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Dark/Ice feedback


Duck-Smokes-Quack

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Hi guys,


Dont have a much experience with tanks or these two sets in particular so hopefully im not too far off the mark here

I went for 32.5% Def S/L + M (farily standard for a non Weapon secondary Dark/ ?)

It seemed like the choice was between going for 45% S/L + M vs improving the Energy resist hole on Dark/ ... i went for the latter.
I don't know if I've gone for too much Energy resist? The Tanker ATO+res i put into Death Shroud since it seems to be the done thing, if that is almost always going to be 2 stacked maybe that means I can ease off the Energy resist chasing a bit and go for Def instead? 


Main questions:

  • Is the build any good + how can it be improved?
  • Gloom worth it for Tankers? is it a huge ST DPS increase like it is for Brutes or less important for a Tank?
  • Endurance ... I dont like to build with Incarnates in mind so not sure how the end use looks - might have to end up going Cardiac if its too bad

 

 

What do you think? 

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So no takers yet in terms of feedback?

Well I have been playing around somewhat with some ideas to increase the DPS. I added up the total DPA value of various powers with various slotting - i dont know if this is in anyway meaningful? or maybe Im going down the wrong track chasing DPA but i found the best attack slotting to increase damage was to 6 slot Frost with Tanker Guanlet Fist to allow Freezing Touch to get double damage procs + Damage proc in Frozen aura (rather than a seemingly useless heal proc)

 




Any thoughts? I know Ice Melee is very unpopular so not expecting a lot of interest in the /Ice part, but some Dark/ experts might be able to let me know if im doing any of it right? Or overchasing E res and neglecting defence? 


Feedback welcome and wanted! (Its so Dark, Cold and lonely in here ... and not just becuase of my power choices 😋)

V2.0 below

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Edited by Duck-Smokes-Quack
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Overall this is looking very strong.    You've got everything except Toxic above 75% resistance and your Melee defense is siting at 35%, which puts you within easy softcap range with use of inspirations when you get into tough fights.     You'll have higher than average damage output for a Tanker, and though it won't rival the DPS archetypes it'll allow you to solo easily.    You might consider swapping Boxing for Kick so that you can slot a Force Feedback proc there.     A case could be made that Boxing lets you stack a stun with Oppressive Gloom but I think you have enough CC overall without needing that.    In fact, you might consider swapping out OG altogether in favor of Darkest Night for extra tankiness.  However, you're already riding the line on what I'd consider an ideal endurance curve so another toggle could be a bit too much.    Even more than most Dark Armor tanks, I think this build could really benefit from a Cardiac alpha.   

 

 

 

Edited by Justaris

There can be no defense like elaborate courtesy - E.V. Lucas

My AE arcs:

Ex Machina, the story of the Tin Mage Corps.  Arc ID #11781

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3 hours ago, Justaris said:

Overall this is looking very strong.    You've got everything except Toxic above 75% resistance and your Melee defense is siting at 35%, which puts you within easy softcap range with use of inspirations when you get into tough fights.     You'll have higher than average damage output for a Tanker, and though it won't rival the DPS archetypes it'll allow you to solo easily.    You might consider swapping Boxing for Kick so that you can slot a Force Feedback proc there.     A case could be made that Boxing lets you stack a stun with Oppressive Gloom but I think you have enough CC overall without needing that.    In fact, you might consider swapping out OG altogether in favor of Darkest Night for extra tankiness.  However, you're already riding the line on what I'd consider an ideal endurance curve so another toggle could be a bit too much.    Even more than most Dark Armor tanks, I think this build could really benefit from a Cardiac alpha.   

 

 

 

  • Thanks so much for the feedback, im glad im on the right track. Not too sure how concerned about Toxic I should be? From what I gather is relativly uncommon as a damage type.
    Just to be sure I went over to the test server and tried my luck north of PI on monster island - aggroed a bunch (I heard the mushroom ones do a lot of toxic) and was just fine so I think its ok? 
     
