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Do you have some kind of chemistry issue that makes it physically impossible for you to be happy? I haven't seen one positive post from you anywhere.
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Or to admit that he is wrong.
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Like Dr. House, minus the wit and utterly devoid of humor. -
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Hey, if we're really lucky, i16 will allow alternate animations for our powers.
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Knowing BaBs, we would have to be astronomically lucky.
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Goodbye "Johnny_Butane", hello "Astronomically_Lucky"!
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roflmao -
If I could hurl a Car at someone I would actually respec into Hurl >_>
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My first 50 was my main, first, and namesake Tank... and my most recent 50 was the WS I made the day after I hit 50...
Now that I think about it, I stayed up till about 1:30 AM so that I hit 50, so I guess that makes it the same day.
Edit:[/nostalgia] -
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwweeeeeeeeeeeeeeeeee eeeeeeI haven't seen it, but I hear it's still there.
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In before J_B
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IBTJ_B -
I love KoB. The build up is an amazing anticipation builder... and then BAM! Right on the jaw. I can hear the teeth falling for great 3 digit damage.... mmm I <3 IO's too...
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1. Dark/Dark is a fun build.
2. The Atlas Medallion and Portal Jockey are your new best friends.
3. Stockpile medium blues on other characters
4. Fear is your main weapon. Use it.
5. Slotting and enemy group choice are the key to success.
6. From 1 - 22 You will feel like you are in a nightmare.
7. Trolls... good friends. One toggle.. necessary
8. It's not your powersets, it's how you use them.
Doing this reminded me I need to update my guide. -
<QR>I refer you all to my sig.
Though, really, I'd love to see new primaries open up for tanks as much as I'd love to see new epics.
Addendum: I'd also love to see a more "natural themed" epic. -
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I've got a theory that the Council's headed for a turbulent end. I foresee the Center taking the more "human" members of the faction (Vandal, Maestro and Burkholder) while Requiem takes the "monsters" (Arakhn, Nosferatu) before they break out into a vicious civil war (only this time, the Galaxy troops will be on the side of the Fifth Column).
Why do I see Vandal as more human than Nosferatu? Well, the guy has a story that doesn't fit with the "I want to conquer the world!" motif of the Council. He just wants to build new and better robots. His problem is that his inventing skills are mercenary (up to a point), so he didn't care that his compatriots were using his machines to try to conquer the world. Now that he knows Requiem and Arakhn have drawn up plans to kill him in the name of consolidating power under themselves, however, he may just start looking past the grindstone to see where things are taking him.
Maestro's story is similar to Vandal's in that all he wanted was to get his hearing back and the Council had the technology. While he may hold a grudge against heroes across the globe (apparently, it's accepted on the blue-side, too, that heroes interrupted the operation at the wrong time, inadvertently creating the supervillain), all the Council in-fighting lately simply MUST be messing with his perception of whom has what in their best interests and who he can trust. I think the Center could make a very convincing argument for the man to stay with his ranks.
Burkholder? He follows money... And he probably has a lot of love for his own life. Requiem's plans are extremely counterproductive toward said life, so Burkholder would be more than willing to follow the Center until Nemesis waves a thick enough roll of bills under his nose.
Why don't I think Vandal would join Nemesis? Simple: Vandal feels his machines are better. It's not like he needs possibly volatile nuclear reactions to get his robots to function.
Requiem, Arakhn and Nosferatu, however, all go hand-in-hand. They're all monsters, far-removed from their original humanity, and their plans involve pretty much devastating the entire human race in the name of achieving their goals. Frankly, I wouldn't have been surprised if it turned out that the Center had plans to have the three of them assassinated.
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And as an addendum to the whole Vandal deal, his robots swapped sides mid battle when he found out that Requie wanted to destroy his being and make him a Nictus.
EDIT: I'd love to see the Center actually do something noticeble, as opposed to sending his goons out to attack, he's like Tarkin, he's holding a Sith Lord's leash and being dragged by the chain.
Now for someone really interesting; Nemesis
I think the reason Nemesis hasn't taken primal Earth is that his ego and skills are matched by his multiversal equals; himself from other dimensions. I think the true reason why his plans are ultimately foiled is himself. He competes for as much land mass as possible with all the other forms of himself, hence why the army is in all it's fancy colors (or only 3, whatever). The Nemesis Armies all fight for control of each others "home Earth" and thus Nemesis is unable to truly dominate the world, he has to get rid of all his competetive selves first. -
Sad, no AR/DARK guides, I'll have to write one once my friend is ready to make his corruptor.
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Maybe it was just these lines, but the whole shape-shifting thing made me jump on kheldians.
"His skeleton flashed beneath his bones and light bleed from his eyes like tears. He convulsed. Once. Twice. The third time, his body turned to dust.
The Hordeling shook the now-empty Longbow uniform off his tail and immediately began to convulse. The music of its body reached a crescendo and it changed."
That, and this line, "Recluse and his Lieutenants are dead. The Freedom Phalanx is dead. The Rikti have fled this world, and so has the Circle of Thorns." to me indicate, that unless the CoT suck horribly at controlling demons, that it would be the Nictus, not CoT spawns. -
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The slotting looks pretty strange to me. Generally the reward for the third end reduction slot in a toggle is so small as to be negligible, and you should be saving the slot. I'd slot up the attacks more, and differently -- Midnight Grasp in particular I don't understand your slotting. Also I'd be interested in hearing your rationale for three-slotting Super Jump.
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Good overall guide but the end red slotting on the toggles is truly excessive. 1 for each of the cheapest toggles and maybe 2 on things like Cloak of Fear.
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Myself:
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The reason that the fourth slot is in there and why there are (3) End Reductions in the three shields + DR... is addressed in the IO build... which I realize isn't there but that is arriving at a later date. The slotting on the IO (SET) Build is the exact same as the regular build.
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I apologize for the slow response, school and my 2 extra-curricular activities have taken up quite a lot of my time as of late, how ever now that things are settling down I have a bit more free time.
On the slotting: A lot of the wonky slotting issues can be resolved by knowing that I usually use the same number of slots in the OMGIO's build as in the regular build. That and the fact that I'm always tweaking the build to what I enjoy the most. This is why I slotted for 3 +jumpspeeds in SJ. I hate base SJ. I like not having to worry about end as much as possible after 22 (I know, here I am speaking about Dark Armor and how much I love it). My main has used every vetspec and freespec granted to him, and he'll be using another once I13 hits (but so will everyone else who plays INV/or /INV). That being said however, I did have an issue with the display of recovery versus end drain in Mid's, causing me to falsely believe that the end situation is worse than it was. -
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Great guide Komrade. Nice to see someone else is enjoying Dark / Dark tanking!
A couple questions though, and almost exclusively relating to slotting.
1) 4 Heals in Heal? The 4th heal slot takes your Regeneration rate from 79.6% to only 82.2%. That seems like a very odd choice for a slot, when that same slot could have been used elsewhere to beef a power up by up to 33%.
2) Ditto Stamina slotting. That 4th slot really should be used elsewhere.
4) 3 Endurance reducers in Dark Embrace and the other two shields is a bit much as well. 2 IO end reducers takes the endurance use per second to .11, whereas three takes it to .10. That is one awfully expensive slot.Pop those 6th slots out of there and toss them in your attacks. Heck, even that second Endurance Reduction enhancement only takes it from .15 to .11. I have this far slotted both Dark Embrace and Murky Cloud with 3 Damage Resistance and 1 Endurance Reduction.
