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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. -
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. -
Quote: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.The numbers for a Shield tank are virtually identical to an SR Scrapper and can be capped just as easily.
Is that wrong to want because "Shield numbers are virtually identical?" -
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. -
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Awesome.
Now can I make an SR/ tank? -
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.
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The Sewers.
Because nothing says fast leveling like 8 level 3 characters fighting +3 nictus. -
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. -
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.
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Quote:Indeed. Warshades, to reach their fullest potential, walk a razor's edge between awesome and dead.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.
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." -
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Quote: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).Only a few complaints:
The dwarf form mez bug. I'll get over it, though. Tray of breakfrees, ho!
Quote:My ST damage feels.. lethargic. On tough single targets, such as AVs, I've been doing Gravity Well > Nova > ST attacks then repeating. Suggestions?
Quote: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.
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: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?
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. -
Quote: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.I still don't agree controllers are the most versatile 'default' AT.
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. -
Wow. Thanks for the praise and getting the link out there before I could.
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. -
Quote: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.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).
Quote: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.
Quote:I'd also love to see an AV beaten by a combination of debuffs and brawl and nothing else
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. -
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. -
Quote: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.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.
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. -
Have you tried a MFing Warshade?
My warshade was, hands down, the most fun experience I've ever had playing this game. -
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Scooped.
Also, there's an official discussion thread, so this one is technically against forum rules. -
All that stood out to me was the massive dodge of a "What do you plan to do for the PvP crowd?" question.
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Incarnate abilities at this point are not build dependent, so yes, one cardiac core can be used with all three builds.