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Snarky

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I have a Dark Dark Brute and Tank at 50.  I have run the Brute for months at a time but not the Tank.  With the recent changes I am leaning into making the Dark Dark Tank my main.  I was wondering what kind of build ideas and concepts everyone has for this.  One thing I can say is I always run all toggles from Dark Armor.  I value the way the fear and stun work to mitigate damage against minions.  I do not build for defense.  At all.  Thanks in advance.

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A possible starting point:

 

Spoiler

This Hero build was built using Mids Reborn 3.4.6
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Death Shroud

  • (A) Superior Avalanche - Accuracy/Damage
  • (3) Superior Avalanche - Damage/Endurance
  • (3) Superior Avalanche - Accuracy/Damage/Endurance
  • (5) Superior Avalanche - Accuracy/Damage/Recharge
  • (5) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (7) Superior Avalanche - Recharge/Chance for Knockdown

Level 1: Shadow Punch

  • (A) Superior Might of the Tanker - Accuracy/Damage
  • (7) Superior Might of the Tanker - Damage/Recharge
  • (9) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (9) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (11) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
  • (11) Superior Might of the Tanker - Recharge/Chance for +Res(All)

Level 2: Dark Embrace

  • (A) Unbreakable Guard - Resistance
  • (17) Unbreakable Guard - Resistance/Endurance
  • (17) Unbreakable Guard - RechargeTime/Resistance
  • (19) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (19) Gladiator's Armor - TP Protection +3% Def (All)
  • (21) Steadfast Protection - Resistance/+Def 3%

Level 4: Shadow Maul

  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (21) Superior Gauntleted Fist - Damage/RechargeTime
  • (23) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (23) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (25) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (25) Superior Gauntleted Fist - RechargeTime/+Absorb

Level 6: Murky Cloud

  • (A) Unbreakable Guard - Resistance
  • (27) Unbreakable Guard - Resistance/Endurance
  • (27) Unbreakable Guard - RechargeTime/Resistance
  • (29) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (29) Unbreakable Guard - +Max HP
  • (31) Steadfast Protection - Knockback Protection

Level 8: Obsidian Shield

  • (A) Unbreakable Guard - Resistance
  • (31) Unbreakable Guard - Resistance/Endurance
  • (31) Unbreakable Guard - RechargeTime/Resistance
  • (33) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (33) Steadfast Protection - Knockback Protection

Level 10: Taunt

  • (A) Perfect Zinger - Chance for Psi Damage

Level 12: Dark Regeneration

  • (A) Preventive Medicine - Heal
  • (33) Preventive Medicine - Heal/Endurance
  • (34) Preventive Medicine - Endurance/RechargeTime
  • (34) Preventive Medicine - Heal/RechargeTime
  • (34) Preventive Medicine - Heal/RechargeTime/Endurance
  • (36) Preventive Medicine - Chance for +Absorb

Level 14: Cloak of Darkness

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

Level 16: Siphon Life

  • (A) Panacea - Heal/Endurance
  • (37) Panacea - Endurance/Recharge
  • (37) Panacea - Heal/Recharge
  • (39) Panacea - Heal/Endurance/Recharge
  • (39) Panacea - Heal
  • (39) Hecatomb - Damage/Recharge/Accuracy

Level 18: Cloak of Fear

  • (A) Perfect Zinger - Chance for Psi Damage

Level 20: Touch of Fear

  • (A) Perfect Zinger - Chance for Psi Damage

Level 22: Kick

  • (A) Force Feedback - Chance for +Recharge

Level 24: Tough

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

Level 26: Oppressive Gloom

  • (A) Absolute Amazement - Stun/Recharge/Accuracy
  • (42) Perfect Zinger - Chance for Psi Damage

Level 28: Soul Drain

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (42) Fury of the Gladiator - Accuracy/Damage/End/Rech
  • (42) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (43) Overwhelming Force - Accuracy/Damage/Endurance/Recharge

Level 30: Weave

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

Level 32: Soul Transfer

  • (A) Armageddon - Damage/Recharge
  • (43) Armageddon - Damage/Recharge/Accuracy
  • (45) Armageddon - Recharge/Accuracy
  • (45) Armageddon - Damage/Endurance
  • (45) Armageddon - Chance for Fire Damage

Level 35: Dark Consumption

  • (A) Power Transfer - Chance to Heal Self
  • (46) Scirocco's Dervish - Accuracy/Damage
  • (46) Scirocco's Dervish - Accuracy/Recharge
  • (46) Scirocco's Dervish - Accuracy/Damage/Endurance

Level 38: Midnight Grasp

  • (A) Hecatomb - Damage
  • (48) Hecatomb - Damage/Recharge
  • (48) Hecatomb - Recharge/Accuracy
  • (48) Hecatomb - Damage/Endurance
  • (50) Hecatomb - Chance of Damage(Negative)

Level 41: Combat Jumping

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

Level 44: Hasten

  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO

Level 47: Conserve Power

  • (A) Recharge Reduction IO

Level 49: Physical Perfection

  • (A) Regenerative Tissue - +Regeneration

Level 1: Brawl

  • (A) Empty

Level 1: Gauntlet


Level 1: Sprint

 

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  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Interrupt Reduction IO
Level 1: Swift
  • (A) Run Speed IO
Level 1: Health
  • (A) Miracle - +Recovery
  • (13) Numina's Convalesence - +Regeneration/+Recovery
  • (13) Panacea - +Hit Points/Endurance
Level 1: Hurdle
  • (A) Jumping IO
Level 1: Stamina
  • (A) Performance Shifter - Chance for +End
  • (15) Performance Shifter - EndMod
  • (15) Power Transfer - Chance to Heal Self
Level 50: Cardiac Core Paragon

Level 50: Assault Core Embodiment
------------

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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This was posted a year ago. I've made some changes to the slotting since then, but will have to check when I get home. I've tanked 3-star ITF with this. I skip Cloak of Fear and Oppressive Gloom (see no point to fear/stun that only affects minions) but spam the hell out of Touch of Fear, which does double duty as AoE damage (especially w/ procs) and ST debuff. The tank radius/arc buffs really help Dark Melee.

