Combat

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  1. X) If you see any character of mine asking if they could solo the room, let them.

    X) Masterminds are Tankers too.
  2. [ QUOTE ]
    Did you know...
    There were two more origins than there are now? Magic Artifact and another one I forget the name of. I believe it was technology related. Anyway, they were combined into what is our current origins.

    [/ QUOTE ]

    Do you perhaps mean Gadgets? I wish I could find the original website, but it seems to have disappered.
  3. [ QUOTE ]
    [ QUOTE ]
    . Dark Sustenence: A great power when teaming, makes your human form stronger for every nearby teamate.

    Slotting: Nothing (can't slot)
    Combat Log: This power will help you tremendously in teams. If you team with Tankers or Defenders, you'll get a human form offense bonus. If you team with Blasters or Scrappers, you'll get a defense bonus. Teaming with Controllers is the most helpful I think because it gives you mez protection. If you are on big teams, it might be better to stay Human 90% of the time.


    [/ QUOTE ]
    I didn't read much of this but I wanted to address this in particular because it is a common mistake.

    Dark Sustenance for Warshades and Cosmic Balance for Peacebringers are inherent powers. They do not take a power choice and cannot be slotted (like Gauntlet for Tankers, Vigilance for Defenders, Defiance for Blasters, etc.). For Warshades, Dark Sustenance gives a Damage Resistance bonus for each Defender and Tanker and a Damage bonus for each Blaster and Scrapper on the team (the "sustenance"). For Peacebringers it is the opposite; Damage Resistance for Blasters and Scrappers, Damage for Tankers and Defenders (the "balance"). Both types of Kheldians get a low level of Mez Protection for each Controller on the team, but it is cumulative. The team mates must be in range to receive the bonuses, which is about the same as Side-kick range, and this bonus only applies while in human form, not in Nova or Dwarf.

    Absorption is not exactly an inherent power; it is the first power in the Kheldians' Secondary Power Sets.

    This guide indicates a -Acc debuff effect or something for Warshade attacks, which is not the case. Many Warshade attacks have a slow component which can stack with each other, while Peacebringers have a defense reduction componenet, which also stacks. Also, slotting for the mires, I personally would slot for Recharge and two-slot for Acc. If you take Hasten, you can skip some Recharge slotting in some powers like Stygian Circle and Sunless Mire. Though I almost never engage in PvP, this guide seems to suggest a lot of single slotting for Acc, but everywhere else I see players suggest at least two Acc in every attack.

    There is other stuff--including improper names for powers--but this stood out to me.

    I missed this:
    [ QUOTE ]
    1. Dark Nova Fly: The only non supressed fly in game, and faster then the travel power.

    Slotting: Fly or Nothing
    Combat Log: The only unsurpressable fly in the game. Very good for ariel fights, and for sneaking up on your foe.

    [/ QUOTE ]
    For Clarification: To slot to enhance Nova's flight, you must put the slots in Nova Form in the Primary Power Set. The power can also be slotted with End Mod, To Hit Buff and End Reduction (End Mod works as a fairly weak Stamina, but is noticable). When the Nova power is selected when you level up, all four Nova attacks are included (the same applies for Dwarf Form and its powers).

    People would probably be much better off reading any of the player guides for Kheldians before using this guide.

    [/ QUOTE ]

    Thanks for your input. I have corrected the guide to be more correct.
  4. I finely took the time to update my guide. I added some builds and took the time to explain each power more throughly. Currently it takes up 16 pages on a Word Document, so it is quite long.



    A Warshade's Guide to PvP: By Combat (Issue 8 appliable)



    Index
    i - Introduction
    ii - Basic General Strageties
    (a) Arena
    (b) Zones
    iii - Indepth Analysis of each Archtype
    (a) Masterminds
    (b) Brute
    (c) Stalker
    (d) Corrupter
    (e) Dominater
    (f) Controller
    (g) Scrapper
    (h) Tanker
    (i) Defender
    (j) Blaster
    (k) Blapper
    (l) Peacebringers
    (m) Other Warshades
    iv- Zone Guides
    (a) Bloody bay
    (b) Siren's Call
    (c) Warburg
    v - Some Tips and tricks
    vi - Run-down of Powers with PvP in Mind
    vii- Builds

    i - Introduction

    So you've gotten your first character to 50, and decided to make a Warshade. First off, congratulations for getting to 50! Now, for all those that are looking to PvP with this new "Epic Archtype", I give you a guide to help you suceed. Before we start, I want to warn you that everything in here is my opinion, and you don't have to agree with what I say.



    ii - Basic General Strategies

    Here are some strategies I have come of with. There will be two sections, one for the Arena and one for the PvP zones. I haven't gone to Warburg or RV yet with my Warshade, so my experiences there are rather limited.


    Subsection A: The Arena

    The Arena is a place for Heroes and Villains to duke it out one one one, or team with others too defeat the opposing team. There are two types of Arena Battles, Normal and Gladiator, in which you fight with pets that function like MM pets do.
    <ul type="square"> [*]Knowledge: Always try and know your surroundings. Sometimes knowing what mobs or players are where can save your life, and a trip to the hospital. Since Warshades have to adapt to their opponents, finding out the powersets and playstyle may make or break the game. In the Arena you cannot run away, so you must know where your opponent is at all times in order to avoid them.
    [*]Disorienting: This is not actually about making your opponent be disoriented in game, it's more of a psychological effect. By attacking from differnent angles, and quickly leaving, you cause your opponent to become anxious. He's then more likely to make small but fatal errors. This applies to PvP zones as well.
    [/list]Subsection B: PvP zones

    PvP zones are maps designed for PvP fights. All PvP zones have an objective that you and your opponents compete against to complete. You have to be very careful in PvP zones, as you do not when or where an opponent can attack you.
    <ul type="square">
    [*]The Element of Surprise: One of the biggest advantages in PvP zones is the element of surprise. This is because sometimes a high power character can kill you in 1 or 2 shots, or hold you and kill you slowly if its a holder. Because it is so important, you must NEVER let the opponent get it. Always try to come from the sky, in Nova Form as most people tend to look on only the horzontal plane. Helped by your Stealth power, and used well with Teleporting powers. Silly them
    [*]Escape Route: There are two things that can affect combat, before the fighting starts. One of these is the
    entrance, which is discussed above. The other is your escape route. Every opponent can prove a dangerous one, so always have an exit planning in case you don't want to pay the hospital bills. The safest way to escape is to switch to Dwarf and TP away, and the fastest is Human forms TP (which has better range than the Dwarf's one).
    [*]Teamwork: This comes into factor in the Arena, but only really becomes a factor in the PvP zones. Opponents may have teamates near, so that easy looking Dominater over there may be surrounded by Stalkers just waiting for you to come into their grasp. However, teamates can also work to your favor. Remember that the next to the lure and bait trick works on you. The most important thing while teaming though is that you gain boosts while in Human Form for every not Keldhian on the team. You can get up to 140% +damage, 70% +resistance, or 8 Mag Resistance, depending on wether you have defenders and tanks, blasters and scrappers, or controllers on your teams.



    iii - Indepth Analysis of Each Archtype

    Masterminds: MMs will try to hide behind their army of henchmen. They will often make their henchmen go into Bodyguard mode, which makes all damage coming to them be cut into 7 or 8 little slices, with each pet taking 1 slice and the MMs taking 2 slices. While they are in BG mode their pets will not attack you until you attack them, so you have the advantage. So if the pets attack you first, you know the MM is an easy target. Otherwise drop in and use Sunless Mire in Human Form, then switch to the Dwarf form to use it again. Then simply change to Nova and Scatter/Detonate them all. Since the MM will likely still be in BG mode every pet will take even more damage then they usually would from this attack. This is called a Double Mire, a strategy that can prove deadly to most MMs. It is helped by Eclipse, which increases your resistance to everything by mezzes and psychic attack, and will allow you to survive the minions weak but rapid fire attacks. The one thing you hope for when fighting a Thug MM is for them to use Gang War. Double Mire + Eclipse anybody? Even better is using their dead henchmen against them. Summoning a pet out of a defeated henchman, then using it to kill the rest with your corpse bomb, and finally Circling up to full life and endurance is something that I long to do to some unexpecting MM. Sometimes */traps MMs will try and TP-Foe you into an array of traps, designed to hold and greatly damage you. If they manage to do so you will likely die. If you don't die immediatly try an tp out of there. If you can switch to Dwarf Form for the resistances. This goes with the Element of Surprise thing I talked about earlier. A long lasting battle for you, but a winnable one. MMs who try to Tank in Defense Follow will have a surprise coming to them when they fight you. A Double Mired Nova will shred the MMs minions with hard hitting Cones.

