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Every time someone brings up a topic like this, my response is the same.
The most fun I've ever had playing this game was with my Warshade. Hands down most fun to level and must fun to play. I especially love the unique animations.
Quote:At its height, The MFing Warshade will have 300% damage bonus, 85% resist all, well over 50% tohit bonus, three damage dealing pets in tow, a ranged AoE attack chain, and the ability to refill both bars more often than I blink. It can also perma stun ten targets, perma hold one, and even stun bosses in a single shot. It has mez protection with an 80% hitpoints bonus on demand. It can even shrug off defeat twice every five minutes. -
How are you people having problems with your bots?
I have an occasional protector bot or drone run into melee range, but it's nothing a goto command can't fix.
Hell, most of the time I want my bots in melee, because that's where I am and that's where my FFG is. It's just easier that way, and I don't have to "resummon all the time."
Also, in response to the OP, there are tools to keep your melee pets alive. It's called bodyguard mode. If you can't figure out how to play your ninjas or necro well, I'm sorry. -
Quote:You know what, I apologize for carrying this bit of an argument out so long. You're right, we're down to playstyle differences and this is highly subject to opinion at this point. I came across a bit too strong with the initial post.As for the rest, it's play-style dependent, which is sort of my overall point in a nutshell. What works for you (or me) may not work as well for someone else
Don't worry, all this information is getting compiled into the guide. I'm in the process of writing a section on how to build your own death machine on any budget.
I'm still going to recommend more recharge from the Alpha, but I won't be so negative about the others. -
Quote:I just want to pull this out first and mention this is not something I was aware of. I imagined it was like enhancements, once you slot it, it stays. Thanks for the information.That said, if you do find yourself in that situation and want to use a buffer against -rech, you can always cycle in your spiritual boost slot then. One of the nice things about the alpha slot is that you can change to what's most useful to you at the time.
Quote:[A lot of stuff about spending time shifting forms and "ramping up"]
Shifting forms does not take that long. If all you do is fight +0s, then yeah, maybe it's a bit prohibitive. I run most TFs on +2 so they're at least interesting.
Finally, "ramping up" only happens once. After the first spawn, I am almost always the first into the next group. I have my momentum, I don't want to lose it. For more insight into how I play, I encourage you to read The MFing Warshade guide linked in my signature.
Quote:Alternatively, you might find that while you're pausing to recover with stygian circle on the spawn you just massacred, the rest of the team is racing to the next spawn and killing most of it without you. If this happens to you alot, trying an alpha boost that makes it so you have to use stygian circle less often is likely going to result in your getting more performance.
Don't forget that Eclipse can refill the endurance bar if it is lacking. Usually, it's not.
Quote:If you're the type who'd rather 'solo in the team' and go off by themselves in order to make sure you could do it your way, this might not be for you. But it's a fairly rare team who's going to appreciate that playstyle, even if many won't say anything about it. I know I tend to snicker to myself in a bit of schadenfreude when a 'lone ranger' gets KO'd. Especially if they then have to wait for the team to go 'rescue' them. (This is especially amusing to me with "FOTM" melee types - like DM/shield or fire/shield...)
"If you think you can handle it, you're free to go for it."
"If you thought you could handle it, but couldn't, you're expected to get back up or hosp out."
I have quite a few regular friends who run TFs with me. None of which have problems with Lone Rangers. I tend to do a bit of this myself. More often than not, the eight people on my team are split in three or four directions.
Quote:Depending on your existing build (which I don't know, but considering you're talking about having 3 fluffies, I assume you have significant global recharge already), you're probably looking at an improvement of 1 to 1.5 seconds of recharge time per 60 seconds base recharge on those powers. So guesstimating, you should get 4-5 seconds of extra time with your three fluffies, and have quasar back 8-10 seconds sooner.
Remember, even a single mire in nova form cuts you down to about 40% more room for damage bonus. With two offensive teammates, you're done right there.
Quote:It's hard to measure the value of recharge increases on long-timer powers, though, because said powers tend to be fairly situational.
Quote:In practice though, that's a harsh tradeoff and nobody I know personally makes it. Especially since you can largely counter cascade failure when it happens via offense (kill the units that are debuffing you), and/or luck inspirations (after a few seconds of not being hit the stacked debuffs will start to fall off you).
Quote:To the point, though, warshades don't have -recharge resistance. I think a really useful buffer would be prohibitively large, like for def-chars who don't have SR's debuff resists. I also would think you'd be in dwarf form if you were tanking for a team, and otherwise you shouldn't be focused on by that many enemies who use -recharge powers.
I don't know about you, but I don't always have a tank on the team. When I don't, that doesn't mean I shift into dwarf and actually tank. Tanks are not necessary in this game; aggro is shared on the best teams.
Further, I'm not really talking about getting recharge floored by a mass of enemies with the debuffs. If that happens, just about anybody is screwed and munches on purple insps until the things fall off. I'm more talking about getting hit with one or two (5th Column Marskmen come to mind, as well as psi cones from Arachnos). Not enough to cripple you, but enough to cause a lapse in Eclipse and Mire. A little buffer here would be nice. I speak from experience knowing that little buffs like AM or SB seem to make all the difference in the world.
