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I'm not as good with human form builds as I am with triform (MFing Warshades), and I don't have mids with me here at work to give you a thorough analysis, but I do see a few things that jump out at me.
Health shouldn't need more than one slot, but at the very least you should drop the third slot, as it is largely wasted thanks to the ED cap and further by your Spiritual Alpha. The same thing goes for Hasten; that third slot is really wasted.
I really don't like to see Stygian Circle slotted for heal. It will already fully heal you off of a Boss or just two minions, if I'm not mistaken. Endurance Modification gives you the most return out of the power. Endurance reduction is important (so you can fire it easier after a Quasar), as well as recharge. You do get a little heal enhancement from your Spiritual Alpha.
I think you're trying to build a little defense, but I don't see the Steadfast +3% defense IO in there. Again, it's hard for me to tell since I don't have mids here.
You can slot Eclipse a lot more efficiently. Use any two Acc/Rchg from endurance mod sets, then any two Res/Rchg. Add one more slot for common Resistance. You should now have great accuracy, capped recharge, and a lot more resistance enhancement in just five slots.
I don't see Quasar anywhere. That makes me sad. -
Quote:I dunno about you, but my Quasar's up for every other spawn or so, and I use it frequently, especially on higher difficulties. There are three scenarios you can use Quasar without fear:Quaser seems a bit too situational when I solo against +0/x6.
1. You have a blue inspiration and will kill more than one foe with Quasar. You want the corpses close together, of course, so it's often best to fire Quasar from the fringe of a mob instead of the very center. This will push all the enemies in the same direction. After you've gone boom, just hop over to the corpse pile, eat your blue and activate Stygian Circle
2. You have Eclipse ready to fire and Quasar will not kill everything near you (that part's tough, for this I suggest higher level foes or just run to the next group). Eclipse has two lesser known properties: It fills your endurance bar and the endurance cost for it is less than one. All you need is a single tiny sliver of endurance and you can use it.
3. You have Geas of the Kind ones ready to use. Self explanitory, and with all the recharge you should be packing, this will be ready in less than ten minutes. -
Overall it's pretty good. I've made a couple minor changes. I don't think you need the extra slot in tactics, you'll rarely turn the power on, and next to Mire buffs, the 2% damage bonus is pretty much worthless. I'd like to see some accuracy in Sunless Mire and some in Eclipse as well. I'd also like to see some more enhancement in Dwarf Mire, as you'll want some damage and recharge in it. I took two enhancements out of Stamina; you really don't need any recovery since you have Stygian Circle, and the free stamina + proc is more than enough extra. I changed the generic end mod in Stygian Circle to the Eff. Adapter End mod; that doesn't change the enhancement value, but it gives you some bonus HP. I also stole a slot from Vengeance for Dwarf Mire.
If you haven't seen it, I suggest you give the guide in my signature a read. It's meant for the tri-form warshades out there, and I'm told it has a lot of good information. I cover everything from tactics to enhancements.
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Ok, I would put the purple set in Dwarf Mire as opposed to the human one. It recharges faster, so you get more chances for the proc to fire, and it hits harder, so the enhancement value does more for you.
The best fluffy slotting I've been able to find is four Expedient Reinforcement and the DMG/RCHG from the purple set and the purple proc if you can fit it.
For more general slotting advice from my guide:
Quote:The 'Budget' Set Build
Not all of us have the (patience required to obtain) billions and billions needed to get purples. I sure as hell don't, but it didn't stop me from buying up enough recharge to make Eclipse a way of life. A lot of suggestions in here are expensive to some people. Even if you're rolling in influence, making a permanent Eclipse build requires substantial investment. Luckily, there are plenty of options to buy what you need without influence.
When looking at set bonuses, recharge should be the primary goal of any warshade, and I'd like to take a moment to explain why. For any other AT, building offensively means getting recharge and damage bonuses to obtain specific attack chains for high DPS and building defensively means adding defense, HP and regen bonuses to increase survivability. For a warshade, however, recharge bonuses benefit offense and defense simultaneously through a greater percentage of Eclipse, Mire, and Dark Extraction uptime. Simply put, recharge makes you hit harder and stand longer.
I hope you noticed the hybridization in the frankenslot budget, because the lines between KA-BAR and Swiss Army Knife only get more blurry as you move up to this budget.
The questions you need to ask are: "How much recharge do I need?" and "where do I get it?"
