Jump to content

Recommended Posts

Posted (edited)

As you can see from the picture a 766.19 damage hit from Midnight Grasp is absolutely ridiculous. I just made this tank and do I love it.

Edited by C U R S E
  • Thumbs Up 2
Posted
3 hours ago, C U R S E said:

I do agree ET does hit like a rocket, but the utility and damage dark brings with Bio is absolutely ridiculous 

 

Sure, I mean, but not particularly paired with Bio. The utility are the small heal and the endurance but Bio has its own tools for those and thus they are superfluous. The damage... welp, Dark is midling even when capable of rounding enough enemies to power Soul Drain and the AoE is forgettable.

 

 

What's making you starry eyed are the procs and the raw damage of MG but that's a single target T9 for ya. If you're having fun then do continue because I'm not here to piss on your parade but Dark Melee is not very special outside its utility and this pairing does not make use of it unlike something like Stone Armor or Shield who would welcome a heal and endurance.

 

Without any sarcasm I'm glad you've found a combo you're enjoying though.

  • Like 1
Posted
6 hours ago, Sovera said:

What's making you starry eyed are the procs and the raw damage of MG

6 hours ago, Sovera said:

Dark Melee is not very special outside its utility and this pairing does not make use of it unlike something like Stone Armor or Shield who would welcome a heal and endurance.

 

 

Counterpoint:

 

Because of all the healing, endurance, and layered protection you generate between dark and bio, you are free to offensively proc slot (and be in Offensive Adaptation) a *lot* more than if you were to use the utility tools for utility sakes. You can reliably proc out for damage:

 

Siphon Life

Soul Drain

Dark Consumption

Midnight Grasp

DNA Siphon

 

And maybe a few others but honestly you're gonna want some set bonuses.

 

There's probably other sets that do it better, but OP's point that this combo does good damage due to proc slotting ia valid.

 

  • Like 1
  • Thumbs Up 1
Posted
23 hours ago, Sovera said:

 

Sure, I mean, but not particularly paired with Bio. The utility are the small heal and the endurance but Bio has its own tools for those and thus they are superfluous. The damage... welp, Dark is midling even when capable of rounding enough enemies to power Soul Drain and the AoE is forgettable.

 

 

What's making you starry eyed are the procs and the raw damage of MG but that's a single target T9 for ya. If you're having fun then do continue because I'm not here to piss on your parade but Dark Melee is not very special outside its utility and this pairing does not make use of it unlike something like Stone Armor or Shield who would welcome a heal and endurance.

 

Without any sarcasm I'm glad you've found a combo you're enjoying though.

Umm small heal and damage midling of the pack, that is let's see a 389 hp heal every 5 seconds and a proc monster equals your well below pissing on any grave 

  • Thumbs Up 1
Posted
17 hours ago, twozerofoxtrot said:

 

 

Counterpoint:

 

Because of all the healing, endurance, and layered protection you generate between dark and bio, you are free to offensively proc slot (and be in Offensive Adaptation) a *lot* more than if you were to use the utility tools for utility sakes. You can reliably proc out for damage:

 

Siphon Life

Soul Drain

Dark Consumption

Midnight Grasp

DNA Siphon

 

And maybe a few others but honestly you're gonna want some set bonuses.

 

There's probably other sets that do it better, but OP's point that this combo does good damage due to proc slotting ia valid.

 

You got this one right.

Posted

/DM is okay. Not bad but not all that special either. Nearly all tanker native attacks fit at least 5* procs out of the gate and every melee set sits in offensive adaptation 99.999999% of the time anyway so DM isn’t noticeably ahead of the pack in that regard. Now if you want something really exceptional, try SS which almost damage caps itself. Rage crash? What crash? All I see are corpses as far as the eye wanders. 
 

* all melee and pbaoe attacks can fit 3 nonunique damage procs each. Tankers have gauntlet, so they get +1 proc from perfect zinger, for 4. They then almost always have a 2ndary effect that allows additional damage procs, such as slow or KD, that determines whether they can get 5 or 6. So the advantage of attacks that can be “reliably procced out” vs ones that “can’t” is, in most cases, 1 proc. In practice all sets also want to fit -res procs, purple damage procs, FF procs, and defensive procs like might of the tanker +res, which compete for the 6th slot and further reduce the advantage of the supposedly “proc-friendly” sets.

  • Like 1
  • 1 month later
Posted (edited)

That's kind of the issue with /DM. Sure, bio will make DM hit harder, but DM already has a penalty to damage in exchange for -hit and bio on a tanker does not need -to hit when bio already works best on a tanker since tankers have a high HP pool to almost gloss over bio's issues (to much time pressing defenseives when you could be pressing the damage buttons).

 

Not to mention as a Tanker, there is no real benefit  to pick DM again because in bio your more likely to be stuck in defensive stance as the tanker will be the one being hit most of the time. So, there are rarer instances to actually use offensive stance to boost DM to then actually do the amount of damage any other boosted primary AT can do with more damage. DM in general is best used with an AT like SR or invuln as DM's best trait is that it can add an extra layer of defense to a defense set with the only downside being an actual Tank relying on teammates to do most of the damage more than any other tanker.

 

Of course, this is not to discourage people mixing DM with bio but it's good to know where a build may have bottlenecks. 

Edited by Ashford
Posted

I don't believe Bio/Dark is a particularly synergistic combo, but I find the beliefs "-tohit isn't needed on a Tanker" and "Tankers need to run defensive over offensive" perplexing when put together.

  • Like 1
Posted (edited)
On 4/18/2024 at 9:29 PM, Ashford said:

That's kind of the issue with /DM. Sure, bio will make DM hit harder, but DM already has a penalty to damage in exchange for -hit and bio on a tanker does not need -to hit when bio already works best on a tanker since tankers have a high HP pool to almost gloss over bio's issues (to much time pressing defenseives when you could be pressing the damage buttons).

 

Three click powers:

 

Ablative Carapace-Base 90s recharge

DNA Siphon-Base 90s base recharge

Parasitic Aura-Base 270s recharge

 

How are you spending significant portions of combat clicking defensive powers? Comparatively, nobody ever calls Radiation Armor clicky and yet it has just as many click powers.

 

And as for not dealing damage when you are clicking those powers, sure Bio is not, "Its just own and works" like Willpower. But then it has a damage aura and a stance both of which are adding to your damage the entire time you're fighting. One suspects that whatever damage you are losing for taking animation time for a click power to engage is suitably compensated, especially if you are in a fight long enough to be clicking any of the powers multiple times.

 

Edited by Erratic1
  • Like 1
Posted

The main advantage is survival. Dark covers the weaknesses of most of the top sets, being SR, shield, Bio. rad and invuln, hard to kill any of them with how strong the DL heal is on a tanker.

 

If your goal is to murder things harder than any other melee short of a min/maxed axe/bio scrapper, make a bio/martial or a rad/ss tanker.

  • Like 1
  • Moose 1

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...