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Posted

Dark Armor

DarkArmor FearfulAura.png Cloak of Fear

  • Endurance cost lowered from 0.56 per second to 0.26 end per second.
  • Pulse rate changed from every 5s to every 1s.
  • Power is now auto hit (Fear effect still requires a hit roll).
  • Radius increased from 8ft to 15ft (Fear and Taunt still only apply within 8ft).
  • Accuracy increased from 0.67 to 0.8.
  • Power now applies a scale 2 -dmg debuff (equal to Chilling Embrace).
  • Power now applies a -25% kb str debuff on all affected targets.
  • Power now grants + 1.0KB protection for each enemy in range for 5 seconds. This Stacks and refreshes even if only one foe is in range and is capped at 10 for a maximum of 10 kb mez protection. The most foes you have in melee range, the faster you will reach the cap..
  • Enhancements and resistance now affect magnitude instead of duration.

 

DarkArmor SelfBuffDefense.png Shadow Dweller (Stalkers)

  • This power now also grants a regeneration buff in addition to all previous effects.

 

DarkArmor SelfBuffDefense.png Tenebrous Regeneration (Sentinels)

  • Renamed Shadow Dweller
  • This power now grants a small amount of defense in addition to it's regen buff.

 

DarkArmor SoulTransfer.png Soul Transfer

  • Can now be used while alive.
  • Using this power while alive will cost endurance.
  • This power now grants a minor MaxHP buff per foe hit, as well as Mez Protection for 30 seconds. 
  • While conscious, the power will apply mag 3 stun on all affected enemies.
  • This power will not inflict damage nor heal the caster if used while conscious.
  • Now accepts accuracy enhancements (only useful for alive usage).
  • Fixed erroneous enhancement issues.
  • Fixed a bug where the power would lockout after used.

 

DarkArmor DarkRegeneration.png Dark Regeneration

  • This power is now available to Sentinels as a mutually exclusive option from Obscure Sustenance.

 

DarkArmor DarkRegeneration.png Obscure Sustenance

  • This power is now available to Brutes, Scrappers, Stalkers and Tankers as a mutually exclusive option from Dark Regeneration.
  • Fixed a bug where Soul Nier theme would trigger the incorrect animation
  • This power is now a click, no longer requires foes in range.
  • No longer accepts damage or accuracy enhancements or sets

 


 

Posted
On 5/26/2025 at 6:57 AM, The Curator said:
  • Radius increased from 8ft to 15ft (Fear and Taunt still only apply within 8ft).
  • Power now grants + 1.0KB protection for each enemy in range for 5 seconds. This Stacks and refreshes even if only one foe is in range and is capped at 10 for a maximum of 10 kb mez protection. The most foes you have in melee range, the faster you will reach the cap..

Due to the aura-based self-buffing aspect added to the power (similar to Invincibility or Rise to the Challenge), any chance we could see the taunt effect proliferated to Scrappers, therefore, too?

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Posted

I find this to be an incredibly weird way to add KB protection to the set. 

 

You're trying to tackle too much at once here, Dark armor needs knock protection and cloak of fear needs to be better - this is just a weird way to handle both in one shot.

 

The end tax is going to punish less experienced builders a lot. I'd suggest giving cloak of fear +end when you kill something affected by it.

  • Like 2
Posted
Just now, ScarySai said:

I find this to be an incredibly weird way to add KB protection to the set. 

 

You're trying to tackle too much at once here, Dark armor needs knock protection and cloak of fear needs to be better - this is just a weird way to handle both in one shot.

 

The end tax is going to punish less experienced builders a lot. I'd suggest giving cloak of fear +end when you kill something affected by it.

 

I can add it feels odd, but it is one of those things, I remember people back in the day (not sure anymore) telling people to skip the last three powers in DA as they are useless, Cloak of Fear, Stun, and Soul Transfer.

 

So I am glad to see some love into it, and DA getting some KB protection is good, although as you said in a weird way. There is a lot happening now with Cloak of Fear, and aside from the cost reduction which is amazing, it is hard to see how good it is since there is a tonne to unpack there.

 

I also like we can use Soul Transfer while up, to give out a Mag 3 stun. not sure how much I will use it for that, but it can be good in a pinch for CC.