    Brutes: Brutes are surprisingly easy to you. Simply switch to Nova and you should be able to beat them without much trouble, since they won't usually be able to hit you very much, as most of their attacks are close ranged. If they have Fly they also have surpression, so you can defeat them in the air as well. Just don't go down and melee them in Human or Dwarf Forms. They will kill you their with their Fury, and much harder hitting attacks.

    Stalkers: Stalkers are some of the hardest to beat characters in the PvP game. If you can, try and get IR goggles to see them before they kill you. Two Stalkers can kill you through the base resistances of the Dwarf with about 1 hit each. I suggest Human Form for these guys, with the +Perception stealth and the ability to use IR goggles and Tactics. Your stealth is useless for you in this fight, as the Stalker's Hide will also grant +Perception. Orbiting Death and Inky Aspect can be be useful here, as it can hit anyone Stealthed or not in its range. This can stop Stalkers from using their strongest attack, AS. However they can still manage to hit criticals with their other attacks. If you see a stalker in Human Form you might be able to pop some Insights and switch to Nova. If you can manage this you can defeat them just as you did the Brute, though they do have more ranged attacks that can knock you down. Unlike most Villain fights, this one is a battle of attrition, not surprise or quickness. With your stealth and Tactics you can see Stalkers through Hide, and if I'm not mistaken, through Hide + Stealth. Warshades are among the few classes who can do that.

    Corrupter: Some corrupters can do great burst damage, and slow you down considerably as well as debuff you in other ways. Fighting Corrupters can be a matter of who hits first. Gravity Well or Dark Emenation are your friends here, as they can hold them long enough to kill them in Nova Form. They also have the ability to get many holds, and can hold you in the Human or Nova forms easily. You can fight these guys in any Form you want, but I recommend Dwarf Form for its resistances and heal. Corrupters also get very good debuffing powers in the Ice set.

    Dominaters: Dominaters can screw you up big time in PvP if you play them wrong. They can easily break the Dwarfs mez resistances with Domination, so using him is almost not an option. I like to hold them with GW before switching to Nova to finish them off. Dominaters have weak attacks, so Nova Form is recommened for most of the fight. However, under Domination their attacks will be vastly more powerful, and Dominaters do get high damaging melee attacks in their secondary in high levels. Psionic Dominaters in particuar have a very nastly power called Drain Psyche that can greatly improve their regeneration and recovery, among other things. If they start winning leave the fight ASAP so they have no chance of using Domination. Nova Form's Knockbacks are your friends in this fight, as is any mez.

    Controllers: By the time you fight them in Warburg most Controllers will have gotten their pets, and be able to deal tons of damage to you easily. They are a combination of Dominater and Corrupter, with slightly stronger holds then the dominater (not under domination) and about as good debuffing skills as the Corrupter. These guys should be considered EXTREMELY dangerous and taken carefully. If you can knockthem back with Nova then drop down to them in Dwarf. Try and keep him healing himself or not fighting, as these guys can stop you in your tracks. However, controllers do not have resistance to their own powers. A well placed Gravity Well or Dark Emenation will allow you time to kill them, as they do not have much life. At 40+, controllers are even more devestating. They can, and will, use the epics powers they get to 2 hit you, and be resistant to GW. Again, the longer you fight with them, the more chance of a loss, as they stack holds and debuffs upon until you finally submit, even if you are in Dwarf. Any for appliable with severe caution. If they do manage to hold you they will basically critical on EVERY hit so you should try and stop that from happening whatever the cost. Bringing BFs will increase your survivability greatly, and you always want to have 10+ BFs in your inventory. In team fights, beware of Illusion and Mind controllers confusion. Unlike other effects, it can stack in PvP, and make it very hard to target your opponents.

    Scrapper: A scrapper should be fought like you would fight a Brute. A Spines scrapper will be your mortal enemy though, because he will try and use Impale on you, stopping your flying, and damaging you greatly. It will also immobilize you, making you prey to the Scrapper. If they do somehow drop you out of flight try and Dwarf Form them. Overall stay out of longterm melee brawls with them and you will be fine.

    Tankers: Tankers have the best resistances of any Archtype in the game. This makes them incredibly hard to kill with any Form, and especially Dwarf form because of its weaker resistances and attacks. Nova Form is suggested for these guys, as it will deal the best damage to them and be pretty immune to their attacks. On a side note, some tankers have powers like Hurl that cause you to drop like a rock out of the sky. If they can get to fall they can usually out damage Dwarfy and easily defeat Human Form ( KO Blow anyone?). Though most Tank attacks are weak, they can land incredibly damaging attacks. Many Tanks Secondaries have powers like Siesmic Smash or Knock Blow, and Energy has 2 very strong powers in Energy Transfer and Total Focus. Simply play them safe and try and to stop them from meleeing you and you should be fine. Most of Tanks anti air powers are very slow, allowing you to get several hits on them before tping to a safe distance away.

    Blasters: Blasters are ranged high damage dealers. They can out-damage the Nova, so its use here is limited at best. If you can get a GW on them they usually can be taken down without threat. Suggested Form here is either Human or Dwarf form. The most dangerous Blasters are either Ice/* or */Energy, for their fast firing times and powerful boosting abilites. Don't get into a fight against a Boost Ranged, Power Boosted, Built Up Ice/Energy Aiming for you. If you try you will be shredded. Most Blasters in PvP are Fire/* or Ice/* (because of the quick fireing times) and either */Energy, */Ice or */Electric.

    Blappers: While Blappers are actually Blasters they play incredibly differently. While Blasters tend to stay back and simply try and shoot you down Blappers try and 2 shot you with the very strong melee attacks of some Blaster Secondaries. Most Blappers are either */Electricity or */Energy. I suggest trying to Nova them, as both Human and Dwarf are vulnerable to them (Human because of squishy-ness, Dwarf because of Blappers tendencies to drop toggles).

    Peacebringers: Peacebringers have many self heals, and the same Forms as you have. They will be able to outdamage your Nova through Build-Up, so none of that. If you can catch them in Human you should immediatly try to GW them, then switch to Nova after Mireing them to try and get a bit of damage on them. If you can get Mire on them you will beat them Human to Human, but their Incandescant Strike can easily put you between a rock and a hard place. Dwarf to Dwarf you will probably lose, simply because their heal is better. Their heal is better because it never misses, and heals more than yours. Try to switch when they switch, and stay away from Built Up Nova or Human Forms. A quick DE will render them helpless, so you can end it quickly. This will not be a quick fight, but it is achieveable.

    Other Warshades: Against other Warshades you will find your own skills used against you. They will try and GW you in Human Form, or shoot you with Nova Form. Our weakness (as in theres) is in fighting Nova to Dwarf. If you see them try and go Dwarf Form, immediatly go Nova and start blasting like crazy. If you try and go Nova to Nova you will likely be equally matched. They might try to go to Human Form and Snare you, stopping you from flying in Nova Form. To beat yourself you will need to be quick to change and to take advantage of any weakness. Warshade's will be highly resistant to Negative Energy and Smashing damage, which will mean you will deal far less than them.

    iv Zone Guides (up to Warburg)

    A- Your Bloody Bay Bonsii

    A zone for those of 15 or up, the local fauna of this zone are Masterminds, Stalkers, Scrappers, and Blasters. You will also find the occasional Badger or Shivan Collector. Everyone will be automatically sidekicked or exemplared to 25. Stalkers present a higher risk here then anywhere else, because of the lack of +perception powers in this level range. A good zone for learning the basics of zone PvP.

    Things to note in this zone:

    Meteors- Used by those Shivan inclinced. Common Stalker Hunting Grounds.

    Firebases: Heavily defended bases used in Shiva Collecting

    Villain base: Once was able to be seiged by Heroes. Many Heroes camped inside of the hospital, killing villains as they spread. 1 safe spot remains inside the base for any Hero to find. Many battles fought on its shores.

    Hero Base: Possible for Stalkers to infiltrate, better defended the Villain Base.

    Things to watch out for: Stalkers, Masterminds.

    Things to Do: At this zone you can get a Shivan, a very powerful EB-level pet, collect badges, and, of course fight. To collect Shivans, you must start by talking to the Scientist. He will give you an ore collecter, which you must use on each of the meteors. One thing to note is that once you gather one or more of the ores, you will turn green. Also, anyone Villain could attack you and take all your pretty ores for himself. After you collect the meteor ore, you must take out all the defenses of a Firebase. Then you must click on the first computer, which should say "Firebase defenses inactive". Then you go to the second computer and collect your prize.

    Siren's Call Silent Commenter

    A higher level zone then BB, this zone is for those higher then 20. All people in the zone will be level 30. Most popular zone before I7, still many people fight there. All species of Fauna arrive here at one time or another.