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The reason that the fourth slot is in there and why there are (3) End Reductions in the three shields + DR... is addressed in the IO build... which I realize isn't there but that is arriving at a later date. The slotting on the IO (SET) Build is the exact same as the regular build.
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3) Some ACC enhancements in your attack powers would go a long way to helping out. While Endurance Reduction is a staple of DA tanking, a Midnight Grasp (at 75% accuracy) that misses just completely wasted the even reduced amount of endurance that you used. Whereas taking one of those End Reducers out and tossing in a Acc would beef that up to reliably hit, and do a more more damage. This is a common trend throughout your build.
5) Cloak of Fear only has a base accuracy of 50%. It desperately needs either some ACC slots, or some Enhancement Set loving, but we won't get into that here.
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Never had a problem hitting anything with CoF or by only slotting one ACC in an attack, but then I only ever turn on CoF when I'm soloing or on an ST heavy team, as getting hit breaks the fear.
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There is no to-hit roll involved in Soul Transfer, and thus is affects (as well as draws from) any enemies inside its radius.
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Hmmm. Friend's used ST and not hit anything... it could be that he was referring to not having any mobs in range, which is a problem. Wouldn't know personally, I've never used it. =P
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Also, if you're going to bother with Cloak of Darkness, why not also pick up Weave, and slot Combat Jump for defense?
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Honestly, I only picked up CJ as a pre-requisite to SJ and Acro. Also I picked up CoD for the unsuppressed Stealth so I don't accidentally aggro nearby mobs.
Necromanced:
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just a small suggestion but if you dont wanna go the route of acro you can place kb protection in place of one end reduc in thos shields like i did.
great place of it.! and 12 mag kb protection is nice..
if using i.o's their great for 4 slotting health with miracles ,regen tissue and numina rares
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Too Broke
(It's also in the IO build but that's another story)
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One suggestion. Mention Dark/Dark TANKS in your title. Dark/Dark is shared by three ATs. It'd be super helpful to indicate which AT it is, in addition to being good form to mention that it is a dark/dark guide in the title.
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...The only place that has a link to it is on the Tank forum... -
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If I had any kind of pull at all with NCSoft, you'd see a Dancin' Clockwork King and Prom Dress Penny in Pocket D during the Valentine's Day events.
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I, honestly, would die laughing if I ever saw this.
On topic: Great story. -
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Selling Your Soul For Dummies! A reference Guide for the rest of us(Dark/Dark)
Dark/Dark Guide is done.
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Selling Your Soul for Dummies! 2.0 (Dark/Dark)
Use this guide instead of the first one I posted, the second one's numbers are correct. -
[u]Selling Your Soul for Dummies! A reference guide for the rest of us (Dark/Dark)[u]
So, you want to join the legions of the mighty Dark/Dark Tankers do you? Know that though the road ahead of you is a long one. The road can be pretty damn fun and is very rewarding at the end.
[u]I Primary Powers
II Secondary powers
III Tactics
IIIA Tanking 101
IIIB Advanced Tanking
IIIC Building Your Tank
IIIC1 Advantages of Dark/Dark Tank
IIIC2 Pitfalls of a Dark/Dark Tank
IIIC3 Pool Powers
IV Build[u]
[u]I Primary Powers I[u]
The following is a discussion of the powers in your primary (obviously) and a good deal of information about each power.
Death Shroud Available at: Level 1
Description: You become a focus point for the Netherworld, allowing its Negative Energy to seep from your body. This will continuously damage all foes in melee range.
Pointers: Although this power is available at level 1 I highly recommend you wait until your twenties to take it. The power costs .52 endurance per second, more endurance than all three shields combined. This powers cost in end is enough to out-weigh the benefits gained in the low-levels. That being said however, as soon as you have the end to stomach it (read: at 22 when you have access to Stamina and Single Origin Enhancements) I recommend taking it.
Numbers:
-End Cost: .52 End/Sec
-Average Damage: (NEG)
Dark Embrace Available at: Level 1
Description: You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy and Toxic damage.
Pointers: Grab this at Level 1 instead of Death Shroud. Slot this with Resistance enhancements, despite how tempting it is to slot it with EndRedux. Ill tell you why in just a minute.
Numbers:
-End Cost= .21 end per second
-Resistance (Base) Values:
Smashing = 30.00%
Lethal = 30.00%
Negative Energy = 20.00%
Toxic = 20.00%
Murky Cloud Available at: Level 2
Description: You create a Murky Cloud enshrouding you. This cloud can absorb all forms of energy, making you more resistant to Fire, Cold, Energy, and Negative Energy attacks, as well as Endurance Drain effects.
Pointers: This is almost a useless power at level 2, but in that changes quickly with the introduction of the Outcasts, who use exotic damage types like theyre going out of style. Same pointer as Dark Embrace slot for Resistance not EndRedux. This powers is also highly useful for later in the game, where you really need resistance to Recovery powers, especially with the set being as end heavy as it is.
Numbers:
-End Cost: .21 end per second
-Resistance (Base) values:
Fire = 30.00%
Cold = 30.00%
Energy = 20.00%
Negative Energy = 20.00%
Recovery Drain Resistance = 150.00%
Obsidian Shield Available at: Level 6
Description: You can create a special Obsidian Shield that grants good resistance to Psionic damage. With your mind enshrouded in darkness you are protected from Sleep, Fear, Hold and Disorient attacks.
Pointers: This power is your mez (Hold Stun Fear and Sleep Effects) protection power. That means pick it as soon as its available, cause every enemy group has at least one form of mez, and a Tanker thats sleeping on the job isnt doing its team any good. This power offers amazing psi resistance (50.00% at base value) which helps immensely in the higher levels with the introduction of heavy Psi use. Same pointer again, slot for Resistance, not EndRedux.
Numbers:
-End cost: .21 End per Second
-Resistance (Base) Values:
Psionic = 50.00%
Sleep = 7.67 mag
Hold = 7.67 mag
Fear = 7.67 mag
Stun = 7.67 mag
Dark Regeneration Available at: Level 8
Description: You can tap the dark essence of the Netherworld to drain a small amount of life from all enemies nearby, thus healing yourself. The more foes affected, the more you will be healed.
Pointers: Behold the black halo that is the crown of Dark Armor: Dark Regeneration! Every foe hit with this power restores one fourth of your health. This means by hitting just four people (not hard to gather as a Tanker I assure you) you can go from flashing red to full health just by clicking the power. It has a short recharge to boot (30 seconds) making it undoubtedly one of, if not the, best heal in the game. However tohit/-accuracy debuffs are the bane of this powers existence, less accuracy means less mobs hit by the power, less contact means less health for you. This is also the one power from Dark Armor I recommend slotting for EndRedux. Only novas carry more end cost greater than this: 33.0 end per click (One third of your total ends base value).
Numbers:
-End Cost: = 33.0 end per click (Ouch)
-Base Accuracy = 75%
-Heal = 25% (base value)
Cloak of Darkness Available at: Level 12
Description: A shroud of Netherworld darkness envelops you, making you difficult to spot at a distance. You can be seen only at close range, or if you attack a target. Even if seen, the Cloak of Darkness grants you a bonus to Defense to all attacks and some protection from Immobilization. This Netherworld Cloak also allows you to see things in a new light, allowing you to better see Stealthy foes. Unlike some Stealth powers, Cloak of Darkness has no movement penalty. Cloak of Darkness will not work with any other form of concealment power such as Shadow Fall or Steamy Mist.