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Posted (edited)
7 minutes ago, ScarySai said:

The end tax is going to punish less experienced builders a lot. I'd suggest giving cloak of fear +end when you kill something affected by it.

The End cost is going down, though?  Or are you saying people are gonna take it for Knock protection when they just weren't before, causing the total End cost to rise?

('cause it's essentially same as adding Acrobatics, for example, which is a common way of dealing with the problem)

Edited by Lazarillo
  • Thumbs Up 1
Posted (edited)

The max HP is the most valuable part of the soul transfer change, the rest is gravy.

 

Nothing here is particularly bad, I just feel like it would be much better designed if the knock was in obsidian armor, and cloak of fear had an actual reason to use it otherwise.

 

@Lazarillo

For cloak of fear itself, but dark armor's end woes are due to how many toggles it runs on top of dark regen being thirsty. Even reduced, cloak is more endurance than any decent live dark armor build is running.

 

This is one of my main sets, if it launches like this, it'll be an improvement, but the knock prot and cloak could be implemented it a better way.

Edited by ScarySai
Posted (edited)
3 minutes ago, ScarySai said:

Nothing here is particularly bad, I just feel like it would be much better designed if the knock was in obsidian armor, and cloak of fear had an actual reason to use it otherwise.

 

I think, the reason for it in CoF instead of Obsidian Shield, is to give a reason for people to take it. Instead of it just being trashed. I agree with your idea none the less, but I guess it fits in line that they want all powers in powersets to have some sizzle.

Edited by Snokle
add a context to thought.

Psicy Chill - Ice/Psi/Psi | Sive Ni Brielan - Plant/Earth/Fire | Elemental Elder Lord - Earth/Fire/Fire | Selinia Baneheart - Dark/Therm/Fire | Mylia Stenetch - Necro/Dark/Soul | Radiated Shot - Rad/Arch/Mace | Nameless Witch - Storm/Water/Mu | Phantom Racer - Fire/Cold/Scorp | Neera Darkspar - Beam/Temp/Soul | Neera Etra - Dark/SR | Shieldbreaker - Elec/Shield/Mu | Frozen Tombstress Ice/Rad/Ice | Subliminal Darkness - Psi/Dark/Psi | Mirana Darkblade - Katana/Regen/Soul | Máistir Fiach - SoA Huntmaster | Night Reaver - SoA Widow | Sweet Senpai - SoA Bane

Posted

Well, obviously. I even pointed this out.

 

It's a really weird way to do it, though. If they insist on this implementation, I'd want it to become a taunt aura for scrappers so I actually have a reason to run DA on a non brute or tank.

  • Like 2
  • Thumbs Up 1
Posted

Oh yeah I fully agree with ya @ScarySai, it is an odd way of doing it. I think putting KB in Obsidian Shield would make more sense. The other effects in CoF I think are fine, as you note taunt could be in place instead of KB to pull people in to the Fear Aura to trigger it, which could make it unique.

 

Still I will need to bring my Brute in and test this out, as I think I run Cardiac Alpha on it, so as it to see how it goes, then test out how it goes with some small adjustments.

Psicy Chill - Ice/Psi/Psi | Sive Ni Brielan - Plant/Earth/Fire | Elemental Elder Lord - Earth/Fire/Fire | Selinia Baneheart - Dark/Therm/Fire | Mylia Stenetch - Necro/Dark/Soul | Radiated Shot - Rad/Arch/Mace | Nameless Witch - Storm/Water/Mu | Phantom Racer - Fire/Cold/Scorp | Neera Darkspar - Beam/Temp/Soul | Neera Etra - Dark/SR | Shieldbreaker - Elec/Shield/Mu | Frozen Tombstress Ice/Rad/Ice | Subliminal Darkness - Psi/Dark/Psi | Mirana Darkblade - Katana/Regen/Soul | Máistir Fiach - SoA Huntmaster | Night Reaver - SoA Widow | Sweet Senpai - SoA Bane

Posted
2 hours ago, Lazarillo said:

Due to the aura-based self-buffing aspect added to the power (similar to Invincibility or Rise to the Challenge), any chance we could see the taunt effect proliferated to Scrappers, therefore, too?