    Things of Note:

    Hotspots: Many fights rage between the Longbow and Arachnos in this zone. Longbow usually win. This is a good place for Warshades because of the amount of mobs there, and the healing NPCs.

    Stores: Winning side will have the ability to buy from stores, depending on bounty. Best buys IR goggles, and medium size inspirations.

    Boss mobs: Good for getting the badge for Elites.

    Things to watch out for: Stalkers, Masterminds, a few Dominaters

    Things to do: Gather bounty. You can do this by being near a fight that is won, or fighting Heros. If you kill the highest bounty collector of the other side, you will get a lot of Bounty. The highest collector's location will be updated periodically on the map. You can also badge hunt or fight.

    Your helper to the Wacky World of Warburg

    Available to those past 30, this zone is sparsely populated. You will see many Nuke collecters, and a few Scrappers, Controllers, and Blasters. This zone's population of Stalkers is very low. Everyone can attack all non-teammembers.

    Things of Note:

    The Web- Mass of tunnels underneath zone. Used by Nuke collecters, and Stalkers who want to kill Nuke Collectors.

    The Globe- In the center of the map, used for duels. Common Stalker grounds. Some use the Globe to duel, but I don't particularily understand this, as they could always go to the Arena.

    The Beach: Near the Hero base, this is where most large-scale battles take place.

    The Launch Pad: Where you go to get your rocket. Largest population of Stalkers in area.

    Things to do: Fight, collect badges, get a rocket. To collect a rocket you must kill the group guarding a scientist, then lead him back to his base. Repeat 3 times to get three codes. Then go to a payload, which will give you a Launch Code for the corrsponding rocket. As with BB, if you get killed while holding Codes or Launch Codes, the killer will get yours. The Launch Code must be used in five minutes.

    Things to watch out for: Experienced Players of any type.

    v - Tips and Tricks
    • "Bombing" - This is a term I have coined for diving down in Nova Form, just to deliver one attack, then pulling back up, out of range.
    • Double Mired Nova - This will mainly be used when fighting MMs though can be used whenever. This is just a stealthed jump in while in Human Form, hit Mire, switch to Dwarf, hit Mire again, Nova Form. Helped tremendously by Eclipse in the later levels. Also, rather then switching to Nova you can Quasar, but this is mostly used on Masterminds.
    • Corpse Bombing- To SS a minion off the streets, kill him, then use his as a bomb, using Dark Extraction.
    • In Battle Pitstop - To draw and quickly kill a minion or henchman while in battle, then use Stygian Circle. Also can use to summon pet. If a henchman, you can blow the corpse up.
    • Teamate Quick-Save - This is just a quick Shadow Recall of teamate while they are in danger.
    • Oppenent TP- Trapping - Remember how I told that sometimes MMs would try to TP-Foe into traps? Well you can do that too To do so simply get the power Starless Step. Presto, you can TP-Foe someone into your teamates waiting hands (or your own, but you don't need to pull with SS). It is best to teleport them onto a corpse, and use the corpse to bomb them.

    vi- Rundown of Powers with PvP in Mind

    For Reference I use I simple 5 point scale :






    Now for the Powers: Inherent first

    1. Absorbation: A pretty useless power as far as PvP is concerned. Rare attack types and not very much resistant. Might be useful for passive knockback protection in Issue 9. I consider this power inherent because you are forced to have it at level 1.

    Slotting: 1 Resistance
    Combat Log: Very rarely will this power prove useful. It delivers unimpressive resistance on a passive scale. You will never thank god for it, or even probably remember you have it.

    2. Dark Sustenence: A great power when teaming, makes your human form stronger for every nearby teamate.

    Slotting: Nothing (can't slot)
    Combat Log: This power will help you tremendously in teams. If you team with Tankers or Defenders, you'll get a human form offense bonus. If you team with Blasters or Scrappers, you'll get a defense bonus. Teaming with Controllers is the most helpful I think because it gives you mez protection. If you are on big teams, it might be better to stay Human 90% of the time.


    3. Shadow Step: Your travel power, and a pretty good one for PvP too (as players can't stop by immobilizing you, which often have -jump and -fly effects)

    Slotting: 1-3 Range, 1-3 Endurance
    Combat Log: This will be your main method of moving around. This is the fastest travel power, but also the most tedious, because you constantly have to click. It is best to set up a bind for this and Black Dwarf Step. The should look something like this: /bind "lshift powexec_name Shadow Step".

    4. Shadow Recall: Pretty usefull for saving a teamate, but not anywhere near something you'll use a lot.

    Slotting: 1 Interupt Reduction
    Combat Log: I have used this many a time to help a teammate in need. The most use you'll get of this in a PvP zone is to quickly gather your team, or to try and TP an ambushed friend. Far more helpful in PvE for level 1-10, because you can drastically speed up your group with it.

    Umbral Blast: Umbral Blast powers slow the enemy slightly.

    1. Shadow Bolt: May be marginally useful but not much.

    Slotting: 1-2 Accuracy
    Combat Log: You'll have a choice between this and Ebon Eye at level 1. I chose Ebon Eye because I like Hard and Slow more than Soft and Fast, and because EE lets you shoot lasers out of your eyes, and whats cooler than that? Slightly lowers your opponent's speed.

    2. Ebon Eye: A staple of your Human Attack Chain, this is a must.

    Slotting: 1-2 Accuracy, 3 Damage
    Combat Log: I chose this at level one because it dealt more damage, and because of the animation. Neither this or SB will get a ton of use in the higher levels, but EE has some use.

    3. Gravimetric Snare: Usefull for grounding Flyers and stopping SJers, this power can ruin an escapees day.

    Slotting: 1-2 Accuracy
    Combat Log: This power immobilizes your opponent, but its best use is for the -jump and -fly it provides. It probably won't immobilize many people, as most PvPers will have Combat Jumping.

    4. Dark Nova: Get it, slot it, love it! This is 1/3d of your power. Think about that before you talk.

    Slotting: 1-3 Fly
    Combat Log: This is an incredible power. It will provide you with most of your offensive muscle. Though squishier than your Human or Dwarf forms, it can kill most enemies in two shots. It will provide a more leisurely form of travel for you (button clicking gets old) and a safer way. In higher levels, it gets even more powerful with the Mires and Eclipse (which turns the Nova into a Tank-Mage). You will be in this form 3/4 of the time in low levels. In order to improve its unsurpressable Fly, you must slot in Dark Nova.

    5. Shadow Blast: Another Must for Human, this attack is stronger and slower then EE. Not needed, but doesn't hurt.

    Slotting: 1-2 Accuracy, 3 Damage
    Combat Log: Stronger than EE, this is the strongest attack besides your hold you get in Human. Use this and EE to deliver most your damage until GW.

    6. Starless Step: A semi-usefull power for teams, not great, but you'll like it when you need it. Used for ambushing oppenent.

    Slotting: 1 Range, 1 Accuracy
    Combat Log: This power teleports a foe. It requires an accuracy check, and can't teleport bosses or above. Useful in PvP for setting up traps for an opponent. Only trouble with this is the limited range, because your opponent can usually see you when you use it.

    7. Sunless Mire: A +damage and +acc buff, that can be stronger then BU. What else can I say?

    Slotting: 1-2 Accuracy, 3 Recharge
    Combat Log: This is one of the reasons you want to be a Warshade. Combined with Nova, you can devastate mobs and players quickly. Use with Dwarf Mire and Eclipse for best results.

    8. Dark Detonation: A targetted AoE attack, meh. Nova has something exactly like this, that does more damage and costs less end.

    Slotting: 1-2 Accuracy
    Combat Log: I'd like this power if you didn't have a far better alternative in Dark Nova Detonation. Since you already have a better version, there is little reason to take this.

    9. Gravity Well: A Supreme Damage melee hold. Whats not to love?

    Slotting: 2 Accuracy, 3 Damage/3 Hold, 1 Recharge (This will likely be the one power I tell you to six slot)
    Combat Log: This is a very good power. It delivers good damage in a DoT, and holds. The hold is useful for squishies, allowing you to take out Blasters and Defenders with ease. The only problem with it is its melee range, but usually you can get in range. Controllers get an Epic that resists holds, so the effect against Controllers in low in high levels. Not very good for melee fighters, except for the damage, which is rarely resisted. This power won't do much against Dark Armor fighters.

    10. Essence Drain: Same as the Dwarfs Siphon Life, take this for another heal.

    Slotting: 1-2 Accuracy, 2-3 Heal
    Combat Log: If you need another heal, take this one. I prefer Heal Self for a Human Heal, but this can be useful if you need more health quickly.

    11. Gravmatic Emenation: Unlike the Nova Form's Emenation, this is a disorient causing cone. Very useful, though it does cause knockback.

    Slotting: 1-2 Accuracy, 3 Disorient
    Combat Log: This power will hold any squishy except Controllers with Psionic Mastery. It lasts long enough for you to usually kill your opponent before it wears off.

