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Snarky

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I just pulled this 50 off a back shelf and took an hour rebuilding the finer points.  Here is how I run it now.

 

This Hero build was built using Mids Reborn 3.4.7
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: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Death Shroud

  • (A) Multi-Strike - Accuracy/Damage
  • (3) Multi-Strike - Accuracy/Endurance
  • (3) Multi-Strike - Accuracy/Damage/Endurance
  • (5) Multi-Strike - Damage/Endurance
  • (5) Perfect Zinger - Accuracy/Recharge
  • (7) Perfect Zinger - Chance for Psi Damage

Level 1: Smite

  • (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
  • (15) Unbreakable Guard - Resistance/Endurance
  • (17) Unbreakable Guard - RechargeTime/Resistance

Level 4: Murky Cloud

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

Level 6: Obsidian Shield

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

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: Shadow Maul

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

Level 12: Cloak of Darkness

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

Level 14: Taunt

  • (A) Perfect Zinger - Chance for Psi 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/Endurance
  • (37) Unspeakable Terror - Disorient Bonus

Level 22: Oppressive Gloom

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

Level 24: Soul Drain

  • (A) Adjusted Targeting - Recharge
  • (40) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (42) Adjusted Targeting - To Hit Buff/Endurance
  • (42) Scirocco's Dervish - Accuracy/Damage
  • (42) Scirocco's Dervish - Accuracy/Recharge
  • (43) Scirocco's Dervish - Accuracy/Damage/Endurance

Level 26: Fly

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

Level 28: 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 30: 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 32: Hasten

  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO

Level 35: Conserve Power

  • (A) Recharge Reduction IO

Level 38: Focused Accuracy

  • (A) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (50) Adjusted Targeting - Endurance/Recharge
  • (50) Adjusted Targeting - To Hit Buff/Endurance

Level 41: Kick

  • (A) Accuracy IO

Level 44: Soul Transfer

  • (A) Recharge Reduction IO

Level 47: Tough

  • (A) Titanium Coating - Resistance/Endurance
  • (50) Titanium Coating - Resistance

Level 49: Physical Perfection

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

Level 1: Brawl

  • (A) Accuracy IO

Level 1: Gauntlet 


Level 1: Sprint

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I'm not a fan of Cloak of Fear due to its accuracy penalty and endurance cost. If you're going to keep it, I think you want more end reduction (which probably requires a 4th slot if you want to maintain the accuracy).

 

Touch of Fear is an unusual power, in that the -tohit and fear only affect the primary target while the damage is AoE. I wouldn't bother slotting for fear. It works much better slotted with Melee AoE damage procs or a Melee AoE set. 

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2 hours ago, Uun said:

I'm not a fan of Cloak of Fear due to its accuracy penalty and endurance cost. If you're going to keep it, I think you want more end reduction (which probably requires a 4th slot if you want to maintain the accuracy).

 

Touch of Fear is an unusual power, in that the -tohit and fear only affect the primary target while the damage is AoE. I wouldn't bother slotting for fear. It works much better slotted with Melee AoE damage procs or a Melee AoE set. 

I have a global +12% to hit and +74% accuracy.  Part of this (a large part) is my perception that cloak of fear is part of the layered mitigation Dark armor uses instead of Defense.  It needs to hit.  

 

End reduction on the build is also layered.  Good recovery built in, along with Dark Consumption for tough moments and Conserve Power for when they ALL try to eat your Blue bar.  

 

Touch of Fear is slotted....for the 3% Energy Resistance.  Which I have gotten into the 80s at all times.  Pop a small orange and I am capped.  I monitor all my resistances as well as damage bonus....and stealth.  (yes, when I turn off my auras and turn on sprint the vampire goes fully invisible!)

 

This build is an evolution of the Brute I ran for over a year. I still love the Brute, but there are advantages to the Tank. Shadow Maul is surprisingly effective on the Tank. Especially after practicing with it...forever...on a Brute. And other Tank advantages.