  • What makes you think the damage will be good? It seemed OK in solo testing but I dont really know what kind of damage tanks do in all honesty. Just curious what youre seeing
     
  • I dont even have boxing on the bar and wouldnt use kick if I had it either in all honesty I dont think. Could be a good idea as a 1 slot wonder though? For those times when i get massive -rech buffs from Arachnos + others - pop a kick and pray to the rng gods its procs and you can use Dark Regen again
     
  • OG seems a bit annoying with the wandering off. Since I have Ice patch anyway maybe its not needed - could be worth dropping i suppose
     
  • Darkest night looks good! but not really sure how to jig around the slots to allow me to slot and run it. Youre 100% right about the end usage - when playing it seemed to be right on the line between viable. I eneded up slotting the Cardiac alpha on the beta to help with testing.

    Any ideas with how to help? I notice the ATO in death shroud only reduces end by 39% which is far from great (also i could turn tactics off depending on situation) ... I really dont like building with incarnates in mind (call me crazy) but i prefer to have a solid build thats just improved even further by incarnates - rather than *needing* cardiac to make a build function.

    Another annoying thing is teh lack of end reduction the Purple sets bring ... tough


 

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Well what's "good" for damage is relative.    With the DPS you have here, you should be able to clear missions solo on even or slightly increased difficulty.     Add in incarnate judgments and you can likely go even higher.     A brute player would probably consider your damage low, but I think you'll do fine solo.     I wouldn't worry about Toxic, it's among the rarest damage types especially at high levels, and your melee defense will help reduce that when you do encounter it.   Arachnos would be the main source.  

 

Looking at one-slot wonders Kick with Force Feedback gets your more than Boxing.    If you're not using Boxing anyway then I'd change it to Kick and just use it if you notice your normal attack chain is being affected by recharge debuffs.   It's not going to be huge but it's better than the nothing you're getting from Boxing now.

 

Up to you as relates to OG.    Personally I don't use it much for exactly the reason you outlined - the wandering.   You could pick up Soul Tentacles to root the mobs, but personally I think you are better off keeping Gloom, dropping on OG and going Darkest Night.     That's just my opinion - the OG / Tentacles thing is also good in terms of control but it'll lower your damage and it's mainly good against large mobs of weak enemies, which you could probably handle just fine without the need for the CC.  Enzymes in Darkest Night (Endurance/Debuff HOs) will be your best bet to make the power useful without dropping a lot of slots.     2 Enzymes should get it to a reasonable endurance level (that'll nearly cut its endurance cost in half).   

 

I notice you're not running any Accolades.   I'd recommend getting Atlas Medallion and Portal Jockey to give yourself some additional endurance.     Task Force Commander and Freedom Phalanx Reserve Member are good too - never hurts to have more health as a Tanker.

 

Aside from picking up the Accolades, I'm not sure you'll be able to squeeze much more endurance management out of this without dipping into Incarnates.    You could also drop Soul Mastery entirely and go Energy Mastery to get Conserve Power and Physical Perfection.    That would very likely solve your endurance woes, but drop your DPS as you would no longer have Gloom.

There can be no defense like elaborate courtesy - E.V. Lucas

My AE arcs:

Ex Machina, the story of the Tin Mage Corps.  Arc ID #11781

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Spoiler

Hero 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 Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Ice Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Death Shroud -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), ScrDrv-Dam%(5), ScrDrv-Acc/Dmg/EndRdx(5), ScrDrv-Dmg/EndRdx(7)
Level 1: Frozen Fists -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11)
Level 2: Ice Sword -- SprMghoft-Acc/Dmg/EndRdx/Rchg(A), SprMghoft-Rchg/Res%(11), SprMghoft-Acc/Dmg(13), SprMghoft-Dmg/EndRdx/Rchg(13), TchofDth-Dam%(15), GldStr-%Dam(15)
Level 4: Frost -- SprGntFis-Dmg/Rchg(A), SprGntFis-Dmg/EndRdx/Rchg(19), SprGntFis-Acc/Dmg/EndRdx/Rchg(21), Range-I(21), Dtn-Dmg/EndRdx/Rng(23), PcnoftheT-Acc/EndRdx(42)
Level 6: Obsidian Shield -- Ags-ResDam/EndRdx(A)
Level 8: Dark Regeneration -- ThfofEss-Heal(A), ThfofEss-Heal/Rchg(23), ThfofEss-Acc/Heal(25), ThfofEss-Acc/EndRdx/Heal(25), ThfofEss-Acc/EndRdx/Rchg(27), ThfofEss-+End%(27)
Level 10: Murky Cloud -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(29), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Max HP%(31)
Level 12: Dark Embrace -- GldArm-3defTpProc(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Rchg/ResDam(33)
Level 14: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), ShlWal-ResDam/Re TP(34)
Level 16: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(34), GssSynFr--Build%(36), RechRdx-I(36)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Fly -- BlsoftheZ-ResKB(A), WntGif-ResSlow(37)
Level 24: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 26: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(37)
Level 28: Freezing Touch -- Hct-Dam%(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), UnbCns-Dam%(40)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40)
Level 32: Boxing -- Empty(A)
Level 35: Electrifying Fences -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(42), Bmbdmt-Dam/Rech(42), Bmbdmt-Acc/Dam/Rech(43), Bmbdmt-Acc/Dam/Rech/End(43), Bmbdmt-+FireDmg(43)
Level 38: Frozen Aura -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(46), Arm-Dam%(46)
Level 41: Ball Lightning -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(46), Bmbdmt-Dam/Rech(48), Bmbdmt-Acc/Dam/Rech(48), Bmbdmt-Acc/Dam/Rech/End(48), Bmbdmt-+FireDmg(50)
Level 44: Tough -- EndRdx-I(A)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)
Level 49: Taunt -- 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 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(17), NmnCnv-Regen/Rcvry+(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
------------

 

This is an old build I had, maybe you'll get some ideas from it. From my point of view it could do with a bit more of refining but it has everything including Taunt and two extra AoEs to abuse the Tanker buffs. Frost is worth frankenslotting for some extra range though the tanker buffs makes it already huge (10y = 15y). I don't find OG or CoF useful having Ice Patch in the arsenal. It has 40% defense becoming 45% with Barrier.

 

I'll give the same advice I usually do which is not forgetting the ATO adds a total of 20%-ish res and to take that into considering. If the slotting has been made in a way that resistances already reach 90% with one stack of the ATO then the other two stacks will go to waste. If you intend to use Barrier (a worthwhile consideration for the 5% to defense allowing to reach the 45% softcap) then you also get another 5% to all res.

 

So despite the build I posted having 80%-ish to all resistances with one ATO stack Barrier would add another 5%, and a second stack would add another 6.7% making the 90% goal reached.

 

No matter your intention just consider it even if you don't wish to use Barrier or don't wish to rely on two ATO stacks (I would not rely on three as PPM, pauses, and misses conspire against three stacks).

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On 7/13/2020 at 1:04 AM, Sovera said:
  Reveal hidden contents