    12. Unchain Essence: Explode a corpse, dealing Nukelike damage to all enemies around it. Not very useful in player versus player, unless fighting Masterminds.
    against non-Masterminds
    against Masterminds
    Slotting: 1-2 Accuracy, 3 Damage
    Combat Log: Corpses near your opponent are rare in PvP, unless its the corpse of a rival or teammate. Very good against MMs because there will be plenty of ammo to work with, and because its AoE, it will do great damage against the pets (as most MMs stay in Defensive Follow).

    13. Dark Extraction: A pretty cool power, summoning mini-Novas from a corpse. The only pet that you can have multiple of, worth getting in my opinion.

    Slotting: 1 Accuracy, 3 Recharge, 2 Damage (I lied, six slot this one too)
    Combat Log: These pets are high damaging, and very useful if you can find corpses to use them with. They won't revolutionize your combat, but they will add a lot to your damage (and they stay around when you switch forms, so your Dwarf can have a lot more firepower with them helping).

    14. Quasar: Leaves you defenseless. It deals high damage, but if you didn't kill them you are likely to be swiftly defeated. With Eclispe, might be good against MMs.

    for MMs
    Slotting: 3 Damage
    Combat Log: I'm not much of a fan of nukes in PvP. They drop all your toggles, and don't necessarily kill your opponent. That said, they can help if you have endurance inspirations. Against MMs in Gaurdian Mode, they are ultra deadly, usually leaving the MM mostly defenseless. The nuke has a +accuracy that is high enough to allow you to hit almost anything with it.

    Umbral Aura

    1. Gravity Shield: Might as well take it for a little smashing and lethal resistance. Which is always useful (I call this as first one, as it is the first choose able one)

    Slotting: 1 Endurance, 3 Resist
    Combat Log: This is a power you will want running whenever you are in Human mode. Most of the attacks in the game are Smashing and Lethal, and this resists both. The numbers are average, but good enough for a squishy.

    2. Orbiting Death: I like it. I protects me from stalkers and tha is always a good thing

    Slotting: 1 End, 1-2 Acc
    Combat Log: This is nice to have running before you get Shadow Cloak and Tactics. It won't always hit the Stalker, as they have great AoE Defense with Hide, but it will safe you sometimes.

    3. Penumbral Shield: Unlike Gravity Shield, this shield protects for ice and fire. These attacks are much rarer then smashing and lethal, so this is not always great.

    Slotting: 1 Endurance
    Combat Log: This shield won't be nearly as useful as GS, simply because Fire and Ice are rare damage types. Most useful against Ice Blasters, who are great damage dealers.

    4. Shadow Cloak: This power is great, but not for its stealth. Almost every single person in PvP will be able to see through this. However, this power does give +perception, which is a good thing. Combined with Tactics, you can see Stalkers.

    Slotting: 1-2 End
    Combat Log: After getting this and Tactics, your Stalker fears are pretty much over. Even with Hide and Stealth, you will be able to see them.

    5. Twilight Shield: I like this shield even less then the previous one. Even rarer form of energy, and another toggle. Meh, not needed or wanted. In Issue 9, you might get it for extra passive knockback protection (some IOs will give that type of benefit to armors)

    Slotting: 1 Endurance
    Combat Log: Consider getting this if you fight other Warshades or Energy Brutes or Stalkers a lot. Me, I found that it wasn't useful enough to take, but if you do get it it will provide good defenses to Energy and Negative Energy, especially with Aborbation

    6. Black Dwarf: The last 1/3rd of your power, the Black Dwarf is really good resistance and mez resistance. Another Get it, Slot it, Love it!

    Slotting: 3 Resist
    Combat Log: All of his attacks are slow and low damaging. It will be a pain to use him when you first get him, but when you give him 3 Resists he is good. Requires slotting quickly more than Nova, because he won't naturally be great.

    7. Stygian Circle: A heal that works on defeated foes corpses. It only takes 3 to fully heal and replenish your endurance. Very good.

    Slotting: 3 Recharge
    Combat Log: I like this power a lot. It heals an obscene amount of Health and Endurance for bosses, with a little less for minions and leutinants. 3 Minions will fully heal you. This power recharges quickly and will be useful to you forever.

    8. Nebulous Form: A phase shift that takes 4 seconds to activate. As we all know, in PvP 4 seconds is forever. Good on paper, bad in field

    Slotting: 1 Endurance
    Combat Log: I would like this power if it weren't for the animation time. It would make a good escape, but usually, when you are hurt bad enough to want to escape you will be killed while this power if activating.

    Inky Aspect: A low magnitude pulsing disorient that takes a minute amount of life and endurance to operate. Not an amazing power, but it can be crucial when you need it. Sometimes will stop Stalkers, but with Tactics you should be able to see them coming.

    Slotting: 1 Endurance, 2 Accuracy (Optional 2-3 Disorient)
    Combat Log: This is a good power because it stops Stalkers and Blappers very well. The pulse is quick enough to catch Stalkers before AS hits, but sometimes Blappers will get through.

    9. Stygian Return: Needs foes around to activate, and doesn't heal you completely with just one. "Can you please kill me again?"

    Slotting: If you get it, 1 Heal
    Combat Log: Might be useful if your opponent stands over your corpse and does a victory dance. It should disorient them, and give you enough time to kill them. But most foes will leave before you can activate this power, and melee folks usually have enough mez protection to resist it and kill you again.

    10. Eclipse: This is an awesome power. It gives you a boost to your resistances for every mob or player near, and drains some of their endurance. Very usefull power, and works after form-shifted.

    Slotting: 3 Recharge, 3 Resist (Oops, six slot again)
    Combat Log: This is the best part about being a Warshade. For nearly a minute, you can max out your resistances and gain hold protection on all your forms. Your squishy Nova will suddenly become as strong as your Dwarf, and with Double Mire will become nearly invincible.

    Nova:

    1. Dark Nova Fly: The only non supressed fly in game, and faster then the travel power.

    Slotting: Nothing (Can't slot)
    Combat Log: The only unsurpressable fly in the game. Very good for ariel fights, and for sneaking up on your foe. In order to make it faster, put Fly enhancers in Dark Nova.

    2. Dark Nova Bolt: Quick Single Target damage, this is a bread and butter of the single target Nova attacks.

    Slotting: 1-2 Accuracy (Damage if slots allow)
    Combat Log: I don't like quick weak attacks usually, but this power does enough damage to be useful.

    3. Dark Nova Blast: Slower then Bolt, but stronger. This attack is the second of the bread and butter Nova Single Targets.

    Slotting: 1-2 Accuracy, 3 Damage
    Combat Log: A very great attack, this does a ton of damage, and quickly too. Not much more to say, but slot it.

    4. Dark Nova Emenation: A cone attack that deal Blast damage over multiple targets. Great

    Slotting: 2 Accuracy, 2-3 Damage
    Combat Log: Does almost the damage of DNB, but in AoE. Great against MMs.

    5. Dark Nova Detonation: If bolt and blast were your single target bread and butter attacks, this and emenation are you AoEs.
    2 Accuracy, 2-3 Damage
    Combat Log: This and DNE will kill MMs very quickly. This does slightly less damage than DNE, but still a lot.

    Dwarf:

    1. Dark Dwarf Strike: Fast low damage attack.

    Slotting: 1-2 Accuracy (Damage could be added if extra slots)
    Combat Log: This attack is weak, but necessary for a good Dwarf.

    2. Dark Dwarf Smite: Slow, but harder hitting.

    Slotting: 1-2 Accuracy, 2-3 Damage
    Combat Log: A little bit better than the previous attack, it is still slow and weak. Does damage on scale with the weakest Nova attack.

    3. Dark Dwarf Drain: Moderate damage, but the heal is what you're looking for.
    Slotting: 2 Accuracy, 2-3 Heal/2-3 recharge

    Combat Log: Use this as often as you can. It heals a goodly amount of damage, and heals enough to keep you in the game.

    4. Black Dwarf Mire: A second Mire? Count me in

    Slotting: 2 Accuracy, 3 Recharge
    Combat Log: A signature power of the Warshade, this will make you one the best burst damage dealers in the game. I love this power, especially with Human Mire and Eclipse.

    5. Black Dwarf Step: Useful when you use it to safely travel or get away.

    Slotting: 1-3 Range, 0-3 Endurance
    Combat Log: This will be your way to escape safely.

    6. Black Dwarf Antagonize: A taunt. Useful in tanking, but not in PvPing.

    Slotting: 1 Accuracy (taunts aren't autohit in PvP)
    Combat Log: Unless you team a lot, you won't be using this power much. Taunts just aren't useful in PvP.