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You could break up Superior Gauntleted Fist for 2x 6% E/N, franketslotting the remainder of slots. Give you some slot flexibility. Also Turns ToF into a damage power as @Uun mentioned and allows for Theft of Essence in Life Drain, which ends up being surprisingly useful endurance return as part of the attack chain. Maybe put the three pieces in Life Drain and Soul Drain respectively, then slot ToF with 5 pieces of Armageddon for the recharge. 
 

Also recommend putting the Preventative Medicine proc in Soul Transfer. Won’t be dying much with this build, but the proc is always useful. One slot wonder.

 

I find with my naked KB tanks (well, fire and dark armor) I really need more KB protection. You can get 3 points with 3-set of Fury of the Gladiator and/or Gladiator’s Armor. 

 

At work (and switched to a Mac) so merely eyeballing the build. Looks fun to me! What are you building resistances to - ~83% to leave room for one stack of MotT? If so, might want to move the set to Death Shroud. Almost always be able to maintain one stack.

 

I know your opinion on defense for dark armor. Still recommend at last slowing the defense uniques to give that little bit of cushion to keep you from going into -def territory so quickly when defense debuffed. 
 

Like I said, no Mids right now. Been doing that shit on a legal pad and a calculator (kids use their phone) when I need to build. 

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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9 minutes ago, Nyghtmaire said:

You could break up Superior Gauntleted Fist for 2x 6% E/N, franketslotting the remainder of slots. Give you some slot flexibility. Also Turns ToF into a damage power as @Uun mentioned and allows for Theft of Essence in Life Drain, which ends up being surprisingly useful endurance return as part of the attack chain. Maybe put the three pieces in Life Drain and Soul Drain respectively, then slot ToF with 5 pieces of Armageddon for the recharge. 
 

Also recommend putting the Preventative Medicine proc in Soul Transfer. Won’t be dying much with this build, but the proc is always useful. One slot wonder.

 

I find with my naked KB tanks (well, fire and dark armor) I really need more KB protection. You can get 3 points with 3-set of Fury of the Gladiator and/or Gladiator’s Armor. 

 

At work (and switched to a Mac) so merely eyeballing the build. Looks fun to me! What are you building resistances to - ~83% to leave room for one stack of MotT? If so, might want to move the set to Death Shroud. Almost always be able to maintain one stack.

 

I know your opinion on defense for dark armor. Still recommend at last slowing the defense uniques to give that little bit of cushion to keep you from going into -def territory so quickly when defense debuffed. 
 

Like I said, no Mids right now. Been doing that shit on a legal pad and a calculator (kids use their phone) when I need to build. 

Good eye!  Thanks.  Actually, calculator is better than MiDs sometimes.  the numbers get wonky.  My Mids show 6% higher Energy Res than is true in game.  I added it up manually and have no idea what MiDs is doing.  

 

I wanted to "hard cap" Res (To me this means 100%, because Res is it's own Res Debuff Res)  But yeah, dropping that 96.xx S/L down to 90 to get 6% Energy Res sounds smart.  That will put me at 88% Energy Res, 90% everywhere else except toxic (72%) 

 

I'm iffy on the absorb proc.  I want it, but the TFs where I need a rez....I tend to need it again lol.  Recharge cuts over half a minute off the cooldown.  If there are enemies around (more than one) my bar fills.  Or I just hit Dark Regen.  If I am up I can heal from the brink of death to full every 12-15 secs, plus Siphon Life.

 

Knockback.  Sigh.  I wanted protection.  Let me see what I can squeeze out as I tinker with Gauntleted Fist.

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12 minutes ago, Snarky said:

I added it up manually and have no idea what MiDs is doing.  

 

It is adding one stack of Might of the Tanker +res proc.  If you untick the yellow bubble in the power you have MotT slotted, you will see that +6% disappear.

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42 minutes ago, Snarky said:

I wanted to "hard cap" Res (To me this means 100%, because Res is it's own Res Debuff Res)

I can’t see your incarnates, but an option would be to use cardiac for those edge cases (rather than set bonuses alone), then either spiritual for recharge or musculature radial for damage, -ToHit, and endmod (and immobilization for Midnight grasp haha). That way, you’re merely building for mid/high 80s for normal play but get even tougher when it’s gonna get real. To be fair, really liking Vigor lately too for dark armor. Many ways to peel back the parchment-like skin of an elder undead.

