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  1. DISCLAIMER: I haven't actually made this build in beta or otherwise yet. I've been fiddling around with this build for a while now and I can't get it to where I want it. I'm looking for soft-capped positional defenses but any way I can see to increase one drops another. I'd also like more recharge but it seems like I would have to sacrifice some defense, which is a higher priority for me. Any ideas or advice? I'm open to switching around power selection or Epic pools or whatever. Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Savage Melee Secondary Power Set: Dark Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Soul Mastery Villain Profile: Level 1: Maiming Slash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7) Level 1: Hide -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(7), Ksm-ToHit+(9), ShlWal-ResDam/Re TP(9) Level 2: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(17), GldArm-3defTpProc(19), StdPrt-ResDam/Def+(19) Level 4: Murky Cloud -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(27), UnbGrd-Max HP%(50) Level 6: Assassin's Frenzy -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(21), SprStlGl-Acc/Dmg/Rchg(21), SprStlGl-Dmg/EndRdx/Rchg(23), SprStlGl-Acc/Dmg/EndRdx/Rchg(23), SprStlGl-Rchg/Hide%(25) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 10: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(11), GssSynFr--ToHit/Rchg/EndRdx(11), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(48), GssSynFr--Build%(50) Level 12: Kick -- Empty(A) Level 14: Shadow Dweller -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42) Level 16: Obsidian Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(31) Level 18: Rending Flurry -- Obl-Dmg(A), Obl-Acc/Rchg(31), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-%Dam(34) Level 20: Dark Regeneration -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(34), NmnCnv-Heal/Rchg(34), NmnCnv-Heal/EndRdx/Rchg(36), NmnCnv-Heal(36), NmnCnv-Regen/Rcvry+(36) Level 22: Tough -- Ags-Psi/Status(A), Ags-ResDam(37), Ags-ResDam/EndRdx(37), Ags-ResDam/EndRdx/Rchg(13), Ags-ResDam/Rchg(13) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(29), LucoftheG-Def(40) Level 26: Hemorrhage -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(39), SprAssMar-Acc/Dmg/Rchg(39), SprAssMar-Dmg/EndRdx/Rchg(39), SprAssMar-Acc/Dmg/EndRdx/Rchg(40), SprAssMar-Rchg/Rchg Build Up(40) Level 28: Cloak of Fear -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(45), SphIns-Acc/Rchg(37), SphIns-ToHitDeb/EndRdx/Rchg(45), SphIns-Acc/EndRdx/Rchg(46), SphIns-%ToHit(48) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42) Level 32: Savage Leap -- Erd-%Dam(A), Arm-Dam%(42), FuroftheG-ResDeb%(43), Obl-Dmg(43), ScrDrv-Dam%(43), Obl-%Dam(45) Level 35: Hasten -- RechRdx-I(A) Level 38: Soul Transfer -- Prv-Absorb%(A) Level 41: Super Jump -- BlsoftheZ-ResKB(A) Level 44: Moonbeam -- Empty(A) Level 47: Shadow Meld -- Empty(A) Level 49: Assault -- EndRdx-I(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(46) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46) Level 1: Blood Frenzy Level 1: Quick Form ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1460;676;1352;HEX;| |78DA65945B4F135110C7CF76B796DE8472B1DCB108B614285D28C617438C5513A10| |95AF5B5D9C0A1AD54DAB46840F4C1AFE08B5FC0EB8B9FC007F51378C3273F802FA0| |89378CE23A9EF9B735EE269BDFCE7FCECC9999B3BB998D74E0C9D9DB73420B9E2A5| |9B55A2EBB6E955665D59DB1F2C5255DD0E5A1BB17722E234B5226B2D6752B2FD968| |B8D27245AED564226D55577327AB57CB5511582C974B890569558A6BF9A032CE14F| |38575B25AEBAE6559AD158A159FB2B31529977B4E578A4B897ADA6CF95A2997B16A| |EBB2BAD94DA544E97E1A13B86CB75821988670E5C102D328825798075699492F515| |3B1BAE8D2D8F759576CD927798038CFB6496B355EEBD6BEB076F02BB3ED1BF89DD9| |3E0D863595639A6275C4EAF5D83D663772F422472F72983F98DBD49F1BB1EE97AC7| |5BE025F330FBD01DF22E7366C3A2F0FC76A1EF4677632DF515E2FE6E6BDE7529AEF| |3EF88039F5107CC4341F335D94D7CFB1C26FD325662855103B05B1D318764A91AF1| |5536E45F7FDE87A10DD0E621ACFA8AA10AA0AFDE4DD067F310FEF83BF419B19111C| |3B4BFB74A823B2DD1DE779EFC80530CB3C7211BC045E66EAD45117D76874CDB2369| |20293CCC00C68320D8A09738C2B8C9EFB43CC287A7F4EFDF4A09F9E0D43694737C1| |1BE016337A13BCC53C46FDF4E1E4FB3CDCE3440B73C40BDBC79CF433A702CC10D53| |680F318F8EF3C5E504D43A86968D7A5DED0B1133CCBF81CC7C731FBF8167F291398| |F130E51DE6BC62789C7DC7A9CE51F519D962744757F9C2B42E863724F69E737D20D| |738B471F5D6EC058448404928A59DE292C89F8C70FE3EA3F185DBFDCDE7BF2645C4| |1D4AD2A1980E65C6A1A41CCA82435934F0BB2045538AB74D081DB5EDF81A7F08783| |F36154D3B470F513AA9084F72D7B1FAD3BFABEFF2CC26EF3065B4F1A7B2E7E3CD79| |FC014C41F892| |-------------------------------------------------------------------|
  2. I wanted a Brute, since I play almost all Scrappers. I wanted to try Claws since I don't have one. Same for Dark Armor, all that endurance drain must be good for something? So why not Claws/Dark Brute? Scratch all my itches at once. This build is currently in the low 40's so will be 50 soon. DEF: S/L 47%; Melee: 46% everything else is in the low to mid 20's RES: S/L 70%; Energy: 52%; Neg 76%; Fire/Cold 65%; Toxic 43%; Psi 78% Procs: Force Feedback is in Focus and Shockwave so it should happen often. Follow Up: Should I slot the Hecatomb proc instead, or leave it like it is? Dark Regeneration: Should I leave it like it is, or is there a better slotting? Incarnates? No clue here. Suggestions are welcome. I am looking for any suggestions, I took @Werner's Katana/Dark and someone else's Claws and this happened: Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Claws Secondary Power Set: Dark Armor Power Pool: Flight Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: Level 1: Strike (A) Superior Blistering Cold - Accuracy/Damage (3) Superior Blistering Cold - Damage/Endurance (3) Superior Blistering Cold - Accuracy/Damage/Endurance (5) Superior Blistering Cold - Accuracy/Damage/Recharge (5) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (7) Superior Blistering Cold - Recharge/Chance for Hold Level 1: Dark Embrace (A) Gladiator's Armor - End/Resist (7) Gladiator's Armor - Recharge/Resist (9) Gladiator's Armor - Resistance (9) Gladiator's Armor - TP Protection +3% Def (All) (11) Steadfast Protection - Resistance/+Def 3% (11) Steadfast Protection - Knockback Protection Level 2: Death Shroud (A) Superior Unrelenting Fury - Accuracy/Damage (13) Superior Unrelenting Fury - Damage/RechargeTime (13) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime (15) Superior Unrelenting Fury - Damage/Endurance/RechargeTime (15) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime (17) Superior Unrelenting Fury - RechargeTime/+Regen/+End Level 4: Murky Cloud (A) Unbreakable Guard - Resistance (23) Unbreakable Guard - Resistance/Endurance (23) Unbreakable Guard - RechargeTime/Resistance (25) Unbreakable Guard - Resistance/Endurance/RechargeTime (25) Unbreakable Guard - +Max HP Level 6: Spin (A) Superior Avalanche - Damage/Endurance (27) Superior Avalanche - Accuracy/Damage/Endurance (27) Superior Avalanche - Accuracy/Damage/Recharge (29) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (29) Superior Avalanche - Recharge/Chance for Knockdown Level 8: Follow Up (A) Superior Brute's Fury - Accuracy/Damage/Recharge (31) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge (31) Superior Brute's Fury - Recharge/Fury Bonus (31) Hecatomb - Accuracy/Damage/Recharge (33) Hecatomb - Damage/Endurance (33) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 10: Obsidian Shield (A) Unbreakable Guard - Resistance (33) Unbreakable Guard - Resistance/Endurance (34) Unbreakable Guard - Endurance/RechargeTime (34) Unbreakable Guard - RechargeTime/Resistance (34) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 12: Fly (A) Blessing of the Zephyr - Knockback Reduction (4 points) Level 14: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 16: Dark Regeneration (A) Fury of the Gladiator - Accuracy/Damage (36) Fury of the Gladiator - Accuracy/Endurance/Recharge (36) Fury of the Gladiator - Accuracy/Damage/End/Rech (36) Preventive Medicine - Heal (37) Preventive Medicine - Heal/RechargeTime (50) Fury of the Gladiator - Chance for Res Debuff Level 18: Focus (A) Apocalypse - Damage/Recharge (37) Apocalypse - Accuracy/Damage/Recharge (37) Apocalypse - Accuracy/Recharge (39) Apocalypse - Damage/Endurance (39) Apocalypse - Chance of Damage(Negative) (39) Force Feedback - Chance for +Recharge Level 20: Cloak of Darkness (A) Reactive Defenses - Defense (40) Reactive Defenses - Scaling Resist Damage (40) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 22: Kick (A) Empty Level 24: Tough (A) Titanium Coating - Resistance/Endurance (40) Titanium Coating - Endurance Level 26: Weave (A) Shield Wall - Defense/Endurance (42) Shield Wall - Defense/Recharge (42) Shield Wall - Defense/Endurance/Recharge (42) Shield Wall - Defense (43) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 28: Hasten (A) Recharge Reduction IO (43) Recharge Reduction IO Level 30: Maneuvers (A) Shield Wall - Defense/Endurance (43) Shield Wall - Defense/Endurance/Recharge (45) Shield Wall - Defense (45) Shield Wall - +Res (Teleportation), +5% Res (All) (45) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 32: Shockwave (A) Superior Brute's Fury - Accuracy/Damage (46) Superior Brute's Fury - Damage/Recharge (46) Superior Brute's Fury - Damage/Endurance/RechargeTime (46) Force Feedback - Chance for +Recharge (48) Sudden Acceleration - Knockback to Knockdown (48) Positron's Blast - Accuracy/Damage/Endurance Level 35: Oppressive Gloom (A) HamiO:Endoplasm Exposure Level 38: Superior Conditioning (A) Performance Shifter - Chance for +End Level 41: Physical Perfection (A) Performance Shifter - Chance for +End Level 44: Taunt (A) Mocking Beratement - Taunt (48) Mocking Beratement - Taunt/Recharge/Range (50) Mocking Beratement - Taunt/Range (50) Mocking Beratement - Recharge Level 47: Assault (A) Endurance Reduction IO Level 49: Soul Transfer (A) Healing IO Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Fury Level 1: Sprint