    *Note: All Dwarf powers have a slightly slow animation time and relatively low damage.


    Builds

    [u]Note:[u] These builds are just examples. These are not the best builds ever for PvP, and probably have mistakes in them.

    A. Non HOed out

    +---------------------------------------------
    + Built with SuckerPunch's Online Planner
    + http://www.cohplanner.com
    +---------------------------------------------
    Name: Warshade Example
    Level: 50
    Archetype: Warshade
    Primary: Umbral Blast
    Secondary: Umbral Aura
    +---------------------------------------------
    01 =&gt; Absorption ==&gt; DamRes(1)
    01 =&gt; Ebon Eye ==&gt; Acc(1),Dam(3),Dam(3),Dam(5)
    02 =&gt; Gravity Shield ==&gt; EndCost(2)
    04 =&gt; Gravimetric Snare ==&gt; Acc(4)
    06 =&gt; Dark Nova ==&gt; ToHitBuff(6)
    08 =&gt; Shadow Blast ==&gt; Acc(8),Dam(40),Dam(42),Dam(42)
    10 =&gt; Assault ==&gt; EndCost(10)
    12 =&gt; Sunless Mire ==&gt; Acc(12),Rech(13),Rech(13),Rech(15)
    14 =&gt; Tactics ==&gt; ToHitBuff(14),ToHitBuff(15),ToHitBuff(17)
    16 =&gt; Shadow Cloak ==&gt; EndCost(16)
    18 =&gt; Gravity Well ==&gt; Acc(18),Hold(19),Hold(21),Hold(21),Acc(23),Rech(23)
    20 =&gt; Black Dwarf ==&gt; DamRes(20),DamRes(25),DamRes(27)
    22 =&gt; Stygian Circle ==&gt; Rech(22),Rech(27),Rech(29)
    24 =&gt; Orbiting Death ==&gt; Acc(24)
    26 =&gt; Gravitic Emanation ==&gt; Acc(26),DisDur(29),DisDur(31),DisDur(31)
    28 =&gt; Inky Aspect ==&gt; EndCost(28)
    30 =&gt; Unchain Essence ==&gt; Acc(30)
    32 =&gt; Dark Extraction ==&gt; Acc(32),Rech(33),Rech(33),Rech(34),Dam(34),Dam(34)
    35 =&gt; Quasar ==&gt; Dam(35),Dam(37),Dam(37),Rech(48),Rech(48),Rech(48)
    38 =&gt; Eclipse ==&gt; Rech(38),Rech(39),Rech(39),DamRes(39),DamRes(40),DamRes(40)
    41 =&gt; Vengeance ==&gt; DefBuff(41)
    44 =&gt; Hasten ==&gt; Rech(44),Rech(45),Rech(45)
    47 =&gt; Aid Other ==&gt; Interrupt(47)
    49 =&gt; Aid Self ==&gt; Interrupt(49),Heal(50),Heal(50),Heal(50)
    +---------------------------------------------
    01 =&gt; Sprint ==&gt; EndCost(1)
    01 =&gt; Brawl ==&gt; Rech(1)
    02 =&gt; Rest ==&gt; Rech(1)
    01 =&gt; Shadow Step ==&gt; Range(1),EndCost(2),Range(3),EndCost(4),Range(5),EndCost(6)
    06 =&gt; Dark Nova Blast ==&gt; Acc(1),Dam(2),Dam(3),Dam(4)
    06 =&gt; Dark Nova Bolt ==&gt; Acc(1)
    06 =&gt; Dark Nova Detonation ==&gt; Acc(1),Dam(2),Dam(3),Dam(4)
    06 =&gt; Dark Nova Emanation ==&gt; Acc(1),Dam(2),Dam(3),Dam(4)
    10 =&gt; Shadow Recall ==&gt; Interrupt(1)
    20 =&gt; Black Dwarf Strike ==&gt; Acc(1),Dam(2),Dam(3)
    20 =&gt; Black Dwarf Smite ==&gt; Acc(1),Dam(2),Dam(3)
    20 =&gt; Black Dwarf Mire ==&gt; Acc(1),Rech(2),Rech(3),Rech(4)
    20 =&gt; Black Dwarf Drain ==&gt; Acc(1),Heal(2),Heal(3),Heal(4)
    20 =&gt; Black Dwarf Step ==&gt; Range(1)
    20 =&gt; Black Dwarf Antagonize ==&gt; Acc(1)


    B. HOed Out


    [b]+---------------------------------------------
    + Built with SuckerPunch's Online Planner
    + http://www.cohplanner.com
    +---------------------------------------------
    Name: Warshade HO Example
    Level: 50
    Archetype: Warshade
    Primary: Umbral Blast
    Secondary: Umbral Aura
    +---------------------------------------------
    01 =&gt; Absorption ==&gt; Ribosome Exposure(1)
    01 =&gt; Ebon Eye ==&gt; Nucleolus Exposure(1),Nucleolus Exposure(3),Nucleolus Exposure(3)
    02 =&gt; Gravimetric Snare ==&gt; Peroxisome Exposure(2)
    04 =&gt; Orbiting Death ==&gt; Nucleolus Exposure(4)
    06 =&gt; Dark Nova ==&gt; Enzyme Exposure(6)
    08 =&gt; Assault ==&gt; Microfilament Exposure(8)
    10 =&gt; Shadow Blast ==&gt; Nucleolus Exposure(10)
    12 =&gt; Sunless Mire ==&gt; Nucleolus Exposure(12),Membrane Exposure(13),Membrane Exposure(13),Membrane Exposure(15)
    14 =&gt; Shadow Cloak ==&gt; Enzyme Exposure(14)
    16 =&gt; Tactics ==&gt; Cytoskeleton Exposure(16),Cytoskeleton Exposure(17),Cytoskeleton Exposure(17)
    18 =&gt; Gravity Well ==&gt; Peroxisome Exposure(18),Peroxisome Exposure(19),Peroxisome Exposure(19),Membrane Exposure(25),Membrane Exposure(25),Membrane Exposure(29)
    20 =&gt; Black Dwarf ==&gt; Ribosome Exposure(20),Ribosome Exposure(21),Ribosome Exposure(21)
    22 =&gt; Stygian Circle ==&gt; Membrane Exposure(22),Membrane Exposure(23),Membrane Exposure(23)
    24 =&gt; Gravity Shield ==&gt; Ribosome Exposure(24)
    26 =&gt; Gravitic Emanation ==&gt; Nucleolus Exposure(26),Peroxisome Exposure(27),Peroxisome Exposure(27),Peroxisome Exposure(29)
    28 =&gt; Unchain Essence ==&gt; Nucleolus Exposure(28)
    30 =&gt; Inky Aspect ==&gt; Peroxisome Exposure(30)
    32 =&gt; Dark Extraction ==&gt; Nucleolus Exposure(32),Nucleolus Exposure(33),Nucleolus Exposure(33),Membrane Exposure(33),Membrane Exposure(34),Membrane Exposure(34)
    35 =&gt; Quasar ==&gt; Nucleolus Exposure(35),Nucleolus Exposure
  5. The only problem I see is that if the enemies survive, they can hit you instantly. Super ultra amazing chocolatety flavored awesome range doesn't matter if the enemy has the same, or better, range.
  6. This thread made me remember I lost all my nearly 3 years of screenshots when I upgraded my computer. I had a great picture of CuppaJo on Infinity. And all my fun with hand auras + snowballs (radioactive snowballs).
  7. Team: Team Mastermind

    Concept: Create an all Mastermind Superteam.

    Team Selection: 8 Thugs/Traps

    This set would give tanker like powers with 24 Assualts, Maneuvers, and Tactics from the pets and the team, and 8 FF Gens floating around, and BodyGuard. The sets would have tons of +regen and defense, and -Tohitbuffs. With Poison Trap and Acid Mortar, Archvillains will be easy. With the amount of AoE Damage we will be dealing, and the abiltity to laugh at the damage taken, this team would easily make a very effective Superteam.
  8. Combat

    Infinity SGs

    [ QUOTE ]

    The Raven's Nest's Leaders

    Alice Abyss (Gone To Iraq) =(
    Poison Envy (You know you love me)
    Bakka (Pay No Attention To The Man Behind The Curtain)


    [/ QUOTE ]

    Do not forget Combat! I hope almost 2 years of service to Nest has earned me a place among Bakka at least.
  9. A Warshade's Guide to PvP: By Combat (Issue 7 appliable)



    Index
    i - Introduction
    ii - Basic General Strageties
    (a) Arena
    (b) Zones
    iii - Indepth Analysis of each Archtype
    (a) Masterminds
    (b) Brute
    (c) Stalker
    (d) Corrupter
    (e) Dominater
    (f) Controller
    (g) Scrapper
    (h) Tanker
    (i) Defender
    (j) Blaster
    (k) Blapper
    (l) Peacebringers
    (m) Other Warshades
    iv- Zone Guides
    (a) Bloody bay
    (b) Siren's Call
    (c) Warburg
    v - Some Tips and tricks
    vi - Run-down of Powers with PvP in Mind


    i - Introduction

    So you've gotten your first character to 50, and decided to make a Warshade. First off, congratulations for getting to 50! Now, for all those that are looking to PvP with this new "Epic Archtype", I give you a guide to help you suceed. Before we start, I want to warn you that everything in here is my opinion, and you don't have to agree with what I say.



    ii - Basic General Strategies

    Here are some strategies I have come of with. There will be two sections, one for the Arena and one for the PvP zones. I haven't gone to Warburg or RV yet with my Warshade, so my experiences there are rather limited.