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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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1 minute ago, Nyghtmaire said:

I can’t see your incarnates, but an option would be to use cardiac for those edge cases (rather than set bonuses alone), then either spiritual for recharge or musculature radial for damage, -ToHit, and endmod (and immobilization for Midnight grasp haha). That way, you’re merely building for mid/high 80s for normal play but get even tougher when it’s gonna get real. To be fair, really liking Vigor lately too for dark armor. Many ways to peel back the parchment-like skin of an elder undead.

If I stay on this for a while (I never know) then i will prob get a full set of "alt" Tier 4s for easier stuff to just clean 45+ +0 speed content.  But honestly....once it is easy, it just melts.

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1 hour ago, Nyghtmaire said:

You could break up Superior Gauntleted Fist for 2x 6% E/N, franketslotting the remainder of slots. Give you some slot flexibility. Also Turns ToF into a damage power as @Uun mentioned and allows for Theft of Essence in Life Drain, which ends up being surprisingly useful endurance return as part of the attack chain. Maybe put the three pieces in Life Drain and Soul Drain respectively, then slot ToF with 5 pieces of Armageddon for the recharge. 
 

Also recommend putting the Preventative Medicine proc in Soul Transfer. Won’t be dying much with this build, but the proc is always useful. One slot wonder.

 

I find with my naked KB tanks (well, fire and dark armor) I really need more KB protection. You can get 3 points with 3-set of Fury of the Gladiator and/or Gladiator’s Armor. 

 

At work (and switched to a Mac) so merely eyeballing the build. Looks fun to me! What are you building resistances to - ~83% to leave room for one stack of MotT? If so, might want to move the set to Death Shroud. Almost always be able to maintain one stack.

 

I know your opinion on defense for dark armor. Still recommend at last slowing the defense uniques to give that little bit of cushion to keep you from going into -def territory so quickly when defense debuffed. 
 

Like I said, no Mids right now. Been doing that shit on a legal pad and a calculator (kids use their phone) when I need to build. 

Great suggestions.  Here are the "improvements"

 

This Hero build was built using Mids Reborn 3.4.7
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: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Death Shroud

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

Level 1: Smite

  • (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
  • (15) Unbreakable Guard - Resistance/Endurance
  • (17) Unbreakable Guard - RechargeTime/Resistance

Level 4: Murky Cloud

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

Level 6: Obsidian Shield

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

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: Shadow Maul

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

Level 12: Cloak of Darkness

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

Level 14: Taunt

  • (A) Perfect Zinger - Chance for Psi Damage

Level 16: Siphon Life

  • (A) Touch of Death - Accuracy/Damage
  • (34) Touch of Death - Chance of Damage(Negative)
  • (34) Touch of Death - Damage/Recharge
  • (34) Superior Gauntleted Fist - Accuracy/Damage
  • (36) Superior Gauntleted Fist - Accuracy/Damage/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/Endurance
  • (37) Unspeakable Terror - Disorient Bonus

Level 22: Oppressive Gloom

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

Level 24: Soul Drain

  • (A) Adjusted Targeting - Recharge
  • (40) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (42) Adjusted Targeting - To Hit Buff/Endurance
  • (42) Scirocco's Dervish - Accuracy/Damage
  • (42) Scirocco's Dervish - Accuracy/Recharge
  • (43) Scirocco's Dervish - Accuracy/Damage/Endurance

Level 26: Fly

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

Level 28: Dark Consumption

  • (A) Multi-Strike - Accuracy/Damage
  • (43) Multi-Strike - Damage/Recharge
  • (43) Multi-Strike - Accuracy/Endurance
  • (45) Multi-Strike - Accuracy/Damage/Endurance
  • (45) Perfect Zinger - Threat/Placate/Recharge
  • (45) Perfect Zinger - Accuracy/Recharge

