Dechs Kaison

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  1. Quote:
    Originally Posted by Thunder Knight View Post
    ... but Domination can only be used when when the bar is completely full, while Fury is giving you at least some bonus as long as the bar is not empty.
    To my knowledge, Domination can be activated anywhere above 90%.
  2. I'm a fan of the synergy with Dark Armor. Call me biased.

    Power Siphon is a long duration damage buff, which works very well with powersets that have damage auras: Fire, Dark, Electric, Ice.

    The -dmg, I feel, is most noticeable if you stack it on heavy resist. We're down to Fire, Dark, and Elec.

    The set has a few stun powers, and would be great if you could stack them with something. Dark Armor has Oppressive Gloom.
  3. Generally, I like it.

    Couple suggestions:

    1) I'd rather see Unchain Essence slotted for damage. On SO/Common IOs, it's not up often enough to rely on as a stun. When you do get to use it, let it kill things.

    2) Stygian Circle has way too many slots in it, and the wrong kind of enhancement. The heal is wasted, because without enhancement you almost always heal to full when you use it if there's more than one body nearby. The end mod is nice, but I wouldn't put more than one IO's worth in there. Try one end mod, one recharge.

    3) Spread the slots you saved around. Unchain could use another slot for damage, Dwarf Drain could use a slot for heal.

    I'll warn you now, this build is going to suck some endurance down, since nothing has end reduction in it. If you can spare some slots for it, endurance reduction in AoE attacks will really help, but it's not necessary. You have Stygian Circle, and with the one recharge enhancement I suggested, it should be ready every time you need to fill up.

    That's all I got.
  4. Quote:
    Originally Posted by Psiphon View Post
    The numbers for a Shield tank are virtually identical to an SR Scrapper and can be capped just as easily.
    So? The sets don't play anything alike. I want to make a tank character with built in +recharge, that's very hard to hit, has scaling resists, and doesn't wave a shield around.

    Is that wrong to want because "Shield numbers are virtually identical?"
  5. Simply put: Recharge gives you diminishing returns. The more you have, the less even more will do for you.

    If you're not going for making a cornerstone power permanent (Phantom Army, Eclipse), then you just need "enough" recharge to have a steady attack chain. It's quite common that the difference between an optimal attack chain and a sub optimal by 5% DPS is on the order of 150% recharge. If you can't get all 150%, then don't bother getting any.

    This isn't to mention the largest downside of hasten, which is the increased endurance consumption. The largest reason stamina was thought to be "mandatory" was due to the same thought that hasten was "mandatory." Funny how endurance reduction never got its mandatory status.
  6. Can't play at work, but...

    Quote:
    Originally Posted by Shadow Ravenwolf View Post
    (I still get to do 90% of my forum browsing at work though)
    This.
  7. I could swear I've seen one a long time ago. I know cysts won't spawn that level anymore. I think when they reworked the voids to do resistible damage they also changed the spawning rules for cysts.
  8. The Sewers.

    Because nothing says fast leveling like 8 level 3 characters fighting +3 nictus.
  9. Elf suggests going for positional defenses, which is probably the best way to go if you can manage to cap it, but I went with typed defense. The DA tank in my video has 45% defense to S/L/E/N.

    DA/fire is a great combo, if light on mitigation.

    The most important thing is getting endurance reduction slotted in your attacks. Most people don't realize that attacks cost way more endurance per second than toggles ever will. Next most important is the theft of endurance proc, as mentioned.
  10. Quote:
    Originally Posted by Shisui View Post
    i have a question. in the realm of tankers, would one with the greatest versatility be one that could live through the widest number of enemy types? that is a kind of versatility. versatility within survivability.
    Stone Armor, hands down. That is, if you're only worried about surviving the enemy. If you'd like to do it without the offensive and mobility penalties, then Dark Armor is your best bet, as it provides a wide array of strong resists, layered defense, control auras, debuff resistance to all sorts of things, the best heal in the game, and it has to die twice for it to count.
  11. Quote:
    Originally Posted by TheLadyK View Post
    Warshades fix this. Honest. There isn't "a" best way to play a shade. Every combat is different, every moment is a new one. You have more powers than you can figure out ways to use them. I have the attention span of a ferret on pixi sticks and I played my warshade almost straight through to 50.
    Indeed. Warshades, to reach their fullest potential, walk a razor's edge between awesome and dead.