 

 

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Here's the current build

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Uundead: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-Max HP%(5)
Level 1: Shadow Punch -- MghoftheT-Acc/Dmg(A), MghoftheT-Dmg/Rchg(5), MghoftheT-Acc/Dmg/Rchg(7), MghoftheT-Dmg/EndRdx/Rchg(7), MghoftheT-Acc/Dmg/EndRdx/Rchg(9), MghoftheT-Rchg/Res%(9)
Level 2: Smite -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13)
Level 4: Death Shroud -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(15), ScrDrv-Acc/Dmg/EndRdx(17), ScrDrv-Dam%(17)
Level 6: Obsidian Shield -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(19), StdPrt-ResKB(19), GldArm-3defTpProc(46)
Level 8: Shadow Maul -- GntFis-Acc/Dmg(A), GntFis-Dmg/Rchg(21), GntFis-Acc/Dmg/Rchg(21), GntFis-Dmg/EndRdx/Rchg(23), GntFis-Acc/Dmg/EndRdx/Rchg(23), GntFis-Rchg/+Absorb(25)
Level 10: Murky Cloud -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(25), Ags-ResDam(27), Ags-Psi/Status(27)
Level 12: Dark Regeneration -- TchoftheN-Acc/EndRdx/Rchg(A), TchoftheN-Heal/HP/Regen/Rchg(29), TchoftheN-Acc/EndRdx/Heal/HP/Regen(29), TchoftheN-%Dam(31)
Level 14: Mystic Flight -- BlsoftheZ-ResKB(A)
Level 16: Taunt -- PrfZng-Dam%(A)
Level 18: Cloak of Darkness -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-Def/Rchg(31), Rct-Def/EndRdx/Rchg(33), Rct-ResDam%(33), Rct-EndRdx/Rchg(46)
Level 20: Siphon Life -- ThfofEss-Heal(A), ThfofEss-Acc/Heal(33), ThfofEss-+End%(34), TchofDth-Dmg/Rchg(34), TchofDth-Acc/Dmg/EndRdx(34), TchofDth-Dmg/EndRdx/Rchg(36)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(36), Ags-ResDam(36)
Level 26: Weave -- GifoftheA-Def/EndRdx(A), GifoftheA-Def(37), GifoftheA-Run+(37), ShlWal-ResDam/Re TP(46), GifoftheA-Def/EndRdx/Rchg(50), GifoftheA-EndRdx/Rchg(50)
Level 28: Soul Drain -- Obl-Dmg(A), Obl-Acc/Rchg(37), Obl-Dmg/Rchg(39), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(39), Obl-%Dam(40)
Level 30: Touch of Fear -- Acc-I(A), PrfZng-Dam%(40), Obl-%Dam(40), Erd-%Dam(42), ScrDrv-Dam%(42)
Level 32: Soul Transfer -- Prv-Heal/Rchg(A)
Level 35: Dark Consumption -- PrfShf-EndMod/Rchg(A), PrfShf-EndMod/Acc/Rchg(42), PrfShf-Acc/Rchg(43)
Level 38: Midnight Grasp -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(43), Hct-Acc/Rchg(43), Hct-Dmg/EndRdx(45), Hct-Dam%(45)
Level 41: Ring of Fire -- Acc-I(A)
Level 44: Melt Armor -- AnlWkn-Acc/Rchg(A), AnlWkn-Acc/Rchg/EndRdx(45)
Level 47: Fire Ball -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(48), Ann-Acc/Dmg/Rchg(48), Ann-Acc/Dmg/EndRdx(48), Ann-ResDeb%(50)
Level 49: Assault -- EndRdx-I(A)
Level 1: Gauntlet 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Prv-Absorb%(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15)
Level 50: Cardiac Radial Paragon 
Level 50: Ageless Radial Epiphany 
Level 50: Melee Radial Embodiment 
Level 50: Reactive Radial Flawless Interface 
Level 50: Void Radial Final Judgement 
Level 50: Talons of Vengeance Core Superior Ally 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
------------

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Here is a resist heavy build I currently have slotted.  It is not on here but running Cardiac Core

 

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Halloween Ghast: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Death Shroud

  • (A) Superior Might of the Tanker - Accuracy/Damage
  • (3) Superior Might of the Tanker - Damage/Recharge
  • (3) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (5) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (5) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
  • (7) Superior Might of the Tanker - Recharge/Chance for +Res(All)

Level 1: Shadow Punch

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

Level 2: Dark Embrace

  • (A) Unbreakable Guard - Resistance
  • (11) Unbreakable Guard - Resistance/Endurance
  • (13) Unbreakable Guard - Endurance/RechargeTime
  • (13) Unbreakable Guard - RechargeTime/Resistance
  • (15) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 4: Murky Cloud

  • (A) Unbreakable Guard - Resistance
  • (15) Unbreakable Guard - Resistance/Endurance
  • (17) Unbreakable Guard - Endurance/RechargeTime
  • (17) Unbreakable Guard - RechargeTime/Resistance
  • (19) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (19) Unbreakable Guard - +Max HP

Level 6: Obsidian Shield

  • (A) Unbreakable Guard - Resistance
  • (21) Unbreakable Guard - Resistance/Endurance
  • (21) Unbreakable Guard - Endurance/RechargeTime
  • (23) Unbreakable Guard - RechargeTime/Resistance
  • (23) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 8: Dark Regeneration