Level 30: 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 32: Hasten

  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO

Level 35: Conserve Power

  • (A) Recharge Reduction IO

Level 38: Focused Accuracy

  • (A) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (50) Adjusted Targeting - Endurance/Recharge
  • (50) Adjusted Targeting - To Hit Buff/Endurance

Level 41: Kick

  • (A) Accuracy IO

Level 44: Soul Transfer

  • (A) Recharge Reduction IO

Level 47: Tough

  • (A) Titanium Coating - Resistance/Endurance
  • (50) Titanium Coating - Resistance

Level 49: Physical Perfection

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

Level 1: Gauntlet 


Level 1: Brawl

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Here's a take that focuses on building as much Slow RES and recharge as possible without sacrificing too much bulk:

 

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

Click this DataLink to open the build!

Dork Dork: Level 50 Technology Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Dark Embrace

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

Level 1: Smite

  • (A) Hecatomb - Chance of Damage(Negative)
  • (11) Hecatomb - Damage/Endurance
  • (11) Hecatomb - Recharge/Accuracy
  • (15) Hecatomb - Damage/Recharge/Accuracy
  • (23) Hecatomb - Damage/Recharge

Level 2: Murky Cloud

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

Level 4: Shadow Maul

  • (A) Armageddon - Chance for Fire Damage
  • (37) Armageddon - Damage/Endurance
  • (37) Armageddon - Recharge/Accuracy
  • (39) Armageddon - Damage/Recharge/Accuracy
  • (39) Armageddon - Damage/Recharge

Level 6: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (7) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (7) Reactive Defenses - Scaling Resist Damage
  • (9) Kismet - Accuracy +6%
  • (9) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 8: Obsidian Shield

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

Level 10: Death Shroud

  • (A) Superior Avalanche - Damage/Endurance
  • (50) Superior Avalanche - Accuracy/Damage/Endurance

Level 12: Dark Regeneration

  • D-Sync Origin:D-Sync Siphon

Level 14: Super Jump

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

Level 16: Taunt

  • (A) Empty

Level 18: Siphon Life

  • (A) Superior Gauntleted Fist - Damage/RechargeTime
  • (27) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (27) Superior Gauntleted Fist - RechargeTime/+Absorb
  • (29) Superior Blistering Cold - Accuracy/Damage
  • (29) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (31) Theft of Essence - Chance for +Endurance

Level 20: Hasten

  • (A) Recharge Reduction IO
  • (21) Recharge Reduction IO

Level 22: Cloak of Fear

  • (A) Unspeakable Terror - Accuracy/Recharge
  • (23) Unspeakable Terror - Accuracy/Endurance
  • (43) Unspeakable Terror - Accuracy/Fear/Recharge
  • (46) Unspeakable Terror - Endurance/Fear
  • (46) Unspeakable Terror - Disorient Bonus

Level 24: Soul Drain

  • (A) Superior Avalanche - Accuracy/Damage
  • (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (36) Superior Avalanche - Accuracy/Damage/Recharge
  • (36) Adjusted Targeting - To Hit Buff/Recharge
  • (36) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (37) Adjusted Targeting - Recharge

Level 26: Boxing

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

Level 28: Dark Consumption

  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (33) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (33) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (33) Synapse's Shock - EndMod/Increased Run Speed
  • (34) Synapse's Shock - EndMod/Recharge
  • (34) Synapse's Shock - EndMod

Level 30: Tough

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

Level 32: Oppressive Gloom

  • (A) Absolute Amazement - Stun
  • (48) Absolute Amazement - Stun/Recharge
  • (48) Absolute Amazement - Stun/Recharge/Accuracy
  • (48) Absolute Amazement - Recharge/Accuracy
  • (50) Absolute Amazement - Stun/Endurance

Level 35: Midnight Grasp

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

Level 38: Cloak of Darkness

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

Level 41: Gloom

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

Level 44: Dark Obliteration

  • (A) Ragnarok - Chance for Knockdown
  • (45) Ragnarok - Damage/Endurance
  • (45) Ragnarok - Recharge/Accuracy
  • (45) Ragnarok - Damage/Recharge/Accuracy
  • (46) Ragnarok - Damage/Recharge

Level 47: Weave

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

Level 49: Soul Transfer

  • (A) Preventive Medicine - Chance for +Absorb

Level 1: Brawl

  • (A) Empty

Level 1: Gauntlet 


Level 1: Sprint

 

Spoiler

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

 

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Mainly on Excelsior. Find me in game @Spaghetti Betty.