  3. Introduction Psi/Dark is a thematic pairing which I have enjoyed playing in other ATs and I have recently leveled a Sentinel to 50, currently exploring the incarnate world. Both sets are quite attractive visually – I personally like the look of Dark Armor, in particular when Cloak of Darkness is run in Minimal FX mode so that the character costume is still visible, and the shield effects are quite complementary with Psi Blast primary, I think; Murky Cloud with its sparkle aura and in particular Obsidian Shield with its head-aura pulse. Furthermore, Dark Armor is one of the best sets for resisting psionic damage which to me at least feels ‘right’ for a pairing with Psi Blast, although you could also make a ‘my greatest strength is also my greatest weakness’ thematic pairing with something like Invulnerability which could also be fun. The primary set also turns out to be quite attractive visually, with plenty of options for customizing the blast animations, and a gently satisfying set of sounds so everyone can always know when you are around without becoming too annoying… I’ve played a lot of Dark Armor on melee ATs and I have always both enjoyed it and felt something of an attraction as it has, at times, been something of an outsider compared to the really popular defensive sets. I don’t think that is really the case anymore, as inventions origin sets make it easy to deal with the notorious endurance consumption and to potentially add a lot of defense and/or resistance to its base numbers, but it is still for many something of an awkward set of tools to try to make use of, and I was curious to see how the Sentinel implementation would compare. Overall I’m really positive about it, the only negative for me being that Cloak of Fear seems to be quite difficult to make work for a Sentinel due to the extreme lack of other fear-causing powers to pair it with. I’m pretty sure that no blast power causes fear, and therefore we are left looking at either taking a minimum or two powers from the Presence pool, maybe three if we want to use Invoke Panic, or being a Vigilante aligned character and making use of the Fear Incarnate Alignment Power. It’s a shame that the options here are so limited unless one wants to just run with the ‘minions only’ out-of-the box performance as I do feel that Cloak of Fear should be one of the defining powers of Dark Armor for thematic purposes if nothing else, and terrorizing your enemies is just cool AND a very effective form of protection with the reduced attack rate and –to-hit effect. Nonetheless, when thinking about how I wanted to realize my character I decided that the fear-based route seems difficult on a Sentinel, and instead planned to take the stun aura, Oppressive Gloom. When paired with Psychic Blast this seemed a much more promising direction of travel; Psy Blast has two stun generating powers at tier 8 and tier 9 in Scramble Thoughts and Psychic Wail. They come late, but ‘Gloom comes later so that is no issue, and they are both great powers which we will want to take anyway. Furthermore, the Psychic Mastery epic pool which I also want to take for thematic purposes also contains a nice stun power in Psychic Shockwave, and it is PBAoE so naturally pairs very well with the nuke. Things are starting to take shape with the character, then. I have the aim to build around stacking stun effects and those stuns are primarily going to be generated at close range, so I will need to be able to survive extended periods in melee range. Existing Resources Having established some goals for my character I headed over here to the Sentinel forum to look for advice, in particular to get some insight into those two powers in Dark Armor which are unique to Sentinels – Tenebrous Regeneration and Obscure Sustenance. Dark Armor with regen? Weird! But I guess that is the point about Dark Armor – it’s meant to be weird… Psi/Dark has been fairly commonly discussed on the Sentinel boards, and I don’t want to repeat all of that in this post so I will link here the main topics which I found useful when thinking about my character and my approach to leveling. My hope is that it will be useful to have all of this information collected together for easy accessibility and thanks to the linked topic contributors who helped me to get a good grip on the utility of Psychic Blast and the unfamiliar features of Sentinel Dark Armor. First of all there is the amazing ‘Collaborative Project’ guide which is stickied in this forum. I think this is my favorite topic on the whole forum. Here we find two guides to Psychic Blast by oldskool and drbuzzard as well as oldskool's guide to Dark Armor, all of which were very valuable Furthermore, I made use of the following topics for better understanding some of the details. Thrillmill actually started a topic around the same set of power sets and epic pool even if you have to ignore the recommendation to go Fortunata instead of Sentinel! Psi/? Build Help! has some fairly detailed responses looking at the primary set, while serxiom's topic covers Psychic Blast but I found it mostly interesting for the discussion around Dark Armor. There are other topics which also cover one or other of the Sentinel sets so I do encourage you to look further afield and make use of the search because you never know which one might contain the nugget of gold which you seek, but the ones I have linked here were quite sufficient to get me up and running, literally running around Paragon City in fact! Discussion and leveling experience Returning to the topic of how I thought about the character I was struck by just how good the Psychic Mastery epic pool is on Sentinels! That really is a good set of tools and I did consider talking everything in there, although my current build skipped Mass Hypnosis as I felt it didn’t really fit well with my aim of spending a lot of time inside the mobs and making heavy use of AoE and stun attacks. Apart from that, however, pretty much everything fits the concept perfectly. Shockwave has already been mentioned and synergises very nicely with Oppressive Gloom and Psychic Wail. Mind Probe has a very short range – it is listed as melee range – but that is perfect when that’s where I anyway want to operate most of the time. Dominate is well known for its Proc potential but it is anyway a high-utility power which with set bonuses can be made cheap and fast-recharging making it easy to fit into a late-build smooth attack chain, and Link Minds has great team benefit and contributes to the layered mitigation that I’m looking to build up – the to-hit buff is gravy. Now if Psychic Mastery had an AoE immobilize in place of its sleep then I would have found that irresistible, considering its synergy with stun effects to bring brutal lockdown to the party. But, really, that would be just too good. I could have found the group immobilize in quite a few of the other pools but only at the cost of less thematic compatibility so the choice was made. There are potentially drawbacks to this approach, however, as a lot of powers come late in the leveling process, and I therefore planned to use a respec around level 44 to switch out some powers from the primary set and replace them with the attacks from the epic pool. This also allowed me to plan to select the Fighting pool late in the build which gave me a lot of power choices while leveling to sample everything from the primary set. According to the linked topics above there are some fairly agreed upon winners and losers in the Psychic Blast set but if I believed everything I read on the Internet I’d never have played Dark Armor for a start, so using a respec was a convenient way to try out all of the primary powers so that I could decide which ones to keep once the epic pool came on-line. I never had a planned build for the character, rather I had a plan for how I was going to try as many powers as possible, knowing that I could make the final decisions based on experience rather than just ‘the numbers’. Protector of Innocents – Guardian – Keeper of the Peace: Hero levels 1-24 Before heading out in Paragon City proper I paid a visit to Atlas Park Pay2Win and picked up the Prestige Enhancements, travel powers and a Blackwand. I also selected the Double XP Boost as usual but I like to complement it with a macro to suspend XP gain. This allows me to have very fine control over how fast I am progressing, useful for maintaining access to story arc contacts and also so that I can spend enough time gaining experience with the various powers as I need, then jump ahead at quick pace if I want to do that. /macro_image “DayJob_XPBoost” “XP” “option_toggle noxp” I also have some influence stashed in email and I spent 34,000 of it to immediately purchase 8 hours of each of the Amplifiers and the Reveal power. This is a very small amount of investment for a lot of early game utility. In particular the Defense Amplifier means that I can run without any defensive toggles until approximately level 20 or so, which greatly helps with endurance use while waiting for slotting IOs/SOs and to have sufficient enhancement slots to invest in endurance reduction. It also gave the flexibility in the leveling process to concentrate on evaluating the blast set and the unfamiliar powers in the secondary. This approach worked out really well, I must say, and by