  • (A) Touch of the Nictus - Healing/Absorb
  • (25) Touch of the Nictus - Healing/Absorb/Recharge
  • (25) Touch of the Nictus - Accuracy/Healing/Absorb
  • (27) Touch of the Nictus - Accuracy/Endurance/Healing/Absorb
  • (27) Touch of the Nictus - Accuracy/Endurance/Recharge
  • (29) Touch of the Nictus - Chance for Negative Energy Damage

Level 10: Taunt

  • (A) Perfect Zinger - Chance for Psi Damage

Level 12: Cloak of Darkness

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (29) Reactive Defenses - Scaling Resist Damage
  • (31) Kismet - Accuracy +6%

Level 14: Shadow Maul

  • (A) Armageddon - Damage
  • (31) Armageddon - Damage/Recharge
  • (31) Armageddon - Damage/Recharge/Accuracy
  • (33) Armageddon - Recharge/Accuracy
  • (33) Armageddon - Damage/Endurance
  • (33) Armageddon - Chance for Fire Damage

Level 16: Siphon Life

  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (34) Superior Gauntleted Fist - Damage/RechargeTime
  • (34) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (34) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (36) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (36) Superior Gauntleted Fist - RechargeTime/+Absorb

Level 18: Cloak of Fear

  • (A) Unspeakable Terror - Accuracy/Recharge
  • (36) Unspeakable Terror - Accuracy/Endurance
  • (37) Unspeakable Terror - Accuracy/Fear/Recharge

Level 20: Touch of Fear

  • (A) Unspeakable Terror - Accuracy/Recharge
  • (37) Unspeakable Terror - Accuracy/Fear/Recharge
  • (37) Unspeakable Terror - Disorient Bonus

Level 22: Hasten

  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO

Level 24: Fly

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

Level 26: Oppressive Gloom

  • (A) Absolute Amazement - Stun
  • (39) Absolute Amazement - Stun/Recharge
  • (39) Absolute Amazement - Stun/Recharge/Accuracy
  • (40) Absolute Amazement - Recharge/Accuracy
  • (40) Absolute Amazement - Stun/Endurance
  • (40) Absolute Amazement - Chance for ToHit Debuff

Level 28: Soul Drain

  • (A) Scirocco's Dervish - Accuracy/Damage
  • (42) Scirocco's Dervish - Damage/Recharge
  • (42) Scirocco's Dervish - Accuracy/Recharge
  • (42) Perfect Zinger - Accuracy/Recharge
  • (43) Perfect Zinger - Chance for Psi Damage

Level 30: Kick

  • (A) Force Feedback - Chance for +Recharge

Level 32: Soul Transfer

  • (A) Recharge Reduction IO

Level 35: Dark Consumption

  • (A) Synapse's Shock - EndMod
  • (43) Synapse's Shock - Damage/Rechage
  • (43) Synapse's Shock - EndMod/Recharge
  • (45) Synapse's Shock - Damage/Recharge/Accuracy
  • (45) Synapse's Shock - Damage/Accuracy/Endurance
  • (45) Synapse's Shock - EndMod/Increased Run Speed

Level 38: Midnight Grasp

  • (A) Hecatomb - Damage
  • (46) Hecatomb - Damage/Recharge
  • (46) Hecatomb - Damage/Recharge/Accuracy
  • (46) Hecatomb - Recharge/Accuracy
  • (48) Hecatomb - Damage/Endurance
  • (48) Hecatomb - Chance of Damage(Negative)

Level 41: Tough

  • (A) Unbreakable Guard - Resistance
  • (48) Unbreakable Guard - Resistance/Endurance
  • (50) Unbreakable Guard - Endurance/RechargeTime
  • (50) Unbreakable Guard - RechargeTime/Resistance
  • (50) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 44: Conserve Power

  • (A) Recharge Reduction IO

Level 47: Focused Accuracy

  • (A) Rectified Reticle - Increased Perception

Level 49: Physical Perfection

  • (A) Numina's Convalesence - +Regeneration/+Recovery

Level 1: Gauntlet 


Level 1: Brawl

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I do have a Dark Tanker myself and mine is loaded with procs in Death Shroud, Cloak of Fear, and a few in Opressive Gloom. TOF and Shadow maul as well with the ST attacks. This with the healing and Resistance gives you a serious can of whooping. Now yes the endurance is out of control, but I run the Vigor paragon radial and it's cured. Try it out it's a mean machine lol

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If you're running cloak of fear, I'd go vigor over cardiac. The +health is great and cloak of fear's starting accuracy needs as much help as it can get.

 

As for Dark Regeneration, the Theft of Essence +endurance proc fits in there quite nicely. I think I've got mine slotted with +5 boosted Fury of the Gladiator: Acc/Dam, Acc/End/Rech, and Acc/Dam/End/Rech and +5 boosted Panacea Heal/Rech, Heal/End/Rech

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Alright @Snarky, I know you are not a fan of *any* defense building on dark armor sets.

 

However (and ignoring that facet here), this is a build that leans into capped S/L/N/P resistances without the tanker proc (F/C capped with one proc, Energy can reach ~85% with three stacks), and leverages Oppressive Gloom, Soul Tentacles, Touch of Fear, and Cloak of Fear with the Hybrid T4 Radial Control. Basically, hit a spawn with Soul Tentacles then jump in the middle to let Cloak of Fear work its magic while cycling fear effects around with Touch of Fear. While the hybrid is active, stuns get passed around like bad candy, stacking with Oppressive Gloom and/or the Unspeakable Terror proc in cloak of Fear. Mag 10 KB protection. It happens to have 45% Melee/40% S/L (I ditched a Kinetic Combat set that was muled in Shadow Punch after the recent patch) which works as an extra layer of mitigation. Maybe this will give you an alternative perspective on slotting options.

 

I go back and forth with running Tactics for extra ToHit, or Darkest Night for more debuffing (replacing either a) Dark Consumption or b) Super Jump). What I like about Dark X 3 tanks is that there are meaningful choices and tradeoffs that can be quite impactful. I've found that having the option to switch to Musculature Radial for Alpha, Barrier for Destiny, and Melee Radial or Assault Radial (beyond what is listed in the build) provides a lot of flexibility. 

