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Quote:Have you tried upping the difficulty? I find that my Warshade had trouble on the normal setting, but at around +0/x6 things just got easy.Solo? I always found my Warshade a drag solo. To the extent that they wouldn't solo at all. Teams were always much more fun and entertaining.
I used to have a saying: "A Peacebringer is what the team needs, a team is what the warshade needs." Peacebringers fill in the gaps based off of what a team already has. A Warshade needed a team around to increase the spawn size and provide more food.
Nowadays, though, we can just up the spawn size on our own. -
I'd vote to go with an MFing Warshade (guide linked in my sig). The vast array of tools available to a warshade are just overwhelmingly awesome.
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Bull. You've either found the worst of tanks to compare to, or you've recently discovered the art of hyperbole.
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Quote:This is why I would throw fortitude on the ones that run around. You don't need to heal everyone when they can't get hurt anyway.I'll try out that AB thing the next time i'm on a team w another emp. that last part tho - that's the hardest trying to get members to stay together. I say all the time that I can't heal everyone when you keep running around. But i really love being support - how else did I get to lvl 49 with such a sad build! lolz
If you want to get people to stay together, try saying this at the beginning of a team: "If you want the recovery auras, I drop them on <character who is leading the charge> when they're recharged whether you're there or not." People like their RAs, so they'll stick near your tank or whoever it is that's sticking his face in the way of bullets. If they don't, then odds are you don't need to be taking care of them anyway. A spare fortitude probably wouldn't go amiss, though. -
A feared target can be allowed one action every five seconds, if he has been damaged in that five seconds. Whether that target takes one hit or twenty in that five seconds, he will only make one action.
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Not bad at all.
Looks like I'm going to have to up the game in my next video. -
I've been avoiding discussions about Redlynne's build, mostly because I don't have anything to say that wouldn't already be in my guide. Judging solely by performance, Ms Terry's build is fine. She sure showed the Rularuu what for. Maybe there's room for improvement, but if Redlynne is enjoying the character and it does what she wants it to do, that's optimal already. I've said it before, there's a million ways to build a warshade, the only good one is the one that works for you.
I want to go back a few posts to offer a counter point to something Late2Party said, though.
Quote:Actually, one of my suggestions for a cheap build only puts four or five slots in Eclipse. I think the cheaper your build is, the less powers you end up six slotting.People can get away with putting less than 6 slots in eclipse are also people that can afford purples to give them the recharge to do that.
Quote:A great slotting for Eclipse is four RES/RCHG and two common accuracy enhancements. Doing this maxes out your resistance and recharge for the power, while still keeping great accuracy. Five enemies will cap your resistance but four only gives you 70%. In fact, since the required number of targets is less, you can even drop one of the accuracy enhancements and put the slot somewhere else. Another option would be three RES/RCHG and one ACC/RCHG from Efficacy Adapter for a twinge of accuracy but still capping recharge and most of resistance in only four total slots. -
Indeed, that'll do it. I wasn't aware that she was scaling again. They must have fixed that between my last KHTF and now.
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Quote:Might I suggest silencing the set for your client?Dislikes: The audio gives me a headache. Literally, not figuratively or exaggeratingly; I will develop a headache within 10-15 minutes of joining a team with a KM user. And it seems like the audio for KM attacks was coded to supercede all other audio, so whenever there's a lot going on in an area, the volume of KM attacks increases.
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Quote:You're less masochistic than I am, because I still blame myself. As the tank, I see it as my job to pace the team and to keep pace with the team. If the blaster is hitting groups before I get there, I'm moving too slow.My rule on that, on the rare occasions I'm playing a tank, is: If you attack before I have their attention and die because of it, that is YOUR fault. I refuse to take the blame for someone else dying because they did something stupid.
Now, as to the blaster/scrapper/whatever that goes down a different hallway than I did: He's just following Rule 3 and is subject to Rule 4.
