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Quote:Wormhole is also great for the "hesitant tank." You can drop the mobs on him.Okay, grav/storm and ill/storm both look pretty credible. I might go with grav/ just because I don't have one, and wormhole looks like a power that could pretty much wreck ANY setup.
Or on a really good steamrolling team, bring the next mob to you, or push this mob into the next one. -
Quote:Ok, fine. Secondary limitation to the group. No melee ATs.Illusion's only knockback is from Phantasm. If you include Illusion, you might as well include Martial Arts Melee, since Crane Kick is a big-time knockback power. A bunch of the Blaster Secondaries have knockback, too.
Wormhole, and an AoE immobilize that lacks -KB. -
Quote:Woah woah woah. Link or it never happened.I mean, heck, if Castle himself said that (paraphrase) "Stone armour is 31 levels of underpowered and 18 levels of overpowered," then surely it screams out for a looking at?
Nothing against you, Tincan, I've just seen too many "quotes" that have been quoted from a paraphrase of a secondhand quote. -
Quote:*Jawdrop*If you have a team where all the enemies do is try to get up, you're not in that much danger."
That's it. Superteam forming.
To join you must have: Storm Summoning, Illusion Control, Gravity Control, Energy Blast, or Force Fields. Kinetics if and only if you take repel.
Anyone with an AoE immob with -kb is not welcome. -
I'd have a blast.
For what you want, go with a Storm/Energy defender.
See if you can get bonfire in the epics or something similar. -
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Quote:Nope, wouldn't be a problem at all. At the top of my guide is a link to AlienOne's all human warshade. He has solo'd against +4/x8 settings, so I think I trust what he has to say about it.I really don't like the dwarf form, it's big and ugly :/ I would consider Nova if the damage makes up the difference but other than that I was hoping Human only.... it's all about the cossie :P
Would this be a problem?
I'd still advise reading through my guide. I do have a lot of information in there that's useful to any warshade. -
I see your questions have been answered accurately already (alliteration aside), so I'd just like to mention that I have a guide on warshades that highlights the strengths of going tri-form. See the link in my signature.
But while I'm here I might as well mention that, yes, +recharge is probably the main goal for any warshade build. It drastically increases your survivability (with more eclipse uptime) and damage output. -
*Votes to NOT get weather before more costume pieces, Pool Customization, and alternate power animations, thank you very much.*
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Maneuvers shouldn't kill your build's endurance. You do always have the option of cycling in brawl for a no endurance attack. You're a tank, damage is important, but secondary to holding aggro and staying alive.
Hecatomb in Jab is a great idea. You want to use Jab often for the -res that bruising causes (but not more than once per 10 seconds on the same target). Procs are a set amount of damage, so I usually place them in the attacks I use most often.
Force Feedback can proc per mob in footstomp; that's the way to go.
Four slotted stamina, including proc, is the most I would go. You could probably drop a slot without losing too much, but since you plan on adding maneuvers, I'd leave it as is unless you really need the slots.
Phys Perfection seems ok, but I'd pull a slot (the Miracle) and put the Miracle in health. Health will come with the free slot, so you might as well use it.
For hasten, look at the numbers yourself. See how much that third slot does for you (less than 15 second recharge difference against a 200 second recharge), and decide if it's worth it based on what else you could do with that slot.
Defense powers sound right.
I wouldn't slot Gaussian's in rage considering you're building for typed defense. The other bonuses it provides aren't great, and the proc won't do well in Rage. I wouldn't slot it for +tohit, as rage already provides a lot. Just make sure that Rage overlaps a few seconds so you don't have to deal with the -defense crash.
If you're going to spec into Gloom/Dark Oblit, drop hasten. Not only does hasten increase the endurance consumption by making your endurance heavy attacks come up more often, Hasten itself costs you 20 endurance every 160 seconds or so, which can be deadly. Rage does the same thing, and I guarantee you'll have them happen at the same time. Right now, you've got plenty of extra recovery to deal with it.
Put one extra slot in health and give it both uniques, leave stamina at four slots, drop hasten, and you should be fine. -
Quote:I don't have Mids with me anymore, as I'm now at work, but this jumps out at me.Cleaving Blow
(Fire Sword Circle)- 1% (0.017 End/sec) Recovery
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged) (Exceeded 5 Bonus Cap)
Since you're over the cap for this bonus, look at other slotting options. There are better ways to enhance this power, namely frankenslotting the last three spots combinations of endurance, recharge, damage, and maybe some more accuracy. -
I've said this many times already, but it's worth mentioning again here. My only regret with my Dark Armor/Fire Melee tanker is that I did not pick a more mitigation capable secondary.
