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Ohmidas, the Dark Armor/Electric Melee Tanker


Giocondi

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Howdy Folks.

 

I recently took a look at the first tank I ever built on homecoming and *deep breath* I was ashamed of the state I left him in. So I took another stab at throwing together a respectable build and would love to get some feedback.

 

So, if you have any expertise regarding Dark Armor or Electric Melee, I'd love your input.

 

Some things I am unsure about:

Skippable vs. Must have powers in both sets. Oppressive Gloom/Jacobs ladder

Does dark still need knockback protection from enhancements? I currently have 3 kb protect slotted and want to know if that is correct.

Is there a build variant that can get me some more Energy/Toxic resistance?

 

I always love posting builds on here to get feedback from the best in the business. Thanks all.

 

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Death Shroud

  • (A) Superior Might of the Tanker - Accuracy/Damage
  • (23) Superior Might of the Tanker - Damage/Recharge
  • (23) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (25) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (25) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
  • (27) Superior Might of the Tanker - Recharge/Chance for +Res(All)

Level 1: Charged Brawl

  • (A) Touch of Death - Accuracy/Damage
  • (5) Touch of Death - Damage/Endurance
  • (5) Touch of Death - Damage/Recharge
  • (7) Touch of Death - Damage/Endurance/Recharge
  • (7) Touch of Death - Chance of Damage(Negative)
  • (43) Touch of Death - Accuracy/Damage/Endurance

Level 2: Dark Embrace

  • (A) Unbreakable Guard - Resistance
  • (3) Unbreakable Guard - Resistance/Endurance
  • (3) Unbreakable Guard - Endurance/RechargeTime
  • (11) Unbreakable Guard - RechargeTime/Resistance
  • (43) Unbreakable Guard - +Max HP
  • (45) Gladiator's Armor - TP Protection +3% Def (All)

Level 4: Murky Cloud

  • (A) Unbreakable Guard - Resistance
  • (9) Unbreakable Guard - Resistance/Endurance
  • (9) Unbreakable Guard - Endurance/RechargeTime
  • (11) Unbreakable Guard - RechargeTime/Resistance
  • (45) Steadfast Protection - Resistance/+Def 3%
  • (46) Steadfast Protection - Knockback Protection

Level 6: Havoc Punch

  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (13) Superior Gauntleted Fist - Damage/RechargeTime
  • (13) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (15) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (15) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime

Level 8: Obsidian Shield

  • (A) Unbreakable Guard - Resistance
  • (17) Unbreakable Guard - Resistance/Endurance
  • (17) Unbreakable Guard - Endurance/RechargeTime
  • (19) Unbreakable Guard - RechargeTime/Resistance

Level 10: Dark Regeneration

  • (A) Touch of the Nictus - Accuracy/Healing/Absorb
  • (34) Touch of the Nictus - Healing/Absorb/Recharge
  • (34) Touch of the Nictus - Accuracy/Endurance/Recharge
  • (36) Theft of Essence - Chance for +Endurance

Level 12: Taunt

  • (A) Perfect Zinger - Chance for Psi Damage

Level 14: Cloak of Darkness

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (19) Luck of the Gambler - Defense/Endurance
  • (21) Luck of the Gambler - Defense/Recharge
  • (21) Luck of the Gambler - Defense
  • (50) Karma - Knockback Protection

Level 16: Thunder Strike

  • (A) Armageddon - Damage
  • (27) Armageddon - Damage/Recharge
  • (29) Armageddon - Accuracy/Damage/Recharge
  • (29) Armageddon - Accuracy/Recharge
  • (34) Armageddon - Damage/Endurance

Level 18: Cloak of Fear

  • (A) HamiO:Enzyme Exposure

Level 20: Build Up

  • (A) Recharge Reduction IO

Level 22: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (37) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (40) Reactive Defenses - Scaling Resist Damage

Level 24: Super Jump

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 26: Kick

  • (A) Empty

Level 28: Chain Induction

  • (A) Hecatomb - Damage
  • (36) Hecatomb - Damage/Recharge
  • (36) Hecatomb - Accuracy/Damage/Recharge
  • (37) Hecatomb - Accuracy/Recharge
  • (37) Hecatomb - Damage/Endurance

Level 30: Tough

  • (A) Unbreakable Guard - Resistance
  • (31) Unbreakable Guard - Resistance/Endurance
  • (31) Unbreakable Guard - Endurance/RechargeTime
  • (31) Unbreakable Guard - RechargeTime/Resistance

Level 32: Weave

  • (A) Luck of the Gambler - Defense
  • (33) Luck of the Gambler - Defense/Endurance
  • (33) Luck of the Gambler - Defense/Recharge
  • (33) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 35: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (50) Luck of the Gambler - Defense/Endurance

Level 38: Lightning Rod

  • (A) Superior Avalanche - Accuracy/Damage
  • (39) Superior Avalanche - Damage/Endurance
  • (39) Superior Avalanche - Accuracy/Damage/Endurance
  • (39) Superior Avalanche - Accuracy/Damage/Recharge
  • (40) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (40) Superior Gauntleted Fist - RechargeTime/+Absorb

