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7 minutes ago, Nyghtmaire said:

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

 

Hmmm.  The PvE stealth definitely cancelled when you attack or are hit, but unlike the PvP stealth, it doesn't suppress for 10 seconds -- I think it's reestablished on the next pulse of the power.

 

Not sure of this, could be misinterpreting.

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2 minutes ago, aethereal said:

Hmmm.  The PvE stealth definitely cancelled when you attack or are hit, but unlike the PvP stealth, it doesn't suppress for 10 seconds -- I think it's reestablished on the next pulse of the power.

 

Not sure of this, could be misinterpreting.


Good question. I’ll monitor stealth next time I’m on. Suspect it does not reestablish until combat is over so long as hits keep coming, something remains in Death Shroud, or you’re attacking. 

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 do not know the data.   And this may have changed when the Devs recently gutted the long standing agro rules to ensure mobs far away attack you no matter what.  Disclaimer made

 

In my 6 months non stop running of a Dark Dark Brute (very similar to Tank) you could run in solo to a room with a hundred longbow.  ONLY the group in your aura (and those interconnected as same spawn) will notice and attack you.  The guys clumped a few feet away as a separate spawn.  They stand around smoking cigarettes wondering why their friends keep disappearing 

 

This does not apply to groups with stealth penetrating tech.  Rikti, Rularuu, Nemesis. Etc

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4 hours ago, Hyperstrike said:

Again, not what I'm saying.

I'm saying don't turn up your nose at a build that isn't compromising the build's innate integrity to make it something else.

 

I am a bit of a purist.  I will over reach on to hit accuracy, recharge and 1 more point of resistance rather than consider anything like defense.   And that can be a weakness.  Or a STRENGTH!!   
 

Thanks for the deeper look

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I compared-and-contrasted with Brute Energy Aura > Energy Cloak, and certainly the stealth in Dark is coded differently from the stealth in Energy Cloak (which does suppress for 10 seconds after attack etc for both PvE and PvP).

 

https://cod.uberguy.net/html/power.html?power=brute_defense.energy_aura.energy_cloak&at=brute

 

I don't have enough knowledge of the minutiae of how Stealth works/what exactly happens when you trigger a power's "cancel" condition, how notifying spreads between members of a spawn to understand exactly what behavior to expect from this difference, but Dark Armor's stealth really is different from other powers' stealth. 

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1 hour ago, aethereal said:

I compared-and-contrasted with Brute Energy Aura > Energy Cloak, and certainly the stealth in Dark is coded differently from the stealth in Energy Cloak (which does suppress for 10 seconds after attack etc for both PvE and PvP).

 

https://cod.uberguy.net/html/power.html?power=brute_defense.energy_aura.energy_cloak&at=brute

 

I don't have enough knowledge of the minutiae of how Stealth works/what exactly happens when you trigger a power's "cancel" condition, how notifying spreads between members of a spawn to understand exactly what behavior to expect from this difference, but Dark Armor's stealth really is different from other powers' stealth. 

If you really want to understand this it is pretty easy to see.  Take one Dark Armor tank or brute.   Crank a mission with a ton of Longbow to 1x8. (For speed). Then go in and start combat

 

You will notice the spawn that you engage with behaves normally.  The spawn standing next to them will not behave normal.  Which would be to attack you.  And wander over as you chew the spawn down below 17.  Nope.  They just stand there oblivious as you eat their friends.  It behaves differently than stealth in the game.  Lets call it something else.   Oh, perfect name.  Lets call it “Cloak of Darkness”

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Doesn't look quite right and the rech seems a little off but who doesn't want fold space on their tank (especially that dark tank for a tight soul drain) I couldn't give up superspeed so i ended up dropping cloak of fear:

 

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: Teleportation
Power Pool: Leaping
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 - Accuracy/Damage/Endurance/Recharge
 (3) Superior Might of the Tanker - Accuracy/Damage
 (5) Superior Might of the Tanker - Damage/Endurance/Recharge
 (5) Superior Might of the Tanker - Damage/Recharge
 (7) Superior Might of the Tanker - Accuracy/Damage/Recharge


Level 1:    Smite    
 (A) Hecatomb - Chance of Damage(Negative)
 (7) Hecatomb - Damage/Endurance
 (9) Hecatomb - Recharge/Accuracy
 (9) Hecatomb - Damage/Recharge/Accuracy
 (11) Hecatomb - Damage


