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Help with Dark/Dark Tank


Mageman

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I'm trying to figure out what to get when as I level.  I'm currently level 6 and I'm trying to figure out where to go next.  Eventually, I'd like to get I currently have Sands of Mu, Black Wand (Origin Bonus) and Nemesis Staff (No Bonus) as part of my attack chain. I don't have a farmer so I can't buy those expensive IO sets even if could use them.  The best I can do is SOs (when I get up that high) with the occasional IO. Please help me to level this character - not respec into a good build, just what to pick when and what to slot when.

 

Here are some of my concerns:

Dark Armor seems to be more resists and less avoidance to getting hit.

Death Shroud - I want it, but getting that much aggro on a team at low level could mean lots of face-plants and debt.

Cloak of Darkness - Stealth just doesn't seem to be tank-like.  Maybe with Death Shroud, it will give you defense while getting aggro.

Shadow Maul - I have Sands of Mu (same power, unslottable) so why bother?

Taunt - Once I have Cloak of Darkness and Death Shroud, I shouldn't need this.

 

Here's my current build plan:

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

______________: Level 12 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping

Hero Profile:
------------
Level 1:    Dark Embrace            EndRdx(A)
Level 1:    Shadow Punch            Acc(A), Dmg(3), EndRdx(5), RechRdx(7), Acc(9), Dmg(11)
Level 2:    Smite                Acc(A), Dmg(3), EndRdx(5), RechRdx(7), Acc(9), Dmg(11)
Level 4:    Murky Cloud            EndRdx(A)
Level 6:    Obsidian Shield            EndRdx(A)
Level 8:    Dark Regeneration        EndRdx(A)
Level 10:    Combat Jumping            DefBuff(A)
Level 12:    [Empty]    Level 14:    [Empty]    Level 16:    [Empty]    Level 18:    [Empty]   

Level 20:    [Empty]    Level 22:    [Empty]    Level 24:    [Empty]    Level 26:    [Empty]    
Level 28:    [Empty]    Level 30:    [Empty]    Level 32:    [Empty]    Level 35:    [Empty]   

Level 38:    [Empty]    Level 41:    [Empty]    Level 44:    [Empty]    Level 47:    [Empty]    Level 49:    [Empty]    
Level 1:    Brawl                Acc(A)
Level 1:    Gauntlet    
Level 1:    Prestige Power Dash        Empty(A)
Level 1:    Prestige Power Slide        Run(A)
Level 1:    Prestige Power Quick        Empty(A)
Level 1:    Prestige Power Rush        Empty(A)
Level 1:    Prestige Power Surge        Empty(A)
Level 1:    Sprint                EndRdx(A)
Level 2:    Rest                RechRdx(A)
Level 4:    Ninja Run    
Level 2:    Swift                Run(A)
Level 2:    Health                Heal(A)
Level 2:    Hurdle                Jump(A)
Level 2:    Stamina                EndMod(A)
------------

 

 

 

 

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So Dark/ is weird because it spreads out your status protection into two different abilities. Cloak of Darkness is a good example of this. It carries your Immobility protection. You could get that from somewhere else, notably Combat Jumping, but there's another reason you want Cloak of Darkness - it has some baked-in +DEF(All). It also has some +Perception that I'm just noticing for the first time, but that's sort of situationaly useful. Yes, the stealthy part of it feels sort of un-tanky, but if you're running your damage aura or otherwise engaged in combat, that's probably not going to matter very much.

 

To some of your other concerns. At low levels, you bother with Shadow Maul because it has a much faster recharge than Sands of Mu, is enhanceable, and you can use them BOTH. At high levels, a lot of people spec out of it (I am planning to) because it has a long animation that sort of locks you in place. Death Shroud is, literally, asking for death because it is your taunt-aura. I put it off to level 14 in order to ensure that I had my defenses in place before asking more enemies to try and kill me. The reason to take Taunt on a lot of tankers is simply agro control. You can force enemies to focus on you rather than your team and Taunt itself has the advantage of being a 70ft ranged power, unlike your damage aura or pretty much any of your other abilities. If your squishies are hanging back and getting beaten up by something, you can peel it off them from afar with Taunt. As for Dark Armor being Resist focused, most of the Armor sets are. Most also have at least some Defense baked in (Dark's is in Cloak of Darkness) and almost all tankers (and really anyone planning on spending time at melee range) take Weave to pad out their Defenses a bit. You can also get Defense from set bonuses, which is one of the principle advantages of IO sets. Dark Melee also has -To-Hit baked into most of its attacks, which is sort of an offensive defense, since these enemies will have a harder time hitting you (the base is around 5% on most of the attacks, and this can sort of be thought of as an extra 5% defense against things you've hit with one of your melee powers for a few seconds.)