Hero 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 Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Ice Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Death Shroud -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), ScrDrv-Dam%(5), ScrDrv-Acc/Dmg/EndRdx(5), ScrDrv-Dmg/EndRdx(7)
Level 1: Frozen Fists -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11)
Level 2: Ice Sword -- SprMghoft-Acc/Dmg/EndRdx/Rchg(A), SprMghoft-Rchg/Res%(11), SprMghoft-Acc/Dmg(13), SprMghoft-Dmg/EndRdx/Rchg(13), TchofDth-Dam%(15), GldStr-%Dam(15)
Level 4: Frost -- SprGntFis-Dmg/Rchg(A), SprGntFis-Dmg/EndRdx/Rchg(19), SprGntFis-Acc/Dmg/EndRdx/Rchg(21), Range-I(21), Dtn-Dmg/EndRdx/Rng(23), PcnoftheT-Acc/EndRdx(42)
Level 6: Obsidian Shield -- Ags-ResDam/EndRdx(A)
Level 8: Dark Regeneration -- ThfofEss-Heal(A), ThfofEss-Heal/Rchg(23), ThfofEss-Acc/Heal(25), ThfofEss-Acc/EndRdx/Heal(25), ThfofEss-Acc/EndRdx/Rchg(27), ThfofEss-+End%(27)
Level 10: Murky Cloud -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(29), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Max HP%(31)
Level 12: Dark Embrace -- GldArm-3defTpProc(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Rchg/ResDam(33)
Level 14: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), ShlWal-ResDam/Re TP(34)
Level 16: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(34), GssSynFr--Build%(36), RechRdx-I(36)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Fly -- BlsoftheZ-ResKB(A), WntGif-ResSlow(37)
Level 24: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 26: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(37)
Level 28: Freezing Touch -- Hct-Dam%(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), UnbCns-Dam%(40)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40)
Level 32: Boxing -- Empty(A)
Level 35: Electrifying Fences -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(42), Bmbdmt-Dam/Rech(42), Bmbdmt-Acc/Dam/Rech(43), Bmbdmt-Acc/Dam/Rech/End(43), Bmbdmt-+FireDmg(43)
Level 38: Frozen Aura -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(46), Arm-Dam%(46)
Level 41: Ball Lightning -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(46), Bmbdmt-Dam/Rech(48), Bmbdmt-Acc/Dam/Rech(48), Bmbdmt-Acc/Dam/Rech/End(48), Bmbdmt-+FireDmg(50)
Level 44: Tough -- EndRdx-I(A)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)
Level 49: Taunt -- 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 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(17), NmnCnv-Regen/Rcvry+(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
------------

 

This is an old build I had, maybe you'll get some ideas from it. From my point of view it could do with a bit more of refining but it has everything including Taunt and two extra AoEs to abuse the Tanker buffs. Frost is worth frankenslotting for some extra range though the tanker buffs makes it already huge (10y = 15y). I don't find OG or CoF useful having Ice Patch in the arsenal. It has 40% defense becoming 45% with Barrier.

 

I'll give the same advice I usually do which is not forgetting the ATO adds a total of 20%-ish res and to take that into considering. If the slotting has been made in a way that resistances already reach 90% with one stack of the ATO then the other two stacks will go to waste. If you intend to use Barrier (a worthwhile consideration for the 5% to defense allowing to reach the 45% softcap) then you also get another 5% to all res.

 

So despite the build I posted having 80%-ish to all resistances with one ATO stack Barrier would add another 5%, and a second stack would add another 6.7% making the 90% goal reached.

 

No matter your intention just consider it even if you don't wish to use Barrier or don't wish to rely on two ATO stacks (I would not rely on three as PPM, pauses, and misses conspire against three stacks).

Hey nice build!

As i said i dont like building with incarnates in mind so i dont like to build with barieer in mind (not to say i wont use it) but i like it to be the cherry on top and not part of the core cake if that makes sense?


There are some things I like and dislike about your build:


Like

  • Better M/S/L defences (although still not at 45% - for me 32.5% or 45%, theres no point being inbetween)
  • Slow resists! Specicially the -rech resist! youre up to 50% which is great! From my testing on the beta server the only thing that could potentially kill my build was massive amounts of -rech. Now i didnt actually die, but the only time i ever even thought "holy hell this is getting sticky" was soloing +4x8 Arachnos is PI - those -rech debuffs STACK up. Im 100% gona look to add a slot to my Frozen Fist to 5 slot the Blistering cold and ditch Kinetic combat. Which will bring me to 35%, not quite youre 50 but i just dont see how i can fit another set in ... hmmm