Level 2:    Dark Embrace    
 (A) Unbreakable Guard - Resistance
 (11) Unbreakable Guard - +Max HP
 (13) Unbreakable Guard - Resistance/Endurance
 (13) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (37) Steadfast Protection - Resistance/+Def 3%
 (42) Steadfast Protection - Knockback Protection


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


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


Level 8:    Dark Regeneration    
 (A) Theft of Essence - Chance for +Endurance
 (19) Preventive Medicine - Chance for +Absorb
 (19) Preventive Medicine - Heal/RechargeTime
 (21) Touch of the Nictus - Accuracy/Endurance/Recharge
 (21) Touch of the Nictus - Accuracy/Endurance/Healing/Absorb


Level 10:    Shadow Maul    
 (A) Armageddon - Chance for Fire Damage
 (23) Armageddon - Damage/Endurance
 (25) Armageddon - Recharge/Accuracy
 (25) Armageddon - Damage/Recharge/Accuracy
 (27) Armageddon - Damage


Level 12:    Cloak of Darkness    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (23) Reactive Defenses - Scaling Resist Damage
 (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) Superior Blistering Cold - Accuracy/Damage
 (31) Superior Blistering Cold - Damage/Endurance
 (31) Superior Blistering Cold - Accuracy/Damage/Endurance
 (33) Superior Blistering Cold - Accuracy/Damage/Recharge
 (33) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
 (49) Healing IO


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


Level 24:    Combat Teleport    
 (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) Superior Gauntleted Fist - RechargeTime/+Absorb
 (37) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
 (39) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
 (39) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
 (39) Superior Gauntleted Fist - Damage/RechargeTime


Level 30:    Dark Consumption    
 (A) Superior Avalanche - Recharge/Chance for Knockdown
 (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
 (43) Superior Avalanche - Accuracy/Damage
 (45) Superior Avalanche - Accuracy/Damage/Endurance
 (46) Superior Avalanche - Accuracy/Damage/Recharge


Level 32:    Teleport    
 (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:    Super Speed    
 (A) Winter's Gift - Slow Resistance (20%)


Level 41:    Fold Space    
D-Sync Origin:D-Sync Provocation


Level 44:    Dark Obliteration    
 (A) Ragnarok - Recharge/Accuracy
 (45) Ragnarok - Damage/Recharge/Accuracy
 (45) Ragnarok - Damage/Recharge
 (46) Ragnarok - Damage
 (49) Ragnarok - Damage/Endurance


Level 47:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (47) Kismet - Accuracy +6%


Level 49:    Darkest Night    
D-Sync Origin:D-Sync Marginalization


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
 (46) Synapse's Shock - EndMod/Increased Run Speed
 (48) Performance Shifter - EndMod


Level 50:    Vigor Core Paragon    
Level 38:    Speed Phase    
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
|-------------------------------------------------------------------|
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|CA55D608B9F2638A15FF0556473A7AA7F01CA1DD626|
|-------------------------------------------------------------------|

 

Edited by Meknomancer
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  • 2 weeks later
On 12/19/2022 at 11:59 PM, Nyghtmaire said:

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

 

Excellent! Some people, when challenged, chose to respond by getting defensive or making irrelevant nitpicks that evade the issues being discussed. On the other hand, you have shown an openness towards new information that can only benefit you. Even if you don't build the way I do, you now have another option in your arsenal of tricks. Open, flexible minds will always have the advantage regardless of circumstances.

 

I want to emphasize how severe the dropoff in slot-efficiency can be with an example. Say you're going for a high-rech permahasten build.

  • The first 32.5% or so rech is basically a freebie, from 5x Lotg. In fact, you probably don't have to spend a single slot on this, since the lotg global fits nicely in the default slot of all your +def powers and mules.
  • The next 50% rech? Not too bad. ATIO's and purples provide high slot-efficiency with strong enhancement values, powerful damage procs and desirable set bonuses. Note, however, that 10% rech is usually a 4-6 piece bonus. Getting this 50% is going to cost us ~20-25 added slots out of 67 total. It's still a good deal, but no longer free money.
  • At this point, with Hasten, you are at 152.5% recharge. You're still 25% or so off permahasten. But this last 25% is going to be expensive indeed. The major recharge bonuses (5%, 6.25%, 7.5%) are typically also 4-6 piece bonuses. Depending on what set muling options you have available, this last 25% could end up costing nearly as many slots as the previous 50%. Our slot efficiency has dropped by up to half, and we've already spent a third or so of our slots - and we still need to build for def and res.