    Subsection A: The Arena

    The Arena is a place for Heroes and Villains to duke it out one one one, or team with others too defeat the opposing team. There are two types of Arena Battles, Normal and Gladiator, in which you fight with pets that function like MM pets do.
    <ul type="square"> [*]Knowledge: Always try and know your surroundings. Sometimes knowing what mobs or players are where can save your life, and a trip to the hospital. Since Warshades have to adapt to their opponents, finding out the powersets and playstyle may make or break the game. In the Arena you cannot run away, so you must know where your opponent is at all times in order to avoid them.
    [*]Disorienting: This is not actually about making your opponent be disoriented in game, it's more of a psychological effect. By attacking from differnent angles, and quickly leaving, you cause your opponent to become anxious. He's then more likely to make small but fatal errors. This applies to PvP zones as well.
    [/list]Subsection B: PvP zones

    PvP zones are maps designed for PvP fights. All PvP zones have an objective that you and your opponents compete against to complete. You have to be very careful in PvP zones, as you do not when or where an opponent can attack you.
    <ul type="square">
    [*]The Element of Surprise: One of the biggest advantages in PvP zones is the element of surprise. This is because sometimes a high power character can kill you in 1 or 2 shots, or hold you and kill you slowly if its a holder. Because it is so important, you must NEVER let the opponent get it. Always try to come from the sky, in Nova Form as most people tend to look on only the horzontal plane. Helped by your Stealth power, and used well with Teleporting powers. Silly them
    [*]Escape Route: There are two things that can affect combat, before the fighting starts. One of these is the
    entrance, which is discussed above. The other is your escape route. Every opponent can prove a dangerous one, so always have an exit planning in case you don't want to pay the hospital bills.
    [*]Teamwork: This comes into factor in the Arena, but only really becomes a factor in the PvP zones. Opponents may have teamates near, so that easy looking Dominater over there may be surrounded by Stalkers just waiting for you to come into their grasp. However, teamates can also work to your favor. Remember that the next to the lure and bait trick works on you. The most important thing while teaming though is that you gain boosts while in Human Form for every not Keldhian on the team. You can get up to 140% +damage, 70% +resistance, or 8 Mag Resistance, depending on wether you have defenders and tanks, blasters and scrappers, or controllers on your teams.



    iii - Indepth Analysis of Each Archtype

    Masterminds: MMs will try to hide behind their army of henchmen. They will often make their henchmen go into Bodyguard mode, which makes all damage coming to them be cut into 7 or 8 little slices, with each pet taking 1 slice and the MMs taking 2 slices. While they are in BG mode their pets will not attack you until you attack them, so you have the advantage. So if the pets attack you first, you know the MM is an easy target. Otherwise drop in and use Sunless Mire in Human Form, then switch to the Dwarf form to use it again. Then simply change to Nova and Scatter/Detonate them all. Since the MM will likely still be in BG mode every pet will take even more damage then they usually would from this attack. This is called a Double Mire, a strategy that can prove deadly to most MMs. It is helped by Eclipse, which increases your resistance to everything by mezzes and psychic attack, and will allow you to survive the minions weak but rapid fire attacks. The one thing you hope for when fighting a Thug MM is for them to use Gang War. Double Mire + Eclipse anybody? Even better is using their dead henchmen against them. Summoning a pet out of a defeated henchman, then using it to kill the rest with your corpse bomb, and finally Circling up to full life and endurance is something that I long to do to some unexpecting MM. Sometimes */traps MMs will try and TP-Foe you into an array of traps, designed to hold and greatly damage you. If they manage to do so you will likely die. If you don't die immediatly try an tp out of there. If you can switch to Dwarf Form for the resistances. This goes with the Element of Surprise thing I talked about earlier. A long lasting battle for you, but a winnable one.

    Brutes: Brutes are surprisingly easy to you. Simply switch to Nova and you should be able to beat them without much trouble, since they won't usually be able to hit you very much, as most of their attacks are close ranged. If they have Fly they also have surpression, so you can defeat them in the air as well. Just don't go down and melee them in Human or Dwarf Forms. They will kill you their with their Fury, and much harder hitting attacks.

    Stalkers: Stalkers are some of the hardest to beat characters in the PvP game. If you can, try and get IR goggles to see them before they kill you. Two Stalkers can kill you through the base resistances of the Dwarf with about 1 hit each. I suggest Human Form for these guys, with the +Perception stealth and the ability to use IR goggles and Tactics. Your stealth is useless for you in this fight, as the Stalker's Hide will also grant +Perception. Orbiting Death can be be useful here, as it can hit anyone Stealthed or not in its range. This can stop Stalkers from using their strongest attack, AS. However they can still manage to hit criticals with their other attacks. If you see a stalker in Human Form you might be able to pop some Insights and switch to Nova. If you can manage this you can defeat them just as you did the Brute, though they do have more ranged attacks that can knock you down. Unlike most Villain fights, this one is a battle of attrition, not surprise or quickness.

    Corrupter: Some corrupters can do great burst damage, and slow you down considerably as well as debuff you in other ways. Fighting Corrupters can be a matter of who hits first. Gravity Well or Dark Emenation are your friends here, as they can hold them long enough to kill them in Nova Form. They also have the ability to get many holds, and can hold you in the Human or Nova forms easily. You can fight these guys in any Form you want, but I recommend Dwarf Form for its resistances and heal.

    Dominaters: Dominaters can screw you up big time in PvP if you play them wrong. They can easily break the Dwarfs mez resistances with Domination, so using him is almost not an option. I like to hold them with GW before switching to Nova to finish them off. Dominaters have weak attacks, so Nova Form is recommened for most of the fight. If they start winning leave the fight ASAP so they have no chance of using Domination. Nova Form's Knockbacks are your friends in this fight, as is any mez.

    Controllers: By the time you fight them in Warburg most Controllers will have gotten their pets, and be able to deal tons of damage to you easily. They are a combination of Dominater and Corrupter, with slightly stronger holds then the dominater (not under domination) and about as good debuffing skills as the Corrupter. These guys should be considered EXTREMELY dangerous and taken carefully. If you can knockthem back with Nova then drop down to them in Dwarf. Try and keep him healing himself or not fighting, as these guys can stop you in your tracks. However, controllers do not have resistance to their own powers. A well placed Gravity Well or Dark Emenation will allow you time to kill them, as they do not have much life. At 40+, controllers are even more devestating. They can, and will, use the epics powers they get to 2 hit you. Again, the longer you fight with them, the more chance of a loss, as they stack holds and debuffs upon until you finally submit, even if you are in Dwarf. Any for appliable with severe caution. If they do manage to hold you they will basically critical on EVERY hit so you should try and stop that from happening...

    Scrapper: A scrapper should be fought like you would fight a Brute. A Spines scrapper will be your mortal enemy though, because he will try and use impale on you, stopping your flying. If they do somehow drop you out of flight try and Dwarf Form them. Overall stay out of longterm melee brawls with them and you will be fine.

    Tankers: Tankers have the best resistances of any Archtype in the game. This makes them incredibly hard to kill with any Form, and especially Dwarf form because of its weaker resistances and attacks. Nova Form is suggested for these guys, as it will deal the best damage to them and be pretty immune to their attacks. On a side note, some tankers have powers like Impale that cause you to drop like a rock out of the sky. If they can get to fall they can usually out damage Dwarfy and easily defeat Human Form ( KO Blow anyone?). Though most Tank attacks are weak, they can land incredibly damaging attacks. Many Tanks Secondaries have powers like Siesmic Smash or Knock Blow, and Energy has 2 very strong powers in Energy Transfer and Total Focus. Simply play them safe and try and to stop them from meleeing you and you should be fine.

    Blasters: Blasters are ranged high damage dealers. They can out-damage the Nova, so its use here is limited at best. If you can get a GW on them they usually can be taken down without threat. Suggested Form here is either Human or Dwarf form. The most dangerous Blasters are either Ice/* or */Energy, for their fast firing times and powerful boosting abilites.