Dislike

  • Higher end consumption, I can always turn Tactics off if ends a problem, which it isnt unless facing 10+ level 54 sapper types
  • Low +ToHit, no Tactics or even a Kismet in there?
  • Very low KB protection - from everything Ive read about KB for Fire/ + Dark/+ you want 12 and then the only the very niche things will get you
  • Ice Sword - looks cool. Low DPA and with so many attacks do you even need it for a rotation?
  • Hover - (but thats just a matter of taste - nothing objectivly wrong with Hover tanking)
  • I dont think the build really needs or benifits greatly from hasten. Your Dark Regeneration recharges less than 1 second faster than mine and i dont use hasten)
  • Epic choice - For me Gloom is too good to pass up, its better than every single /Ice power apart from Freezing Touch, and it fits thematically with Dark.

 

 

 

I definatly wana try and wiggle in some more -rech resist but need to keep thinking


For anyone interested this is currently the V3.0 of my build 

 

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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|FEDF0E3497168136F280357E04FE01FAE3D7F5|
|-------------------------------------------------------------------|

 

 

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2 minutes ago, Duck-Smokes-Quack said:

Hey nice build!

As i said i dont like building with incarnates in mind so i dont like to build with barieer in mind (not to say i wont use it) but i like it to be the cherry on top and not part of the core cake if that makes sense?


There are some things I like and dislike about your build:


Like

  • Better M/S/L defences (although still not at 45% - for me 32.5% or 45%, theres no point being inbetween)
  • Slow resists! Specicially the -rech resist! youre up to 50% which is great! From my testing on the beta server the only thing that could potentially kill my build was massive amounts of -rech. Now i didnt actually die, but the only time i ever even thought "holy hell this is getting sticky" was soloing +4x8 Arachnos is PI - those -rech debuffs STACK up. Im 100% gona look to add a slot to my Frozen Fist to 5 slot the Blistering cold and ditch Kinetic combat. Which will bring me to 35%, not quite youre 50 but i just dont see how i can fit another set in ... hmmm

Dislike

  • Higher end consumption, I can always turn Tactics off if ends a problem, which it isnt unless facing 10+ level 54 sapper types
  • Low +ToHit, no Tactics or even a Kismet in there?
  • Very low KB protection - from everything Ive read about KB for Fire/ + Dark/+ you want 12 and then the only the very niche things will get you
  • Ice Sword - looks cool. Low DPA and with so many attacks do you even need it for a rotation?
  • Hover - (but thats just a matter of taste - nothing objectivly wrong with Hover tanking)
  • I dont think the build really needs or benifits greatly from hasten. Your Dark Regeneration recharges less than 1 second faster than mine and i dont use hasten)
  • Epic choice - For me Gloom is too good to pass up, its better than every single /Ice power apart from Freezing Touch, and it fits thematically with Dark.

 Low ToHit does not really matter since it all attacks have a minimum of 100% chance of hitting +3. +3 is where we are once T3 Alpha is in and we don't (usually) fight +4 at lower levels. It's definitely something you can improve if you intend to fight +4 pre-level 45. The kismet is in there? Ah, wait, I went to check and had imported the wrong version. My bad, I will post the correct one now.

 

 My current main (absolutely in love with it) is a Fire/Claws and it only has the one -KB in Fly. The game happens fine with just it. The one place where I notice the lack is doing Hami and being chain KU when hitting the yellow mitos since the KU is a strong AoE. This is 1% of the content for me. But again adding a second one somewhere is fine if you wish it.

 

Most of everything else falls under 'guide, not mandatory'. If you do not wish the extra AoE then swap, and if Ice Sword is not desired then remove it though consider that Freezing Touch is your big hitter and you do want to fill the 4.9 seconds it takes to recharge. Freezing Fists, Ice Sword, Freezing Fists gives you this. Frost is also a decent attack to fill in a ST rotation, furthermore with the -res proc there. So Frost (2.5 seconds), Ice Sword (1.5) and Gloom (1.3) narrowly fill the 4.9 needed.