 

The same thing applies to defense, or resists, or anything else. With defense, especially positional defense, the dropoff is even more severe. The first 6% costs only 2 slots. The last 6% could be two 6-piece bonuses.

 

The moral of the story: the more you try to squeeze one particular thing from your budget of IO sets, the lower your slot-efficiency gets.

 

A colloary is that it is far cheaper to get 80% of two things, than it is to get 100% of one and 0% of the other. Remember that freebie 32.5% rech from 5x lotg? Well, it turns out that the defense powers you took to get it provide a fair bit of defense, too. Did you spend 5 slots on Oblits to get 5% rech? For the low, low price of only one more slot, you can have 3.75% melee def! etc.

 

Relating this to the topic at hand, i.e. being how to build for dark, there are some armor sets that can get away with turtling it up, WP and Invuln being classic examples (another reason why they're beginner-friendly, non-skill-dependent sets). Other sets, such as rad, fire and dark, should always ask if a hybrid approach delivers potentially more performance instead.

 

P.S. I found my dark/dark build, and it has similar stats, being about 7.5% undercapped to E/F/C by design. The big difference is only 160% rech instead of 170%, due to slots spent on a procced-out ToF. Superior defensive and offensive power, people.

Edited by Zect
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43 minutes ago, Zect said:

 

Excellent! Some people, when challenged, chose to respond by getting defensive or making irrelevant nitpicks that evade the issues being discussed. On the other hand, you have shown an openness towards new information that can only benefit you. Even if you don't build the way I do, you now have another option in your arsenal of tricks. Open, flexible minds will always have the advantage regardless of circumstances.

 

I want to emphasize how severe the dropoff in slot-efficiency can be with an example. Say you're going for a high-rech permahasten build.

  • The first 32.5% or so rech is basically a freebie, from 5x Lotg. In fact, you probably don't have to spend a single slot on this, since the lotg global fits nicely in the default slot of all your +def powers and mules.
  • The next 50% rech? Not too bad. ATIO's and purples provide high slot-efficiency with strong enhancement values, powerful damage procs and desirable set bonuses. Note, however, that 10% rech is usually a 4-6 piece bonus. Getting this 50% is going to cost us ~20-25 added slots out of 67 total. It's still a good deal, but no longer free money.
  • At this point, with Hasten, you are at 152.5% recharge. You're still 25% or so off permahasten. But this last 25% is going to be expensive indeed. The major recharge bonuses (5%, 6.25%, 7.5%) are typically also 4-6 piece bonuses. Depending on what set muling options you have available, this last 25% could end up costing nearly as many slots as the previous 50%. Our slot efficiency has dropped by up to half, and we've already spent a third or so of our slots - and we still need to build for def and res.

 

The same thing applies to defense, or resists, or anything else. With defense, especially positional defense, the dropoff is even more severe. The first 6% costs only 2 slots. The last 6% could be two 6-piece bonuses.

 

The moral of the story: the more you try to squeeze one particular thing from your budget of IO sets, the lower your slot-efficiency gets.

 

A colloary is that it is far cheaper to get 80% of two things, than it is to get 100% of one and 0% of the other. Remember that freebie 32.5% rech from 5x lotg? Well, it turns out that the defense powers you took to get it provide a fair bit of defense, too. Did you spend 5 slots on Oblits to get 5% rech? For the low, low price of only one more slot, you can have 3.75% melee def! etc.

 

Relating this to the topic at hand, i.e. being how to build for dark, there are some armor sets that can get away with turtling it up, WP and Invuln being classic examples (another reason why they're beginner-friendly, non-skill-dependent sets). Other sets, such as rad, fire and dark, should always ask if a hybrid approach delivers potentially more performance instead.

 

P.S. I found my dark/dark build, and it has similar stats, being about 7.5% undercapped to E/F/C by design. The big difference is only 160% rech instead of 170%, due to slots spent on a procced-out ToF. Superior defensive and offensive power, people.



Depends on what you're aiming for.