Pointers: At first, this power seems contradictory, its intended purpose masked by the fact that its a stealth power on a Tank. The actual purpose is to make it easier to agro one spawns but keep surrounding spawns from attacking you. It also grants a small Defense bonus, that when stacked with other defensive powers offers another layer of damage mitigation. It is also your Immobilization defense, so yeah, youll want to run it. Finally it prevents Perception debuffs, which youll want to avoid, since you need to hit in order to heal (and use Dark Consumption).
Numbers:
-End Cost .26 end per second
-+Defense to All = 5.00%
-Stealth radius = 35 ft
-Resistance to Perception debuffs = 60%
-Resist Immobilization: Mag 13
Cloak of Fear Available at: Level 18
You can wrap yourself in a nightmarish Cloak of Fear. Foes close to you are treated to visions most horrific, forcing them to tremble in terror, only attacking if attacked, and even then, at reduced Accuracy.
Pointers: Unlike the other toggles in the set, I recommend that this be slotted with end reduction, as it has the same end cost as Death Shroud. This power stacks well with the Fear power in the Dark Melee secondary as well as those in the Presence Power Pool. One way of going about a build is to use this an
Numbers:
-.52 end per second.
-Fear Magnitude: 2
Oppressive Gloom Available at: Level 26
Description: The Netherworld has many mutable properties, such as the Oppressive Gloom. This power allows you to use your own Hit Points to keep enemies near you Disoriented and unable to use any powers. Endurance cost for this is minimal, but the power can be dangerous to use.
Pointers: This a great power for stunning lower mobs like Lt.s and Minions, but it truly shines when given a stun heavy secondary, which just doesnt work with DM unfortunately. Thusly, this is a skippable power on DA/DM which gives you some extra slotting opportunities. The self damage in this power is minimal by the way and the end cost is thus nearly nonexistent. Really on this power its up to you.
Numbers:
-End Cost: .08
-Damage on Self: 4.45
Soul Transfer Available at: Level 32
Description: Should you fall in battle, you can perform a Soul Transfer, sucking the life force of all foes around you to bring yourself back from the brink of death. The more foes nearby, the more life is restored to you. Drained foes are left Disoriented. The dark effects of this Soul Transfer will actually leave you invulnerable for a brief time, and protected from XP Debt for 20 seconds. There must be at least one foe nearby to fuel the transfer and revive yourself.
Pointers: Hmmmmm. Hmmmm. This is possibly the most debated subject in all of Tankerdom (Aside from all INV/ arguments, as there are many). The Tier 9 ability and what it should do. Most people claim that this power should be used as an OH <self - censored>! Button that can save you from taking the plunge, but two powers, Rise of the Pheonix from the Fiery Aura set and this power, both require that you commit the ultimate sacrifice, and face death first. The debate is that the final power should be the be all end all say if something ever goes wrong, very Wrong, like An INV/ tanking a level 52 Clockwork King without any Accolades wrong, that if this power were activated, it would save you and your team certain defeat. Another argument in this is that if a particular spawn ended your life its likely itll do it again. Its great to have a self-rez if you really need to be back on your feet in this particular mob. Oh yeah thats right. You have to hit in order to actually be rezzed. Its like Dark Regeneration in the way it works but. Dang, at least Fire/s self-rez does a cubic crap-ton of damage. If youre into self-rezes this is a fun power, but if youre not youll want to skip this.
Numbers:
-Recharge: 300 seconds (5 minutes)
-Heal: 15.4% per mob hit
-+End: 30 per mob hit
[u]II Secondary Powers II[u]
The following is a guide to the powers of your secondary, Dark Melee.
Shadow Punch Forced down your throat at: Level One
Description: You wrap your fists with Negative Energy channeled from the Netherworld, then perform a quick punch that deals minor damage. Shadow Punches cloud the target's vision, lowering his Accuracy for a short time.
Pointers: Whether or not you actually want this power isnt your decision. You have to take it. Thats part of being a Tanker. Now that having been said however the power isnt that bad, it does do damage that not a lot of foes are resistant to (Negative Energy).Slot this power with 3 end redux, 1 accuracy and 2 to hit debuff. Ill tell you why in the tactics section.
Numbers:
-End Cost: 4.37 seconds
-Recharge Time: 3 seconds
-ToHit debuff: -5.25% for 13.5 seconds
Smite Available at: Level 2
Description: You wrap your fists with Negative Energy channeled from the Netherworld, then perform a Smite that deals more damage than Shadow Punch, but has a longer recharge time. Smite clouds the target's vision, lowering his Accuracy for a short time.
Pointers: Smite is your second attack, and it does considerable damage, and is on a rather fast recharge. This power is darn necessary to do real damage on /dark, as its one of the few real damage powers. Use the same slotting from Shadow Punch on this power.
Numbers:
-End Cost: 6.86 End
-Recharge: 6 seconds
-To hit Debuff: -5.25% on target for 13.5 seconds
Shadow Maul Available at Level 4
Description: You wrap your entire arms with Negative Energy channeled from the Netherworld, then perform a series of blows that deal a lot of damage over a short period of time to multiple targets in front of you. These blows cloud your target's vision, lowering his Accuracy for a short time.
Pointers: Although this power does a lot of damage, this power is best kept for your 20s. This is by far one of the longer animations in the game, and if you miss with this power its a lot like slitting your wrists, its painful to watch and doesnt get anything accomplished.
Numbers:
-End Cost: 8.53 end
-Recharge: 8 seconds
-To Hit Debuff: 5.52% for 13.5 seconds
Taunt Available at: Level 10
Description: Taunts a foe and all foes around him to attack you. Useful for pulling villains off an ally who finds himself in over his head. Taunted foes tend to ignore other enemies and focus on you for quite a while, so use this power cautiously. An accuracy check is not required to taunt your foes.
Pointers: Because you wont, well, shouldnt get your first aggro aura until the 20s I highly recommend picking up Taunt at 10. This power puts a long duration taunt on any NPC and can pull agro off of another player for quite some time. Youll need to get in close though, and youll want to throw in some punches because both distance and damage dealt are considered into threat, which determines who a foe will attack.
Numbers:
-Duration 30.8 seconds
Siphon Life Available at: Level 16
Description: You tap the power of the Netherworld and create a life transferring conduit between a foe and yourself. This will transfer hit points from your enemy to yourself. Foes siphoned in this manner have their Accuracy reduced.
Pointers: Siphon Life is a small heal that effects one target, damaging it and healing you. Unless its slotted heavily, Ive never really found a use for it. The damage it does is minimal, as a matter of fact its less than Shadow Punchs, and the healing it provides isnt as effective at higher levels unless its 3-slotted for Healing. In the build Im providing, I didnt take it. If you want, copy your character onto the Test server and play around with it there to see whether or not you enjoy having it.
Numbers:
-End cost: 12 end
-Recharge: 15 seconds
-Heal: 10%
-To Hit Debuff: 5.25% for 13.5 seconds
Touch of Fear Available at: Level 20
Description: The Netherworld is one scary place, and with but a touch, you can give your enemy a glimpse into this dark world. This will cause them to helplessly tremble in fear. Foes in this state of panic have reduced Accuracy.