 

Same with everything else. If you dislike Hover then take Combat Jumping, and if you dislike Hasten then do not take it, but, well, Hasten does propulse every cooldown in the build (Freezing Touch goes from 4.9 to 6.2), are you that starved for powers it is something you feel you have to skip? I'm not trying to change your mind here.

 

With a few unrefined changes such as trading Mu for Soul mastery the recharge debuff increases to 80%. I wouldn't worry about endurance too much. Recovery Serums cost 10k a charge starting at level 1 and in a group someone will be popping Ageless all the time since it is a super common incarnate.

 

 

Spoiler

Hero 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 Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Ice Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Death Shroud -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), ScrDrv-Dam%(5), ScrDrv-Acc/Dmg/EndRdx(5), ScrDrv-Dmg/EndRdx(7)
Level 1: Frozen Fists -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11)
Level 2: Ice Sword -- SprMghoft-Acc/Dmg/EndRdx/Rchg(A), SprMghoft-Rchg/Res%(11), SprMghoft-Acc/Dmg(13), SprMghoft-Dmg/EndRdx/Rchg(13), TchofDth-Dam%(15)
Level 4: Frost -- SprGntFis-Dmg/Rchg(A), Ann-ResDeb%(15), SprGntFis-Dmg/EndRdx/Rchg(19), SprGntFis-Acc/Dmg/EndRdx/Rchg(21), SprFrzBls-Dmg/EndRdx/Acc/Rchg(23), SprFrzBls-Rchg/ImmobProc(42)
Level 6: Obsidian Shield -- Ags-ResDam/EndRdx(A)
Level 8: Dark Regeneration -- ThfofEss-Heal(A), ThfofEss-Heal/Rchg(23), ThfofEss-Acc/Heal(25), ThfofEss-Acc/EndRdx/Heal(25), ThfofEss-Acc/EndRdx/Rchg(27), ThfofEss-+End%(27)
Level 10: Murky Cloud -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(29), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Max HP%(31)
Level 12: Dark Embrace -- GldArm-3defTpProc(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Rchg/ResDam(33)
Level 14: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(21), Rct-ResDam%(34), ShlWal-ResDam/Re TP(34)
Level 16: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(34), GssSynFr--Build%(36), RechRdx-I(36)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Fly -- BlsoftheZ-ResKB(A), WntGif-ResSlow(37)
Level 24: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 26: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(37)
Level 28: Freezing Touch -- Hct-Dam%(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), UnbCns-Dam%(40)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40)
Level 32: Boxing -- Empty(A)
Level 35: Gloom -- SprWntBit-Dmg/EndRdx/Acc/Rchg(A), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Dmg/Rchg(43), Apc-Dam%(43), GldJvl-Dam%(43)
Level 38: Frozen Aura -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(46), Arm-Dam%(46)
Level 41: Dark Obliteration -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(46), Bmbdmt-Dam/Rech(48), Bmbdmt-Acc/Dam/Rech(48), Bmbdmt-Acc/Dam/Rech/End(48), Bmbdmt-+FireDmg(50)
Level 44: Tough -- EndRdx-I(A)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)
Level 49: Taunt -- 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 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(17), NmnCnv-Regen/Rcvry+(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
------------

 

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2 hours ago, Duck-Smokes-Quack said:
  • Better M/S/L defences (although still not at 45% - for me 32.5% or 45%, theres no point being inbetween)

 

I'm not going to comment on anything except this... I get the "one purple from hitting 45%", but do you really see "32.5% means always run with a purple"? If not, there's merit to having in-between. 

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2 minutes ago, kiramon said:

 

I'm not going to comment on anything except this... I get the "one purple from hitting 45%", but do you really see "32.5% means always run with a purple"? If not, there's merit to having in-between. 

Youre right - guess i lost sight of why 32.5% was an important number (doh) forget it was only significant because it was a small purple away. My mistake., i was thinking it was something more than that.