Please remember that the more Defense you have, the more effective it is.  Both flooring your chances of being hit AND acting as an ablative shield to DDR attacks.

As such, it's not always an X-slots brings Y-value.  There's also Z (cumulative effect).

It can also be highly situational.
Like a Regen monster at a Hami raid.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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On 12/19/2022 at 5:05 PM, Meknomancer said:

Doesn't look quite right and the rech seems a little off but who doesn't want fold space on their tank (especially that dark tank for a tight soul drain) I couldn't give up superspeed so i ended up dropping cloak of fear:

 

  Reveal hidden contents

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: Teleportation
Power Pool: Leaping
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 - Accuracy/Damage/Endurance/Recharge
 (3) Superior Might of the Tanker - Accuracy/Damage
 (5) Superior Might of the Tanker - Damage/Endurance/Recharge
 (5) Superior Might of the Tanker - Damage/Recharge
 (7) Superior Might of the Tanker - Accuracy/Damage/Recharge


Level 1:    Smite    
 (A) Hecatomb - Chance of Damage(Negative)
 (7) Hecatomb - Damage/Endurance
 (9) Hecatomb - Recharge/Accuracy
 (9) Hecatomb - Damage/Recharge/Accuracy
 (11) Hecatomb - Damage


Level 2:    Dark Embrace    
 (A) Unbreakable Guard - Resistance
 (11) Unbreakable Guard - +Max HP
 (13) Unbreakable Guard - Resistance/Endurance
 (13) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (37) Steadfast Protection - Resistance/+Def 3%
 (42) Steadfast Protection - Knockback Protection


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


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


Level 8:    Dark Regeneration    
 (A) Theft of Essence - Chance for +Endurance
 (19) Preventive Medicine - Chance for +Absorb
 (19) Preventive Medicine - Heal/RechargeTime
 (21) Touch of the Nictus - Accuracy/Endurance/Recharge
 (21) Touch of the Nictus - Accuracy/Endurance/Healing/Absorb


Level 10:    Shadow Maul    
 (A) Armageddon - Chance for Fire Damage
 (23) Armageddon - Damage/Endurance
 (25) Armageddon - Recharge/Accuracy
 (25) Armageddon - Damage/Recharge/Accuracy
 (27) Armageddon - Damage


Level 12:    Cloak of Darkness    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (23) Reactive Defenses - Scaling Resist Damage
 (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) Superior Blistering Cold - Accuracy/Damage
 (31) Superior Blistering Cold - Damage/Endurance
 (31) Superior Blistering Cold - Accuracy/Damage/Endurance
 (33) Superior Blistering Cold - Accuracy/Damage/Recharge
 (33) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
 (49) Healing IO


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


Level 24:    Combat Teleport    
 (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) Superior Gauntleted Fist - RechargeTime/+Absorb
 (37) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
 (39) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
 (39) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
 (39) Superior Gauntleted Fist - Damage/RechargeTime


Level 30:    Dark Consumption    
 (A) Superior Avalanche - Recharge/Chance for Knockdown
 (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
 (43) Superior Avalanche - Accuracy/Damage
 (45) Superior Avalanche - Accuracy/Damage/Endurance
 (46) Superior Avalanche - Accuracy/Damage/Recharge


Level 32:    Teleport    
 (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:    Super Speed    
 (A) Winter's Gift - Slow Resistance (20%)


Level 41:    Fold Space    
D-Sync Origin:D-Sync Provocation


Level 44:    Dark Obliteration    
 (A) Ragnarok - Recharge/Accuracy
 (45) Ragnarok - Damage/Recharge/Accuracy
 (45) Ragnarok - Damage/Recharge
 (46) Ragnarok - Damage
 (49) Ragnarok - Damage/Endurance


Level 47:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (47) Kismet - Accuracy +6%


Level 49:    Darkest Night    
D-Sync Origin:D-Sync Marginalization


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
 (46) Synapse's Shock - EndMod/Increased Run Speed
 (48) Performance Shifter - EndMod


Level 50:    Vigor Core Paragon    
Level 38:    Speed Phase    
------------

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And I looked at the +Rech numbers.
They're right on.

My only obvious problem is a small quibble.

Boxing <<< KICK!!!

Boxing, simply as a mandatory pick to get into Fighting is a total waste.