level 22 I had been able to take everything from the primary and secondary sets. The Reveal power is not important to the build of course, but it does make the likes of purple caves and council maps MUCH easier to navigate. A complete bargain for 10k. Sentinel Psychic Blast in the early game I found that all of the blasts from Mental Blast (1) to Psionic Tornado (7) were able to contribute something, even the much maligned Mental Blast, although it was clear from early on that this was never going to be ‘a keeper’. Its animation is too slow, its punch is too weak and its proc-potential is poor as it only takes ranged sets and recharges too quickly to reliably leverage them. It does bring –Recharge at a respectable 30% but we can access that effect elsewhere in the set, although the debuff did seem occasionally useful when fighting low level EBs such as Atta. The Sentinel inherent doesn’t feel strong enough to justify keeping it for the long haul although if the damage boost was a little higher (for example, some future tweaking of the mechanic) it could become worth to consider. TK Blast is a superior level one pick, its hits hard enough and animates fast, even if its 6 second recharge means that Psychic Blast does struggle to put together a smooth attack chain early on if Mental Blast is overlooked. Its knockback component I find to be useful, although it is not 100% reliable and you need to be aware of which enemies have resistance to it. Nevertheless there are many occasions where I find it useful to temporarily get rid of enemies who are getting overfriendly so I was not tempted to slot a KB-KD enhancement here; I prefer its default behavior. Psychic Scream is the first AoE attack in the set and it is a cone so you will sometimes need to adjust positioning before triggering it. Cones are also a somewhat awkward fit with melee combat but my character was not fighting like that much at these levels, preferring to stay back and blast most of the time, so lining up the come was generally straightforward. I found this power to be pretty underwhelming; damage is nothing to get excited about and sometimes TK Blast would have knocked enemies out of the cone’s range, but the main issue is it just takes too damn long to animate and too long to recharge. Despite all this, I leaned on this power fairly heavily as part of my attack cycling as a filler attack until quite late in the leveling process. Will Domination is the first what I would call defining power in Psychic Blast. It recycles pretty quickly, animates fast and hits hard. The secondary effect – a Mag 3 sleep – is genuinely useful if you are not just mashing buttons and use it to disable a lieutenant-class for later attention. When you come back to them they already have one third to one half of their health removed and go down quickly. I leaned on this attack hard while leveling and still do. Psionic Strike has something of a bad reputation but I found it to be extremely useful well into my 40s and was genuinely concerned about leaving it out although I eventually did move on from it. The main reason it is not a popular choice is the long animation time as there can be no argument about the damage it inflicts from good range. What makes it better-than-expected is that the damage is front-loaded in the animation so it hits hard quickly, but delays the next attack while the animation completes – an animation I quite like, by-the-by. But that does make it situationally very useful, for example, finishing off a large chunk of damage on the last enemy in a spawn, or for quickly getting to grips with a hard target. It has a very high inherent accuracy and therefore doesn’t often miss which also softens the impact of that long rooted time. I recommend to try it and to make heavy use of it while your build matures. Like I say, I didn’t feel that comfortable about respecing out of it, although I would say that the reason I haven’t missed it later is that Psychic Wail is a more-than-adequate replacement, despite being a completely different kind of power ‘on paper’. Finally the early-ish game also gives access to Psionic Tornado in the late teens. This is a second AoE, this time a targeted AoE, which means it can also be used easily in melee range, and that is just as well as the 40-foot range constantly catches me out when blasting from distance – I find it’s not quite long enough for range blasting, although with Cloak of Darkness in the secondary it is nearly always possible to get close enough to use it to start a combat, the usual drones/snipers caveat aside. Having said that, there are nearly always better options for starting a fight, and Tornado seems to me to be another one of those Psychic Blast powers where the animation is just a touch too long and the damage is just a shade too low to be really impressive. The knock-up is genuinely useful both solo and on teams, and it can occasionally fill in the attack rotation, and so overall its utility and ease of use at close range make this attack a decent enough fit for my character concept and it has remained in my build while never seeing heavy use. Comments on early game Dark Armor As mentioned, in early game play I basically replaced Dark Armor’s toggles by using the Defense Amplifier from P2W which is crazy cheap if you buy it at level 1. I don’t really think that anyone running Dark Armor is going to ignore Dark Embrace, Murky Cloud or Obsidian Shield for any reason other than concept, so I won’t comment on those although I did anyway take them for later use. Instead I will take a look at the two Sentinel-only powers and the Cloak of Darkness. Tenebrous Regeneration is an auto +Regen power which in isolation is hard to judge how it contributes to survivability, especially as part of a defensive set which doesn’t usually include regen as part of its layered protection. What it does offer is much more passive regeneration than Health, so it seems to me that on a Dark Armor Sentinel you should probably never need to slot health. Instead you should slot Tenebrous and decide whether to follow a proc-based approach or enhance its natural regen – or both. In the end I settled on a little bit of both, although in the early game I pretty much just left its default slot empty. Where the benefits of Tenebrous Regeneration do get interesting, however, are in combination with Obscure Sustenance. Now, coming from other versions of Dark Armor this is where I had the most doubts about the Sentinel version. On casual inspection this power seems to be a replacement for Dark Regeneration and ‘on-paper’ it seems to be a lot worse. Dark Regeneration is like the magic get-out-of-jail card for melee set Dark Armor users, a one click potentially big hit to your endurance bar but a truly monstrous heal that can easily take you from the verge of faceplant to a completely replenished green bar. Obscure Sustenance is a far more subtle, less gaudy power than that, but over time I came to realize that it really is the key to how Dark Armor Sentinels can just keep going and going and going. There is plenty written elsewhere (see linked threads) about how this power works mechanically, and it gets better as you level and assign slots to it, especially recharge and in my opinion it works better to enhance its regen than the recovery aspect, but I do think it is worth to experiment with that and find out what you prefer. But once you get into the habit of using it proactively and often it is undeniable that Obscure Sustenance really keeps Dark Armor Sentinels in the game for a long time! A couple of lessons I had to learn along the way: firstly, you don’t need to slot accuracy here or pop Psychic Focus just before using it. In fact, that is a complete waste as this one is only going to miss on a 1-in-20. Secondly, it is a PBAoE around its TARGET, not you. That means you have to be kinda close to the target to get the benefit which can be a little bit counter intuitive for a ranged attack which can hit from further away than you get the benefit, so you will need to get into the habit of running or hopping into medium range before hitting it. This also has the benefit of putting you definitely in range for Psychic Scream and Psionic Tornado so that works out quite conveniently, and for my target concept of a primarily melee-ranged fighter it works out perfectly of course. I usually look for the immediate heal green number over my character if I’m in doubt about the range – if I see it I know I triggered it successfully. For experienced Dark Armor players from other ATs this power is by far the biggest change from what you are used to and you really do need to unlearn that stuff to get the benefits of Obscure. I pretty much always take Cloak of Darkness as I think the benefits it brings are just too good to overlook, even for a dedicated tank where stealth can appear to be an odd fit (it really isn’t). Pretty much the only reason I can see to skip it are for characters who really don’t want to include any level of defense in their build and are extremely power squeezed, in which case you will want to take Combat Jumping to you get some immobilization resistance. Champion – Defender of Truth – Vindicator: Hero levels 25-39 During the mid-game levels my Defense Amplifiers expired and I had to start running Dark Armor’s toggle defences with a notable impact on endurance consumption. This was the point where I started to realize what a difference-maker Obscure Sustenance can be once it has 3 or 4 enhancement slots allocated to it and some recharge and heal standard IOs. I don’t think you would ever want to slot this power for damage, but that little bit it does can occasionally have niche uses, in