    To quote myself from my guide, "If you aren't using Stygian Return every time it's up, you haven't found enough bodies yet."
  12. Quote:
    Originally Posted by Siberian_Spring View Post
    If it was on Virtue, I'd sign up for this!
    Cold/Brawl - Defender.
    Likewise on virtue, Brawl/traps mastermind ready to help out. Unfortunately, my -res debuff (acid mortar) does damage, so I'm not sure the character qualifies.
  13. Quote:
    Originally Posted by YoumuKonpaku View Post
    Only a few complaints:

    The dwarf form mez bug. I'll get over it, though. Tray of breakfrees, ho!
    It is an annoying bug. I've gotten into the habit of mashing E until I'm big and lobstery and doing a mire (I've since reworked my dwarf bind to include firing off dwarf mire, so pressing the button like mad makes sure I fire off the mire ASAP as well as getting me into dwarf through multiple mezzes).

    Quote:
    Originally Posted by YoumuKonpaku View Post
    My ST damage feels.. lethargic. On tough single targets, such as AVs, I've been doing Gravity Well > Nova > ST attacks then repeating. Suggestions?
    Yeah, once the fuel dies, I find my ST damage lacking, especially since I only have one Nova ST attack slotted. I have been known to drag other spawns to an AV, though. Most teams like to skip to the AV anyway, so I keep working backwards a spawn at a time.

    Quote:
    Originally Posted by YoumuKonpaku View Post
    On heavy AOE teams I feel like I lose a lot of time and value shifting and such. I end up usually just racing to nuke spawns. Sunless Mire, dwarf Mire, pop nuke, run to next spawn, kill minion, dwarf mire, pop nuke, etc.
    Regardless of the team I'm on, I tend to be the first one into any spawn. If all I get out is the double mire unchain essence because the team is heavy on AoE, so be it. I'll summon a pet and Nova my way through the next spawn. Third spawn gets a quasar. Usually, unchain is ready to go again for the fourth spawn and the cycle repeats.

    Sometimes I'm the only one around, which is fine by me. "You seven go that way, catch up when you're done over there."

    Quote:
    Originally Posted by YoumuKonpaku View Post
    Also, I don't really ever farm, but if I wanted to do so, what would be a good choice for my WS? +0/x8? What type of enemies?
    Personally, when I farm, it's on -1/x8. All I look for are purple drops, so level 49 enemies are A-OK in my book. They die faster and give me less to worry about. It's best to look for groups that don't have a lot of mez, but with -1s, even dwarf mops up pretty quickly.

    Quote:
    Originally Posted by YoumuKonpaku View Post
    I love my MFing Warshade.
    ...
    Thanks, Dechs!
    No, thank you. I'm always glad to hear I've helped out. Really warms my heart to know I've created another purple chaos engine of squiddy doom.
  14. Quote:
    Originally Posted by Clouded View Post
    I still don't agree controllers are the most versatile 'default' AT.
    There is some good reason behind it, especially for illusion control. Personally, I think masterminds would be most versatile, but the thing they lack most is control.

    That's what really puts the controllers (again, particularly illusion) ahead. All controllers do damage and with containment and epic pools, comparable damage to defenders and corruptors. Few defenders/corruptors can put out AoE control anywhere near what a controller can. Masterminds, on the other hand, can "control" aggro through provoke and the mitigation of bodyguard mode. The illusion controller has indestructible pets have taunting attacks.

    It's a tough call. If it weren't for illusion, I'd say masterminds hands down.
  15. Quote:
    Originally Posted by Psycho_Sarah View Post
    Dechs Kaison wrote this AWESOME acticle for Warshades.
    Wow. Thanks for the praise and getting the link out there before I could.