 

 

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Dark Embrace

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (3) Steadfast Protection - Knockback Protection
  • (3) Gladiator's Armor - TP Protection +3% Def (All)
  • (5) Gladiator's Armor - Resistance
  • (5) Gladiator's Armor - End/Resist

Level 1: Smite

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

Level 2: Death Shroud

  • (A) Superior Avalanche - Recharge/Chance for Knockdown
  • (13) Superior Avalanche - Accuracy/Damage/Endurance
  • (15) Multi-Strike - Accuracy/Damage/Endurance

Level 4: Shadow Maul

  • (A) Superior Gauntleted Fist - RechargeTime/+Absorb
  • (19) Superior Gauntleted Fist - Accuracy/Damage
  • (19) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (21) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (21) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (23) Superior Gauntleted Fist - Damage/RechargeTime

Level 6: Murky Cloud

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

Level 8: Dark Regeneration

  • (A) Theft of Essence - Chance for +Endurance
  • (23) Fury of the Gladiator - Chance for Res Debuff
  • (25) Fury of the Gladiator - Accuracy/Damage
  • (25) Fury of the Gladiator - Accuracy/Damage/End/Rech

Level 10: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (17) Reactive Defenses - Scaling Resist Damage
  • (17) Kismet - Accuracy +6%

Level 12: Cloak of Darkness

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (15) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (27) Shield Wall - Defense
  • (29) Shield Wall - Defense/Endurance
  • (50) Shield Wall - Defense/Endurance/Recharge

Level 14: Obsidian Shield

  • (A) Titanium Coating - Resistance
  • (34) Titanium Coating - Resistance/Endurance
  • (34) Titanium Coating - Resistance/Endurance/Recharge

Level 16: Siphon Life

  • (A) Superior Blistering Cold - Recharge/Chance for Hold
  • (31) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (33) Superior Blistering Cold - Damage/Endurance
  • (33) Superior Blistering Cold - Accuracy/Damage
  • (33) Superior Blistering Cold - Accuracy/Damage/Endurance

Level 18: Maneuvers

  • Hamidon Origin:Cytoskeleton Exposure

Level 20: Touch of Fear

  • (A) Scirocco's Dervish - Accuracy/Damage
  • (34) Scirocco's Dervish - Chance of Damage(Lethal)
  • (36) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (36) Scirocco's Dervish - Damage/Endurance
  • (36) Armageddon - Chance for Fire Damage
  • (37) Eradication - Chance for Energy Damage

Level 22: Oppressive Gloom

  • (A) Accuracy IO

Level 24: Soul Drain

  • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (39) Obliteration - Chance for Smashing Damage
  • (39) Obliteration - Accuracy/Recharge
  • (40) Obliteration - Damage/Recharge
  • (40) Obliteration - Damage
  • (40) Obliteration - Accuracy/Damage/Recharge

Level 26: Boxing

  • (A) Empty

Level 28: Tough

  • (A) Unbreakable Guard - Resistance
  • (37) Unbreakable Guard - Resistance/Endurance
  • (37) Unbreakable Guard - RechargeTime/Resistance
  • (39) Unbreakable Guard - +Max HP

Level 30: Cloak of Fear

  • (A) Accuracy IO
  • (42) Unspeakable Terror - Disorient Bonus
  • (42) Nightmare - Accuracy/Endurance
  • (50) Glimpse of the Abyss - Accuracy/Endurance

Level 32: Hasten

  • (A) Recharge Reduction IO
  • (42) Recharge Reduction IO

Level 35: Midnight Grasp

  • (A) Hecatomb - Chance of Damage(Negative)
  • (43) Hecatomb - Damage/Endurance
  • (43) Hecatomb - Damage/Recharge
  • (45) Hecatomb - Damage/Recharge/Accuracy
  • (45) Hecatomb - Recharge/Accuracy

Level 38: Dark Consumption

  • (A) Preemptive Optimization - EndMod/Accuracy/Recharge
  • (43) Preemptive Optimization - Accuracy/Recharge

Level 41: Gloom

  • (A) Decimation - Accuracy/Damage
  • (45) Decimation - Damage/Endurance
  • (46) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (46) Superior Winter's Bite - Damage/RechargeTime
  • (46) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge

Level 44: Soul Tentacles

  • (A) Annihilation - Accuracy/Damage/Endurance
  • (48) Annihilation - Accuracy/Damage
  • (48) Annihilation - Chance for Res Debuff

Level 47: Weave

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

Level 49: Super Jump

  • (A) Winter's Gift - Slow Resistance (20%)

Level 1: Gauntlet 


Level 1: Brawl

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		|-------------------------------------------------------------------|

  • (A) Empty
Level 1: Sprint
  • (A) Endurance Reduction IO
Level 2: Rest
  • (A) Empty
Level 1: Swift
  • (A) Run Speed IO
Level 1: Hurdle
  • (A) Jumping IO
Level 1: Health
  • (A) Panacea - +Hit Points/Endurance
  • (9) Preventive Medicine - Chance for +Absorb
  • (11) Miracle - +Recovery
  • (11) Numina's Convalesence - +Regeneration/+Recovery
Level 1: Stamina
  • (A) Performance Shifter - Chance for +End
  • (13) Performance Shifter - EndMod
Level 49: Double Jump 

Level 50: Void Radial Final Judgement 
Level 50: Degenerative Core Flawless Interface 
Level 50: Longbow Core Superior Ally 
Level 50: Ageless Radial Epiphany 
Level 50: Cardiac Core Paragon 
Level 50: Portal Jockey 
Level 50: The Atlas Medallion 
Level 50: Task Force Commander 
Level 50: Freedom Phalanx Reserve 
Level 50: Control Radial Embodiment 
------------

The Splintered Soul Project: (Nyght****) 21 and counting (18 max). 

