn it all.
Lets Fight!
ParadigmX City help the city.
Certainly not enough. You should be aware that each single target attacks costs roughly one endurance per second. Area attacks will cost far more. Compare that to DA's heaviest toggle (Death Shroud or Cloak of Fear) at 0.52 base. Adding recharge enhancements to attacks increase that endurance per second.
Endurance reduction is percentage based, so it will have the greatest effect in attacks rather than toggles. I often skip slotting endurance reduction in my toggles while I level up to make room for it in the attacks.
Endurance reduction is percentage based, so it will have the greatest effect in attacks rather than toggles. I often skip slotting endurance reduction in my toggles while I level up to make room for it in the attacks.
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.
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No, as I mentioned in my post, it stays a fuzzball when attacking. And Energy Aura's cloak isn't a 100% alpha the way Cloak of Darkness is, whether in combat or out.
Hmm, it might work like Energy Aura...Energy Cloak was changed too since toggling that power made you perpetually invisible (like...totally unseeable...no aura or anything). Now, you're fully visible after initiating combat but your stealth is still there. What I'm saying is, perhaps you have to start combat and you'll be visible?
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Yes, but the post I responded to was talking about default.
De minimis non curat Lex Luthor.
Please do read on a bit further so I don't have to repeat myself; I acknowledged that I had forgotten about Willpower. Still, that's just three armors (Willpower, Electric, and Dark) for the four melee classes that give psi resistance. The rest are sitting ducks when they get hit by psi (sure, there are a couple armors whose schticks are NOT getting hit, but if the mob does get in a hit, you certainly do feel it).
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I thought I conceded this point, and missed the response last time through. I agree and visa versa - I have a few toons that look awe inspiring in mids and turn out flakey. Great example is an ice/time corr. Unbeliveable stats - to hit debuff - defense debuff -
My point is that "fun" can't really be quantified by the raw stats. Even if you're looking for functionality, Mids can't always give a fair picture of what can be done with a set. A set can look bad on paper and be awesome in application. Some sets take more skill to use than others, and those are generally the ones that look bad on paper.
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defense buff - slow - stackable holds - healing - all the bells and whistles - but over all performance - to me - mediocre at best - and yet, it's a hoot to play.
Peace
It's good with some auras. Try it with "Bats".
I really should do something about this signature.
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Thing to consider:
Quick tangent question; is the Damage AoE aura worth bothering with on a Scrapper, or not?
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On a tank, when solo, you will probably spend quite some time standing in the middle of a big group of mobs whilst you wear them down.
On a Scrapper, you will probably kill the mobs quickly, or they will kill you first.
I guess I'm saying: probably not.
I know some people go Spines/Dark for the damage auras, but I would consider this a very specialised build.
I really should do something about this signature.
I just wish you could stack the toggles!
Thought for the day:
"Hope is the first step on the road to disappointment."
=][=
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Yes.
Quick tangent question; is the Damage AoE aura worth bothering with on a Scrapper, or not? If not, that will probably save me some endurance problems (haven't taken it yet, was pllaning to though).
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City of Data has proven that a damage aura is a huge chunk of your total damage output.
Also, consider this: Every bit of damage that Death Shroud does is damage that you don't have to use a primary attack power to deal. Thus SAVING you endurance in the long run, because it costs more endurance to use an attack than it does to run a damage aura.
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The problem I have at 27 is that I pretty much have to exclusively use Soul, or else I'm constantly running out of endurance. I'm running the three basic armour toggles and combat jumping. I tend to turn CoD off when in combat, since otherwise it's just a massive end drain, I find. Am I doing something wrong? =/ |
A trick I use: Learn what damage types the enemy group you're fighting uses and shut off whichever armor you don't need. Example: If you're fighting Redcaps you won't need to run Murky Cloud because there is nothing Redcaps do that deals Energy, Negative, Fire, or Cold damage.
That doesn't always work though, especially on newer enemy groups.
What happened to me with my scrapper is, I played him and played him and played him and one day the endurance problems just disappeared. Experience with the character will make you more efficient with your attacks. Don't use AoEs on a single target, and don't use big, high cost attacks when they only have a sliver of health left. Sometimes waiting until a weaker attack is recharged is a better idea.
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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. |
0.o
Are you joking?
You've been able to run the toggles simultaneously for years now. Did you just come back after an extremely long break?
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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. |
This is what I did, and it solved all of the endurance problems my Dark/Dark Scrapper was facing. I know some feel it's a great power for the defence debuff, but it's RIDICULOUSLY expensive and the "fear" part in Cloak of Fear ain't worth a crap - low inherent accuracy, low magnitude, short duration.
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Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Yes.
Warning: Prolonged exposure to Ouroboros can have unforeseen results.
Warning: Prolonged exposure to Ouroboros can have unforeseen results.
Thought for the day:
"Hope is the first step on the road to disappointment."
=][=
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I won't bemoan others for advancing slotting in damage auras, but I tend to agree on the premise that
Thing to consider:
On a tank, when solo, you will probably spend quite some time standing in the middle of a big group of mobs whilst you wear them down. On a Scrapper, you will probably kill the mobs quickly, or they will kill you first. I guess I'm saying: probably not. I know some people go Spines/Dark for the damage auras, but I would consider this a very specialised build. |
-If it's a Tanker, damage aura's are critical because the foe will be around long enough for more than 6 tics to go off, which will be equivalent to a tier 1 attack on everything.
-If it's a Brute, damage auras are magnified by Fury, also for both Tankers and Brutes, these taunt.
-If it's a Scrapper, and the focus is primarily ST.
I'd tend to go by feel though. If you feel damage aura's doing a lot for you, then slot and use them more and if you don't, don't. I don't feel they do as much on Scrappers so it depends.
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Yes.
City of Data has proven that a damage aura is a huge chunk of your total damage output. |
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This is what I did, and it solved all of the endurance problems my Dark/Dark Scrapper was facing. I know some feel it's a great power for the defence debuff, but it's RIDICULOUSLY expensive and the "fear" part in Cloak of Fear ain't worth a crap - low inherent accuracy, low magnitude, short duration.
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And the fear is certainly worthwhile. It's my mitigation and 'stay where you are while I line up my AoEs' offense on my Stalker. It's just like Death Shroud in that, if you want to get good returns from it, you have to slot it. And with temps, pools or hybrid, I'm sure there's something you can use to stack magnitude as well. Beside that, it has a nice little ToHit debuff for those that aren't capped for defense like the rest of us.
Anyone else find it really sad that this should ever be called "a trick?" I mean, honestly, this should be common sense.
Anyway, i will agree that Dark Armor starts out somewhat squishy at the lower levels, but as it levels up it keeps acquiring more and more tools to counter this. Dark Regeneration does have a high end cost, so without the ToE proc it can be tricky deciding when to use it. Still, i find my Dark Armor users perfectly playable if slightly squishy against small numbers of hard targets without IOs, but devastating with them. i usually haven't found the end cost difficult manage except for DR's, but then i haven't used Cloak of Fear either. With Tough alone DA is pretty durable and does well against masses of enemies when paired with AoE heavy offensive sets.
Dr. Todt's theme.
i make stuff...