This 100%. Provides a debuff and provides a buff in an aura - matches precendent to receive a taunt component.

  • Like 1
Posted

I know PH dislikes taunt auras, but unless they are planning to drop something to deal with runners THIS PATCH, it's really annoying to play a scrapper solo that doesn't have a taunt aura. So it should at least be given it as a temporary measure.

  • Like 1
Posted

Immob Prot, KB Prot, All other Mez prot, spread across three powers is still just. okay. sure. I hate it but it's not gonna happen a different way at this point I guess so might as well just concede to it.

  • Like 1

@Twi - Phobia on Everlasting

Posted
4 hours ago, Indystruck said:

Immob Prot, KB Prot, All other Mez prot, spread across three powers is still just. okay. sure. I hate it but it's not gonna happen a different way at this point I guess so might as well just concede to it.

If they insist on this implementation, I'll insist on precedent and giving it a taunt aura for consistency's sake.

  • Like 1
Posted

Though I understand these are holdovers from the Sentinel power design, Obscure Sustenance has a few designs choices that read as bugs to me.

Despite requiring an accuracy roll and healing, it does not allow accurate-healing IO sets. It allows accuracy enhancements.
Despite having a recovery buff, it does not allow endurance modification sets. It does not allow recovery enhancements.

It also has very confusing design where it's a single target attack, but by some technicality its an AOE because its area of effect is... 1, but it's any completely random target in 35 ft radius.

At that point, it seems like the power might as well be a clickable armor power with no target or a single target ranged attack (that still gains the buff even if it misses).

As it is, it feels pointlessly confusing to use and has the weird benefit of allowing you to spam AOE damage procs on a single target, albeit not one you're allowed to choose. But if that core design remains unchanged, it would be nice if it at least allowed the correct enhancements.
The other power choice, Dark Regeneration, has the same (actual) AOE attack and healing design and -does- allow accurate healing enhancements, making this more confusing.


image.thumb.png.44e2d0152ad4b81ec72b892504392273.png

Posted
5 minutes ago, Awilix said:

Though I understand these are holdovers from the Sentinel power design, Obscure Sustenance has a few designs choices that read as bugs to me.

Despite requiring an accuracy roll and healing, it does not allow accurate-healing IO sets. It allows accuracy enhancements.
Despite having a recovery buff, it does not allow endurance modification sets. It does not allow recovery enhancements.

It also has very confusing design where it's a single target attack, but by some technicality its an AOE because its area of effect is... 1, but it's any completely random target in 35 ft radius.

At that point, it seems like the power might as well be a clickable armor power with no target or a single target ranged attack (that still gains the buff even if it misses).

As it is, it feels pointlessly confusing to use and has the weird benefit of allowing you to spam AOE damage procs on a single target, albeit not one you're allowed to choose. But if that core design remains unchanged, it would be nice if it at least allowed the correct enhancements.
The other power choice, Dark Regeneration, has the same (actual) AOE attack and healing design and -does- allow accurate healing enhancements, making this more confusing.


image.thumb.png.44e2d0152ad4b81ec72b892504392273.png

 

This seems like a bug. I think it is supposed to take Accurate Healing.

Posted

I agree with the parts about Obscure Sustenance being confusing. I tried it out on beta, and it is just weird to use with the Melee AoE / random one target thing. With the animation of Siphon Life and the ability to only hit one target, I would expect it to hit my target.

Also, as previously mentioned it doesn't take end mod or accurate healing sets. I would be happy to stick 5 panacea in there and solely rely on that 2.00X base accuracy. I am not sure I can count on that base accuracy to survive a couple more patches though.
The regen and the recovery aspects seem well rounded with the tier duration system. I don't have a dark Sentinel so I wasn't previously familiar with this power.

 

For the new Cloak of Fear, I was consistently at 14.0 knockback protection (capped at 10 for the cloak buff + 1 steadfast) when jumping in groups. I kept one steadfast in the build so I could reliably keep some protection at all times since the buff lasts only 5 seconds. Overall I like the change. I never took CoF due to the end cost and low accuracy, and instead would take Acrobatics. Now those can be swapped in my builds.