Eclipse recharges in 300 seconds and to reduce the recharge to the 90 seconds it is active, it needs 234% total recharge. I know that looks like a lot, but you get 95% from enhancements, so now you only need 139% in bonuses. "But wait!" you say, "what about Hasten?" Well, that would be 70% if it were active all the time. Unfortunately, it's not, so you can't count on it. The neat thing, at least, is that as we add recharge bonuses, Hasten becomes more potent as well. Long story short, you need at least 85% in global bonuses for Eclipse to be sufficiently "permanent." Of course, more is better, as it provides you with overlap and protection from the occasional debuffs.
Now, there are plenty of places to get the recharge bonuses you need. I'm going to list some of the best ones, the number of slots they require and the applicable powers.
Luck of the Gambler +7.5% Recharge Global. Requires one slot. Fits in Shadow Cloak, Combat Jumping, Maneuvers, Vengeance, Stealth, Grant Invisibility, Invisibility. Notably a different bonus than other +7.5% bonuses, so it avoids the law of five with them.
Basilisk's Gaze +7.5% set bonus. Requires four slots. Fits in Gravity Well.
Kinetic Crash +7.5% set bonus. Requires six slots. Fits in Nova Blast/Emanation/Detonation, Gravitic Emanation, Unchain Essence. It provides only moderate enhancement across the board and overdoses on KB enhancement, but it's the cheapest recharge on the market.
Call to Arms/Expedient Reinforcement +6.25% bonus. Requires four slots. Fits in Dark Extraction.
Decimation +6.25% bonus. Requires five slots. Fits Dark Nova Bolt and Blast.
Positron's Blast +6.25% bonus. Requires five slots. Fits in Unchain Essence, Dark Nova Emanation and Detonation.
Stupefy +6.25% bonus. Requires five slots. Fits in Unchain Essence and Gravitic Emanation.
Crushing Impact +5% bonus. Requires five slots. Fits in Gravity Well, Drain Essence, Dwarf Strike, Smite, and Drain.
Doctored Wounds +5% bonus. Requires five slots. Fits in Drain Essence, Dwarf Drain, Stygian Circle.
Obliteration +5% bonus. Requires five slots. Fits in Orbiting Death, Sunless Mire, Quasar, Dwarf Mire.
Perfect Zinger +5% bonus. Requires four slots. Fits in Dwarf Antagonize.
Obviously, the cheapest in terms of slots are the LotGs. Those are where I started, and I bought them all with merits so I'd have level 25s. The lower level salvage tends to be cheaper, and I keep the bonus even exemplaring to level 22. A lot of the sets are lacking in one way or another, so don't forget what you learned in frankenslotting 201. Decimation and Crushing Impact, however, are pretty good. Basilisk's Gaze is limited by being a level 30 set, but it's fairly good for a hold. It leaves KA-BAR room for two damage enhancements or Swiss Army Knife with room for more hold or recharge and maybe a Lockdown +2 mag hold proc. Swiss Army Knife will use one or two Stupefy sets where KA-BAR will find room for Decimation and more Positron's Blast. Just beware that law of five. -
Bill, I'd be behind this 1000%.
No, that's not a typo. -
Quote:Heh. When I play my DA tank and there's an empath on the team, I set a few "guidelines" for the empath.For reason it sort of just seems the way it happens. I work a lot with a DA Tank and he needs it often enough. I should not have just said the tank, there has been many times when I watch the bars and determine who reuires it more. Just many times it is my tank
1. Do not waste fortitude on the tank. He is softcapped to S/L/E/N so the defense doesn't help and the damage would be better served on anyone else.
2. Do not waste Adrenaline Boost on the tank. My endurance is under control and Dark Regeneration is already recharging in 15 seconds, a few more won't help as much as more Inferno from the blaster will.
3. When the Recovery and Regen Auras are ready, cast them in the middle of the group. The tank will likely be a mob ahead allowing foes to clump together.
4. Use your freakin' secondary powers. -
Quote:The proper term for someone suffering of "tankerlock" is an aggroholic.Plus it's just such a rush.
It could almost be described as a relative of scrapperlock - a sort of 'tankerlock', the incurable compulsion to be surrounded by at least the aggro cap's worth of mobs at all times.
Hello, my name is Dechs, and I'm an aggroholic. -
Quote:Calling a Peacebringer the "primary damage dealer" on a team of seven defenders/corruptors/MMs is extremely optimistic of a Peacebringer's offensive capabilities, but that was hardly my point.Not on a peacebringer you aren't. With 7 tankers/defenders/corruptors/masterminds on a team my peacebringer's contribution to the team is VERY noticeable, since he's the primary damage dealer.