My tank doesn't have acrobatics, but I do have three IOs for KB protection. I've found that the second KB protection doesn't help at all, but the third does. Basically, if the KB magnitude is over 4, it's also over 8. Very occasionally I will get knocked down. I think it's only Riechsman and Recluse, though, because they do knock up.Quote:There are still holes to be patched for sure. Although I picked up a Steadfast KB protection IO, I still get KB'ed on occasion. Although I have my immob protection toggle (CoD?), I still get immob'ed on occasion. What is the most efficient way to cover all of these holes? Am I forced into CJ/Acro/IOs/CoD? All of the above? Some of them?
I don't think I've ever been immobilized, but I run both CJ and CoD full time. I picked up CJ because it was the most endurance efficient +defense power I could find and it adds a lot of mobility. -
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That'd be me. Please give the link in my signature a read, it's not actually a self healing set. My idea revolves around scaling resistance, a little bit of regen, some knockdown mitigation, scaling damage buff, and a Tier Nine like No Other.
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Quote:This is a valid concern, perhaps the recharge on it should be longer than the recharge on the T9. Maybe it should be a half heal with very little endurance so that it can't be a "combat rez." Maybe it should be just a different power altogether.my only a few problems with the set: the tier nine self kill with a fast recharge self rez? It makes sense for a player to have a way to get back up after they die when their set forces them to, but it takes away from the effect of dieing when you can just get back up. It kind of takes away from the death as a negative side effect of the tier nine.
First, there are no Dull Pain versions that don't also heal. Second, increasing max health does not increase the level of health at which % health effects start to come into play. Due to the way the game is coded, no matter what your current max health is, those resistances would always be based off your % of base max health.Quote:also, adrenaline, a power that increases regen rate in a set that is more powerful when low on health? it would fit in my opinion if it were a max hp boost like dull pain's effect. (also adrenaline in real life dulls pain). With high max HP at 20% health with 90% resistance, the player would be able to live much longer at that edge, and it would maximize the effects of frenzy and perseverance.
There was a very good reason I went with +regen over a heal. Obviously a heal immediately eliminates whatever damage buff and resistance buff you have. If you are dying, having a regen power helps to keep your health exactly where it's at, since the damage was high enough to get you this low in the first place. Hopefully the regen lasts long enough for you to kill what's killing you so you can start the whole process over again. -
Here is your problem. Panacea, as a healing proc, will only have one chance to fire when you click Dark Regeneration. Theft of Essence, however, as an accurate healing proc, will have one chance to fire for each target of Dark Regeneration when you click it.
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Quote:Actually, the stealth does not suppress in combat. That said, I have never noticed it affecting my aggro holding ability either.The stealth suppresses in combat, I have never noticed it affecting my agro holding ability.
Once a mob is notified of your presence, no amount of stealth will make them not attack you. -
I think scrappers benefit more from KM than brutes. Power Siphon is a powerful damage buff that lasts a long time. Damage buffs are diluted on Brutes because they already have fury. Further, scrappers have higher base damage to be buffed. Finally, Concentrated Strike, when it criticals, will instantly recharge Power Siphon. Only scrappers can critical.
I think a great pairing would be Dark Armor (surprise), Electric, or Fire. I'll say it again; Power Siphon is a powerful damage buff that lasts a long time. It will provide a high benefit to defensive sets that include damage auras. The -damage debuff is not very large, but it will stack more effectively with sets that start with high resistance powers. -
You look like you're trying to learn more of the intricacies of defense and the math behind the game. I'd suggest you give my write up on defense and the softcap a read. The link is in my signature.
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For a lot of knockback, a Peacebringer could be a great option.
But if you want to do damage, I'd suggest the storm/energy defender, an energy/energy/energy blaster, or a BOTS/STORM. -
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Quote:Actually, with the new flight speed buffs, your fly sped is at the cap with no enhancements at all.New buffs to flight speed means you dont need to 3 slot fly anymore, just put one fly speed into fly and you are fine.
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Quote:If my warshade is a Grimace, then your Peacebringer is a sparkle vampire from Twilight.Or you could pick Peacebringer. Cuz it's all the Lobster, none of the Happy Meal.*
*Personal jokes with Dechs may have affected this post.
Oh yeah. I went there.
Further plug for warshades: Warshades, quite literally, feed off of enemies, with greater effects per foe. They pretty much require you to do epic things, but with even more epic results.