Posted
On 5/26/2025 at 7:57 AM, The Curator said:

 Soul Transfer

  • Can now be used while alive.
  • Using this power while alive will cost endurance.
  • This power now grants a minor MaxHP buff per foe hit, as well as Mez Protection for 30 seconds. 
  • While conscious, the power will apply mag 3 stun on all affected enemies.

 

On 5/26/2025 at 7:57 AM, The Curator said:

Dark Regeneration

  • This power is now available to Sentinels as a mutually exclusive option from Obscure Sustenance.

 

I actually like these two changes. The only bad part is it feels like I might need to take all the powers that DA has which will be tough fit in some builds. 

 

Not sure how I feel about the changes to CoF. Not really an issue for melee ATs, but anyone playing a Sentinel at range won't get that KB protection it sounds like? I get why they gave the kb protection to this power as it was notoriously skipped by pretty much everyone and it's now a reason to run it, but it won't benefit Sentinels much unless you play yours in melee (which is now at least doable since they'll have access to Dark Regen). At minimum, the -dmg debuff is a nice change and it's an easy replacement for Acrobatics which I tend to use on most DA builds anyway.

Posted
4 minutes ago, Warshades said:

 

 

I actually like these two changes. The only bad part is it feels like I might need to take all the powers that DA has which will be tough fit in some builds. 

 

Not sure how I feel about the changes to CoF. Not really an issue for melee ATs, but anyone playing a Sentinel at range won't get that KB protection it sounds like? I get why they gave the kb protection to this power as it was notoriously skipped by pretty much everyone and it's now a reason to run it, but it won't benefit Sentinels much unless you play yours in melee (which is now at least doable since they'll have access to Dark Regen). At minimum, the -dmg debuff is a nice change and it's an easy replacement for Acrobatics which I tend to use on most DA builds anyway.

 

I'd say skip Oppressive Gloom.  Even with Energy Melee, I felt it just wasn't stunning enough to be worth while.

Posted
21 minutes ago, BrandX said:

I'd say skip Oppressive Gloom.  Even with Energy Melee, I felt it just wasn't stunning enough to be worth while.

 

I may have to consider doing that. Soul transfer still has a very long recharge so it may not be often enough to rely on regularly. 

Posted (edited)
On 5/26/2025 at 7:57 AM, The Curator said:

Dark Armor

DarkArmor FearfulAura.png Cloak of Fear

  • Endurance cost lowered from 0.56 per second to 0.26 end per second.
  • Pulse rate changed from every 5s to every 1s.
  • Power is now auto hit (Fear effect still requires a hit roll).
  • Radius increased from 8ft to 15ft (Fear and Taunt still only apply within 8ft).
  • Accuracy increased from 0.67 to 0.8.
  • Power now applies a scale 2 -dmg debuff (equal to Chilling Embrace).
  • Power now applies a -25% kb str debuff on all affected targets.
  • Power now grants + 1.0KB protection for each enemy in range for 5 seconds. This Stacks and refreshes even if only one foe is in range and is capped at 10 for a maximum of 10 kb mez protection. The most foes you have in melee range, the faster you will reach the cap..
  • Enhancements and resistance now affect magnitude instead of duration.

 

Just tried this and it seems to work very well. It let me drop the Leaping pool, which I had for Combat Jumping, another leaping power (to get me to Acrobatics), and Acrobatics.

 

Taking Oppressive Gloom for knockback protection leaves me with two open slots to take powers that I want instead of powers I need to get knockback protection from Acrobatics.

 

Edited by Doughboy
Posted (edited)

Made a dark/staff tank to test a bunch of stuff at once. It felt really smooth. I just took all the dark powers, tough, weave, harmonic mind, and toggled everything on and it was sustainable with numina's and panacea proc all by itself. Dark sustenance is useable with zero targets in range which felt odd. But I also didn't need it. I jumped in a 4/8 with a piss poor io setup at 54 and could have walked away and made a sandwich. The fear and disorient auras (i usually skip the latter) made this feel much more smooth and sturdy than my live version I actually play. On live I have to abuse the end discount in staff to stay ahead of the blue bar, even with harmonious mind. I think I could actually *gasp* take a different epic pool other than body or psychic now!

Edited by schrodingercat

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