particular I like to use it to finish off high level Rikti drones with a sliver of health left simply because of its insane accuracy. But this power is all about keeping you blasting longer by more rapidly filling up the blue bar and by patching any damage that isn’t soaked when taking the alpha. The mid-game also brings some good blasts into play. Scramble Thoughts is the start of our journey towards becoming a stun machine, but unlike the other ATs’ version of this the Sentinel version carries a very significant damage potential as well making it a great opening shot. I invested 6 slots into this one pretty much as soon as I could to leverage that damage potential, using a set of Opportunity Strike ATOs. This provides great accuracy and damage while helping out a lot with the 20 second base recharge and 18.5 endurance cost which are both pretty heavy. The proc won’t fire that often – around 20% of the time with the basic version. The animation time for this power is once again its main drawback, clocking in at three seconds, although I do like the ‘crusher’ alternate animation. Solo you can work around that pretty easily, but on a team you will need to select your targets carefully otherwise you will find yourself rooted in place and the target down before you actually hit them as the damage is back-loaded in the animation. Nevertheless, you can chain this to be followed by Psionic Strike for a mighty one-two punch which takes 6 seconds to animate but actually delivers its damage over around one second which can quickly put down a hard target. Psychic Wail is a PBAoE nuke which on Sentinels generally does less damage but recharges faster and costs less endurance than Blaster nukes. As usual we get some secondary effects which here are a hefty –Recharge debuff and a mag-3 stun effect, same as Scramble but affecting multiple targets. These two powers in combination allow us to stack 6-mag of stun on a boss, significantly increasing survivability. Psychic Wail really starts to open up a Sentinel’s potential to be an AoE attacker once you can get that recharge down to around 40-45 seconds. You probably will need Hasten to achieve that which I didn’t have at this point, consequently the mid-game experience for me was one where I became able to spike damage and some mez at the beginning of combats but I still had a slightly inconsistent attack chain for the follow-up blasts. Taking Hasten earlier would help with this and the reason I didn’t do that was simply because I wanted to play with all the powers before deciding what the later build should keep and what to respec out of. During this phase I also opened up the Psionic Mastery epic pool and took Mind Probe as I wanted to sample it and spend some more time in melee range for using Wail and Sustenance. With some slots I found it very well suited to my purposes and began to see a future without Psionic Strike. I ended up going for 6 Touch of Death IOs here for the melee defense bonus and the negative damage proc. I could imagine builds with a different focus perhaps using Kinetic Combat, Makos or Hecatomb instead. There are quite a few options for procs if diversifying damage type is a priority but I generally find that it hits fairly hard even on resistant foes. I have definitely used it to beat Malta Hercules Titans. As discussed back at the start of this long post, this range of the game sees the rounding out of Dark Armor, but aside from Oppressive Gloom giving me the third component in my stun arsenal there is not a lot of offer here. Sentinels’ difficulty leveraging the utility of Fear effects plus the very situational usefulness of Soul Transfer make these hard picks to justify in what I was finding to be quite a power-pick tight build. I did consider trying to fit in Soul Transfer for thematic purposes, and mechanically it is an interesting power with a truly massive and wide ranging stun effect, but the fact of the matter is that you just won’t be dying that often on a Psi/Dark unless deliberately pursuing over-leveled challenges. Justice Incarnate – Hero of the City: Hero levels 40+ Heading into the late and end-game my character was able to really come together, achieving very high levels of protection and survivability, a melee-oriented playstyle and the long dreamt-of smooth and consistent attack chain. Psychic Shockwave is a fast animating attack with superb synergy with Psychic Wail, being a PBAoE mag-2 stun and decent damage. I used a full set of Obliteration IOs here, again chasing a large melee defense buff, but different play styles could leverage quite a few different options here, including some decent enough proc options as the power also takes stun sets. Dominate is extensively covered here on the Sentinel boards and indeed in many sections of the forums so no additional comment is really warranted here except, yes, I followed a proc-based route with the hold seen just as a bonus. At level 45 I finally reached the right moment for the much anticipated respec. Having leveled the character fully through regular gameplay I felt that I knew most of the powers pretty well and felt comfortable moving on from a few of the primary set blasts. Level 45 also meant that I could immediately bring in three attacks from Psionic Mastery and have enough slots to make use of them from the get-go (remember, when respeccing the game doesn’t care when you picked the power, just whether or not you have enough slots). My main aims when setting out had been to build a melee oriented fighter with the capability to bring a lot of stuns quickly to the fight – typically in the range of mag-8 to mag-10 on selected targets. In order to survive at close range my concept was to work towards a high but not necessarily soft-capped melee positional defence, backed up by a range of middling resistances which Dark Armor can provide without too many compromises. I also wanted to have access to Rune of Protection as an ‘emergency’ resistance booster and for rescue from very heavy mez environments such as when fighting Malta for example, so that drove my choice of travel power also. Three powers from Sorcery pool, three from Fighting and Four from Psionic Mastery meant that my build was rather power-pick squeezed, therefore I decided NOT to pick anything from Leadership or Leaping Pools despite their potential for increasing defenses and as LotG mules. I expect some people would consider this ‘suboptimal’ and you definitely could go in that direction, but as ever I value theme and concept just as much as optimisation, preferring to follow the layered defenses and heavy-stun approach which a Psi/Dark Sentinel can realize better than pretty much any other AT outside of perhaps a Dark/Earth tank. To make room for the pool powers I decided to lose three of the primary blasts. Mental Blast was always going to be superfluous and was an easy drop, while I finally decided to also remove Psychic Scream and Psionic Strike. I think you could definitely argue between keeping one of Scream and Tornado, neither of which are particularly impressive from a damage-dealing perspective. I kept Tornado simply because of its knockup utility and ease of use when fighting at melee range. Psionic Strike eventually became replaced by Mind Probe and Psychic Wail as reliable heavy hitters. If its arcanatime was reduced I would seriously consider finding room for it again, maybe even replacing Tornado and just taking more single-target damage over AoE, but I doubt that is going to happen and truth-be-told I don’t really miss it. The build was completed with Hasten, which I probably should have tried to work in much earlier to give a bit more capability to exemplar, especially considering that the 5 cornerstone attacks come in the second half of the build. For now I run with late Hasten, however, as I want to experiment with early access to Rune when running exemplared content. Wrap-up Well that pretty much concludes my thoughts on in-game play with a Psi-Dark Sentinel to-date. In a moment I will provide a build link, but I do want to stress that this is not meant to be ‘the’ optimal build for a Psi-Dark. It is a good and very survivable build for certain, but it is very much meant to explore the potential for a ‘Stunning’ Sentinel. Of course, my character is also ‘Stunning’ but you get my point. You could definitely hunt for more recharge, or go for typed defense, and this combination could also be played as a ranged blaster. Having said that, I do think that if you are going to play Dark Armor you need to be getting right into the heart of the action and leveraging the interesting tools the set provides, rather than just taking the shields and hiding out at the back. I will continue to experiment while gaining incarnate levels; I’m already trying out whether the immobilize proc in Spectral Interface can have any kind of synergy by reducing ‘stun-wander’, and once I have enough influence for a second build I am seriously considering going a very different route and seeing what I can do with a fear-based build, going deep into Presence pool. I do welcome comments and feedback on this post and will be happy to update or clarify based on any responses. I hope some of you have found this review interesting and maybe one or two might be tempted to explore the different types of character that Psychic Blast and Dark Armor can provide. Finally then, here is my current – NOT optimized!! – level 50 build
  4. Hello all. I have been wracking my brain trying to come up with a solid, reliable end game build for my Katana/DA brute, but everything I work up just seems... lacking. Any help from folks more experienced with both power sets would be appreciated! Thanks.
