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Dark/Dark/Soul Tank build notes/suggestions.


Thraxen

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no soul transfer (everyone is defeated in tough content)

 

no midnight grasp???

 

built for defense....

 

the preventative medicine proc in health is doing little for you on a build with that much healing, shove the slot to stamina and a 50+5 endmod i/o

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Only times I've died thus far have been to recharge debuffs.  I have self rez on a scrap that is willpower and have yet to use it, even during hard stuff. 

 

I don't like the noodles or the other animation.  Have plenty of attacks without it.  

 

Not really build for defense.  Fell backwards into like 30% melee just from other sets and weave.  I went for resist first, then getting very close to perma hasten and soul drain after.  

 

The preventative medicine proc seems like it would be great on a dark.  It will fire a lot I imagine.  I don't have it yet on my lowbie but he will shortly. I shouldn't need the more end.  It nets 2% and has cardiac on top of attack slots.  I use the dark consumption some now while leveling but end isn't as good either.

 

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18 minutes ago, Thraxen said:

Only times I've died thus far have been to recharge debuffs.  I have self rez on a scrap that is willpower and have yet to use it, even during hard stuff. 

 

I don't like the noodles or the other animation.  Have plenty of attacks without it.  

 

Not really build for defense.  Fell backwards into like 30% melee just from other sets and weave.  I went for resist first, then getting very close to perma hasten and soul drain after.  

 

The preventative medicine proc seems like it would be great on a dark.  It will fire a lot I imagine.  I don't have it yet on my lowbie but he will shortly. I shouldn't need the more end.  It nets 2% and has cardiac on top of attack slots.  I use the dark consumption some now while leveling but end isn't as good either.

 

if you are not planning to do 1 star lgtf, 1 star ITF, (or more stars) or running a lot of Seon you are probably fine.

 

Any Tank is a god in regular content.  Just looking at flaws as the pressure increases at high end.

 

Not taking Midnight Grasp though?  c'mon,,,

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We’ll see on self rez. I’ve tanked 4 star ITFs on stone and sr and never wanted or needed a self rez. Generally was team wipes and wanted to reset.  Was at end. 
 

heal is up every 9 seconds. And 80% resist to recharge debuff. 
 

I don’t like the noodles and the alt animation either. I’m unsure how much that gimps it really.  Think rest of attacks will be plenty. 

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Am gonna get the self rez.  

 

Gonna try and use hover all the time too.  I like the look of lil fluff ball floatin around.  

 

Might try midnight grasp again.  Maybe I'll like the noodles.  

 

I'm having decision fatigue at this point lol.  

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5 hours ago, Thraxen said:

Maybe this?  I like Darkest Night for AVs but don't want it rest of time.  

 

Yeticabrangel - Tanker (Dark Armor - Dark Melee) with hasten 4.mbd 44.91 kB · 2 downloads

Darkest Night serves 3 functions for me.  1) debuff AV.  2) grab agro, even ranged (especially?)  You can jump at two groups.  Land in the center of first, taunt, and throw Darkest Night in a bodd in the other.  boom, you are tanking 2 groups.  3) debuff large group of hard targets like minotaurs or such.

 

You only need 2 rech in haste.  if worried 50+5 them.  

 

What are you doing with Dark Regen?  Seriously.  If you hit 1 target it fills your health from 1% to 100$.  take that extra hasten slot and 6 slot Thefor of essence (I prefer Youch of Nictus) and get 4.5% Energy Res...

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On 5/10/2024 at 10:27 PM, Snarky said:

Darkest Night serves 3 functions for me.  1) debuff AV.  2) grab agro, even ranged (especially?)  You can jump at two groups.  Land in the center of first, taunt, and throw Darkest Night in a bodd in the other.  boom, you are tanking 2 groups.  3) debuff large group of hard targets like minotaurs or such.

 

You only need 2 rech in haste.  if worried 50+5 them.  

 

What are you doing with Dark Regen?  Seriously.  If you hit 1 target it fills your health from 1% to 100$.  take that extra hasten slot and 6 slot Thefor of essence (I prefer Youch of Nictus) and get 4.5% Energy Res...

 

Im sorry for bringing an old topic like this back up but I specifically wanted to ask about darkest night, cause i'm looking at detailed info and i just want to be clear how it works. It only says under type "Aoe defense, negative energy defense" so the -to hit only affects those types of attacks from enemies? is the -damage is all types or just these types as well? can I get an explanation as to what exactly darkest night does cause i don't know if Im able to tell from detailed info alone. I benefit alot from using it but i don't know the exact details. Is it worth slotting darkest night for the -to hit alone ? or just throwing a endurance reduction into it

Edited by R jobbus
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48 minutes ago, R jobbus said:

 

Im sorry for bringing an old topic like this back up but I specifically wanted to ask about darkest night, cause i'm looking at detailed info and i just want to be clear how it works. It only says under type "Aoe defense, negative energy defense" so the -to hit only affects those types of attacks from enemies? is the -damage is all types or just these types as well? can I get an explanation as to what exactly darkest night does cause i don't know if Im able to tell from detailed info alone. I benefit alot from using it but i don't know the exact details. Is it worth slotting darkest night for the -to hit alone ? or just throwing a endurance reduction into it

I am not great at CoH m,echanics.  But here goes

 

From the HC Wiki (and it may be 15 years out of date, they never change this stuff...