Pointers: This is a staple of the Dark/Dark combo, since with it; you can stack enough Fear to make a boss soil his pants in fear of your awesomeness. Fear works almost exactly like a hold, instead however if the target is attacked, they may attempt one counter attack, or run away for ten seconds. If you dont attack the mob that is cowering at your mercy, they wont attack you, leaving you free to take out anyone around them that may pose a significant threat to you.
Numbers:
End Cost: 8.53
Recharge: 8 seconds
Fear Duration: 22.4 seconds
Fear Magnitude: 3
Soul Drain Available at: Level 28
Description: Using this power, you can drain the essence of all nearby foes' souls, thus increasing your own strength. Each affected foe will lose some Hit Points and add to your Damage and Accuracy.
Pointers: This is your Build-Up Power. It works like Dark Regeneration and Consumption, in that the more foes you hit, up to a total of seven targets, the more you are buffed. Take it at level 28, and at 29 throw two slots into it and fill all three slots with RechargeRedux. With these three in the power it becomes a half-up, half-down power on thirty second intervals, It does have significant end cost (15) so you might want to put an EndRedux into it.
Numbers:
End Cost: 15 end
Recharge: 120 seconds
Duration: 30 seconds
Damage Buff: 12.5% per enemy hit.
To Hit Buff: 5% per enemy hit.
Dark Consumption Available at: Level 35
Description: The dark power of the Netherworld allows you to tap the essence of your foe's soul and transfer it to yourself. This will drain the Hit Points of your enemy and add to your Endurance.
Pointers: Like Dark Regeneration and Soul Drain, the more enemies hit with this power the more you are buffed, in this case the power restores your endurance bar. Unfortunately, it has a long recharge (3 min.s base value) and so is up as often as is sometimes necessary. Personally I enjoy having this power around as a great Oh $#!7, a SAPPER* power, that can boost your endurance back to full when you really need it the most.
*Note that due to the careful planning that goes into assaulting Malta strong holds, and the endurance drain protection in Dark Armor, Malta Sappers, and Dark Ring Mistresses, arent really that difficult. That being said, its entirely possible for them to surprise you even when you combed the spawn looking for them so its fun to have in extreme circumstances.
Numbers:
Endurance Restored: 25% per enemy hit
Recharge Time: 180 seconds.
Midnight Grasp Available at: Level 38
Description: Mastery over the forces of the Netherworld allows you to create dark tentacles that can immobilize a foe and continuously drain his life force.
Pointers: While yes this is an immobilization power, its actually front-loaded into becoming a damage power. The damage this power does is amazing, so youll want it whether or not you need an immobilize.
Numbers:
End Cost: 12 end
Recharge: 15 seconds
Immobilization Duration: 17.9 seconds
Immobilization Magnitude: 3
[u]III Tactics III[u]
[u]IIA Tanking 101 IIA[u]
If youve never tanked before, keep reading, if you have, by all means skip ahead, you probably already know the information I am about to address.
Now then the basic function of a Tanker is to hold aggro, i.e. be the sole target of the rage that burns in each enemy. Along with Taunt, and your taunt aura, auras in your primary that affect enemies, and Gauntlet, the Tankers inherent ability, youll pull aggro inwards.
How to do this:
1. Understand Gauntlet, or in other words, punch-voke.
Each of your attacks are enhanced with an AoE Taunt, that when the attack hits, the five closest foes to the target are hit with a Taunt, and thus are now going to attack you. By selecting different targets around you, you can hit different targets with this taunt; this is called punch-voking.
2. Know how to mix Taunt and Gauntlet together and become an aggro hog.
Knowing, not only what to taunt but where to taunt, can be life-saving for your teammates. Since you can punch-voke mobs in melee into attacking you, ideally, you should hit foes that arent close to you with Taunt.
This will take a lot of practice, but it will eventually come to you. If you can, try to pull the melee mobs over to the range users, and youll include both in your punch-voke assault.
[u]IIIC Building your Tank IIIC[u]
This is where half of your Tanks survivability is determined. How well you build your tank can determine whether or not you are worthy to live in life or death situations. In order to best build your tank, youll have to understand where your strengths and weaknesses lie.
[u]IIIC1 Strengths of a Dark/Dark Tank[u]
1. High Resists. The Dark/ tank has an amazing amount of resists. It features pretty strong resists to every single damage type. This slows down the oncoming damage into something you can mitigate more easily.
2. A fast recharging, powerful Heal. Dark Regeneration can carry you from the brink of oblivion to back in the ring ready to rumble in a single activation, and its on a 30 second recharge.
3. No Psi Hole. Psi Holes are the status quo on a lot of tanks. Having no Psi hole makes you immensely more welcome on teams that are going up against heavy psi damage and areas where Psi Damage is used commonly.
4. Endurance Drain Resistance. Also called recovery resistance, this allows you to take Malta Sappers and Dark Ring Mistresses like a bull in a China shop.
5. FEAR! Nothing beats locking down a boss mob in agony by jumping up and down yelling, Ooga Booga Booga!
6. To-Hit Debuffs Slapping To-hit debuffs onto hard hitting enemies, and watching them whiff like the batters of a Little League game is a common theme of the /Dark tank.
7. The many tools of /Dark. /Dark offers what is possibly the widest variety of tools of any tanker secondary. A self +end, a fear power, a heal, a fast-recharging, long-lasting build-up, and an immobilize, on top of to-hit debuffs.
[u]IIIC2 The Pitfalls of a Dark/Dark[u]
1. No Slow Resistance. Major slows are a major PITA for Dark/ tankers. Slowing down Dark Regeneration is a major killer on Dark/Dark tanks.
2. Heavy End Cost. Dark/ is one endurance heavy set. The cost of the mitigation it provides is that it costs bundles of endurance. What really helps here is slotting all of your secondary powers with endredux. Believe it or not but your secondary powers contribute more to the problem than those in your primary.
3. Low Energy Resistance. At the late levels Energy becomes a very common damage type. Energy resistance bonuses from IO sets and Increased Density are going to be your biggest friends here.
4. No Knockback Resistance. Being knocked around like a ragdoll is no fun it screws up your positioning and places you in nasty positions to use Dark Regeneration.
[u]IIIC3 Pool Powers IIIC3[u]
Pool Powers can help make up for what your main power sets are missing these are the ones I recommend.
Leaping Leaping as a travel power lowers the number of power slots used in order to get to Acrobatics which fills the KB resistance hole.
Fighting Adds extra S/L resistance, which makes up the lion share of damage even late game, and anything you can stack onto what you already have adds significant damage mitigation.
Fitness Obviously. I recommend this for any character, but thats just because of Stamina which greatly boosts recovert of end, something that Dark/ needs.