 

 

1 hour ago, Sovera said:

Recovery Serums cost 10k a charge starting at level 1 and in a group someone will be popping Ageless all the time since it is a super common incarnate.

  Reveal hidden contents

Hero 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 Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Ice Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Death Shroud -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), ScrDrv-Dam%(5), ScrDrv-Acc/Dmg/EndRdx(5), ScrDrv-Dmg/EndRdx(7)
Level 1: Frozen Fists -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11)
Level 2: Ice Sword -- SprMghoft-Acc/Dmg/EndRdx/Rchg(A), SprMghoft-Rchg/Res%(11), SprMghoft-Acc/Dmg(13), SprMghoft-Dmg/EndRdx/Rchg(13), TchofDth-Dam%(15)
Level 4: Frost -- SprGntFis-Dmg/Rchg(A), Ann-ResDeb%(15), SprGntFis-Dmg/EndRdx/Rchg(19), SprGntFis-Acc/Dmg/EndRdx/Rchg(21), SprFrzBls-Dmg/EndRdx/Acc/Rchg(23), SprFrzBls-Rchg/ImmobProc(42)
Level 6: Obsidian Shield -- Ags-ResDam/EndRdx(A)
Level 8: Dark Regeneration -- ThfofEss-Heal(A), ThfofEss-Heal/Rchg(23), ThfofEss-Acc/Heal(25), ThfofEss-Acc/EndRdx/Heal(25), ThfofEss-Acc/EndRdx/Rchg(27), ThfofEss-+End%(27)
Level 10: Murky Cloud -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(29), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Max HP%(31)
Level 12: Dark Embrace -- GldArm-3defTpProc(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Rchg/ResDam(33)
Level 14: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(21), Rct-ResDam%(34), ShlWal-ResDam/Re TP(34)
Level 16: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(34), GssSynFr--Build%(36), RechRdx-I(36)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Fly -- BlsoftheZ-ResKB(A), WntGif-ResSlow(37)
Level 24: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 26: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(37)
Level 28: Freezing Touch -- Hct-Dam%(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), UnbCns-Dam%(40)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40)
Level 32: Boxing -- Empty(A)
Level 35: Gloom -- SprWntBit-Dmg/EndRdx/Acc/Rchg(A), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Dmg/Rchg(43), Apc-Dam%(43), GldJvl-Dam%(43)
Level 38: Frozen Aura -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(46), Arm-Dam%(46)
Level 41: Dark Obliteration -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(46), Bmbdmt-Dam/Rech(48), Bmbdmt-Acc/Dam/Rech(48), Bmbdmt-Acc/Dam/Rech/End(48), Bmbdmt-+FireDmg(50)
Level 44: Tough -- EndRdx-I(A)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)
Level 49: Taunt -- 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 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(17), NmnCnv-Regen/Rcvry+(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
------------

 

Again, call me old fashioned but incarnates, temps, none of them feature for me when considering a build. 

new build looks SUPER solid! Wow that god damn slow and rech resist! Holy hell great job dude - now i need to rethink everythig to improve mine!
Also love seeing gloom haha

Top notch build

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Strange one but I was looking into exactly how much KB protection its worth getting for a Tank who lacks it

This Wiki page lists every KB/KB attack in the game!
https://archive.paragonwiki.com/wiki/Knockback/Enemies_with_Knockback_Powers

Plugging it into Excel shows the following - % of in game attacks you are protected from

  • 4pts KB prot - 84.44%
  • 8pts KB prot - 94.17%
  • 12pts KB prot - 97.24%
  • 15pts KB prot - 97.66%

 

Im sure others have worked this out before but I just found it really interesting.
I would definatly argue that a Dark/ Fire/ tank should have 8pts minimum - personally now knowing this I wouldnt settle for anything less than 12 (going beyond that seems to be a fools errand)

I guess now whenever I see someone suggest "go for 12" I know know why

 

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