Level 41: Gloom

  • (A) Apocalypse - Damage
  • (42) Apocalypse - Accuracy/Damage/Recharge
  • (42) Apocalypse - Damage/Recharge
  • (42) Apocalypse - Accuracy/Recharge
  • (43) Apocalypse - Damage/Endurance

Level 44: Darkest Night

  • (A) HamiO:Enzyme Exposure

Level 47: Dark Obliteration

  • (A) Ragnarok - Damage
  • (48) Ragnarok - Damage/Recharge
  • (48) Ragnarok - Accuracy/Damage/Recharge
  • (48) Ragnarok - Accuracy/Recharge
  • (50) Ragnarok - Damage/Endurance

Level 49: Hasten

  • (A) Recharge Reduction IO

Level 1: Gauntlet 


Level 1: Brawl

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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|D727|
|-------------------------------------------------------------------|

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Dark does need KB protection and, while Mag 10 can probably suffice, I shoot for 12-14 (and the BotZ in any travel power usually gets you over the top).  Tanks shouldn't ever be flopping, IMO 🙂

 

Energy Def/Res will always be the most difficult, for Dark Armor, but with the other benefits of e-melee, you should be OK.

 

It's not e-melee, but here's my Dark Armor (DA/DM/Soul) template...and it doesn't have many problems (even with energy damage), in the end game, especially incarnated.

 

https://www.midsreborn.com/builds/download.php?uc=1587&c=702&a=1404&f=HEX&dc=78DA6594D94F135114C6EFB4534BA1651168690129502C6BA5EABB5BC588346129BE360D4E4BA552322D89BEBBBEB9263EB8BEB9BEA96CFAE6DFA088FE05262E890B05D17A98EFDCB44D2799F9CDFDCE39F79EF966EE84CF86ECF1F8D041A1D88FA462994C34129B9DD1744B3896484E093AAA43317D266A5C26D2F3292B496EE444435A5C9BCD68012378483F93D65D1C096B298D75E356D847D3E95460448BCD2567130E6330944C4C6769542343A7343D339D9CAB4234B51D761D9D4B4E050EEBF359CD583D1A8E65B29A7EAE89BAE8A773C1461765BB4D91B78877662182AA30BD07D555E60770C71AF323F8DB26E441C5575543ACB8C6BC0E56DE60DE04EDB7C0759B5C988A95B8403001564F339360ED69E60C98A362B32C36DFC18C3BEF32EF810DF7990F40E743D045AFC0C2C58AE593C9103BD7C0659AD9CA86285617DDB5AAA2BD095CA2A08D8326DB4FB8D0F48BB9175CA4A42A4E3257719287933C1B604B0E5CA164078CC85B1C630A82E3E0AE09668439097A4F829B545CC30FA2D68CA147EF3873827B8F3027C1D7545427DBABFB81369C15A4F8C9059569054D64553DAF20EA3D30DF4C6223CF201AD91A954497B4C65589725F35D38186EB28C92D93DCBC968FD7DECD6B3A29A95936D83C6446F01873180DFB4F805BF434ADEC9F68E506DF90D8261B6C6B87F897C40EE974C73A3E057F8EB901F66C32FF30B7C07F54DC25BFB7AEF3107B2F302F322F81FD979957C0296AB55B16773FE2E06370E009F329F319B8E739A851719F2CEE7BC1C197CC57607081B9C85C0237A8ED807C7D0176A79EFC1D94EE0CB23B3D6AE13F906F510BFB5A082E1B291107208EAA854D2C943C1DE24B2549727AA513795F4BC46E88DF8A444539CE5FDC30F8BDA4C28B8AB7BD859D9BEF2D69C8587BB05C0A964BFBCAA5FDE592ADB6F08BC91FA04D1094F6F437140D568B239F7D4583DBC591958EA2C17F1263F600

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3 hours ago, PLVRIZR said:

Dark does need KB protection and, while Mag 10 can probably suffice, I shoot for 12-14 (and the BotZ in any travel power usually gets you over the top).  Tanks shouldn't ever be flopping, IMO 🙂

 

I agree with this 110%. KB over 12 really helps when fighting multiple mobs with KB. There has always been a discussion on "how much is enough". For me the minimal you'd ever want on Fire and Dark Tanks is 8KB protection (10 is the minimum I've ever run), but as PLV has stated 12-14 is better (12 is my standard minimum).

 

I'm at work atm, so not able to access Mids, but one thing I would look at is the bonuses you get from ToN in Dark Regen. Check them against what you can do with Fury of The Gladiator (3pts KB protection), and other AoE sets. Dark Regen doesn't really need Healing buffs as it's already insanely strong. What it does need is Accuracy/Recharge (and arguably End Rdx, depending on slotting and the overall build). Avalanche's KD proc works in there as well and adds additional damage mitigation as the mobs struggle to get back on their feet. 

Nothing warms your opponent like Fiery Melee.

Tanker Tuesday and Tanker Tuesday Tour Info:

1st Tuesday-Excelsior

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3rd Tuesday- Everlasting

4th Tuesday- Indomitable

Special weekend run for Reunion/Europe

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