 

DSorrow: “Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.

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19 minutes ago, Major_Decoy said:

If you're running cloak of fear, I'd go vigor over cardiac. The +health is great and cloak of fear's starting accuracy needs as much help as it can get.

 

As for Dark Regeneration, the Theft of Essence +endurance proc fits in there quite nicely. I think I've got mine slotted with +5 boosted Fury of the Gladiator: Acc/Dam, Acc/End/Rech, and Acc/Dam/End/Rech and +5 boosted Panacea Heal/Rech, Heal/End/Rech

Absolutely on Vigor. I lean on Soul Drain to get CoF to hit consistently. Wouldn’t have to if I went with Vigor.

The Splintered Soul Project: (Nyght****) 21 and counting (18 max). 

 

DSorrow: “Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.

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I don't like any of the builds that have been posted in this thread. To me they all suffer from a number of common flaws:

  • Low energy res: Energy damage is common. It is more important to cap energy than it is to cap F/C/toxic/psi res (unless specializing for specific groups, eg. fire farming).
  • Low (<130% global) recharge: One of them does not even take hasten until the late 40's. Low recharge means lower dps and less frequent uses of key buffs. No perma-souldrain means poor offensive power, yoyoing tohit chance and dark regen missing when you need it most.
  • Poor aoe: A lot only have shadow maul as the only strongly-enhanced, low-cooldown aoe. Many do not have an APP aoe.

Here's an example of what is achievable with dark armor. This specific build is actually dark/SS/soul with cardiac alpha but the general building principles should apply to any 2ndary.

 

darkss.png.bffaa9d768cc6f6a0b773fef464f5b85.png

 

These are stats with 1 stack of might of the tanker +res proc. The key concept is to leave defense 5% undercapped and res between 6.5-7.5% undercapped rather than push all the way to the cap due to diminishing returns on slot-efficiency the more you try to chase after a specific bonus. This missing def is made up with either a defense amp (which you should have in the thousands from opening super packs) or the weakest level of barrier core, both of which provide +5% res and def to all. The missing res is made up from the reactive defense scaling res (since as a res set we expect not to be at full HP all the time) plus a defense amp or barrier core. With either one of these active we have melee softcap, ranged/aoe 35%, all res hardcapped except toxic.

 

The resulting build flexibility allows investment into APP attacks, aoe powers and global recharge, resulting in vastly superior defensive and offensive power with higher res and def, faster recharging heals and more quickly dying enemies. I'm feeding trash through a woodchipper of footstomp and dark oblit powered by doublestacked rage while nerfing the survivors with darkest night's synergistic -dmg -tohit. Why aren't you doing the same with perma-souldrain?

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53 minutes ago, Zect said:

I don't like any of the builds that have been posted in this thread. To me they all suffer from a number of common flaws:

  • Low energy res: Energy damage is common. It is more important to cap energy than it is to cap F/C/toxic/psi res (unless specializing for specific groups, eg. fire farming).
  • Low (<130% global) recharge: One of them does not even take hasten until the late 40's. Low recharge means lower dps and less frequent uses of key buffs. No perma-souldrain means poor offensive power, yoyoing tohit chance and dark regen missing when you need it most.
  • Poor aoe: A lot only have shadow maul as the only strongly-enhanced, low-cooldown aoe. Many do not have an APP aoe.

Here's an example of what is achievable with dark armor. This specific build is actually dark/SS/soul with cardiac alpha but the general building principles should apply to any 2ndary.

 

darkss.png.bffaa9d768cc6f6a0b773fef464f5b85.png

 

These are stats with 1 stack of might of the tanker +res proc. The key concept is to leave defense 5% undercapped and res between 6.5-7.5% undercapped rather than push all the way to the cap due to diminishing returns on slot-efficiency the more you try to chase after a specific bonus. This missing def is made up with either a defense amp (which you should have in the thousands from opening super packs) or the weakest level of barrier core, both of which provide +5% res and def to all. The missing res is made up from the reactive defense scaling res (since as a res set we expect not to be at full HP all the time) plus a defense amp or barrier core. With either one of these active we have melee softcap, ranged/aoe 35%, all res hardcapped except toxic.

 

The resulting build flexibility allows investment into APP attacks, aoe powers and global recharge, resulting in vastly superior defensive and offensive power with higher res and def, faster recharging heals and more quickly dying enemies. I'm feeding trash through a woodchipper of footstomp and dark oblit powered by doublestacked rage while nerfing the survivors with darkest night's synergistic -dmg -tohit. Why aren't you doing the same with perma-souldrain?



Unfortunately no.
The secondary, and its distribution of ST/PBAOE/and Targeted AOE DO influence how a build can be realized.

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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When your looking at the above builds there's a few things you'll have to do first.

 

Turn off hasten.

Turn off soul drain.

Turn off kick if its got an ff+rech in. You won't use kick even if you have it in your tray. You won't have it in your tray. If you have it in your tray and use it it'll most likely miss. If you have it in your tray and use it and it hits the chance of the proc firing off is miniscule.

Turn off the alpha.

 

Now look at the defence and resist numbers that are your priority as a tank.

Now look at the recharge on soul drain which is the main focus of your build.

 

Cross your fingers and pray for kicks ff+rech firing off.

 

If your running dark your probably already looking at cardiac due to the massive endurance issues. Running cardiac will let you run barrier. Running cardiac and barrier means soul drain will never ever get even close to perma.

 

Option 2. Agility. Now you have end issues but your much much closer to perma hasten/soul drain. End issues mean dark consumption. Or ageless. 

 

To get perma soul drain means sacrifices and what are you prepared to give up to get there? Defence? Resists? Endurance? Or your favourite attacks? Cos you'll need the extra slots.