My point was, that with that much support on a team, everyone is likely riding at defense/resistance/damage caps with enemies at resistance/tohit/regen floors. Teams like that can rely on Brawl as the sole damage power to kill everything they face.
Quote:I can see how you'd say that with a warshade, though. capped damage isn't going to be much besides blatant overkill on a damage-heavy team. Same goes for capped resistance (to say nothing of eclipse making that completely irrelevant).
IMHO the way they benefit from the inherent is the one thing peacebringers get that I consider a boost over warshades, and it's nothing to sneeze at.
Peacebringer inherent statements:
"The team is lacking sturdy characters, I'll be more sturdy and fill the gap!"
"The team is lacking damage dealers, I'll gain more damage and fill the gap!"
Warshade inherent statements:
"The team is lacking sturdy characters, I get more damage even though I can cap it myself and we still lack sturdy characters except for me when I have eclipse running."
"The team is lacking damage dealers, so I'll get more resistance even though I can cap it myself and we still lack damage dealers except for me when I'm running at capped damage in nova." -
Damn, they'll need at least three KB protection IOs for that.
EDIT:
I realize now this may appear more insensitive than I intended it. I do not mean to make light of the tragedy. In fact, I have done what I can to donate to the relief efforts. Likewise, my prayers go out to all those affected by these events.
I simply spoke what came to mind when I saw "Mag 8.9" and "Earthquake" on a City of Heroes forum. -
Quote:As was said, the only cap is the actual damage cap of 300%. Enhancements do factor into that, so the cap is more like 205%. The real limit is the number of people on a team, which is 7 at maximum, for a total of 140% damage bonus.A peacebringer gains +DMG from each def/corr right? What if there was a team of 7 defenders/corruptors and one peacebringer? PB's get 10% DMG for each def/corr right? Adding to the fact that there would be absurd buffage and debuffing going on, would that one peacebringer always have an added bonus of 70% DMG? Is there a cap on how much a Kheldian's inherent can stack the same buff?
Another thing is that Peacebringers get 20% damage bonus for every defender/tanker/corruptor/mastermind, not just 10%. They get 10% resistance from every offensive AT on the team.
The real problem is that, with 7 corruptors or defenders on the team, you're well past noticing the effects of Cosmic Balance.
Warshades are a different animal entirely, especially considering that they can cap their own damage without teammates to do it. Again, the cap is 300% (205% realistically). -
I've run exactly five Ice Mistrals this week. One of them had a bugged mob because we knocked her through a wall. The GM responded in less than five minutes.
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Praetoria is the perfect world.
In the perfect world, the Devs didn't design the train wreck that became kheldians.
Cole used his awesome Well powers to eradicate all traces of kheldians from his dimension.
That's just my speculation. -
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Quote:Psychoti, for once, you didn't run into a twit! At least, not a twit that was leading."What's up?" I say in team chat. "Where are you?" is the team leader's reply. "I'm outside the last room."
"What the [naughty, naughty word]?!" shouts the tank.
"Follow the defender!" says the team leader.
It's unfortunate to hear about a tank like that. Hesitant tanks need to reroll their characters as something else. Fear has no place on a tank. If you have a half decent team, the alpha is all the damage you'll take anyway.
Hell, on my TFs, I have a rule. "If this is your first DKTF, you have to take an alpha strike." It's a Fight Club reference, but I have my reasons. People need to learn not to be afraid of the game. You characters can handle a lot more than you realize. -
*Casts Mortimer's Thread Revival III*
Seriously, I have an epic tale that feeds my ego.
This week's WTF was Ice Mistral and my Dark Armor tank needed a Notice of the Well, so I rounded up as many people as I could find (turned out to be a team of six) and we started steamrolling while still being set for x8. There was a pain corruptor, a willpower brute, a thugs/arrow mastermind, and another corruptor. There was someone else but I can't even remember the AT. Things were going great right up until the fight with Archus.
For those of you who aren't familiar with the SF, Archus is a CoT mage who starts to summon ambushes of Behemoth LTs as his health wanes. We dropped him to about a quarter of his hit points, which spawns the last of three ambush waves, before people started dying. It wasn't really the ambushes, though, that killed people. We had "stealthed" to Archus and maybe pissed some mages off along the way, because three or four regular spawns of mages had caught up to us at that time.