    Quote:
    Originally Posted by Silent_ View Post
    lol this guy is amazing
    Glad to see you're enjoying it already. I can't take a look at your build now (Mids was not deemed necessary in the eyes of my employer), but I can say that Joe offered some very good suggestions. My guide does cover a few build methods as well.

    I hope you find everything you were looking for, and that it helps you to enjoy your warshade more than ever.
  16. Quote:
    Originally Posted by Carnifax_NA View Post
    I'd consider versatile to be throughout the entire game, not just the small % spent fighting an AV (which is why I mentioned but then ruled out my Dark/Sonic because she's wonderful against AVs and in a lot of the game but has some real brick walls too when she comes up against Nemmies, or tries soloing).
    Agreed. -Regen doesn't help much against normal foes, but I maintain that -res certainly does. Things like -tohit, -dmg, and -rech help to keep team members alive long enough to do the damage required as well.

    Quote:
    Originally Posted by Carnifax_NA View Post
    In fact Masterminds are probably better contenders overall than Controllers. AVs ignore a lot of a Controllers primary, but a Mastermind can bring damage, alpha taking/tanking, buffs or debuffs, Control and heals all in one package.
    I don't know why this didn't come up sooner. What's more versatile than a whole team anyway? Particularly Bots/traps, as it has the widest array of debuffs, controls, and damage. Amazing potential here.

    Quote:
    Originally Posted by Carnifax_NA View Post
    I'd also love to see an AV beaten by a combination of debuffs and brawl and nothing else
    Hey. I am allowed one use of hyperbole per day.

    Quote:
    Originally Posted by Clouded View Post
    Defenders primaries can have -regen and -resist. I don't understand how this is relevant to my post. I was countering the posters statement about controllers being the default most versatile toons.
    I was only offering contention with the second sentence of your post. Controllers do damage, arguably less than other ATs, but still certainly more than "enough" when coupled with the vast array of tools they have.
  17. Quote:
    Originally Posted by Clouded View Post
    Damage is very important and is the ultimate debuff.
    Yeah... until -regen and -resist account for more damage than actual damage.

    What you're saying works for normal mobs and some AVs, but when it comes down to the really hard targets, there's no damage like debuffs.

    Granted, all the debuffs in the world won't actually kill a target. The right debuffs, though, and brawl becomes sufficient damage.
  18. Quote:
    Originally Posted by Nyx View Post
    Im trying to get on board with my War Shade...but she sits at 19. I was having an issue getting into her RP style and the playstyle of the War Shade.
    Well, I have what I'm told is one of the better warshade guides available, so I suggest you take a look at that. It'll help immensely with regards to play style. The link is in my signature.

    Also on my blog is an article about how I've RP'd my warshade, so that may spark some ideas for you. There's more to come as I get around to it.
  19. Have you tried a MFing Warshade?

    My warshade was, hands down, the most fun experience I've ever had playing this game.
  20. Quote:
    Originally Posted by JamMasterJMS View Post
    Peacebringer.

    /end thread.
    Unless versatile includes dealing damage.
  21. Quote:
    Originally Posted by Dante View Post
    Not bad. Shame about the evasiveness around PvP.
    Also scooped.

    Quote:
    Originally Posted by Dechs Kaison View Post
    All that stood out to me was the massive dodge of a "What do you plan to do for the PvP crowd?" question.
  22. Scooped.

    Also, there's an official discussion thread, so this one is technically against forum rules.
  23. All that stood out to me was the massive dodge of a "What do you plan to do for the PvP crowd?" question.
  24. Quote:
    Originally Posted by Blue_Centurion View Post
    Do Incarnate abilities carry across to each build, so one cardiac core is goood for all 3, or are they like enhancers and need to be separately achieved for each build?
    Incarnate abilities at this point are not build dependent, so yes, one cardiac core can be used with all three builds.