  5. r0y

    Psi/Dark

    I've been playing Mids far more than I'm playing the actual game. Reminiscence of my last days during live... Anyway, I'm on a Dark Armor kick (made a tank: DA/Claws) and wanted to make either a Scrapper or Stalker. So I'm looking at Stalker, and realizing that if I proc things out, along with the Stalker ATO sets and crit potential, it's likely to be a decent toon. I'm not thrilled with the survivability (this is all on paper for now), as the resists and defenses aren't that strong; I imagine it has a lot to do with the massive heal in Dark Regen... Since I almost never slot Dark Regen for heal, it becomes a decent PBAoE mini-nuke / endurance recovery tool. It really does make the set unique and viable from the moment one gets the power. So I proc'd out Dark Regen, Greater Psi Blade, Torrent, and Tentacles. Mass Levitate seemed to look better with six Superior Assassin's Mark IOs. Proc'd out, it was barely better. Here's the build: ...and here are some pix of mids (so you don't have to d/l and such): (no accolades, no incarnate, only toggles on) According to Mids, Dark Regen will hit for approx. 250 damage every 12s while Hasten is on (<17s w/o)... which also refills the blue and green bars (if hitting enough, etc). I think the chain, once a hidden AS is out of the way and ignoring the clunky INSIGHT mechanic, would be Torrent→Dark Regen→Tentacles→Mass Levitate→Psi Blade→Assassin's Psi Blade (APB)→Greater Psi Blade→repeat. This should take out much of the mob because of the front-loading of the AoE's, while building stacks for Insight (+3) for GPB. Basic AoE spamming would be: Torrent (always first, as the KB-to-KD proc makes this a wonderful soft-cc power, as well as a fast damage dealer), Tentacles (more soft cc via immob and -ToHit), Mass Levitate. Then Torrent/Mass Levitate with fillers like Dark Regen and single-target stuff on high-hp targets. Torrent, without Hasten, has a quick 8.33s recharge and hits for 158.4 damage while doing -ToHit and KnockDown. It is also a generous 60' length and 30° arc. A *very* nice power, indeed. I used to skip it! What a dunce. Tentacles are OK, the damage is in DoT form, so that kind of sucks, but I think of it as a nice debuff/hold-still power. The procs change this a lot (they hit up front) so you're getting about 260(?) damage up front, then the DoT (~64 damage) over however long. The -ToHit debuff adds to Torrent's, too. It's not amazing, but it's not useless, either. Mass Levitate was always a favorite of the Psi Melee powerset for me. Sure, the damage is at the end of the animation, when the bodies hit the floor... let the bodies hit the floor... (couldn't resist), and it's up pretty fast at 7s (no hasten) and hitting for 232, mostly smashing (so you can damage robots better in end game, which Psi is hurting to do). Greater Psi Blade is a good attack for all Psi Melee ATs, but seems like it would REALLY shine for Stalkers (given the hide proc, the crit building mechanics, etc) and mine is up every 8.33s and hitting for 684.8 damage - the good thing with procs is, you're adding S/L/N (and more psi) so it's not mostly psi, which is weak against Praetorian clockwork. This thing should Crit for a decent sum. The other nice thing with Stalker over Scrapper is Assassin's Strike. Sure, you lose the weak cone attack (only decent when Insight is stacked and it adds a DoT, but meh); I'd much rather have a Quick Form AS than a mediocre cone. It also allows me to skip TK Blow, as the AS builds insight (should I use the mechanic, and I often do). Psi Blade is basically a filler attack / set mule. It's always up, hits for OK damage... not worth proc'ing out do to the recharge (5s). Dark Armor is ok for resists (about 50%+ to all but energy/toxic, and those are not too weak), defense is sub-par, I did not slot for defense via sets, so it could be a lot more, but I'm thinking if Dark Regen is up every 12-17s, I can probably take quite a few hits. This ain't no tank, but it ain't no slouch, either! The real power of Dark Armor is the debuff resistances! almost 70% for Endurance Draining / End Recovery debuffs. That's huge. A little recharge/speed resistance (coupled with Winter Travel proc, a decent 35% is achieved). Perception debuff resistance is also nice, as a lot of things BLIND. I do wish they added ToHit debuff resistance (Shadow Dweller would be a PERFECT spot for it). No defense debuff, but I'm not really counting on my defenses that much. I trade proc-filled attacks for defense here. If I want to survive more, I'll play my dark armor tank.
  6. Muppy

    StJ/Dark Help

    Before I start working on a build and post it, I have a dumb question... Is it worth it to take either of the status auras? (Cloak of Fear and Oppressive Gloom) I'm thinking I DON'T need either, but I wanted to get some feedback from you guys first before I get to that point where I have to pick a power. I'm assuming that other things such as leadership might be best... Again though, I'd like to hear what you guys say, then I'll post a build. If there are other skippable powers or any other suggestions, let me know. Soul Transfer looks tempting... but I know I'd need enemies around me for it to work (if memory serves me well, anyway) and generally self rez powers tend to be skipped by most. Anyway, so far I have the first three skills in StJ, the three main armor toggles, and combat jumping at lvl 10. I didn't get Death Shroud since the low levels get hit pretty hard by end consumption, but if you guys think it'd be best to get it sooner rather than later, let me know. I'll probably put the build up in a separate post in this thread.
  7. Currently running a DA/DM Tanker on Everlasting and just looking for a more cohesive build. I know that Thiefs' Essence is really the set I should be shooting for for endurance reasons, but right now my build is a mess. Can anyone help me out by posting some advice or a build? Thanks all!
  8. So here is my concept. I am a dark elf immigrant from one of Portal Corps many adventures into other realms. My character helps an away team make it back to Paragon Prime and I ask to join them. As thanks for rescuing and guiding them to safety they bring me back and Numina herself sponsors me, finding my mix of dark magics and combat prowess interesting. Visually I like everything that is going on there. Here is the thing: I haven't touched DB since well before the fall of live. I am hoping that there are some skip-able powers here because I am starved for slots. What combos should I be focusing on? Right now I am only 18 and Empower feels ok but the animation investment is a little rough for psudo-buildup I think. Weaken is also somewhat bland feeling. I certainly don't feel more survivable when the mobs are "WEAKENED!". I really only need the general DB advice but seeing as the title is searchable posting builds for future readers would also be a welcome way of forwarding discussion on the topic. Thank you for spending the time to read this.
  9. Not having any kind of knock mitigation is a tremendous glaring disadvantage. As my DA character gets stronger it is becoming the only way of taking him out. The game just plinks away, eventually I Dark Regen it all back and the train keeps rolling. But the instant something with even a hint of knock-back arrives, I just get juggled to death. Makes it feel like DA should be way stronger in other ways to compensate for being auto-dead when someone has knock. I know there is a flight IO that reduces knock mag, Blessing of the Zephyr. Are there other ways to control knock?