Kick really isn't much better.
HOWEVER, you can dump a Force Feedback (Chance for +Rech) in there.

Sure, the utility is "minimal".  BUT NOT "NONE".

  • Haha 1

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Not none. As someone who takes boxing/kick to get tough and weave they are both irrelevant (unless its a toon running ss and then boxing is better slotted as an attack than the stuff in the primary) because they get picked, auto put in tray and then removed instantly from tray and forgotten about.

 

On a few occasions, like i'm exempt down to level 10 for some ourob arc and have very few attacks i'll toss a hammi or boosted acc/dmg in boxing. You are correct the utility is minimal but not none. In which case boxing is the better/more useful pick as it doesn't do kb and has a nice little mez 🙂 

Edited by Meknomancer
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  • 2 months later

i see a lot of different builds here for Dark / Dark so i will through mine in as well i have made it to 50 and now i am working on my incarnates. 

 

 

 

 

 

 

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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Death Shroud

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

Level 1: Shadow Punch

  • (A) Superior Gauntleted Fist - RechargeTime/+Absorb
  • (7) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (9) Superior Gauntleted Fist - Accuracy/Damage
  • (9) Superior Gauntleted Fist - Damage/RechargeTime
  • (11) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (11) Superior Gauntleted Fist - Damage/Endurance/RechargeTime

Level 2: Dark Embrace

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

Level 4: Shadow Maul

  • (A) Superior Avalanche - Accuracy/Damage
  • (21) Superior Avalanche - Damage/Endurance
  • (21) Superior Avalanche - Accuracy/Damage/Endurance
  • (23) Superior Avalanche - Accuracy/Damage/Recharge
  • (23) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (25) Superior Avalanche - Recharge/Chance for Knockdown

Level 6: Murky Cloud

  • (A) Unbreakable Guard - Resistance
  • (7) Unbreakable Guard - Endurance/RechargeTime
  • (25) Unbreakable Guard - Resistance/Endurance
  • (27) Unbreakable Guard - RechargeTime/Resistance
  • (27) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 8: Obsidian Shield

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

Level 10: Taunt

  • (A) Perfect Zinger - Accuracy/Recharge

Level 12: Dark Regeneration

  • (A) Theft of Essence - Accuracy/Endurance/Recharge
  • (15) Theft of Essence - Healing
  • (31) Theft of Essence - Healing/Recharge
  • (31) Theft of Essence - Accuracy/Healing
  • (33) Theft of Essence - Accuracy/Endurance/Healing
  • (33) Theft of Essence - Chance for +Endurance

Level 14: Cloak of Darkness

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

Level 16: Siphon Life

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

Level 18: Hasten

  • (A) Recharge Reduction IO
  • (45) Recharge Reduction IO

Level 20: Super Speed

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

Level 22: Kick

  • (A) Accuracy IO

Level 24: Tough

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

Level 26: Touch of Fear

  • (A) Fury of the Gladiator - Chance for Res Debuff
  • (33) Fury of the Gladiator - Accuracy/Damage/End/Rech
  • (42) Fury of the Gladiator - Accuracy/Damage
  • (43) Fury of the Gladiator - Damage/Recharge
  • (43) Fury of the Gladiator - Damage/Endurance/Recharge
  • (43) Fury of the Gladiator - Accuracy/Endurance/Recharge

Level 28: Soul Drain

  • (A) Fury of the Gladiator - Accuracy/Damage/End/Rech
  • (39) Fury of the Gladiator - Accuracy/Damage
  • (40) Fury of the Gladiator - Damage/Recharge
  • (40) Fury of the Gladiator - Damage/Endurance/Recharge
  • (40) Fury of the Gladiator - Accuracy/Endurance/Recharge
  • (42) Eradication - Chance for Energy Damage

Level 30: Weave

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

Level 32: Soul Transfer

  • (A) Razzle Dazzle - Chance of Immobilize

Level 35: Dark Consumption

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

Level 38: Oppressive Gloom

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

Level 41: Combat Jumping

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

Level 44: Focused Accuracy

  • (A) Endurance Reduction IO

Level 47: Physical Perfection

  • (A) Preventive Medicine - Chance for +Absorb

Level 49: Assault

  • (A) Endurance Reduction IO

Level 1: Gauntlet 


Level 1: Brawl
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