 

Note that Dark Armor is notoriously and intensely endurance hungry (there are so many toggles, particularly when you throw in Tough and Weave and maybe Maneuvers). Incarnate picks that help to mitigate that and slotting for Endurance Reduction before slotting in actual IO sets will help to mitigate that.

 

Here, for some reference, are two builds. The first is my "leveling build" using SOs (or, really, level 25 IOs), which includes powers up to level 38 and slots through about level 36ish (it doesn't spend all the level 36 slots). This is usually about when I have invested the time into a build to know whether or not I want to invest the influence into it for IO sets, so I usually don't plan vanilla builds beyond the mid-30s or so. Also included is my planned build for level 50. It does use a lot of IO sets, but honestly, once you get rolling, this isn't too hard to afford. Look on the Guides forum for the threads about how to make money - those methods work (I've been using them). A few days of investment can net you millions and millions of inf (like, hundreds of millions, really).

 

Note that these builds make use of Fly/Hover/Afterburner for flavorish reasons (and I find Fly the most fun travel power), but probably a better build would go with Combat Jumping, Super Jump, and then some other 3rd power (maybe Touch of Fear to try stacking Fear magnitude on bosses? or Assault or something?). A lot of builds also drop both Cloak of Fear and Oppressive Gloom, but as I haven't had much experience with Dark Armor, I wanted to give at least one of them a shot, and Cloak of Fear also has a bit of -to-hit built-in, so I went with it (though Oppressive Gloom is cheaper to run in terms of Endurance, but has some health cost associated when it hits targets).

 

My "leveling build", which is good until somewhere around 35ish and has some sort of vague outlines for what to do after that. (70% S/L resist, 60% Psi resist, 12.5% defense all)

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 49 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Flight
Power Pool: Fighting

Hero Profile:
Level 1: Dark Embrace -- EndRdx(A), ResDam(3), ResDam(3), ResDam(5)
Level 1: Shadow Punch -- EndRdx(A), EndRdx(5), Acc(7), Acc(7), Dmg(9), Dmg(9)
Level 2: Smite -- EndRdx(A), EndRdx(11), Acc(11), Acc(25), Dmg(27), Dmg(27)
Level 4: Shadow Maul -- EndRdx(A), Acc(13), Acc(13), Dmg(15)
Level 6: Obsidian Shield -- EndRdx(A), ResDam(17)
Level 8: Dark Regeneration -- EndRdx(A), EndRdx(19), Acc(19), Heal(21), RechRdx(21), RechRdx(23)
Level 10: Murky Cloud -- EndRdx(A), ResDam(23), ResDam(25)
Level 12: Cloak of Darkness -- EndRdx(A)
Level 14: Death Shroud -- EndRdx(A), EndRdx(15), Acc(17)
Level 16: Siphon Life -- EndRdx(A), Acc(29), Acc(29), Dmg(31), Dmg(31), Heal(31)
Level 18: Fly -- EndRdx(A)
Level 20: Boxing -- Acc(A)
Level 22: Tough -- EndRdx(A), ResDam(33), ResDam(33), ResDam(33)
Level 24: Hover -- EndRdx(A)
Level 26: Afterburner -- DefBuff(A)
Level 28: Taunt -- Range(A)
Level 30: Weave -- EndRdx(A), EndRdx(34)
Level 32: Cloak of Fear -- EndRdx(A), EndRdx(34)
Level 35: Dark Consumption -- RechRdx(A)
Level 38: Midnight Grasp -- Acc(A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Flight(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(34), EndMod(36)
------------

 

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My level 50 build with IO sets (but no Purple IO sets, which are just too expensive for me right now, even with the methods mentioned above for making money - too many alts to feed). (82% S/L resist, 75% Psi resist, 36ish for most Defenses, 40% Ranged defense, a bit short of perma-Hasten.)