"While active, you channel Negative Energy onto a targeted foe. Darkest Night decreases the damage potential and chance to hit of the target, and all foes nearby, as long as you keep the power active. You must be level 41 (level 38 for Brutes/Tankers) and have Gloom or Soul Tentacles before selecting this power."

 

From MiDs: 25 ft radius, -15% tohit, -30% damage

 

The -damage ans -to hit will apply to all enemies in a 25ft radius of your target.  It is a toggle.  

 

This power is GREAT for 1 thing.  Irritating the shit out of everyone around your toggle target.  On a Tank this is pure gold.  Especially a Dark Tank that has a stealth aura.  You are NOTICED.  

 

This power is good (who cares much?) at debuffing the damage (I am on a Dark Tank, I give a shit about the dam,age you do) and the to hit.  Seriously.  My Dark Tank is a Obelisk of I do not care.  The power is taken for it's incredible agro management abilities.  Modern teams want to debuff Regen and Resistance, sometimes defense, but debuff Regen/Resistance is the gold mine.  Having a power that debuffs damage and to hit is nice.  nice.  Not a gold mine.  Agro Management on the other hand.  F Yea!

 

These are my opinions.  You can find an army that will tell you I build poorly and play worse.  Some days they are right.  

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1 hour ago, R jobbus said:

so the -to hit only affects those types of attacks from enemies? is the -damage is all types or just these types as well? can I get an explanation as to what exactly darkest night does cause i don't know if Im able to tell from detailed info alone.


The -Damage affects ALL damage types; and the -ToHit applies against the accuracy rolls of any ability (so as long as an attack isn't autohit; it'll be affected)

https://cod.uberguy.net./html/power.html?power=epic.brute_soul_mastery.darkest_night&at=tanker

Darkest Night is a foe-anchored AoE toggle with a 70ft range, a 15ft Radius and a Target cap of 10. When you select a foe and toggle it on it will apply two autohit debuffs to that foe and up to nine other foes within 15ft of it: a -30% Damage debuff; as well as a -15% ToHit debuff (which you can enhance; and becomes ~23.5% at the ED-cap with the equivalent of 2x Level 50+5 -ToHit Debuff IOs in it).

-ToHit directly affects the chance of enemies to hit things. You can think of it like adding extra +Defence(all) to yourself and your allies against the affected foe(s).
However it gets resisted by enemies that are higher level than you as well as resisted HUGELY by Archvillains.
So realistically at endgame you can expect it to be inflicting about 65% of its regular effect vs standard enemies.
 

Edited by Maelwys
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39 minutes ago, Maelwys said:


The -Damage affects ALL damage types; and the -ToHit applies against the accuracy rolls of any ability (so as long as an attack isn't autohit; it'll be affected)

https://cod.uberguy.net./html/power.html?power=epic.brute_soul_mastery.darkest_night&at=tanker

Darkest Night is a foe-anchored AoE toggle with a 70ft range, a 15ft Radius and a Target cap of 10. When you select a foe and toggle it on it will apply two autohit debuffs to that foe and up to nine other foes within 15ft of it: a -30% Damage debuff; as well as a -15% ToHit debuff (which you can enhance; and becomes ~23.5% at the ED-cap with the equivalent of 2x Level 50+5 -ToHit Debuff IOs in it).

-ToHit directly affects the chance of enemies to hit things. You can think of it like adding extra +Defence(all) to yourself and your allies against the affected foe(s).
However it gets resisted by enemies that are higher level than you as well as resisted HUGELY by Archvillains.
So realistically at endgame you can expect it to be inflicting about 65% of its regular effect vs standard enemies.
 

this is good info thanks.  mids has a diff radius for tanks, but i have no idea if it is right.

 

but what it does do really well is piss off everyone affected by it, and since it moves with your target you can tag a boss 70 feet away and he will PULL the room to you, drawing agro in a circle as he comes towards you.  lazy and effective

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3 hours ago, R jobbus said:

It only says under type "Aoe defense, negative energy defense"

That's interesting. Darkest Night is autohit, so I'm not sure why it has a type and vector defense.

 

The -to hit and -damage are for all damage types/vectors.

What this team needs is more Defenders

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This is great info thanks. I mostly play solo on tankers, so taking this ability has helped quite a bit. It's probably worth slotting the -to hit a few times then, not too much I guess. I have always used darkest night, but I read the detailed info and it just made me question exactly what was going on there. But yea this info in this thread makes more sense.

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5 hours ago, Snarky said:

mids has a diff radius for tanks, but i have no idea if it is right.