[u]IV A Build IV[u]
This is a build for the Dark/Dark. I personally believe that you should make your own build though, as I cant tell you how to play this tank and you probably dont think the same way I do.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
King Darksource: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Dark Embrace <ul type="square">[*] (A) Resist Damage IO: Level 50[*] (3) Resist Damage IO: Level 50[*] (9) Resist Damage IO: Level 50[*] (15) Endurance Reduction IO: Level 50[*] (31) Endurance Reduction IO: Level 50[*] (34) Endurance Reduction IO: Level 50[/list]Level 1: Shadow Punch <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (5) Endurance Reduction IO: Level 50[*] (11) Endurance Reduction IO: Level 50[*] (33) Accuracy IO: Level 50[*] (34) To Hit Debuff IO: Level 50[*] (39) To Hit Debuff IO: Level 50[/list]Level 2: Murky Cloud <ul type="square">[*] (A) Resist Damage IO: Level 50[*] (3) Resist Damage IO: Level 50[*] (9) Resist Damage IO: Level 50[*] (15) Endurance Reduction IO: Level 50[*] (36) Endurance Reduction IO: Level 50[*] (37) Endurance Reduction IO: Level 50[/list]Level 4: Smite <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (5) Endurance Reduction IO: Level 50[*] (11) Endurance Reduction IO: Level 50[*] (34) Accuracy IO: Level 50[*] (40) To Hit Debuff IO: Level 50[*] (40) To Hit Debuff IO: Level 50[/list]Level 6: Obsidian Shield <ul type="square">[*] (A) Resist Damage IO: Level 50[*] (7) Resist Damage IO: Level 50[*] (7) Resist Damage IO: Level 50[*] (17) Endurance Reduction IO: Level 50[*] (37) Endurance Reduction IO: Level 50[*] (37) Endurance Reduction IO: Level 50[/list]Level 8: Dark Regeneration <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (13) Endurance Reduction IO: Level 50[*] (13) Endurance Reduction IO: Level 50[*] (17) Accuracy IO: Level 50[*] (40) Accuracy IO: Level 50[*] (43) Accuracy IO: Level 50[/list]Level 10: Taunt <ul type="square">[*] (A) Taunt Duration IO: Level 50[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Defense Buff IO: Level 50[/list]Level 14: Super Jump <ul type="square">[*] (A) Jumping IO: Level 50[*] (43) Jumping IO: Level 50[*] (43) Jumping IO: Level 50[/list]Level 16: Hurdle <ul type="square">[*] (A) Jumping IO: Level 50[/list]Level 18: Health <ul type="square">[*] (A) Healing IO: Level 50[*] (19) Healing IO: Level 50[*] (19) Healing IO: Level 50[*] (50) Healing IO: Level 50[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (21) Endurance Modification IO: Level 50[*] (21) Endurance Modification IO: Level 50[*] (42) Endurance Modification IO: Level 50[/list]Level 22: Death Shroud <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (23) Endurance Reduction IO: Level 50[*] (23) Endurance Reduction IO: Level 50[*] (25) Damage Increase IO: Level 50[*] (25) Accuracy IO: Level 50[/list]Level 24: Acrobatics <ul type="square">[*] (A) Knockback Distance IO: Level 50[/list]Level 26: Shadow Maul <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (27) Endurance Reduction IO: Level 50[*] (27) Endurance Reduction IO: Level 50[*] (45) Accuracy IO: Level 50[*] (45) To Hit Debuff IO: Level 50[*] (45) To Hit Debuff IO: Level 50[/list]Level 28: Soul Drain <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (29) Recharge Reduction IO: Level 50[*] (29) Recharge Reduction IO: Level 50[*] (48) Accuracy IO: Level 50[/list]Level 30: Cloak of Darkness <ul type="square">[*] (A) Defense Buff IO: Level 50[*] (31) Defense Buff IO: Level 50[*] (31) Endurance Reduction IO: Level 50[/list]Level 32: Cloak of Fear <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (33) Endurance Reduction IO: Level 50[*] (33) Endurance Reduction IO: Level 50[/list]Level 35: Dark Consumption <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (36) Recharge Reduction IO: Level 50[*] (36) Recharge Reduction IO: Level 50[/list]Level 38: Midnight Grasp <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (39) Endurance Reduction IO: Level 50[*] (39) Endurance Reduction IO: Level 50[/list]Level 41: Boxing <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (42) Endurance Reduction IO: Level 50[*] (42) Endurance Reduction IO: Level 50[/list]Level 44: Tough <ul type="square">[*] (A) Resist Damage IO: Level 50[*] (46) Resist Damage IO: Level 50[*] (46) Resist Damage IO: Level 50[*] (46) Endurance Reduction IO: Level 50[/list]Level 47: Touch of Fear <ul type="square">[*] (A) Fear Duration IO: Level 50[*] (48) Endurance Reduction IO: Level 50[*] (48) Endurance Reduction IO: Level 50[/list]Level 49: Soul Transfer <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (50) Recharge Reduction IO: Level 50[*] (50) Recharge Reduction IO: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
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[ QUOTE ]
Just a little nitpick here, but your Endurance Cost numbers for Dark Embrace, Murky Cloud, and Obsidian Shield are all a little bit off. They cost 0.12 End/tick, which is every half a second. The actual End Cost should be 0.24 End/second.
Good guide though. I'm surprised there hasn't been more support for the Dark/Dark Tanks in the guide type area. I'm working on one right now and enjoying it immensely.
[/ QUOTE ]
Hmmm the in game numbers appear to be .21end/sec (apparently we were both wrong).
EDIT: Apparently I can't edit the post, I'll repost the guide with the correct numbers. -
[ QUOTE ]
Ok, I don't have any darkity-dark characters, but I would love to see this title being offered on a book on the shelf of a Borders.
[/ QUOTE ]
Thanks. I don't know where I got the idea to use that as a title, but the moment I said it to myself I knew it was going to be the title. -
Selling Your Soul For Dummies! A reference Guide for the rest of us(Dark/Dark)
Dark/Dark Guide is done. -
[u]Selling Your Soul for Dummies! A reference guide for the rest of us (Dark/Dark)[u]
So, you want to join the legions of the mighty Dark/Dark Tankers do you? Know that though the road ahead of you is a long one. The road can be pretty damn fun and is very rewarding at the end.
[u]I Primary Powers
II Secondary powers
III Tactics
IIIA Tanking 101
IIIB Advanced Tanking
IIIC Building Your Tank
IIIC1 Advantages of Dark/Dark Tank
IIIC2 Pitfalls of a Dark/Dark Tank
IIIC3 Pool Powers
IV Build[u]
[u]I Primary Powers I[u]
The following is a discussion of the powers in your primary (obviously) and a good deal of information about each power.
Death Shroud Available at: Level 1
Description: You become a focus point for the Netherworld, allowing its Negative Energy to seep from your body. This will continuously damage all foes in melee range.
Pointers: Although this power is available at level 1 I highly recommend you wait until your twenties to take it. The power costs .52 endurance per second, more endurance than all three shields combined. This powers cost in end is enough to out-weigh the benefits gained in the low-levels. That being said however, as soon as you have the end to stomach it (read: at 22 when you have access to Stamina and Single Origin Enhancements) I recommend taking it.
Numbers:
-End Cost: .52 End/Sec
-Average Damage: (NEG)
Dark Embrace Available at: Level 1
Description: You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy and Toxic damage.
Pointers: Grab this at Level 1 instead of Death Shroud. Slot this with Resistance enhancements, despite how tempting it is to slot it with EndRedux. Ill tell you why in just a minute.
Numbers:
-End Cost= .12 end per second
-Resistance (Base) Values:
Smashing = 30.00%
Lethal = 30.00%
Negative Energy = 20.00%
Toxic = 20.00%
Murky Cloud Available at: Level 2
Description: You create a Murky Cloud enshrouding you. This cloud can absorb all forms of energy, making you more resistant to Fire, Cold, Energy, and Negative Energy attacks, as well as Endurance Drain effects.