  10. I was wondering if anyone had some experience with these two sets in conjunction. Is it a bad idea? Is the endurance pit a never ending problem? At incarnate levels it looks like a resistance monster for a scrapper. Defenses look unimpressive but that cloak of fear should mitigate that as it gains uptime. Shadow meld is in there but its uptime is strained even at incarnate levels. 3s down is a long time when the big shots are raining down. Mostly it's around 10 seconds down. I cut down the STJ selections to keep an economy of slots. Katana is another thought for this kind of build and might have been a better idea. Hasten is perma(esque). So that's good, or is it? Maybe it just shovels blue out faster. Those low defenses are worrisome. Have I just made the worlds most exhausted punching bag? Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Bad Idea: Level 50 Magic Scrapper Primary Power Set: Street Justice Secondary Power Set: Dark Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Heavy Blow -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(3), SprScrStr-Acc/Dmg(3), SprScrStr-Dmg/Rchg(5), SprScrStr-Acc/Dmg/Rchg(5), SprScrStr-Dmg/EndRdx/Rchg(7) Level 1: Dark Embrace -- ImpSki-ResDam/EndRdx(A), ImpSki-ResDam/Rchg(7), ImpSki-EndRdx/Rchg(9), ImpSki-ResDam/EndRdx/Rchg(9), ImpSki-Status(11) Level 2: Death Shroud -- Arm-Dam%(A), Arm-Dmg(11), Arm-Dmg/EndRdx(13), Arm-Dmg/Rchg(13), Arm-Acc/Dmg/Rchg(15) Level 4: Murky Cloud -- ImpSki-ResDam/EndRdx(A), ImpSki-ResDam/Rchg(21), ImpSki-EndRdx/Rchg(21), ImpSki-ResDam/EndRdx/Rchg(23), ImpSki-Status(23) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), RedFrt-Def(25), RedFrt-Def/EndRdx(25) Level 8: Rib Cracker -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(27), SprCrtStr-Acc/Dmg/Rchg(27), SprCrtStr-Dmg/EndRdx/Rchg(29), SprCrtStr-Acc/Dmg/EndRdx/Rchg(29), SprCrtStr-Rchg/+50% Crit(31) Level 10: Kick -- FrcFdb-Rechg%(A) Level 12: Combat Readiness -- RechRdx-I(A) Level 14: Obsidian Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam(15), Ags-ResDam/Rchg(50), Ags-EndRdx/Rchg(50) Level 16: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(31), Ags-Psi/Status(31) Level 18: Dark Regeneration -- Prv-Heal(A), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(34) Level 20: Spinning Strike -- Rgn-Dmg(A), Rgn-Dmg/Rchg(34), Rgn-Acc/Dmg/Rchg(36), Rgn-Acc/Rchg(36), Rgn-Dmg/EndRdx(36) Level 22: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(37), Rct-ResDam%(37) Level 24: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), RedFrt-Def(37), RedFrt-Def/EndRdx(39) Level 26: Shin Breaker -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(39), Mk'Bit-Dmg/Rchg(39), Mk'Bit-Acc/EndRdx/Rchg(40), Mk'Bit-Dam%(40), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40) Level 28: Cloak of Fear -- CldSns-%Dam(A), CldSns-Acc/EndRdx/Rchg(42), CldSns-ToHitDeb/EndRdx/Rchg(42), CldSns-ToHitDeb(42) Level 30: Super Jump -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(43) Level 32: Acrobatics -- EndRdx-I(A) Level 35: Crushing Uppercut -- Hct-Dmg(A), Hct-Dmg/EndRdx(43), Hct-Dmg/Rchg(43), Hct-Acc/Dmg/Rchg(45), Hct-Acc/Rchg(45) Level 38: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(46), RedFrt-Def/EndRdx(46) Level 44: Moonbeam -- EntChs-Heal%(A), SphIns-%ToHit(48), Dcm-Build%(48) Level 47: Shadow Meld -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(50) Level 49: Oppressive Gloom -- Acc-I(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(17), Pnc-Heal/+End(17) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(19), EndMod-I(19) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Ageless Core Epiphany Level 50: Melee Core Embodiment Level 50: Diamagnetic Radial Flawless Interface Level 50: Cardiac Radial Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1613;710;1420;HEX;| |78DA7D94CD4E135114C7EF4CA7164A6941A0A52D055AF96CE9D0F261D46054448D4| |A1392266EEBD85E4AA5D2668A51972E7C00576C7C061FC0C4175011A3BE8189808A| |9AB871570F73FE2DC531DE407E73CF3D9FFF9BDBCCC325CFF36B8F2F08C57BB96CD| |46AB96CDE34AA55693A3346B19417B4DA168DC2F0F582345CB40934CE7319599652| |5F348D07E5D24631DCB42FC955B95193FA9261AEE72E99F72AA6F0AC542A657D591| |A55F2ECB436574BC5B54DDAB9AD5DB62A65C1D7F02A48B3B656AA06AF544B793DBB| 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  11. Hey all, Reached out to the community before and was answered with great advice and help. So going to give it a shot again! On live, and a great deal on Homecoming, I pretty much stayed with Electric Armor for majority of my melee characters. Amazing set. But I am kind of getting burnt out on it. Then I branched over to Rad Armor. Again, love that set, and honestly I would have to say it is now my new favourite hands down. I reached out awhile back and got some absolutely stellar feedback on my Fire/Rad Brute build (thank you again @Frostweaver, @Darkir and @Hyperstrike) fully leveled and incarnated him up and he is a dream. Damn near unstoppable. How can you A) really go wrong ever with Fire? and B) Radiation Armor is incredible...holy shit, the icing on the cake is an actual decent and useful T9! Alright sorry I am going way off topic now....................seriously if u haven't tried Fire/Rad (the sentinel version is amazing too...k done) My next project has been two power sets I have almost never used on live or Homecoming. Dark Armor (especially) and Super Strength. Ya I know, what the hell. Its taken me awhile lol. Dark Armor - I hear and read a lot of really great things about this set. That it is the most rounded set. It can become super tanky (even on a brute). That it is a late bloomer (extreme endurance issues). Etc etc. I have actually seen quite a few posts in the tank section about it. Not so much here in the brute section though? Why is that? I must be missing something? Super Strength - Footstomp, Knockout Blow, and endless Rage (my builds on Beta). The set does not disappoint lol... I present you the build I have made, tested and currently altering and changing to try and make it better (on Beta). I only test on +4/x8 with anything I try or build. I think many would disagree with this. And although I may die every time with some builds I probably messed up, I still feel like I push them to the absolute extreme to really get a good vibe on how strong they play. Btw, one last plug for the Fire/Rad - it crushed everything, all enemy types and a good portion of solo'able AV's with ease. Some enemy groups just took longer then others (carnies...) to defeat. I am finding with my Dark build my health is REALLY yoyo'ing. I can stay up, but damn do I need to really really hit that heal as soon as its up. Footstomps constantly, endless Rage, Tons of damage (I like that dark has the damage aura), but just mediocre in the survive-ability department. Surprisingly enough even with my not so amazing building skills, no major issues with Endurance. So I am reaching out again, to find out if anyone can suggest some good changes, or suggestions. Maybe some insight into Dark Armor a bit. Should I just roll Super Strength with another more powerful armor and stop dreaming that Dark is going to perform better? Literally any suggestions and criticisms are always welcome. Thank you all in advance Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Super Strength Secondary Power Set: Dark Armor Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Power Pool: Leaping Ancillary Pool: Soul Mastery Villain Profile: Level 1: Punch -- SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(7), SprUnrFur-Acc/Dmg(7), SprUnrFur-Dmg/Rchg(9), SprUnrFur-Acc/Dmg/Rchg(9), SprUnrFur-Dmg/EndRdx/Rchg(50) Level 