    Blappers: While Blappers are actually Blasters they play incredibly differently. While Blasters tend to stay back and simply try and shoot you down Blappers try and 2 shot you with the very strong melee attacks of some Blaster Secondaries. Most Blappers are either */Electricity or */Energy. I suggest trying to Nova them, as both Human and Dwarf are vulnerable to them (Human because of squishy-ness, Dwarf because of Blappers tendencies to drop toggles).

    Peacebringers: Peacebringers have many self heals, and the same Forms as you have. They will be able to outdamage your Nova through Build-Up, so none of that. If you can catch them in Human you should immediatly try to GW them, then switch to Nova after Mireing them to try and get a bit of damage on them. If you can get Mire on them you will beat them Human to Human, but their Incandescant Strike can easily put you between a rock and a hard place. Dwarf to Dwarf you should win, because of Siphon Life, a 4th Single Target attack and a moderate heal. Try to switch when they switch, and stay away from Built Up Nova or Human Forms. A quick DE will render them helpless, so you can end it quickly. This will not be a quick fight, but it is achieveable.

    Other Warshades: Against other Warshades you will find your own skills used against you. They will try and GW you in Human Form, or shoot you with Nova Form. Our weakness (as in theres) is in fighting Nova to Dwarf. If you see them try and go Dwarf Form, immediatly go Nova and start blasting like crazy. If you try and go Nova to Nova you will likely be equally matched. They might try to go to Human Form and Snare you, stopping you from flying in Nova Form. To beat yourself you will need to be quick to change and to take advantage of any weakness.

    iv Zone Guides (up to Warburg)

    A- Your Bloody Bay Bonsii

    A zone for those of 15 or up, the local fauna of this zone are Masterminds, Stalkers, Scrappers, and Blasters. You will also find the occasional Badger or Shivan Collector. Everyone will be automatically sidekicked or exemplared to 25. Stalkers present a higher risk here then anywhere else, because of the lack of +perception powers in this level range. A good zone for learning the basics of zone PvP.

    Things to note in this zone:

    Meteors- Used by those Shivan inclinced. Common Stalker Hunting Grounds.

    Firebases: Heavily defended bases used in Shiva Collecting

    Villain base: Once was able to be seiged by Heroes. Many Heroes camped inside of the hospital, killing villains as they spread. 1 safe spot remains inside the base for any Hero to find. Many battles fought on its shores.

    Hero Base: Possible for Stalkers to infiltrate, better defended the Villain Base.

    Things to watch out for: Stalkers, Masterminds.

    Things to Do: At this zone you can get a Shivan, a very powerful EB-level pet, collect badges, and, of course fight. To collect Shivans, you must start by talking to the Scientist. He will give you an ore collecter, which you must use on each of the meteors. One thing to note is that once you gather one or more of the ores, you will turn green. Also, anyone Villain could attack you and take all your pretty ores for himself. After you collect the meteor ore, you must take out all the defenses of a Firebase. Then you must click on the first computer, which should say "Firebase defenses inactive". Then you go to the second computer and collect your prize.

    Siren's Call Silent Commenter

    A higher level zone then BB, this zone is for those higher then 20. All people in the zone will be level 30. Most popular zone before I7, still many people fight there. All species of Fauna arrive here at one time or another.

    Things of Note:

    Hotspots: Many fights rage between the Longbow and Arachnos in this zone. Longbow usually win. This is a good place for Warshades because of the amount of mobs there, and the healing NPCs.

    Stores: Winning side will have the ability to buy from stores, depending on bounty. Best buys IR goggles, and medium size inspirations.

    Boss mobs: Good for getting the badge for Elites.

    Things to watch out for: Stalkers, Masterminds, a few Dominaters

    Things to do: Gather bounty. You can do this by being near a fight that is won, or fighting Heros. If you kill the highest bounty collector of the other side, you will get a lot of Bounty. The highest collector's location will be updated periodically on the map. You can also badge hunt or fight.

    Your helper to the Wacky World of Warburg

    Available to those past 30, this zone is sparsely populated. You will see many Nuke collecters, and a few Scrappers, Controllers, and Blasters. This zone's population of Stalkers is very low. Everyone can attack all non-teammembers.

    Things of Note:

    The Web- Mass of tunnels underneath zone. Used by Nuke collecters.

    The Globe- In the center of the map, used for duels. Common Stalker grounds.

    The Beach: Near the Hero base, this is where most large-scale battles take place.

    The Launch Pad: Where you go to get your rocket. Largest population of Stalkers in area.

    Things to do: Fight, collect badges, get a rocket. To collect a rocket you must kill the group guarding a scientist, then lead him back to his base. Repeat 3 times to get three codes. Then go to a payload, which will give you a Launch Code for the corrsponding rocket. As with BB, if you get killed while holding Codes or Launch Codes, the killer will get yours. The Launch Code must be used in five minutes.

    Things to watch out for: Experienced Players of any type.

    v - Tips and Tricks
    • "Bombing" - This is a term I have coined for diving down in Nova Form, just to deliver one attack, then pulling back up, out of range.
    • Double Mired Nova - This will mainly be used when fighting MMs though can be used whenever. This is just a stealthed jump in while in Human Form, hit Mire, switch to Dwarf, hit Mire again, Nova Form. Helped tremendously by Eclipse in the later levels. Also, rather then switching to Nova you can Quasar, but this is mostly used on Masterminds.
    • Corpse Bombing- To SS a minion off the streets, kill him, then use his as a bomb, using Dark Extraction.
    • In Battle Pitstop - To draw and quickly kill a minion or henchman while in battle, then use Stygian Circle. Also can use to summon pet.
    • Teamate Quick-Save - This is just a quick Shadow Recall of teamate while they are in danger.
    • Oppenent TP- Trapping - Remember how I told that sometimes MMs would try to TP-Foe into traps? Well you can do that too To do so simply get the power Starless Step. Presto, you can TP-Foe someone into your teamates waiting hands (or your own, but you don't need to pull with SS)

    vi- Rundown of Powers with PvP in Mind

    For Reference I use I simple 5 point scale :






    Now for the Powers: Inherent first

    1. Absorpation: A pretty useless power as far as PvP is concerned. Rare attack types and not very much resistant.


    2. Dark Sustenence: A great power when teaming, makes your human form stronger for every nearby teamate.


    3. Shadow Step: Your travel power, and a pretty good one for PvP too (as players can't stop by immobilizing you, which often have -jump and -fly effects)


    4. Shadow Recall: Pretty usefull for saving a teamate, but not anywhere near something you'll use a lot.


    Umbral Blast:

    1. Shadow Bolt: May be marginally useful but not much.


    2. Ebon Eye: A staple of your Human Attack Chain, this is a must.


    3. Gravimetric Snare: Usefull for grounding Flyers and stopping SJers, this power can ruin an escapees day.


    4. Dark Nova: Get it, slot it, love it! This is 1/3d of your power. Think about that before you talk.


    5. Shadow Blast: Another Must for Human, this attack is stronger and slower then EE. Not needed, but doesn't hurt.


    6. Starless Step: A semi-usefull power for teams, not great, but you'll like it when you need it.


    7. Sunless Mire: A +damage and +acc buff, that can be stronger then BU. What else can I say?


    8. Dark Detonation: A targetted AoE attack, meh. Nova has something exactly like this, that does more damage and costs less end.


    9. Gravity Well: A Supreme Damage melee hold. Whats not to love?


    10. Essence Drain: Same as the Dwarfs Siphon Life, take this for another heal.


    11. Gravmatic Emenation: Unlike the Nova Form's Emenation, this is a disorient causing cone. Very useful, though it does cause knockback


    12. Unchain Essence: Explode a corpse, dealing Nukelike damage to all enemies around it. Not very useful in player versus player, unless fighting Masterminds.
    against non-Masterminds
    against Masterminds

    13. Dark Extraction: A pretty cool power, summoning mini-Novas from a corpse. The only pet that you can have multiple of, worth getting in my opinion.


    14. Quasar: Leaves you defenseless. It deals high damage, but if you didn't kill them you are likely to be swiftly defeated.



    Umbral Aura

    1. Gravity Shield: Might as well take it for a little smashing and lethal resistance. Which is always useful (I call this as first one, as it is the first choose able one)


    2. Orbiting Death: I like it. I protects me from stalkers and tha is always a good thing


    3. Penumbral Shield: Unlike Gravity Shield, this shield protects for ice and fire. These attacks are much rarer then smashing and lethal, so this is not always great.


    4. Shadow Cloak: This power is great, but not for its stealth. Almost every single person in PvP will be able to see through this. However, this power does give +perception, which is a good thing.