Pointers: This is almost a useless power at level 2, but in that changes quickly with the introduction of the Outcasts, who use exotic damage types like theyre going out of style. Same pointer as Dark Embrace slot for Resistance not EndRedux. This powers is also highly useful for later in the game, where you really need resistance to Recovery powers, especially with the set being as end heavy as it is.
Numbers:
-End Cost: .12 end per second
-Resistance (Base) values:
Fire = 30.00%
Cold = 30.00%
Energy = 20.00%
Negative Energy = 20.00%
Recovery Drain Resistance = 150.00%
Obsidian Shield Available at: Level 6
Description: You can create a special Obsidian Shield that grants good resistance to Psionic damage. With your mind enshrouded in darkness you are protected from Sleep, Fear, Hold and Disorient attacks.
Pointers: This power is your mez (Hold Stun Fear and Sleep Effects) protection power. That means pick it as soon as its available, cause every enemy group has at least one form of mez, and a Tanker thats sleeping on the job isnt doing its team any good. This power offers amazing psi resistance (50.00% at base value) which helps immensely in the higher levels with the introduction of heavy Psi use. Same pointer again, slot for Resistance, not EndRedux.
Numbers:
-End cost: .12 End per Second
-Resistance (Base) Values:
Psionic = 50.00%
Sleep = 7.67 mag
Hold = 7.67 mag
Fear = 7.67 mag
Stun = 7.67 mag
Dark Regeneration Available at: Level 8
Description: You can tap the dark essence of the Netherworld to drain a small amount of life from all enemies nearby, thus healing yourself. The more foes affected, the more you will be healed.
Pointers: Behold the black halo that is the crown of Dark Armor: Dark Regeneration! Every foe hit with this power restores one fourth of your health. This means by hitting just four people (not hard to gather as a Tanker I assure you) you can go from flashing red to full health just by clicking the power. It has a short recharge to boot (30 seconds) making it undoubtedly one of, if not the, best heal in the game. However tohit/-accuracy debuffs are the bane of this powers existence, less accuracy means less mobs hit by the power, less contact means less health for you. This is also the one power from Dark Armor I recommend slotting for EndRedux. Only novas carry more end cost greater than this: 33.0 end per click (One third of your total ends base value).
Numbers:
-End Cost: = 33.0 end per click (Ouch)
-Base Accuracy = 75%
-Heal = 25% (base value)
Cloak of Darkness Available at: Level 12
Description: A shroud of Netherworld darkness envelops you, making you difficult to spot at a distance. You can be seen only at close range, or if you attack a target. Even if seen, the Cloak of Darkness grants you a bonus to Defense to all attacks and some protection from Immobilization. This Netherworld Cloak also allows you to see things in a new light, allowing you to better see Stealthy foes. Unlike some Stealth powers, Cloak of Darkness has no movement penalty. Cloak of Darkness will not work with any other form of concealment power such as Shadow Fall or Steamy Mist.
Pointers: At first, this power seems contradictory, its intended purpose masked by the fact that its a stealth power on a Tank. The actual purpose is to make it easier to agro one spawns but keep surrounding spawns from attacking you. It also grants a small Defense bonus, that when stacked with other defensive powers offers another layer of damage mitigation. It is also your Immobilization defense, so yeah, youll want to run it. Finally it prevents Perception debuffs, which youll want to avoid, since you need to hit in order to heal (and use Dark Consumption).
Numbers:
-End Cost .26 end per second
-+Defense to All = 5.00%
-Stealth radius = 35 ft
-Resistance to Perception debuffs = 60%
-Resist Immobilization: Mag 13
Cloak of Fear Available at: Level 18
You can wrap yourself in a nightmarish Cloak of Fear. Foes close to you are treated to visions most horrific, forcing them to tremble in terror, only attacking if attacked, and even then, at reduced Accuracy.
Pointers: Unlike the other toggles in the set, I recommend that this be slotted with end reduction, as it has the same end cost as Death Shroud. This power stacks well with the Fear power in the Dark Melee secondary as well as those in the Presence Power Pool. One way of going about a build is to use this an
Numbers:
-.52 end per second.
-Fear Magnitude: 2
Oppressive Gloom Available at: Level 26
Description: The Netherworld has many mutable properties, such as the Oppressive Gloom. This power allows you to use your own Hit Points to keep enemies near you Disoriented and unable to use any powers. Endurance cost for this is minimal, but the power can be dangerous to use.
Pointers: This a great power for stunning lower mobs like Lt.s and Minions, but it truly shines when given a stun heavy secondary, which just doesnt work with DM unfortunately. Thusly, this is a skippable power on DA/DM which gives you some extra slotting opportunities. The self damage in this power is minimal by the way and the end cost is thus nearly nonexistent. Really on this power its up to you.
Numbers:
-End Cost: .08
-Damage on Self: 4.45
Soul Transfer Available at: Level 32
Description: Should you fall in battle, you can perform a Soul Transfer, sucking the life force of all foes around you to bring yourself back from the brink of death. The more foes nearby, the more life is restored to you. Drained foes are left Disoriented. The dark effects of this Soul Transfer will actually leave you invulnerable for a brief time, and protected from XP Debt for 20 seconds. There must be at least one foe nearby to fuel the transfer and revive yourself.
Pointers: Hmmmmm. Hmmmm. This is possibly the most debated subject in all of Tankerdom (Aside from all INV/ arguments, as there are many). The Tier 9 ability and what it should do. Most people claim that this power should be used as an OH <self - censored>! Button that can save you from taking the plunge, but two powers, Rise of the Pheonix from the Fiery Aura set and this power, both require that you commit the ultimate sacrifice, and face death first. The debate is that the final power should be the be all end all say if something ever goes wrong, very Wrong, like An INV/ tanking a level 52 Clockwork King without any Accolades wrong, that if this power were activated, it would save you and your team certain defeat. Another argument in this is that if a particular spawn ended your life its likely itll do it again. Its great to have a self-rez if you really need to be back on your feet in this particular mob. Oh yeah thats right. You have to hit in order to actually be rezzed. Its like Dark Regeneration in the way it works but. Dang, at least Fire/s self-rez does a cubic crap-ton of damage. If youre into self-rezes this is a fun power, but if youre not youll want to skip this.
Numbers:
-Recharge: 300 seconds (5 minutes)
-Heal: 15.4% per mob hit
-+End: 30 per mob hit
[u]II Secondary Powers II[u]
The following is a guide to the powers of your secondary, Dark Melee.
Shadow Punch Forced down your throat at: Level One
Description: You wrap your fists with Negative Energy channeled from the Netherworld, then perform a quick punch that deals minor damage. Shadow Punches cloud the target's vision, lowering his Accuracy for a short time.
Pointers: Whether or not you actually want this power isnt your decision. You have to take it. Thats part of being a Tanker. Now that having been said however the power isnt that bad, it does do damage that not a lot of foes are resistant to (Negative Energy).Slot this power with 3 end redux, 1 accuracy and 2 to hit debuff. Ill tell you why in the tactics section.
Numbers:
-End Cost: 4.37 seconds
-Recharge Time: 3 seconds
-ToHit debuff: -5.25% for 13.5 seconds
Smite Available at: Level 2
Description: You wrap your fists with Negative Energy channeled from the Netherworld, then perform a Smite that deals more damage than Shadow Punch, but has a longer recharge time. Smite clouds the target's vision, lowering his Accuracy for a short time.