1: Dark Embrace -- GldArm-3defTpProc(A), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(5), UnbGrd-EndRdx/Rchg(5) Level 2: Death Shroud -- Arm-Dam%(A), Arm-Dmg/Rchg(15), Arm-Acc/Dmg/Rchg(15), Arm-Dmg/EndRdx(17), Arm-Dmg(17) Level 4: Murky Cloud -- UnbGrd-Max HP%(A), UnbGrd-ResDam(19), UnbGrd-ResDam/EndRdx(19), UnbGrd-EndRdx/Rchg(21) Level 6: Haymaker -- Hct-Dam%(A), Hct-Acc/Dmg/Rchg(21), Hct-Dmg/EndRdx(23), Hct-Dmg/Rchg(23), Hct-Acc/Rchg(25) Level 8: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Dmg/EndRdx/Acc/Rchg(27), SprBlsCol-Dmg/EndRdx(27), SprBlsCol-Acc/Dmg/Rchg(29) Level 10: Obsidian Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(11), UnbGrd-EndRdx/Rchg(13), StdPrt-ResDam/Def+(50) Level 12: Boxing -- Empty(A) Level 14: Tough -- TtnCtn-ResDam(A), TtnCtn-EndRdx(29), TtnCtn-ResDam/EndRdx(31), TtnCtn-ResDam/EndRdx/Rchg(31) Level 16: Dark Regeneration -- Prv-Absorb%(A), Prv-Heal(31), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(34) Level 18: Rage -- RechRdx-I(A) Level 20: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34), LucoftheG-EndRdx/Rchg(34) Level 22: Weave -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx(36), ShlWal-Def/EndRdx/Rchg(36), ShlWal-EndRdx/Rchg(36) Level 24: Kick -- Empty(A) Level 26: Cross Punch -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg(40), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx/Rchg(42) Level 28: Cloak of Fear -- CldSns-%Dam(A), CldSns-ToHitDeb/EndRdx/Rchg(48), CldSns-Acc/EndRdx/Rchg(48), CldSns-ToHitDeb(48) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), Rct-ResDam%(46) Level 32: Foot Stomp -- SprBrtFur-Rech/Fury(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(37), SprBrtFur-Acc/Dmg(37), SprBrtFur-Dmg/Rchg(39), SprBrtFur-Acc/Dmg/Rchg(39), SprBrtFur-Dmg/EndRdx/Rchg(39) Level 35: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 38: Soul Tentacles -- Rgn-Knock%(A), Rgn-Dmg(45), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(46) Level 41: Dark Obliteration -- Ann-ResDeb%(A), Ann-Acc/Dmg(42), Ann-Acc/Dmg/Rchg(43), Ann-Acc/Dmg/EndRdx(43), Ann-Acc/Dmg/EndRdx/Rchg(43) Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 47: Taunt -- PrfZng-Dam%(A) Level 49: Super Jump -- BlsoftheZ-ResKB(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), EndMod-I(42) ------------
  12. Alright, since hopping on Homecoming I've been paying much more attention to my build. I'm a roleplayer at heart and so it never mattered much to me back in Live, but it's been fun to dive in and really make a character shine in combat. Y'know, actually playing the game can be fun too. 😛 I always stayed away from Tankers because it never felt right to me - and after looking into it I think it's because Tankers take some understanding to work properly. You aren't just a hittin' stick - which is my default mode - your job is to take hits and keep attention on you. If you can kill a bunch of stuff too, all the better. Well I also found out you need to mind their build to fill this role adequately on any given team. I rolled a Dark / Titan tank. It's my understanding this combo is gonna be an end hog. Since I'm a newbie at builds in general, and at Tanking, I was hoping I could get some pointers on a build for this guy. I've attached my end-game build, but it's way incomplete. If someone has an existing Dark/Titan build, I'd love to see it! But even just some pointers on power selection, slots, and which sets to aim for. Goals for the build: Tankitude: I want to actually be able to play Tank in most teams and do the thing where I aggro the mobs for my teammates and never die. End Management: I hate running out of Endurance. Help me make sure that never happens. Murder: While I wanna take a hit, I'd love to be able to deal the hurt as well. Decent leveling: I'm not against PLing, but if I could manage to level normally with a survivable, end efficient build that'd be cool too Decent cost: If it's expensive, it's expensive, but if I don't have to farm for months just to finish the build I'd be thankful. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Gravemaster: Level 50 Magic Tanker Primary Power Set: Dark Armor Secondary Power Set: Titan Weapons Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: ------------ Level 1: Death Shroud Empty(A), Empty(3), Empty(13), Empty(15), Empty(17), Empty(19) Level 1: Defensive Sweep Empty(A), Empty(3), Empty(21), Empty(23), Empty(25), Empty(25) Level 2: Dark Embrace Empty(A), Empty(5), Empty(27), Empty(29), Empty(31), Empty(31) Level 4: Murky Cloud Empty(A), Empty(5), Empty(33), Empty(33), Empty(34), Empty(34) Level 6: Titan Sweep Empty(A), Empty(7), Empty(34), Empty(36), Empty(36), Empty(37) Level 8: Obsidian Shield Empty(A), Empty(9), Empty(37), Empty(37), Empty(39), Empty(39) Level 10: Taunt Empty(A), Empty(11) Level 12: Dark Regeneration Empty(A), Empty(13) Level 14: Combat Jumping Empty(A), Empty(15) Level 16: Cloak of Darkness Empty(A), Empty(17), Empty(40), Empty(40), Empty(40), Empty(42) Level 18: Follow Through Empty(A), Empty(19), Empty(42), Empty(43), Empty(43), Empty(43) Level 20: Cloak of Fear Empty(A), Empty(21) Level 22: Hasten Empty(A), Empty(23) Level 24: Kick Empty(A) Level 26: Oppressive Gloom Empty(A), Empty(27), Empty(45), Empty(45), Empty(46), Empty(46) Level 28: Tough Empty(A), Empty(29) Level 30: Weave Empty(A), Empty(31) Level 32: Rend Armor Empty(A), Empty(33), Empty(46), Empty(48), Empty(48), Empty(48) Level 35: Assault Empty(A), Empty(36) Level 38: Arc of Destruction Empty(A), Empty(39), Empty(50), Empty(50), Empty(50) Level 41: Conserve Power Empty(A), Empty(42) Level 44: Physical Perfection Empty(A), Empty(45) Level 47: Focused Accuracy Empty(A) Level 49: Maneuvers Empty(A) Level 1: Brawl Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash Empty(A) Level 1: Prestige Power Slide Empty(A) Level 1: Prestige Power Quick Empty(A) Level 1: Prestige Power Rush Empty(A) Level 1: Prestige Power Surge Empty(A) Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 1: Health Empty(A), Empty(7) Level 1: Hurdle Empty(A) Level 1: Stamina Empty(A), Empty(9), Empty(11) Level 1: Swift Empty(A) Level 1: Momentum Level 50: Resilient Radial Paragon Level 50: Mighty Radial Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Phantom Core Superior Ally Level 50: Ageless Core Epiphany Level 50: Melee Radial Embodiment ------------ Gravemaster - Tanker (Dark Armor).mxd