That said, Dark Armor/Stone Melee is incredible when it comes to mitigation. The stacking stuns are awesome, but the PBAoE knockdown is likewise helpful. When a whole group of enemies spends a few seconds getting off their backs, that's enough time for debuffs to wear off or a few more seconds for Dark Regeneration to recharge.
It's a great combination that'll be a little on the endurance heavy side, but nothing that can't be managed. Best of luck. As always, fish through my Dark Armor Sucks thread. For comparison, my build is on page 8 (if you look at the default 20 posts per page). -
Damn, someone beat me to it. Thanks, Caulderone. Sorry I missed this post yesterday, or I'd have commented sooner.
Your build looks... a little familiar, heh. Finduilas said just about everything I'm going to say.
Where's the level two power? Something funny there. Looks like you have an altered version of Mids.
The endurance reduction in Oppressive gloom is a waste. You go from consuming 0.08 to 0.06 end/sec.
Hasten does not need a third recharge reduction, it only takes about 15 seconds off of the unboosted recharge of the power. Taking hasten's effect into account, the difference is even less.
Stamina is waaaay overslotted. Half of those enhancements don't actually do anything. If you need more recovery, get it from a miracle unique in health or PP.
Ok, you have Performance Shifter in PP, but you don't have the proc? The proc is what adds the most recovery over time.
Super jump isn't giving you a lot of energy defense, try to get some more elsewhere. I know I use BotZ, but that's because I only needed 0.6% more defense, and couldn't find anywhere else to get it.
You really should have Incinerate. It is the most endurance efficient attack that almost any tanker attack has.
Go for the four slot bonus in Mocking Beratement in taunt. That'll softcap your S/L. -
Quote:Longbow are a pain if I'm not proactive with my ancillary hold (or eat inspies).To be honest, though, I'm not sure of an enemy type that Dechs's Dark Tanker wouldn't do well against, except maybe Rularuu.
Vanguard are pretty damn near impossible without inspies.
But thanks much for the compliment! -
Quote:Woah woah woah, that is very not how I am aware of it working. The debuff is flagged as "does not stack from same caster," not "does not stack."Because of the way it is implemented to keep if from self stacking from the same character, the AH proc actually won't stack from any number of sources. If you team with a buddy and both your character and his land this proc at the same time, they won't stack together. This is very unusual for this kind of effect. Presumably, as a Scrapper, you are a lone wolf and this is not a problem.
Edit: Appears I am mistaken. -
That's not an option I'm aware of.
I think the smoke was removed from other players for server stability issues, namely during large raids. Imagine the server trying to render 100 characters, each with even 10 colored varieties of the smoke at their feet.
It didn't matter much before power customization. A character either had smoke or you didn't. Now it can be pink or blue or regular, so the server would have to keep track of all of them separately. -
I noticed you were looking for specifics, but I just like to throw my experience out there whenever I get a chance. I mean it when I say that my warshade was far and away the most fun thing I've ever done in this game.
Going Dual Pistols? Defender. And take a non-active secondary, like traps. Redraw's a bit of a pain. -
Quote:No it does not, thanks for pointing out your ignorance. As long as you do not tell your pets to attack, damage will be shared between you and your pets.Bodyguard mode only works when pets are in Defensive/Follow, which breaks whenever you or one of your pets take a hit.
You just have to find a way to keep aggro on you and not your pets. This requires skill, build planning, or some combination of the two. -
If you do a defender, then I'd heavily recommend sonic blast. Sonic blast is mostly single target with only a cone attack for AoE damage, but this isn't a problem because a warshade deals very well with large groups. Where the warshade will need the help is dealing with a tough single target. The heavy -resist you will apply as a defender will certainly make this better.
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Quote:Ok, there's at least a trick I'm aware of. I tap my "Follow Defensive" command then snap them back to "Goto." By saying follow, it kind of resets the AI. When you put them in goto, you avoid the idle time that comes with "follow defensive."Having said that how are you not getting your full team running into melee against harder targets? It seems that within 30 seconds I have the majority of my bots standing around tougher AVs an GMs. Over the last week I have fought ghost widow twice on teams and in both cases I ended up moving my pets way off to the side in passive because I could not keep them out of her heal range even with constant uses of goto commands.