Pointers: Smite is your second attack, and it does considerable damage, and is on a rather fast recharge. This power is darn necessary to do real damage on /dark, as its one of the few real damage powers. Use the same slotting from Shadow Punch on this power.
Numbers:
-End Cost: 6.86 End
-Recharge: 6 seconds
-To hit Debuff: -5.25% on target for 13.5 seconds
Shadow Maul Available at Level 4
Description: You wrap your entire arms with Negative Energy channeled from the Netherworld, then perform a series of blows that deal a lot of damage over a short period of time to multiple targets in front of you. These blows cloud your target's vision, lowering his Accuracy for a short time.
Pointers: Although this power does a lot of damage, this power is best kept for your 20s. This is by far one of the longer animations in the game, and if you miss with this power its a lot like slitting your wrists, its painful to watch and doesnt get anything accomplished.
Numbers:
-End Cost: 8.53 end
-Recharge: 8 seconds
-To Hit Debuff: 5.52% for 13.5 seconds
Taunt Available at: Level 10
Description: Taunts a foe and all foes around him to attack you. Useful for pulling villains off an ally who finds himself in over his head. Taunted foes tend to ignore other enemies and focus on you for quite a while, so use this power cautiously. An accuracy check is not required to taunt your foes.
Pointers: Because you wont, well, shouldnt get your first aggro aura until the 20s I highly recommend picking up Taunt at 10. This power puts a long duration taunt on any NPC and can pull agro off of another player for quite some time. Youll need to get in close though, and youll want to throw in some punches because both distance and damage dealt are considered into threat, which determines who a foe will attack.
Numbers:
-Duration 30.8 seconds
Siphon Life Available at: Level 16
Description: You tap the power of the Netherworld and create a life transferring conduit between a foe and yourself. This will transfer hit points from your enemy to yourself. Foes siphoned in this manner have their Accuracy reduced.
Pointers: Siphon Life is a small heal that effects one target, damaging it and healing you. Unless its slotted heavily, Ive never really found a use for it. The damage it does is minimal, as a matter of fact its less than Shadow Punchs, and the healing it provides isnt as effective at higher levels unless its 3-slotted for Healing. In the build Im providing, I didnt take it. If you want, copy your character onto the Test server and play around with it there to see whether or not you enjoy having it.
Numbers:
-End cost: 12 end
-Recharge: 15 seconds
-Heal: 10%
-To Hit Debuff: 5.25% for 13.5 seconds
Touch of Fear Available at: Level 20
Description: The Netherworld is one scary place, and with but a touch, you can give your enemy a glimpse into this dark world. This will cause them to helplessly tremble in fear. Foes in this state of panic have reduced Accuracy.
Pointers: This is a staple of the Dark/Dark combo, since with it; you can stack enough Fear to make a boss soil his pants in fear of your awesomeness. Fear works almost exactly like a hold, instead however if the target is attacked, they may attempt one counter attack, or run away for ten seconds. If you dont attack the mob that is cowering at your mercy, they wont attack you, leaving you free to take out anyone around them that may pose a significant threat to you.
Numbers:
End Cost: 8.53
Recharge: 8 seconds
Fear Duration: 22.4 seconds
Fear Magnitude: 3
Soul Drain Available at: Level 28
Description: Using this power, you can drain the essence of all nearby foes' souls, thus increasing your own strength. Each affected foe will lose some Hit Points and add to your Damage and Accuracy.
Pointers: This is your Build-Up Power. It works like Dark Regeneration and Consumption, in that the more foes you hit, up to a total of seven targets, the more you are buffed. Take it at level 28, and at 29 throw two slots into it and fill all three slots with RechargeRedux. With these three in the power it becomes a half-up, half-down power on thirty second intervals, It does have significant end cost (15) so you might want to put an EndRedux into it.
Numbers:
End Cost: 15 end
Recharge: 120 seconds
Duration: 30 seconds
Damage Buff: 12.5% per enemy hit.
To Hit Buff: 5% per enemy hit.
Dark Consumption Available at: Level 35
Description: The dark power of the Netherworld allows you to tap the essence of your foe's soul and transfer it to yourself. This will drain the Hit Points of your enemy and add to your Endurance.
Pointers: Like Dark Regeneration and Soul Drain, the more enemies hit with this power the more you are buffed, in this case the power restores your endurance bar. Unfortunately, it has a long recharge (3 min.s base value) and so is up as often as is sometimes necessary. Personally I enjoy having this power around as a great Oh $#!7, a SAPPER* power, that can boost your endurance back to full when you really need it the most.
*Note that due to the careful planning that goes into assaulting Malta strong holds, and the endurance drain protection in Dark Armor, Malta Sappers, and Dark Ring Mistresses, arent really that difficult. That being said, its entirely possible for them to surprise you even when you combed the spawn looking for them so its fun to have in extreme circumstances.
Numbers:
Endurance Restored: 25% per enemy hit
Recharge Time: 180 seconds.
Midnight Grasp Available at: Level 38
Description: Mastery over the forces of the Netherworld allows you to create dark tentacles that can immobilize a foe and continuously drain his life force.
Pointers: While yes this is an immobilization power, its actually front-loaded into becoming a damage power. The damage this power does is amazing, so youll want it whether or not you need an immobilize.
Numbers:
End Cost: 12 end
Recharge: 15 seconds
Immobilization Duration: 17.9 seconds
Immobilization Magnitude: 3
[u]III Tactics III[u]
[u]IIA Tanking 101 IIA[u]
If youve never tanked before, keep reading, if you have, by all means skip ahead, you probably already know the information I am about to address.
Now then the basic function of a Tanker is to hold aggro, i.e. be the sole target of the rage that burns in each enemy. Along with Taunt, and your taunt aura, auras in your primary that affect enemies, and Gauntlet, the Tankers inherent ability, youll pull aggro inwards.
How to do this:
1. Understand Gauntlet, or in other words, punch-voke.
Each of your attacks are enhanced with an AoE Taunt, that when the attack hits, the five closest foes to the target are hit with a Taunt, and thus are now going to attack you. By selecting different targets around you, you can hit different targets with this taunt; this is called punch-voking.
2. Know how to mix Taunt and Gauntlet together and become an aggro hog.
Knowing, not only what to taunt but where to taunt, can be life-saving for your teammates. Since you can punch-voke mobs in melee into attacking you, ideally, you should hit foes that arent close to you with Taunt.
This will take a lot of practice, but it will eventually come to you. If you can, try to pull the melee mobs over to the range users, and youll include both in your punch-voke assault.
[u]IIIC Building your Tank IIIC[u]
This is where half of your Tanks survivability is determined. How well you build your tank can determine whether or not you are worthy to live in life or death situations. In order to best build your tank, youll have to understand where your strengths and weaknesses lie.
[u]IIIC1 Strengths of a Dark/Dark Tank[u]
1. High Resists. The Dark/ tank has an amazing amount of resists. It features pretty strong resists to every single damage type. This slows down the oncoming damage into something you can mitigate more easily.
2. A fast recharging, powerful Heal. Dark Regeneration can carry you from the brink of oblivion to back in the ring ready to rumble in a single activation, and its on a 30 second recharge.
3. No Psi Hole. Psi Holes are the status quo on a lot of tanks. Having no Psi hole makes you immensely more welcome on teams that are going up against heavy psi damage and areas where Psi Damage is used commonly.
