Darkest Hour + My Darkest Hour (Alternate Loadout)

by Demarch
2.4 3423 views
14
2 +12
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Deja vu
Setback becomes a lobbed explosive, capable of rewinding multiple enemies.
Setback
Old Wounds
Increase your base maximum Health by 150-750.
Armor
5
Phantom Pain
Gain 10-50% Lifesteal against enemies hit by Setback for 5s.
Explosive Flask
4
Lessons of the Past
Hitting an enemy with Setback grants yourself a 75-375 Health Shield for 3s.
Setback
3
Lost Legacy
Activating Stasis Field heals you 80-400 Health per second for 3s.
Stasis Field
2
Beyond The Veil
You and allies gain 10-50% increased Movement Speed for 5s after passing through Stasis Field.
Stasis Field
1

Guide

The following is a guide on the build that I prefer to run with Atlas. I run several slightly different variants of this loadout, varying depending on your team makeup and the enemy team. I will also go over the variants here. I have already posted this build once under the name Demarch and it seems to have gotten some good feedback, but now that I have an official paladinsdecks account I decided to revisit it and throw in a guide for both versions v1 and v2.

 

 

Legendary Card: 

 

 

 

 

Deja Vu is my main legendary with Atlas. It significantly buffs your Setback (right click) ability, which can prove to be truly detrimental to enemy teams. Coupled with your Phantom Pain IV you will gain a very nice amount of self healing when targeting enemies you have hit with your Setback.

 

 

 

 

Required Cards:

 

 

 

 

The following cards are hugely important to this particular build/playstyle. I know not everyone has the same opinion so feel free to tweak this as you see fit to match your personal tastes.

 

 

 

 


  • Old Wounds V (5) provides a huge increase in your maximum health, but you can afford to drop it by 1 tier or 2. My personal preference is more health = win.

  • Phantom Pain IV (4) is pretty self explanitory and is the one main requirement to make this build as survivable as possible. With a 4 stack it provides 40% lifesteal vs enemies hit with your setback.


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Optional Cards:

 

 

 

 

The following cards are optional, but I have found they work best for my own style of play with this loadout.

 

 

 

 


  • Lessons of the Past III (3) provides a 225 Health Shield for 3s after hitting enemies with Setback. More tankiness? Yes pls!

  • Lost Legacy II (2) provides 160 healing per second for 3s while your Stasis Field is active, giving a nice little spike surivivability when you pop your wall.

  • Beyond the Veil I (1) provides your team with an appreciated speed buff for a brief amount of time after passing through your Stasis Field. I have toyed with and tested replacements for this card like Safe Haven I (1) and Ininity Engine I (1). I prefer Beyond the Veil purely for the fact that it provides a nice little boost for the team, instead of focusing entirely on my own benefit (which i guess indirectly still benefits me).


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As stated before these can easily be mixed up or replaced altogether to suit your own playstyle, but they provide a big boost to survivability and a taste of utility for your team.

 

 

 

 

Variant Loadout (MyDarkestHour):

 

 

 

 

If playing in a team with no supports/heals or with an off healer I run the loadout listed below. This loadout is labled as MyDarkestHour in my loadout screen. It also works just as well as a main loadout with a proper group and dedicated healer.

 

 

 

 


  • Old Wounds IV (4) Less health but still very important to make the build meaty.

  • Phantom Pain III (3) Slightly less life leach vs enemies hit with setback. Only 30% as opposed to 40%.

  • Lost Legacy III (3) More healing while your Stasis Field is active.

  • Safe Haven III (3) This card provides 6% increased healing per tier while Stasis Field is active. At a 3 tier that is 18% increased healing, which not only buffs the healing  from Lost Legacy, but also increases the healing you recieve from your Lifesteal (provided by Phantom Pain) and from the off healer in your party.  

  • Lessons of the Past II (2) A slight drop in Health Shield, but 150 is still nothing to scoff at. Anything to help buffer your survivability in a little to no healing party is very helpful.


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Credits:

 

 

 

 

Depending on the team makeup and enemy makeup this is subject to change and personal taste. Atlas does not have any cooldown reducing cards, except Paradox, which this build does not main. For this reason I always take Chronos I & II asap. Chronos increases how often you can pop your abilities, which all increase your survivability and tankiness. 

 

 

 

 

Cauterize is also a very useful card for this build since his burst/non-charged chronocannon fires pretty fast and applies debuffs in quick succession.

 

 

 

 

Any excess credits should be spent on whatever is the most beneficial at the time. I typically spend them on Life Rip and Rejuvenate (or Kill to Heal if you dont have a dedicated healer/support) to increase heals/survivability OR Chronos III to get even more uptime on my abilities. These choices are purely personal preference and can easily change from game to game.