 

This is my take, give up midnight grasp, the set has no aoe and i'd want dark oblit. Swap in agility. Sacrifice some fire/cold res. Sacrifice some melee defence. Open the build. Turn on agility, hasten, soul drain, click slots/enhancements, set all relative levels to +5. Its still got a 2-3 second downtime and hasten isn't even perma. It doesn't look playable, its like Mission Impossible except theres no happy ending. And yes it does need the kb protection and even at 12 points thats not enough.

 

 

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

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

Hero Profile:
------------
Level 1:    Death Shroud    
 (A) Superior Might of the Tanker - Recharge/Chance for +Res(All)
 (3) Superior Might of the Tanker - Damage/Recharge
 (3) Superior Might of the Tanker - Accuracy/Damage
 (5) Superior Might of the Tanker - Accuracy/Damage/Recharge
 (5) Superior Might of the Tanker - Damage/Endurance/Recharge
 (7) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge


Level 1:    Smite    
 (A) Superior Gauntleted Fist - RechargeTime/+Absorb
 (7) Superior Gauntleted Fist - Accuracy/Damage
 (9) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
 (9) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
 (11) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime


Level 2:    Dark Embrace    
 (A) Unbreakable Guard - Resistance
 (13) Unbreakable Guard - Resistance/Endurance
 (13) Unbreakable Guard - Resistance/Endurance/RechargeTime


Level 4:    Murky Cloud    
 (A) Unbreakable Guard - Resistance
 (15) Unbreakable Guard - Resistance/Endurance
 (15) Unbreakable Guard - Resistance/Endurance/RechargeTime


Level 6:    Obsidian Shield    
 (A) Unbreakable Guard - Resistance
 (17) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (17) Unbreakable Guard - +Max HP


Level 8:    Dark Regeneration    
 (A) Theft of Essence - Healing
 (19) Theft of Essence - Healing/Recharge
 (19) Theft of Essence - Accuracy/Healing
 (21) Theft of Essence - Chance for +Endurance
 (21) Theft of Essence - Accuracy/Endurance/Recharge
 (23) Theft of Essence - Accuracy/Endurance/Healing


Level 10:    Shadow Maul    
 (A) Superior Avalanche - Accuracy/Damage
 (23) Superior Avalanche - Damage/Endurance
 (25) Superior Avalanche - Accuracy/Damage/Endurance
 (25) Superior Avalanche - Accuracy/Damage/Recharge
 (27) Superior Avalanche - Accuracy/Damage/Endurance/Recharge


Level 12:    Cloak of Darkness    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (29) Shield Wall - +Res (Teleportation), +5% Res (All)
 (29) Shield Wall - Defense
 (31) Shield Wall - Defense/Endurance
 (42) Shield Wall - Defense/Endurance/Recharge


Level 14:    Taunt    
D-Sync Origin:D-Sync Provocation


Level 16:    Siphon Life    
 (A) Hecatomb - Chance of Damage(Negative)
 (31) Hecatomb - Damage/Endurance
 (31) Hecatomb - Recharge/Accuracy
 (33) Hecatomb - Damage/Recharge/Accuracy
 (33) Hecatomb - Damage


Level 18:    Boxing    
 (A) Empty


Level 20:    Hasten    
 (A) Recharge Reduction IO
 (34) Recharge Reduction IO


Level 22:    Tough    
 (A) Gladiator's Armor - TP Protection +3% Def (All)
 (27) Gladiator's Armor - Resistance
 (34) Gladiator's Armor - End/Resist
 (34) Gladiator's Armor - Resistance/Rech/End
 (37) Steadfast Protection - Resistance/+Def 3%
 (42) Steadfast Protection - Knockback Protection


Level 24:    Super Jump    
 (A) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 26:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (33) Shield Wall - Defense/Endurance/Recharge
 (40) Shield Wall - Defense/Recharge
 (40) Shield Wall - Defense
 (42) Shield Wall - Defense/Endurance


Level 28:    Soul Drain    
 (A) Armageddon - Chance for Fire Damage
 (37) Armageddon - Damage/Endurance
 (39) Armageddon - Recharge/Accuracy
 (39) Armageddon - Damage/Recharge/Accuracy
 (39) Armageddon - Damage/Recharge
 (40) Armageddon - Damage


Level 30:    Dark Consumption    
 (A) Scirocco's Dervish - Accuracy/Recharge
 (43) Scirocco's Dervish - Damage/Recharge
 (43) Scirocco's Dervish - Accuracy/Damage


Level 32:    Super Speed    
 (A) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 35:    Gloom    
 (A) Apocalypse - Chance of Damage(Negative)
 (36) Apocalypse - Damage/Endurance
 (36) Apocalypse - Recharge/Accuracy
 (36) Apocalypse - Damage/Recharge/Accuracy
 (37) Apocalypse - Damage


Level 38:    Soul Transfer    
 (A) Preventive Medicine - Chance for +Absorb


Level 41:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (43) Kismet - Accuracy +6%
 (46) Reactive Defenses - Scaling Resist Damage


Level 44:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (45) Shield Wall - Defense
 (46) Shield Wall - Defense/Endurance
 (46) Shield Wall - Defense/Recharge
 (47) Shield Wall - Defense/Endurance/Recharge


Level 47:    Dark Obliteration    
 (A) Bombardment - Chance for Fire Damage
 (47) Bombardment - Accuracy/Damage/Recharge/Endurance
 (49) Bombardment - Damage
 (50) Bombardment - Accuracy/Recharge/Endurance
 (50) Bombardment - Damage/Recharge
 (50) Bombardment - Accuracy/Damage/Recharge


Level 49:    Darkest Night    
Hamidon Origin:Enzyme Exposure


Level 1:    Gauntlet    
Level 1:    Brawl    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 1:    Swift    
 (A) Empty


Level 1:    Hurdle    
 (A) Empty


Level 1:    Health    
 (A) Miracle - +Recovery
 (48) Panacea - +Hit Points/Endurance
 (48) Numina's Convalesence - +Regeneration/+Recovery


Level 1:    Stamina    
 (A) Performance Shifter - Chance for +End
 (48) Performance Shifter - EndMod


Level 32:    Speed Phase    
Level 24:    Double Jump    
Level 50:    Agility Core Paragon    
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
|-------------------------------------------------------------------|
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|85E45AB0F85FD3A5A7DE0EDAD10760CAA04FE03FA64D605|
|-------------------------------------------------------------------|

 

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7 hours ago, Zect said:

This missing def is made up with either a defense amp (which you should have in the thousands from opening super packs) or the weakest level of barrier core, both of which provide +5% res and def to all.

