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Posted (edited)

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
------------

 

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Edited by luxlorica
  • Like 1
Posted (edited)

I feel you've got a strong base here. I think Cardiac is overkill if you're running Ageless. I run Ageless + Musculature on pretty much every character these days, with 1-slotted Stamina, no Numina, no Miracle; and I fit several damage procs in attacks, so my endurance reduction is low too!

 

IMHO:
- you don't need to chase too much recharge, with Ageless you'll have at least +10% rech at all time (and more than that the rest of the time). This makes your current build beyond perma Hasten, leaving room for some slot saving.
- Moonbeam is an excellent attack for StJ, and should be slotted as such. Crushing Uppercut - Rib Cracker - Shin Breaker - Moonbeam - Rib Cracker - Shin Breaker makes for a beautiful attack chain dishing some SERIOUS damage.
- all Aim/BU type powers should get the Gaussian chance for BU proc, to turn them into essentially double Build Up for the first couple attacks. Combat Readiness is no exception.
- Shadow Meld is on a very fast timer to start with, and you don't want to spam it with its humongous animation. Stick a LotG +def in it and call it a day.

- the Superior Critical Strikes proc works nicely in Crushing Uppercut, making for near guaranteed proc... but that's just one way to skin that cat. You could also put the hold damage proc in CU for even harder hits. Also, CU deserves the Hecatomb proc, it's a near guaranteed +105 damage on every hit 🙂

- I wouldn't reach too hard for resistance beyond 70% on any damage type, because the Reactive Defenses unique will give you those last few % as your health drops.

With the above in mind, here's my stab at your build
 

Spoiler

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Edited by nihilii
Posted (edited)

I am sorry but i don't understand this kind of builds, 3 def toggles for not being softcapped or at a good defense level on any seems useless to me so I'd either crank up def or focus in res with DA's added survivability tools.

 

I know toggles are not the main end drain, still, over 1.80 end/sec with all your toggles on and Cardiac plus the Hasten chunk seems kinda inefficient to me.

 

Personally I like pairing DA with more fluid attack primaries, especially those that have a secondary effect or tools in their arsenal from which DA can benefit, having said that, DA can cope with any primary and StJ is no exception, still, I don't understand these modern builds with such an array of toggles that get pretty much nowhere and the massive end usages, guess you can't teach new tricks to an old dog.

Edited by Nightmarer
Typos, typos everywhere
Posted

The key to playing Dark Armor is to never have toggles on that you don't need.

 

Fighting only S/L? Kill Murky. Lots of Bosses or Fear Resistance? Kill the ScaryCloak.

 

Honestly, with a 27% Defense? Don't toggle Tough on. Anything that gets feared can only attack once every 3-5 seconds, and has a 77% chance of not hitting you at all. With Dark Regeneration coming back every 8 seconds and recovering 60% of your HP with even 1 target...

 

Just go with Shroud, Fear, Darkness, Weave, and Maneuvers for most content and you shouldn't have much problem. For AVs don't bother with the Fear or Gloom and I think you'll be fine!

 

If you're running exclusively on big teams you probably won't even notice the 'squishiness' because y'all'll be killing things too fast for them to get off more than 1 or 2 attacks.

 

Now if you're -soloing- at +4x8..? You're probably gonna have some problems, but between Ageless and Dark Regen I think you'll be good.

Posted

Dunno, I play all my Dark Armors with all toggles on all the time with a max end usage of 1.20 and my survivability is great. In fact, I am not sure the most commons groupls of foes do only 1 kind of dmg, Rikti, Council, Carnies, Freaks... all them do different dmg types so not sure the toggle micro-managing is really a good advice, it rather looks like a "must do" due to the massive end usage than sound advice.

 

For what is worth, this is how I'd build a StJ/DA, I know my DA approach works fine for me but maybe not for others. Also, some people always chime in with the "suboptimal dmg" shit but hey ho, this is not WoW, here being alive and dealing hits counts as dps more than anything else.

 

Hero 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 Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Initial Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37)
Level 1: Dark Embrace -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9)
Level 2: Heavy Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(25), KntCmb-Dmg/Rchg(34), KntCmb-Dmg/EndRdx/Rchg(37), CrsImp-Acc/Dmg/EndRdx(37), CrsImp-Acc/Dmg/Rchg(48)
Level 4: Murky Cloud -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(5), UnbGrd-Max HP%(7), HO:Ribo(9), HO:Ribo(34)
Level 6: Combat Readiness -- RechRdx-I(A), RechRdx-I(48)
Level 8: Rib Cracker -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(25), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(39), CrsImp-Acc/Dmg/EndRdx(39), CrsImp-Acc/Dmg/Rchg(40)
Level 10: Obsidian Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(13)
Level 12: Combat Jumping -- Krm-ResKB(A), Ksm-ToHit+(13), LucoftheG-Def/Rchg+(15), ShlWal-ResDam/Re TP(15), Rct-ResDam%(50)
Level 14: Super Jump -- BlsoftheZ-ResKB(A)
Level 16: Dark Regeneration -- Prv-Absorb%(A), Prv-EndRdx/Rchg(17), DctWnd-EndRdx/Rchg(17), Mlt-Acc/EndRdx(46), TchoftheN-Acc/EndRdx/Rchg(50)
Level 18: Death Shroud -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(19), SprAvl-Acc/Dmg/EndRdx(19), SprAvl-Acc/Dmg/Rchg(46), SprAvl-Acc/Dmg/EndRdx/Rchg(46)
Level 20: Spinning Strike -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(21), SprScrStr-Acc/Dmg/Rchg(21), SprScrStr-Dmg/EndRdx/Rchg(45), SprScrStr-Acc/Dmg/EndRdx/Rchg(45), SprScrStr-Rchg/+Crit(45)
Level 22: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23), LucoftheG-Def/EndRdx/Rchg(50)
Level 24: Boxing -- Empty(A)
Level 26: Shin Breaker -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(27), KntCmb-Dmg/Rchg(27), KntCmb-Dmg/EndRdx/Rchg(40), CrsImp-Acc/Dmg/EndRdx(40), CrsImp-Acc/Dmg/Rchg(43)
Level 28: Cloak of Fear -- SphIns-Acc/EndRdx/Rchg(A), SphIns-ToHitDeb(29), SphIns-Acc/ToHitDeb(29), SphIns-Acc/Rchg(43), SphIns-ToHitDeb/EndRdx/Rchg(48)
Level 30: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31)
Level 32: Crushing Uppercut -- Hct-Dmg/EndRdx(A), Hct-Dmg(33), Hct-Dmg/Rchg(33), Hct-Acc/Dmg/Rchg(33), Hct-Acc/Rchg(34)
Level 35: Oppressive Gloom -- HO:Endo(A)
Level 38: Zapp -- Empty(A)
Level 41: Ball Lightning -- Rgn-Dmg/EndRdx(A), Rgn-Dmg(42), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(43)
Level 44: Weave -- LucoftheG-Def/Rchg+(A)
Level 47: Hover -- LucoftheG-Def/Rchg+(A)
Level 49: Soul Transfer -- RechRdx-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 -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 38: Quick Form
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 50: Cardiac Core Paragon
------------

 

 

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