    5. Twilight Shield: I like this shield even less then the previous one. Even rarer form of energy, and another toggle. Meh, not needed or wanted


    6. Black Dwarf: The last 1/3rd of your power, the Black Dwarf is really good resistance and mez resistance. Another Get it, Slot it, Love it!


    7. Stygian Circle: A heal that works on defeated foes corpses. It only takes 3 to fully heal and replenish your endurance. Very good.


    8. Nebulous Form: A phase shift that takes 4 seconds to activate. As we all know, in PvP 4 seconds is forever. Good on paper, bad in field


    Inky Aspect: A low magnitude pulsing disorient that takes a minute amount of life and endurance to operate. Not an amazing power, but it can be crucial when you need it.



    9. Stygian Return: Needs foes around to activate, and doesn't heal you completely with just one. "Can you please kill me again?"


    10. Eclipse: This is an awesome power. It gives you a boost to your resistances for every mob or player near, and drains some of their endurance. Very usefull power, and works after form-shifted.




    Nova:

    1. Dark Nova Fly: The only non supressed fly in game, and faster then the travel power.


    2. Dark Nova Bolt: Quick Single Target damage, this is a bread and butter of the single target Nova attacks.


    3. Dark Nova Blast: Slower then Bolt, but stronger. This attack is the second of the bread and butter Nova Single Targets.


    4. Dark Nova Emenation: A cone attack that deal Blast damage over multiple targets. Great


    5. Dark Nova Detonation: If bolt and blast were your single target bread and butter attacks, this and emenation are you AoEs.

    Dwarf:

    1. Dark Dwarf Strike: Fast low damage attack.


    2. Dark Dwarf Smite: Slow, but harder hitting.



    3. Dark Dwarf Drain: Moderate damage, but the heal is what you're looking for.


    4. Black Dwarf Mire: A second Mire? Count me in


    5. Black Dwarf Step: Useful when you use it to safely travel or get away.


    6. Black Dwarf Antagonize: A taunt. Useful in tanking, but not in PvPing.


    *Note: All Dwarf powers have a slightly slow animation time and relatively low damage.





    So what do you think? No I'm not giving a build in this draft

    Next time: The powers get updated, with more in depth descriptions and slotting advice. A build will be given!
  10. Team Name: Team Trinity

    The Backstory: A team of 2 Fire/Kin Controllers, 2 Sonic/Sonic Defenders, and 2 Forcefield/Energy team up. They needed two more people, and decided to pick up a Peacebringer and a Warshade.

    The Team: 2 Fire/Rad Controllers- for control/speed/damage increase/control protection for Shade and PB
    2 Sonic/Sonic Defenders- for the damage resistance bonus/damage increase from -resistance/damage increase for Shade/Damage Resistance from PB
    2 Forcefield/Energy Defenders- Damage Dealers/defense increasers/damage increase for Shade/damage resistance increase for PB
    Human/Dwarf Warshade- Secondary controller/Damage Dealer/transporter/secondary tank
    Human form Peacebringer- Secondary Damage Dealer/Tank/Team Healer

    Concept: Make a team that maximizes the potential for Warshades and Peacebringers in Human Form.

    Costumes and Names: Names should be Greek. Costumes should be primarily gold, with some blue, and will use the new Greek letter (corresponding with name choice) Veteran reward.



    Go Team Trinity!
  11. Very nice.

    Combat agrees with the above post
  12. Name: Flaming Fluffball Frigaters

    Shard: CoV

    Overall Theme: Use your PbAoE powers to hold, debuff, and defeat opponents

    Group Makeup: 4 Spines/DA Scrappers, 2 Fire/Fire Tankers, 1 Rad/Rad Defender, 1 Warshade

    Backstory: I once teamed with a Spines/DA scrapper and a Fire/Fire Tanker. They killed so well, I wondered what would happen if we had more of them

    Strategy and Powers: Take any PbAoE toggles, use them and abuse them. That means Quills, Death Shroud, Cloak of Fear, Oppressive Gloom (for the Rad defender as well), Blazing Aura, Choking Cloud, and Orbiting Death. Also, any other AoEs are recommended, as are Leadership powers, and buffs/debuffs, and shields. Strategy would be simple: Jump in group with the above powers activated. Watch numbers fly. Laughing maniacally is encouraged at this state.

    Costumes and Powers: Red and Black costumes, with a common theme. Names can be anything
  13. Combat

    A guide to RV xp

    Thanks for the info!

    Thats all from the Combat
  14. Are counting soloability by speed, or the ability to beat any challenge the game throws at you?
  15. [ QUOTE ]
    [ QUOTE ]
    Any alternate dimension Statesman/Lord Recluse/Stheno would be an incarnate. So Reischmen and Tyrant should be on that list.

    [/ QUOTE ]

    Except Tyrant is really weak (so I've observed in game) compared to Statesman and Tyrant's powers are no different than an Energy Melee/Invuln Tanker with the Ancillary Power Pool.

    [/ QUOTE ]

    That depends on how you view it. In my opinion, Tyrant would be a very strong MM that picked up Inv and SS powers. All of Preatorian Earth is under his power... so you could consider his ability to be far greater then Statesman, and the weak attacks could be because he is a MM, and not a Tanker or Scrapper, or a Brute.

    That is all from the Combat
  16. Any alternate dimension Statesman/Lord Recluse/Stheno would be an incarnate. So Reischmen and Tyrant should be on that list.
  17. My tips:

    Find some mature, experiences players to team with.

    Solo, the best experience would be PvP missions (and Newspaper missions for Villains)

    Teamed would be TFs, on any experienced team.

    The best difficulty is the 4th (not the 5th). Doing the 4th will grant you +1-2 mobs and 3-5 mobs each group. A post was written about this, explaining that you would get the best xp/hour ratio and the best xp/mission ratio using the 4th Difficulty setting. I would find it but my search-fu is weak from laziness.

    Sell at the proper stores for Influence, so you can afford SOs and DOs. This will make it a lot easier in the 2 and 7 levels,
    because you can afford the jump in effectiveness

    Find a team with a good mix of buff/debuff, damage, and holds/Tanks.

    Fight against foes higher level then you.


    That is all from the Combat
  18. Name: Buff-Aholics (Don't particularily like the name)

    Shard: CoV

    Overall Theme: Use buffs and debuffs to make enemies like kittens and you like unstoppable juggernauts

    Group Makeup: 2 Sonic/Thermal Corrupters, 2 Sonic/Ice Corrupters, 2 Sonic/Kin Corrupters, 2 Sonic/Rad Corrupters

    Backstory: A SG decided to try out the "SuperTeam Thing", became addicted, and transfered to CoV. After finding out that the all Rad team had been taken, they went for the best combination of self buffs, and enemy buffs. Naturally, shields with Fulcrom Shift with AM was to great to pass up. And everybody liked using their attacks to make their attacks stronger.

    Strategy and Powers: Thermals and Ices both take shields, and use them everytime they can. Any and all powers that buff the team are taken, and also are any powers that debuff the enemies. Everybody takes Scream, Shout, and Shockwave from the Sonic Blast Primary, and the rest are up for grabs. Everybody grabs Maneuvers, Assualt, and Tactics, and one person has Teleport Team, Recall Friend, and Teleport, and does all the transporting needs, unless the team decides to let Inertial Reduction be their transporter.

    Costumes and Names: No Restrictions, but perferably matching costumes and similiar names
  19. I remember a post about someone meeting a level one Blaster called Wasteland. This is way back in Issue 1. Anyway that blaster suddenly had a jetpack pop up, and he flew away from the stunned 50. A few seconds later a level 50 Wasteland was probably lounging around outside Peregrine Island. Wasteland just happened to become a dev that day too.

    * I just realized that Wasteland might have been the writer we lost *
  20. [ QUOTE ]
    [ QUOTE ]
    I bet there's some UBER SECRET spot the devs use just to be cool... like you talk to a fire hidrent or type in a certian command or something... like go into a telephone booth and type /superman or something... and it gives you XP for lvl 50 I swear game developers do this all the time, I know I would if i was a game developer...

    [/ QUOTE ]

    When we play on the development servers or Training Room, sure... but when we play on Live servers even we dont get any special commands or cheats. We level up just like the rest of you... I know I will be on with my Dominator a bunch this weekend.

    [/ QUOTE ]

    How come Cuppa gets the Uber-Button and not Posi? Poor Positron, not being able to get to 50 in an instant.

    P.S.: CuppaJo came and judged the SG Costume Contest for Infinity. She was a level 50 Blaster that hadn't ever increased in security level. I think even the devs (or moderaters like Cuppa) wouldn't be able to stop themselves from leveling even once during the journey to 50.
  21. Just one question...

    How many hours does it take on average to get your 50s?

    (Take this as Just Kidding)
  22. Thanks for the guide. I know a lot of people (me) that really needed this.