So, your recommendation is to use amplifiers, lock the build to Barrier, and play a different secondary? 

The Splintered Soul Project: (Nyght****) 21 and counting (18 max). 

 

DSorrow: “Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.

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7 hours ago, Zect said:

I don't like any of the builds that have been posted in this thread. To me they all suffer from a number of common flaws:

  • Low energy res: Energy damage is common. It is more important to cap energy than it is to cap F/C/toxic/psi res (unless specializing for specific groups, eg. fire farming).
  • Low (<130% global) recharge: One of them does not even take hasten until the late 40's. Low recharge means lower dps and less frequent uses of key buffs. No perma-souldrain means poor offensive power, yoyoing tohit chance and dark regen missing when you need it most.
  • Poor aoe: A lot only have shadow maul as the only strongly-enhanced, low-cooldown aoe. Many do not have an APP aoe.

Here's an example of what is achievable with dark armor. This specific build is actually dark/SS/soul with cardiac alpha but the general building principles should apply to any 2ndary.

 

darkss.png.bffaa9d768cc6f6a0b773fef464f5b85.png

 

These are stats with 1 stack of might of the tanker +res proc. The key concept is to leave defense 5% undercapped and res between 6.5-7.5% undercapped rather than push all the way to the cap due to diminishing returns on slot-efficiency the more you try to chase after a specific bonus. This missing def is made up with either a defense amp (which you should have in the thousands from opening super packs) or the weakest level of barrier core, both of which provide +5% res and def to all. The missing res is made up from the reactive defense scaling res (since as a res set we expect not to be at full HP all the time) plus a defense amp or barrier core. With either one of these active we have melee softcap, ranged/aoe 35%, all res hardcapped except toxic.

 

The resulting build flexibility allows investment into APP attacks, aoe powers and global recharge, resulting in vastly superior defensive and offensive power with higher res and def, faster recharging heals and more quickly dying enemies. I'm feeding trash through a woodchipper of footstomp and dark oblit powered by doublestacked rage while nerfing the survivors with darkest night's synergistic -dmg -tohit. Why aren't you doing the same with perma-souldrain?

Let me point out something real bedrock to Dark Armor.  You have NO Defense Debuff Resistance.  So in some fights (the tougher ones) kiss your Defense goodbye.  Sorry you built for it.  Worthless.

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1 hour ago, Nyghtmaire said:

So, your recommendation is to use amplifiers, lock the build to Barrier, and play a different secondary? 

 

My recommendation is 1) to leave "slack" in the build that can be easily made up for through means other than set bonuses; 2) pursue high global rech, well-slotted aoe attacks, and powerful damage procs in addition to mitigations for both superior defensive and offensive power; and 3) build for a more balanced res spread (notably, minimizing or eliminating the energy hole - not easy, since EN is the hardest res type to build for, but possible.

 

The choice of 2ndary is not especially significant, and nothing here is specific to SS. As I said, the same build design principles can broadly be applied regardless of melee powerset. I'm using dark/SS/soul as an example because it is the build I have on this device. And to turn your "lock the build to barrier" comment on its head, after I've clearly discussed two options from which you pick one, it's worth considering what other destiny you might take in its place, destinies being predominantly defensive anyway and barrier being an extremely strong one (imo, overpowered) in the current meta.

 

I can get out my dark/dark, whenever I find it. But that won't convince you of anything if you don't want to be convinced. I encourage you to develop an open and flexible mind, and rather than being defensive and nitpicking, try to see the general principle being illustrated here, even if the specifics in the example differ slightly from the subject at hand.

 

That principle being, when you chase 1 particular set bonus to an extreme, you typically lose some slot-efficiency for various reasons, such as running out of powers that can slot the most optimal sets of the types you want. Your build has about 6% more melee def and 6.5% more FC res. Mine has 12% more EN res and 45% more rech. (Oh, and darkest night.) Sometimes, you can actually get more out of a build overall, if you are willing to not rely entirely on set bonuses to cap def/res and divert those resources to pick up low-hanging recharge bonus fruit. I present the idea of deliberately undercapping slightly, and then utilizing the option of using either the amp or barrier core, whichever better suits your preferences. In fact, you may find that often, neither are needed because, as you may have noticed, they are only needed to cap E/F/C.

 

(I do commend you for having non-negligible aoe output and a hecatomb, though. You clearly understand that damage has value on tankers.)

Edited by Zect
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16 minutes ago, Snarky said:

Let me point out something real bedrock to Dark Armor.  You have NO Defense Debuff Resistance.  So in some fights (the tougher ones) kiss your Defense goodbye.  Sorry you built for it.  Worthless.

 

The first half of this statement is correct. However, note that this has not stopped characters with no ddr, like unarmored AT's, from building for defense, and with good reason.

  • The defense absorbs alpha strikes, after which everything is dead, mezzed, or debuffed into the floor.
  • It serves as a buffer that delays being defense floored. (if you have played a pure res set with no def, you'll know how much more a swarm of cims hurt after the first few seconds, once they have put your def into the negatives and have 95% chance to hit you.)
  • It helps support toons softcap you - you need over 100% def to softcap vs HM nictus romulus, since he has tactics.