4. Endurance Drain Resistance. Also called recovery resistance, this allows you to take Malta Sappers and Dark Ring Mistresses like a bull in a China shop.
5. FEAR! Nothing beats locking down a boss mob in agony by jumping up and down yelling, Ooga Booga Booga!
6. To-Hit Debuffs Slapping To-hit debuffs onto hard hitting enemies, and watching them whiff like the batters of a Little League game is a common theme of the /Dark tank.
7. The many tools of /Dark. /Dark offers what is possibly the widest variety of tools of any tanker secondary. A self +end, a fear power, a heal, a fast-recharging, long-lasting build-up, and an immobilize, on top of to-hit debuffs.
[u]IIIC2 The Pitfalls of a Dark/Dark[u]
1. No Slow Resistance. Major slows are a major PITA for Dark/ tankers. Slowing down Dark Regeneration is a major killer on Dark/Dark tanks.
2. Heavy End Cost. Dark/ is one endurance heavy set. The cost of the mitigation it provides is that it costs bundles of endurance. What really helps here is slotting all of your secondary powers with endredux. Believe it or not but your secondary powers contribute more to the problem than those in your primary.
3. Low Energy Resistance. At the late levels Energy becomes a very common damage type. Energy resistance bonuses from IO sets and Increased Density are going to be your biggest friends here.
4. No Knockback Resistance. Being knocked around like a ragdoll is no fun it screws up your positioning and places you in nasty positions to use Dark Regeneration.
[u]IIIC3 Pool Powers IIIC3[u]
Pool Powers can help make up for what your main power sets are missing these are the ones I recommend.
Leaping Leaping as a travel power lowers the number of power slots used in order to get to Acrobatics which fills the KB resistance hole.
Fighting Adds extra S/L resistance, which makes up the lion share of damage even late game, and anything you can stack onto what you already have adds significant damage mitigation.
Fitness Obviously. I recommend this for any character, but thats just because of Stamina which greatly boosts recovert of end, something that Dark/ needs.
[u]IV A Build IV[u]
This is a build for the Dark/Dark. I personally believe that you should make your own build though, as I cant tell you how to play this tank and you probably dont think the same way I do.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
King Darksource: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Dark Embrace <ul type="square">[*] (A) Resist Damage IO: Level 50[*] (3) Resist Damage IO: Level 50[*] (9) Resist Damage IO: Level 50[*] (15) Endurance Reduction IO: Level 50[*] (31) Endurance Reduction IO: Level 50[*] (34) Endurance Reduction IO: Level 50[/list]Level 1: Shadow Punch <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (5) Endurance Reduction IO: Level 50[*] (11) Endurance Reduction IO: Level 50[*] (33) Accuracy IO: Level 50[*] (34) To Hit Debuff IO: Level 50[*] (39) To Hit Debuff IO: Level 50[/list]Level 2: Murky Cloud <ul type="square">[*] (A) Resist Damage IO: Level 50[*] (3) Resist Damage IO: Level 50[*] (9) Resist Damage IO: Level 50[*] (15) Endurance Reduction IO: Level 50[*] (36) Endurance Reduction IO: Level 50[*] (37) Endurance Reduction IO: Level 50[/list]Level 4: Smite <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (5) Endurance Reduction IO: Level 50[*] (11) Endurance Reduction IO: Level 50[*] (34) Accuracy IO: Level 50[*] (40) To Hit Debuff IO: Level 50[*] (40) To Hit Debuff IO: Level 50[/list]Level 6: Obsidian Shield <ul type="square">[*] (A) Resist Damage IO: Level 50[*] (7) Resist Damage IO: Level 50[*] (7) Resist Damage IO: Level 50[*] (17) Endurance Reduction IO: Level 50[*] (37) Endurance Reduction IO: Level 50[*] (37) Endurance Reduction IO: Level 50[/list]Level 8: Dark Regeneration <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (13) Endurance Reduction IO: Level 50[*] (13) Endurance Reduction IO: Level 50[*] (17) Accuracy IO: Level 50[*] (40) Accuracy IO: Level 50[*] (43) Accuracy IO: Level 50[/list]Level 10: Taunt <ul type="square">[*] (A) Taunt Duration IO: Level 50[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Defense Buff IO: Level 50[/list]Level 14: Super Jump <ul type="square">[*] (A) Jumping IO: Level 50[*] (43) Jumping IO: Level 50[*] (43) Jumping IO: Level 50[/list]Level 16: Hurdle <ul type="square">[*] (A) Jumping IO: Level 50[/list]Level 18: Health <ul type="square">[*] (A) Healing IO: Level 50[*] (19) Healing IO: Level 50[*] (19) Healing IO: Level 50[*] (50) Healing IO: Level 50[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (21) Endurance Modification IO: Level 50[*] (21) Endurance Modification IO: Level 50[*] (42) Endurance Modification IO: Level 50[/list]Level 22: Death Shroud <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (23) Endurance Reduction IO: Level 50[*] (23) Endurance Reduction IO: Level 50[*] (25) Damage Increase IO: Level 50[*] (25) Accuracy IO: Level 50[/list]Level 24: Acrobatics <ul type="square">[*] (A) Knockback Distance IO: Level 50[/list]Level 26: Shadow Maul <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (27) Endurance Reduction IO: Level 50[*] (27) Endurance Reduction IO: Level 50[*] (45) Accuracy IO: Level 50[*] (45) To Hit Debuff IO: Level 50[*] (45) To Hit Debuff IO: Level 50[/list]Level 28: Soul Drain <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (29) Recharge Reduction IO: Level 50[*] (29) Recharge Reduction IO: Level 50[*] (48) Accuracy IO: Level 50[/list]Level 30: Cloak of Darkness <ul type="square">[*] (A) Defense Buff IO: Level 50[*] (31) Defense Buff IO: Level 50[*] (31) Endurance Reduction IO: Level 50[/list]Level 32: Cloak of Fear <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (33) Endurance Reduction IO: Level 50[*] (33) Endurance Reduction IO: Level 50[/list]Level 35: Dark Consumption <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (36) Recharge Reduction IO: Level 50[*] (36) Recharge Reduction IO: Level 50[/list]Level 38: Midnight Grasp <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (39) Endurance Reduction IO: Level 50[*] (39) Endurance Reduction IO: Level 50[/list]Level 41: Boxing <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (42) Endurance Reduction IO: Level 50[*] (42) Endurance Reduction IO: Level 50[/list]Level 44: Tough <ul type="square">[*] (A) Resist Damage IO: Level 50[*] (46) Resist Damage IO: Level 50[*] (46) Resist Damage IO: Level 50[*] (46) Endurance Reduction IO: Level 50[/list]Level 47: Touch of Fear <ul type="square">[*] (A) Fear Duration IO: Level 50[*] (48) Endurance Reduction IO: Level 50[*] (48) Endurance Reduction IO: Level 50[/list]Level 49: Soul Transfer <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (50) Recharge Reduction IO: Level 50[*] (50) Recharge Reduction IO: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
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[ QUOTE ]
WOW, did I miss something?
I can't believe there are no guides or builds for a Dark/Dark Tanker?
If there is can someone please point me in the right direction?
I wanna make one but would like a guide on it if someone has done one.
Thanks
[/ QUOTE ]
Am currently working on one.