 

but what it does do really well is piss off everyone affected by it

 

I'm guessing Mids may be including the +50% Radius buff from Tanker Gauntlet, but the power itself is only 15ft base.

 

Also agree 100% it's a great pulling tool! 

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9 hours ago, Psyonico said:

That's interesting. Darkest Night is autohit, so I'm not sure why it has a type and vector defense.

 

The -to hit and -damage are for all damage types/vectors.

That is prob for pvp

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Not that it matters since you guys seem to have this covered, but what does it mean in the detailed info when it says "Aoe defense, negative energy defense". Is this just outdated. literally why does it say that if it encompasses all attack types for -damage and -to hit.

 

pvp thing? I'm just curious

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18 minutes ago, R jobbus said:

what does it mean in the detailed info when it says "Aoe defense, negative energy defense".


This bit?

image.png.a71296940e2c1f057f250d683cdd3965.png

That's just a flag to say what sort of attack type it counts as for the purposes of target defense.
You can see it halfway down the CoDv2 entry on the left hand side:
image.png.4f6b2d4d59f48111fad6e2c96f2bddf8.png

If Darkest Night were not autohit; then there would be a chance for its effects to miss your target. And in that case any Defence your target possesses that counted as either "Negative Energy" (typed) or "AoE" (positional) would give them a better chance of having it miss them.

However since Darkest Night is autohit; this will have zero impact (other than perhaps influencing the ToHit checks of Damage Procs, should you decide to slot any in it. IIRC these require an additional ToHit check when slotted within AutoHit Powers and I imagine it probably relies on the attack typing of the original power!)
 

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7 minutes ago, Maelwys said:


This bit?

image.png.a71296940e2c1f057f250d683cdd3965.png

That's just a flag to say what sort of attack type it counts as for the purposes of target defense.
You can see it halfway down the CoDv2 entry on the left hand side:
image.png.4f6b2d4d59f48111fad6e2c96f2bddf8.png

If Darkest Night were not autohit; then there would be a chance for its effects to miss your target. And in that case any Defence your target possesses that counted as either "Negative Energy" (typed) or "AoE" (positional) would give them a better chance of having it miss them.

However since Darkest Night is autohit; this will have zero impact (other than perhaps influencing the ToHit checks of Damage Procs, should you decide to slot any in it. IIRC these require an additional ToHit check when slotted within AutoHit Powers and I imagine it probably relies on the attack typing of the original power!)
 

Ahh ok that clears it up lol. Thanks

 

So it's still worth it to buff the -to hit a little bit though. It only goes up to 23% from 15%? not counting resists or anything from higher level mobs

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26 minutes ago, R jobbus said:

So it's still worth it to buff the -to hit a little bit though. It only goes up to 23% from 15%? not counting resists or anything from higher level mobs


Yeah 15% Base, so ~23.5% when ED-capped (2x Level 50+5 -ToHit IOs) and you could feasibly get it up to ~25.6% by taking a Musculature Radial or Intuition Radial Alpha slot.
And as ToHit Debuffs get subject to the Purple Patch, typically at endgame you'll actually be seeing 65% of each of those figures (and much less versus Archvillians)

I imagine most throw either 2-4 pieces of Dampened Spirits or Dark Watcher's Despair into it; or 1-2 Enzyme Exposure HOs.
 

Edited by Maelwys
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1 hour ago, R jobbus said:

Not that it matters since you guys seem to have this covered, but what does it mean in the detailed info when it says "Aoe defense, negative energy defense". Is this just outdated. literally why does it say that if it encompasses all attack types for -damage and -to hit.

 

pvp thing? I'm just curious

almost all (all?) "autohit" attacks in PvE require a to hit check in PvP.  Therefore the power needs to be fully described by damage type and how it comes in (melee, Aoe, ...).

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While we are on this subject do you guys take gloom for damage? Like for tankers. I know it's not exactly a high damage move, but the animation is fast. 

 

I believe I have it slotted with apocalypse, and it isn't bad damage if you've got glad javelin toxic proc + the apoc proc in it, but I am most likely going to  just unslot gloom for damage (cause it seems relatively low without the glad javelin toxic proc which I cant use at the moment) and just 4 slot darkest night, then add a slot to adjusted targeting so I'm not losing the 10% apoc recharge bonus. I believe there's a -to hit set with a 4 piece 5%~ ish recharge bonus.

 

So the question is, if you want darkest night, do you get gloom or the other ability, and what do you do with those abilities or do you just leave them blank. Cause as a solo tanker doing challenge runs and etc, darkest night is very useful and eases up on stretching the build super thin (Being able to survive everything but also do enough damage to complete everything in a timely manner)

 

Any opinions? 

Edited by R jobbus
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I like gloom, it's fast activating and does decent damage over time.

 

IMO it is better than Soul Tentacles just because ST is a cone, so you have to do some repositioning to get it to be effective.

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What this team needs is more Defenders

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