Anyway, the moment of epic scrapperlock hit when I failed as a tank and the rest of the team was dead. Of the others, the brute went down last and it was then people started teleporting out to the hospital while I fought what bosses got priority through the aggro cap. I could count six Succubi and at least three Death Mages. Let me just say that confusion makes using Dark Regeneration a little hard.
Regardless, through confusion, placcates, and sheer inability to click on the target I wanted, I fought my way through that entire crowd. I used Eye of the Magus. That wore off. I fought for a little while longer as my health steadily fell. I popped a few orange pills to get back into a pattern of gaining more health than I was losing. They wore off. I'm down to three Succubi when I notice the team has started to zone into the mission map together. Rather than risk another charlie foxtrot, they fought their way to back to me in time to help me with the last Succubus and a few Behemoths that were still standing. Once that mess was clear, we turned back to Archus, who had regenerated back to full health. A minute later, the SF was complete.
Mind you, this solo battle against 9 CoT bosses and endless LTs was at level 40. I was missing my top two power picks, my cardiac boost and my level shift. Yeah... Dark Armor Sucks.
So anyway, with all this WTF madness going about, one of you has to have an equally epic tale. Let's hear 'em! -
Riveting tale, chap.
I once did a similar thing with a Necro/Thermal, with everything colored to a light blue-green-ish "spirit fire." Worked out really well, but the concept never really took off. -
Quote:If anyone has a right to complain here, it's Peacebringers. It started when blasters got control and shields in their Ancillary pools.Again (for like the 4th time), this isn't about how *just* blasters are becoming marginalized. All ATs are really losing focus as everyone can do pretty much everything. It's who loses their identity most.
If everyone's a jack of all trades that doesn't pay for their versatility, what the hell is a Peacebringer? -
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If you're going to be multiplying these Judgment Nukes by eight, then be sure to do the same for the other powers. Those interface debuffs will reach full stacks right away. Eight people alternating Destiny powers will negate the need for buffs. Why take anything but blasters if you can softcap and have heavy resistance buffs, and be able to stack -res and -regen on the AVs full time?
Incarnate powers are going to trivialize content, not team roles or ATs. Anyone running a full set Very Rare abilities is going to be a god in our normal content. That's why the raids are going to get much harder. We're going to get trials that require these abilities. You're going to need the blasters on your team buffing your tank with Destiny so he can survive. You're going to need the controller nuking every 90 seconds because your team won't have enough damage otherwise. The blaster is still going to be doing more damage than anyone else on the team, he's still going to be as needed as he is now. -
To get the most damage you want Shield/SS with massive recharge. Double stacked rage and full AAO is looking at a permanent ~250% damage bonus. With enhancements on top, you've reached the damage cap (Don't forget that damage enhancements are included in the 300% damage cap).
Considering you're a willpower/SS, you're only going to have 160% damage bonus from double stacked rage. Global damage bonuses are stupid small. If you managed to get 5 of the largest without going into purples, you get 15% damage. Yes, that's on all the time, but it's a bit overshadowed by the 160% I mentioned earlier. -
One nuke every ninety seconds that can't be enhanced for recharge and can either be enhanced for damage or accuracy is not hedging into blaster territory any more than -25% resist is hedging into defender territory.
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Quote:I'm aware of this problem, and I mentioned it. Perhaps I did not make myself clear. I resolved this issue by cutting the radius to almost half, which reduces the volume of the sphere to about 1/8th of its previous, making it much easier to stay out of the effect if you wish to be.The problem with group fly and support characters (or any character) is that, depending on powerset, it makes powers unusable. It's not an issue if it's YOUR character flying - you can just detoggle. Group fly, though, requires you to get out of the radius of the "bubble." When I'm trying to use - say - stalagmites, it interferes. Toggle it on while someone's trying to get an AS off, they're interrupted.
Group *hover* would make it worse, as - moving at hover speed - it takes *longer* to get out of the way. -
Quote:You just countered your whole argument here. Look up the other powers, specifically Interface and Destiny. Blasters are getting debuffs, why will we need defenders? Blasters can get more defense/resistance or mez protection, why do we need defenders or tanks?And yes, this is 45+ content only, so 1-44, blasters will still rule the damage game, but as we have more and more end-game focused content, I can see less need (insofar as any AT is "needed") for a blaster going forward.
We don't need anything. We never had, and we never will. What I see the incarnate system doing is really leveling the playing field between ATs even more.
I'm happy to get more fireballs.