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1

https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Ebon Dragon: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Fighting
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Dark Embrace -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(15)
Level 1: Shadow Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(34), Mk'Bit-Dmg/Rchg(34), Mk'Bit-Acc/EndRdx/Rchg(36), Mk'Bit-Acc/Dmg/EndRdx/Rchg(36), Mk'Bit-Dam%(36)
Level 2: Murky Cloud -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(3), Ags-ResDam/Rchg(3), Ags-EndRdx/Rchg(9), Ags-ResDam/EndRdx/Rchg(11)
Level 4: Death Shroud -- GntFis-Rchg/+Absorb(A), GntFis-Acc/Dmg/EndRdx/Rchg(5), GntFis-Dmg/EndRdx/Rchg(5), GntFis-Acc/Dmg/Rchg(7), GntFis-Acc/Dmg(7), FuroftheG-ResDeb%(9)
Level 6: Obsidian Shield -- HO:Ribo(A)
Level 8: Dark Regeneration -- ThfofEss-+End%(A), ThfofEss-Acc/EndRdx/Heal(25), TchoftheN-Acc/EndRdx/Heal/HP/Regen(34), TchoftheN-Acc/EndRdx/Rchg(48), TchoftheN-Acc/Heal(48)
Level 10: Boxing -- HO:Nucle(A)
Level 12: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(13), LucoftheG-Def/EndRdx/Rchg(13)
Level 14: Tough -- GldArm-3defTpProc(A), GldArm-Res/Rech/End(19), GldArm-End/Res(19), StdPrt-ResDam/Def+(37), StdPrt-ResKB(37)
Level 16: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(17), LucoftheG-Def/EndRdx/Rchg(17)
Level 18: Fly -- BlsoftheZ-ResKB(A)
Level 20: Cloak of Fear -- Ngh-Acc/EndRdx(A), Ngh-EndRdx/Fear(21), Ngh-Acc/Fear(21)
Level 22: Siphon Life -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(46), Mk'Bit-Dmg/Rchg(48), Mk'Bit-Acc/EndRdx/Rchg(50), Mk'Bit-Acc/Dmg/EndRdx/Rchg(50), Mk'Bit-Dam%(50)
Level 24: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(25), Rct-ResDam%(27)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 28: Soul Drain -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(29), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(31)
Level 30: Taunt -- Range-I(A)
Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-EndRdx/Rchg(33)
Level 35: Dark Consumption -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(37), MckBrt-Taunt/Rchg/Rng(40), MckBrt-Acc/Rchg(43), MckBrt-Taunt/Rng(43), MckBrt-Rchg(46)
Level 38: Midnight Grasp -- PrfZng-Dam%(A), MghoftheT-Acc/Dmg(39), MghoftheT-Acc/Dmg/Rchg(39), MghoftheT-Dmg/EndRdx/Rchg(39), MghoftheT-Acc/Dmg/EndRdx/Rchg(40), MghoftheT-Rchg/Res%(40)
Level 41: Gloom -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(42), Dcm-Dmg/Rchg(42), Dcm-Acc/EndRdx/Rchg(42), Dcm-Acc/Dmg/Rchg(43)
Level 44: Dark Obliteration -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(46)
Level 47: Darkest Night -- HO:Enzym(A)
Level 49: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(23), Mrc-Rcvry+(33)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(23)
Level 50: Agility Core Paragon
------------

 

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I got my Dark/Dark to 50 and most of the sets slotted (its still missing a few things, notably the ATO sets from the build above, but is otherwise well underway). I ran the Posi1 TF and, owch, my end bar. I also realized I hadn't picked attacks at levels that were particularly exemplar-friendly. If I respec again, I'm going to take Siphon Life at 16 rather than waiting so I don't have to resort of Sands of Mu, my staff, Boxing, and other temp powers for an attack chain. That said, my end bar suffered enough that just spamming Shadow Punch on cooldown here and there would often give it a chance to recover a bit.

 

I am starting to look at what I'd like to do for incarnates and would like opinions. Given how end-hungry the build is (though this is alleviated significantly at higher levels once Dark Consumption is in play), I was considering Cardiac Core. In Mids this appears to have significant impact because of the sheer number of toggles involved in a typical DA build. I figured I could follow that up with either Barrier (if defenses are needed) or Ageless (if I just want more Recharge) in the Destiny slot. Any opinions from folks with more experience with the DA set?

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Cardiac is a solid choice, helps a great deal with your endurance management and gives you Resistance as well.      In my own build I use Resilience for even more Resistance to stack with my softcap Defense, but I use Ageless to give endurance and defense debuff resistance - if you're mostly using another Destiny such as Rebirth or Barrier than you'll likely want to be running Cardiac instead.    Judgment and Lore are mainly down to flavor, though personally I like Void radial for -DMG and a radial Lore for extra buffs and support - Banished Pantheon is a good choice here, though there are many good ones to choose from on this.      In my experience radial Lore pets are nice for TFs, small teams and solo, while Core is often better on league-based content such as incarnate trials and mothership raids where having more DPS is preferrable  and you'll be saturated with buffs and debuffs for the most part

 

For interface, Reactive is always popular and other solid choices include Degenerative, Diamagnetic or Paralytic.    The interface procs can stack up to five times, so this is another area where you may want one thing for small team / solo content and something else for league play.    Reactive will often net you very little in most leagues as it'll already have saturated from other players, but it's a great choice if that's not the case.

 

For hybrid I'd recommend Melee or Support depending on what other build choices you've made.    Support's endurance discount can be helpful but Melee is likely stronger overall in most cases as it makes you tougher overall across several types of mitigation and the active form supplements your KB protection when you need it.

 

Edited by Justaris
Clarification

There can be no defense like elaborate courtesy - E.V. Lucas

My AE arcs:

Ex Machina, the story of the Tin Mage Corps.  Arc ID #11781

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