So the second half of your statement is a hilarious misconception. It is like saying that a decoy flare on an aircraft is useless because it only kills one enemy missile. It did its job, my man. It (and the mobs) can R.I.P.

 

I do think, though, that you should not pawn firstborns just to softcap. It is not worth it when a more well-rounded build with even resistances and high recharge performs better, defensively and offensively. Hence the entire point of my post - as elaborated above.

 

 

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1 hour ago, Zect said:

 

The first half of this statement is correct. However, note that this has not stopped characters with no ddr, like unarmored AT's, from building for defense, and with good reason.

  • The defense absorbs alpha strikes, after which everything is dead, mezzed, or debuffed into the floor.
  • It serves as a buffer that delays being defense floored. (if you have played a pure res set with no def, you'll know how much more a swarm of cims hurt after the first few seconds, once they have put your def into the negatives and have 95% chance to hit you.)
  • It helps support toons softcap you - you need over 100% def to softcap vs HM nictus romulus, since he has tactics.

So the second half of your statement is a hilarious misconception. It is like saying that a decoy flare on an aircraft is useless because it only kills one enemy missile. It did its job, my man. It (and the mobs) can R.I.P.

 

I do think, though, that you should not pawn firstborns just to softcap. It is not worth it when a more well-rounded build with even resistances and high recharge performs better, defensively and offensively. Hence the entire point of my post - as elaborated above.

 

 

I could not tell if you posted your build or just that snippet of armor screen shot.  

 

You think I misconceive how to build and run Dark Dark.  Okay, your opinion.  Very BIG opinion. Hats off for making a stand.

 

In my view, Dark is different than all other armors.  For a variety of reasons.  The first is non suppressing stealth.  This is...Defense.  Then you have a Fear aura.  This is Defense.  Then you have a stun aura.  This is defense.  Dark Dark puts out a buttload of to-hit debuffs.  This is....Defense.  In my view that is the Defense the Armor has, your focus on that.  That is why I run high accuracy and to hit buffs.  My Auras pound any minions that get near me.  Long enough, and that is all I need.  Mitigate the incoming damage and the best heal in the game that is up every few seconds takes care of the rest.  The auras do not affect EBs and AVs.  The super high resistance values I run (and the fact that I am stealthed until I WANT to face that boss/av....)  do the lifting.  Without an army of minions backing up a Boss/AV with cheap shots (they cannot see me or they are feared/stunned) my resistance and heal are just fine.  

 

Now, maybe I hilariously misconceive what is going on with Dak Dark Tanks.  But I ran a Dark Dark Brute using these concepts daily for over six months.  I can show you the toon in game.  Badges and all.  For me it worked quite well.  I am considering moving to Tanks as the current Dev writing completely favors the Tank AT in my opinion.  Especially on the Dark Dark.  

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On 12/17/2022 at 9:47 AM, Snarky said:

Let me point out something real bedrock to Dark Armor.  You have NO Defense Debuff Resistance.  So in some fights (the tougher ones) kiss your Defense goodbye.  Sorry you built for it.  Worthless.



Sorry, but you're just plain wrong.

Is DDR-less Defense LESS useful than Defense on something rocking DDR?

Yes!

Is it "useless"?

I'm just going to look at you funny and tell you "Of course not!"

Yes, in debuff heavy content, it goes away fast.  But NOT instantaneously.
You still have to be hit in the first place.  During which time it is doing its job.

The rest of the time, think of it as an ablative shield.  It takes the first few initial strikes, generally the worst enemies can chuck at you.  After that, it gets "worn away".

Things like this are why I generally push for LAYERED mitigation.

So foregoing Resistance on a Resist-based build is moronic.  It leads to "eggshelling".
But simply IGNORING areas where you can acquire it without compromising other things?

1081.gif

That'd be like me telling you to forego regen/heals because it's not a form of damage mitigation.
Technically true (it's NOT mitigation), but totally missing the point about basic utility.

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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3 hours ago, Hyperstrike said:



Sorry, but you're just plain wrong.

Is DDR-less Defense LESS useful than Defense on something rocking DDR?

Yes!

Is it "useless"?

I'm just going to look at you funny and tell you "Of course not!"

Yes, in debuff heavy content, it goes away fast.  But NOT instantaneously.
You still have to be hit in the first place.  During which time it is doing its job.

The rest of the time, think of it as an ablative shield.  It takes the first few initial strikes, generally the worst enemies can chuck at you.  After that, it gets "worn away".

Things like this are why I generally push for LAYERED mitigation.

So foregoing Resistance on a Resist-based build is moronic.  It leads to "eggshelling".
But simply IGNORING areas where you can acquire it without compromising other things?

1081.gif

That'd be like me telling you to forego regen/heals because it's not a form of damage mitigation.
Technically true (it's NOT mitigation), but totally missing the point about basic utility.

Rarely do I disagree with you Hyperstrike.

 

I am standing my ground on this one.

 

I fully agree with your layered mitigation.  THAT is what Dark Dark has.  Non Suppressed Stealth. A Stun Aura. A Fear Aura. To-hit Debuffs. High Resistance values (which are their own debuff resistance.) Best heal in the game up every few seconds.  

 

I am saying build Dark Dark to THOSE strengths.  Rather than looking at it and right from the time you pull up to the curb be like "hmmmmm, how can I get this to be the same as Invulnerability?"

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Cloak of Darkness’s stealth suppresses when attacking or getting hit (basically, once in combat). Makes me want to put Dark Obliteration back in my build now for pulling. And Darkest Night. 

 

https://cod.uberguy.net/html/power.html?power=tanker_defense.dark_armor.cloak_of_darkness&at=tanker


Edit -

 

@Zect Thank you for your thoughtful response. At a fundamental level, I agree with your approach. Lots to think about, meaningful choices, etc.

Edited by Nyghtmaire
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The Splintered Soul Project: (Nyght****) 21 and counting (18 max). 

 

DSorrow: “Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.

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