  13. This is a leveling build with a few Set IOs thrown in. I'm at 22 now, and a major focus is reducing End cost...Not sure if I did it ok, or if I overdid it. Any major mistakes I made here? I'm not particularly tied to any of the power picks, if there is something better to substitute in there, let me know. And if anyone wants to take a shot at final build with Set Bonuses for 50, that would be great. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Sanguine Shard IO: Level 50 Magic Tanker Primary Power Set: Dark Armor Secondary Power Set: Stone Melee Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: ------------ Level 1: Death Shroud EndRdx-I(A), EndRdx-I(3), Acc-I(3), Dmg-I(25), Dmg-I(34), Dmg-I(42) Level 1: Stone Fist EndRdx-I(A), Acc-I(5), Dmg-I(5), Dmg-I(34), Dmg-I(43) Level 2: Dark Embrace EndRdx-I(A), EndRdx-I(7), ResDam-I(7), ResDam-I(21), ResDam-I(31) Level 4: Murky Cloud EndRdx-I(A), EndRdx-I(9), ResDam-I(9), ResDam-I(25), ResDam-I(31) Level 6: Obsidian Shield EndRdx-I(A), EndRdx-I(11), ResDam-I(11), ResDam-I(46) Level 8: Heavy Mallet EndRdx-I(A), Acc-I(13), Dmg-I(13), Dmg-I(33), Dmg-I(43) Level 10: Combat Jumping LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(15) Level 12: Cloak of Darkness LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(15) Level 14: Super Jump EndRdx-I(A) Level 16: Dark Regeneration Acc-I(A), RechRdx-I(19), Heal-I(33), Heal-I(34) Level 18: Cloak of Fear EndRdx-I(A), EndRdx-I(21), Acc-I(40), Fear-I(43) Level 20: Fault EndRdx-I(A), Acc-I(23), Dsrnt-I(37), Dsrnt-I(37) Level 22: Hasten RechRdx-I(A), RechRdx-I(23) Level 24: Boxing Acc-I(A), TchofDth-Dam%(48), Mk'Bit-Dam%(50), GldStr-%Dam(50), Dmg-I(50) Level 26: Oppressive Gloom EndRdx-I(A), EndRdx-I(27), Acc-I(27), Dsrnt-I(45), Dsrnt-I(45) Level 28: Tough EndRdx-I(A), EndRdx-I(29), ResDam-I(29), ResDam-I(45), ResDam-I(46) Level 30: Weave LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(31) Level 32: Maneuvers LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(33) Level 35: Tremor EndRdx-I(A), Acc-I(36), Dmg-I(36), Dmg-I(36), Dmg-I(37) Level 38: Seismic Smash EndRdx-I(A), Acc-I(39), Dmg-I(39), Dmg-I(39), Dmg-I(40), Hold-I(40) Level 41: Conserve Power RechRdx-I(A), RechRdx-I(42), RechRdx-I(42) Level 44: Physical Perfection Prv-Absorb%(A), PrfShf-End%(46) Level 47: Tactics EndRdx-I(A), EndRdx-I(48), ToHit-I(48) Level 49: Taunt RechRdx-I(A) Level 1: Brawl Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash Empty(A) Level 1: Prestige Power Slide Empty(A) Level 1: Prestige Power Quick Empty(A) Level 1: Prestige Power Rush Empty(A) Level 1: Prestige Power Surge Empty(A) Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 4: Ninja Run Level 2: Swift Empty(A) Level 2: Health NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(19) Level 2: Hurdle Empty(A) Level 2: Stamina EndMod-I(A), PrfShf-End%(17), PrfShf-EndMod(17) ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1449;608;1216;HEX;| |78DA65944B6F125114C7E73283080581D2F2684B4B79B4BC3AA5EADE18A94653621| |38C5B3229579880031930B14BBF821B97EE5DB8F5ED37AAFA0DF074CE7F68989900| |BF9973CE7FCEE3DE4BE76D3BFAF9C9BB078A883E1A1BB359EF85618DA41DEC1803F| |342A12BD935ACC11BD39285EED0B0FB85A7CF4364CD7158AF2D5F496B26F5B6618F| |7A0FEDD7133B0B4F478EA5D4BBF38925F95E899E4F2663FD4C1A53D31A449C87EE5| |4CA7ECCB97D6C0E867372C4DDA8BEB46743739A3A9D9A17FAA925EDC165AF63CCE6| |D2BECC520515FA7E09D38FB8AE721154F609594D09B8DC6266F3CC7DB00696220AA| |E85E66A3568348FA60E7EA57C82F369029A5B2E9BCC0D7017FC461A151A15B1B75D| |2226EBD17C274D90356A10B111978839022BD447087D841013451F51D45DF0F4912| |64198DF2FC29BC2B1DD49307F52EE35F8D63CBE0CE9629C4B8921D70F8A8F3B8BB0| |50E3C8BBDE40DE32E608FEA2D824EBD524F41BE021B4F522B34A7DA5109B424C1A3| |1E5D62A8B54D7266ADE44EE3428C897C17C32D01FF7982723629E5855F919F3F94D| |75E6B06639E4DE728977345BAB5429CF3634DB88DD7189B56A7AD64E234D1E75E73| |1EB5DCC3A49BE3DF8F6E02BC057A7D914D15311394AA8AB945F65196C44F8CC5C9F| |950A3407D01CE45779E8B2C2FC48E3A9B23650C55C6B1E7EA28DD140BD8D2B9EE7D| |18780C314F5A2B32FA023F7B1CBBBC84DF5B5B0B75A78E78EB63CA3F4A14BA969CB| |13BFA8FBBC2D9FE5C467B9E7B3DCF759CE7C96730D69C9221C4B3841E79A2D8BABC| |8F27F01DEBF3716215E0A6797AD3FE3D5FBE38BFE7763098802F79EC0EC12EF99FF| |01805AC1BE| |-------------------------------------------------------------------|
  14. Build attached below. Ive made every survival focused choice I know how - figuring if I'm going to go tank, one might as well focus on resilience (else play a Brute or Scrapper), save inamuch as Fire Melee is chosen for reasons of fluff and to try to get -enough- damage for enjoyable play (I am aware TW would be more damage. I already have a TW, and dont want to try to feed it END while playing Dark Armor) I have a few questions on the below build: 1.) Can you see any low hanging fruit I've missed in survivability, particularly resist/heal/regen based. I have de-emphasized DEF based survival, as Dark Armor lacks Defense Debuff Resistance. 2.) I ended up with a build I was very happy with but somehow overlooked the very minor detail of KB resistance. 😞 Id love some input on where you would slide it into the build with minimum disruption. 3.) Yes, it went a bit nuts with Nrg resistance. My perception of late game CoH is that it consists of Energy, Psionic, Toxic, and Smashing/Lethal Damage. Dark Provides S/L, Psi, and a solid basis of Toxic and Energy which I then leveraged as high as I could get (Radiation with its high energy and toxic resist was also attractive, but I was enamoured of the utterly insane self-heal of Dark Armor, as well as its CC potential). Do you feel I am overreacting. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Dark Armor Secondary Power Set: Fiery Melee Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Dark Embrace -- UnbGrd-ResDam(A), GldArm-3defTpProc(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(5) Level 1: Scorch -- Empty(A) Level 2: Fire Sword -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(5), CrsImp-Dmg/Rchg(7), CrsImp-Acc/Dmg/Rchg(7), CrsImp-Acc/Dmg/EndRdx(9), CrsImp-Dmg/EndRdx/Rchg(9) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 6: Combat Jumping -- LucoftheG-Rchg+(A) Level 8: Boxing -- Empty(A) Level 10: Maneuvers -- LucoftheG-Rchg+(A) Level 12: Combustion -- Arm-Dmg(A), Arm-Dmg/Rchg(13), Arm-Acc/Dmg/Rchg(13), Arm-Acc/Rchg(15), Arm-Dmg/EndRdx(15), Arm-Dam%(17) Level 14: Tough -- UnbGrd-ResDam(A), StdPrt-ResDam/Def+(17), UnbGrd-ResDam/EndRdx(19), UnbGrd-ResDam/EndRdx/Rchg(19) Level 16: Weave -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(21), ShlWal-Def(21), ShlWal-Def/EndRdx(23), ShlWal-Def/Rchg(23) Level 18: Taunt -- PrfZng-Dam%(A) Level 20: Build Up -- GssSynFr--Build%(A), RechRdx-I(25) Level 22: Death Shroud -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(25), SprGntFis-Dmg/EndRdx/Rchg(27), ScrDrv-Dam%(27), ScrDrv-Dmg/EndRdx(29), ScrDrv-Acc/Dmg/EndRdx(29) Level 24: Murky Cloud -- UnbGrd-Max HP%(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31) Level 26: Oppressive Gloom -- AbsAmz-Stun(A), AbsAmz-EndRdx/Stun(31), AbsAmz-ToHitDeb%(33), AbsAmz-Stun/Rchg(33), AbsAmz-Acc/Stun/Rchg(33), AbsAmz-Acc/Rchg(34) Level 28: Fire Sword Circle -- SprGntFis-Dmg/Rchg(A), SprGntFis-Acc/Dmg/Rchg(34), SprGntFis-Rchg/+Absorb(34), ScrDrv-Acc/Dmg/EndRdx(36), ScrDrv-Dmg/EndRdx(36), ScrDrv-Dam%(36) Level 30: Obsidian Shield -- ResDam-I(A) Level 32: Dark Regeneration -- ThfofEss-Heal(A), ThfofEss-Heal/Rchg(37), ThfofEss-Acc/Heal(37), ThfofEss-Acc/EndRdx/Heal(37), ThfofEss-Acc/EndRdx/Rchg(39), ThfofEss-+End%(39) Level 35: Incinerate -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(39), SprMghoft-Acc/Dmg/Rchg(40), SprMghoft-Dmg/EndRdx/Rchg(40), SprMghoft-Acc/Dmg/EndRdx/Rchg(40), SprMghoft-Rchg/Res%(42) Level 38: Greater Fire Sword -- Hct-Dmg(A), Hct-Dmg/Rchg(42), Hct-Acc/Dmg/Rchg(42), Hct-Acc/Rchg(43), Hct-Dmg/EndRdx(43), Hct-Dam%(43) Level 41: Cloak of Darkness -- LucoftheG-Rchg+(A), Rct-ResDam%(45) Level 44: Mu Lightning -- Tmp-Dmg/Rchg(A), Tmp-Dmg/EndRdx(45), Slv-Acc/Dmg/EndRdx/Rng(45), Slv-Dmg/EndRdx/Rchg(46), Dcm-Acc/Dmg/Rchg(46), Dcm-Build%(46) Level 47: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), Rgn-Knock%(50) Level 49: Cloak of Fear -- CldSns-ToHitDeb/EndRdx/Rchg(A), CldSns-Acc/EndRdx/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Pyronic Radial Final Judgement Level 50: Resilient Core Paragon Level 50: Cognitive Radial Flawless Interface Level 50: Banished Pantheon Core Superior Ally Level 50: Rebirth Radial Epiphany Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Melee Core Embodiment ------------
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