AE Arcs:  Big Magic Blowout! 41612 | The Meta-Human Wrestling Association 44683 | MHWA Part 2 48577

Click to look at my pets!

 

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3 minutes ago, Spaghetti Betty said:

Here's a take that focuses on building as much Slow RES and recharge as possible without sacrificing too much bulk:

 

Beat me to it.  Slow res is also great for running the hell out of those unresistable Tar Patches.   Even 100% res won't save you from them and if it's being dropped by a +4 NPC... it's gonna hurt.

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17 minutes ago, ZemX said:

 

Beat me to it.  Slow res is also great for running the hell out of those unresistable Tar Patches.   Even 100% res won't save you from them and if it's being dropped by a +4 NPC... it's gonna hurt.

I fly 99% time.  It is one of the 10 toggles I always have on.  Why you think I am End bar obsessive?  lol.  Vampires fly man.  Perks.

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2 minutes ago, Snarky said:

I fly 99% time.  It is one of the 10 toggles I always have on.  Why you think I am End bar obsessive?  lol.  Vampires fly man.  Perks.

Slow RES also resists -recharge!

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Mainly on Excelsior. Find me in game @Spaghetti Betty.

AE Arcs:  Big Magic Blowout! 41612 | The Meta-Human Wrestling Association 44683 | MHWA Part 2 48577

Click to look at my pets!

 

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33 minutes ago, Snarky said:

I fly 99% time.  It is one of the 10 toggles I always have on.  Why you think I am End bar obsessive?  lol.  Vampires fly man.  Perks.

 

Does that actually avoid Tar Patches?  The effect area should be 25ft radius and you'll need to be very near the ground to be punching things.  I'd think you would be caught and grounded by them, but I never take Fly as a travel power, so I honestly don't know.

 

It's sort of moot though, the best reason to have slow resist is to protect your power recharge.  The fact it actually prevents slow movement as well is more of a bonus.  

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31 minutes ago, ZemX said:

 

Does that actually avoid Tar Patches?  The effect area should be 25ft radius and you'll need to be very near the ground to be punching things.  I'd think you would be caught and grounded by them, but I never take Fly as a travel power, so I honestly don't know.

 

It's sort of moot though, the best reason to have slow resist is to protect your power recharge.  The fact it actually prevents slow movement as well is more of a bonus.  

In general (being a Tank) power recharge does not affect me a ton.  I have haste and global rech.  So, I just need to punchvoke when times get weird.  Rarely is this a make or break issue for me.

 

As far as I can tell as long as I have fly on i take zero effect from tar patch, caltrops etc

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On 4/3/2023 at 3:36 PM, Snarky said:

As far as I can tell as long as I have fly on i take zero effect from tar patch, caltrops etc

 

Not exactly.  I was curious about it, so I went to my go-to experiment in horrific Tar Patches... the Shepherd Compound (via Ouroboros) in First Ward.   Here you can find the dreaded Prophets and their Unresistable Tar Patches:

image.thumb.jpeg.21d05520a4e3066df7a5fda11f24a149.jpeg

 

Summary: It's good news / bad news.  

 

The good news is that flying above a Tar Patch, you are not affected by the -FLY debuff (obviously, since I am not grounded in this pic and you can see my fly speed is unaffected in the combat monitor).  So you can fly away from it.  Caveat: If you get within a few feet of the ground, even with fly toggled on, you will be considered ON the ground and the Tar will grab you and ground you with the -fly debuff at which point you won't be able to fly away and if you don't have slow resist... you won't be able to run away very fast either.

 

The bad news is I am being hit by everything else this Tar Patch does even while in the air.  You can see I am being hit with -runspeed and -jump height.  My jump height has been zeroed but my run speed is unaffected because my slow resist here is about 94%.  So even on the ground, I'd be able to run out of this patch.  That's not really bad since I am flying.  I don't care too much about running or jumping, but....

 

You'll notice my Smashing Resistance is 62% here.  I checked it outside the mission.  It is capped at 90% even at this level standing still (no MotT proc).  But in actuality, it is closer to 96% total.   So this +1 Prophet boss is knocking around 34% off my resistances with a single Tar Patch.  And there are two of them (mission is at +0/x8).  We talked up this mission in the Tanker forum a while back.  Some stoner posted a picture of his resistances nearly zeroed from a couple +5 Prophets while he was in Granite Form.

 

So yeah, if you're careful enough to punch down on these guys from about head height in the air... you're good.  Just don't hit the ground or even get near it.  The good news is that Tar Patch isn't terrifically common.  In fact, I mostly run into it in First Ward / Night Ward.  Here in this mission and against any Beast Hunters (or whatever they are called) and Black Knights.  They all have some form of Tar Patch.

Edited by ZemX
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  • 3 weeks later

Just tanked Lord Recluse in the Master of Miss Liberty.  Felt good.  Now I did load in with large purple and orange inspirations.  Even with my INSANE endurance management tricks I still needed (i think two?) blue insp pulled from email.  But the thing worked pretty darn well.  Never felt "Oh My Gawd Iz Gonna Ruin Dis"

 

Someone in General was asking me a couple hours ago if my build needs insp.  Now, normally it doesnt.  I load out a few emergencies and a ton of cheap medium reds I chew when i'm bored.  But...We all use Insp for Master runs....right?  *looks around...   right?

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  • 2 weeks later
On 4/22/2023 at 6:49 PM, Snarky said:

But...We all use Insp for Master runs....right?  *looks around...   right?

 

Not in the old criteria for the badge. 

 

Since they changed it, probably. Haven't tried it yet. But I usually use my Dark/SR Sentinel for Master runs, so it's a little different.

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9 hours ago, ClawsandEffect said:

Since they changed it, probably. Haven't tried it yet. But I usually use my Dark/SR Sentinel for Master runs, so it's a little different.

 

When was it changed?  ParagonWiki says it is "No deaths and No temps".  Nothing about insps.  That was as of 2012.  Was it changed before that at some point?

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1 hour ago, ZemX said:

When was it changed?  ParagonWiki says it is "No deaths and No temps".  Nothing about insps.  That was as of 2012.  Was it changed before that at some point?

 

I think people are confusing "Master of" challenge settings with 2*, 3* and 4* challenge settings. From the Page 3 patch notes:

  • Task Forces & Strike Forces that have a "Master of X" badge associated with them now have a dedicated challenge option for the badge. The individual power restriction and defeat limit options no longer work for receiving these badges.
  • Selecting the "Master of" challenge for a given TF will set the team size to 8, maximum defeats to 0, disable temporary powers, and disable Incarnate powers. When successfully completed, the challenge will award the "Master of" badge and a Rare Incarnate Component.
  • Disabled Super Inspirations in the Old School Challenge of the LRSF Flashback.

Vicious (2*): 

  • Players will be unable to use non-revive large/super Inspirations.

Ruthless (3*):

  • Players will be unable to use Temporary Powers or non-revive medium/large/super Inspirations.

Relentless (4*):

  • Players will be unable to use Temporary Powers or any non-revive Inspirations.
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17 hours ago, ClawsandEffect said:

Until that change you could manually set it to no defeats and no temp powers and get the badge still able to use Incarnate powers. 

 

Ah, now I get it.  Thought you were talking about inspirations.  Hence my confusion.

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16 minutes ago, ZemX said:

 

Ah, now I get it.  Thought you were talking about inspirations.  Hence my confusion.

 

I was responding to Snarky's comment about inspirations above what I wrote. 

 

Before the criteria for the badge changed and you could use Incarnate powers on Master runs I didn't need inspirations very often at all. Without Incarnate powers I'll probably have to use them a lot more. 

 

I know I used the hell out of them on my solo MoITF run with my Sentinel.

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