Quote:That depends heavily on the character's personal situation, but most peoples' builds are going to 'disappear' if they exemplar much anyway... and really, not much that you'd exemplar for is particularly hard, only time-consuming. I used to be diligent about using IOs I could exemplar into the mid-30s with in my builds, and so forth, until I realized that I was levelling up various characters through the exact same taskforces who didn't even have all their enhancements slotted, and not having any trouble. -
Quote:I'm aware of the diminishing returns, but I've already gone over the lack of benefits the other alpha options provide. If you are already capped for damage (it's not hard to do with a 'shade), Musculature provides no benefit. The resistance bonus is likewise wasted when eclipse is taken into account, especially since it is not enough benefit to drop the required enemies from five to four. Endurance reduction is the last thing we need considering Stygian Circle. Even my high recharge build, low end reduction build is fully sustainable in dwarf, without dropping for Stygian Circle. Adding inherent Fitness to forms will only make this better.Since your recharge buffs are in the denominator there's an inherent 'diminishing returns' effect on stacking recharge.
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Given the animation times for shapeshifting and the short duration of dwarf mire, if I were a warshade player with a strong +recharge build already, I'd be strongly tempted to focus on musculature and cardiac alpha slots...
Diminishing returns, at least in my book, are better than no returns.
My warshade isn't concerned with a seamless attack chain (unless you consider Nova Emanation -> Detonation, which isn't quite seamless yet). The added recharge will allow me to use the long recharge powers more often. I beg for a faster Quasar, Unchain Essence, and more time with three fluffies on my own.
I also think you're overlooking one of a warshade's weaknesses: -recharge. By going with the Spiritual branch you provide yourself with a buffer zone. Why do SR characters aim for 50% defense? To have a buffer for when the debuffs start falling on. If my Eclipse overlaps by 15 seconds instead of 10 as it is now, that just means I can get hit with a few more -recharge attacks before I have to worry about losing the protection of Eclipse.
This is a good idea for some people. I like to be able to exemplar without changing how my character functions on a fundamental level. Since the alpha slot goes away, I wouldn't put any stock in having the core of my build disappear at level 49. -
Quote:I'm well aware of that. The point is, it gives the entire team that benefit.When dealing with percentages, it doesn't matter how many people the buff is applied to, the percentage value remains the same.
The entire team does 11.3% extra damage. I realize each player is not getting 90.4% damage buff, but there has to be a way to account for additional benefit given to teammates. A total of 90.4% in damage bonuses has been applied to the team.
Just to be nitpicky, Assault doesn't actually work like that. It boosts the base damage, not enhanced damage. So unless you were talking about a mastermind without enhancements, 11.3% damage bonus will only bring it up to about 105.7 DPS. Even less when you account for the inherent damage bonus as well. Again, just to be nitpicky. -
Quote:No.wow fail. So I suppose in the same way the 4% a blaster gets from manuevers "meaning" 32% to the "team" is overpowered then?
Go back and read my posts. Bonus points if you find the word "overpowered" in any of them.
I was merely calling out a flawed comparison. One poster here told me to compare apples to apples. I'm not trying to compare anything.
All I'm saying is that comparing your idea to Health is not apples to apples. You cannot say "Heath has no cost and grants 40% regen, this should grant 50%." That's not a valid logical leap.
Weave grants more defense than Maneuvers. Maneuvers even has a higher endurance cost. Maneuvers benefits a whole team, thus why the benefit is smaller. Using that logic, your toggle should be less than Health. Try 15-25% and I'll go for it. -
Quote:He was comparing the proposed 50% in a leadership style power to Health, an auto power which grants 40%.Where is he getting "400 percent regen if one person takes it" from, when the idea given is at best 50-75%? With ED slotting, that comes out to 150%, tops.
I'm saying it's not a fair comparison, because health only grants its bonus to one person. The 50% toggle could be granting 50% to eight players.
50% * 8 = 400%. -
Ooooh ooooh! I did not think of this, but it would be pretty damned incredible.
Double Eclipse can bottom out enemy endurance.
Six fluffy pets flinging purple doom.
EVERYTHING will fight you at the -recharge cap.
Stuns abound.
Double Freaking Gravity Well.
You both get a little bit of -rech resistance from each other.
Bonus points if one of you goes Human and the other goes Tri-Form.
Or you could do some really cool concept thing where one of you is the human/dwarf and the other is nova/human. That could be neat.
Mine's Dark/Fire, but I really would advise to go Dark/Elec or Dark/Stone if you want a Dark Armor Tank. -
Quote:You're too kind. That only holds true when I'm playing the MM.Maybe if it was you and me teaming, Dechs. Not everyone plays at our level, though.
So far, as a brute, dom, or corruptor, I've been nothing but complete failure. That's with a SS/WP even. I'm hoping I do better with my claws/dark project. -
Quote:/disagreeIn a all-ATs villain team, the MM really should take the alpha, while the Brute then tries to take the aggro after the alpha.
The MM should take the alpha of the first group in a room while the corruptor debuffs and decimates the second. As this happens, the dominator locks down and eats the spawns in a different hallway while the brute charges forward, aggroing a few enemies from each of four spawns on the way to the boss.
In the meantime, the Stalker might have killed a pesky lieutenant. -
If she decides to go human:
I'm going to suggest that you chose a Controller or Dominator, with a heavy lean towards controller. It'll grant her a point of mez protection, which may not be much, but sometimes it's just enough.
Which powersets? Any control you like, and if dominating, any assault you like. These should play to taste, but keep in mind the controls a warshade already has. Lots of stuns. Pick something stun heavy if you want to stack 'em up.
For the controller secondary: Damage buffs will be diluted since her mire will already be putting a great deal on. Resistance buffs will be wasted thanks to eclipse. Defense buffs will likely go the farthest. Any bit of recharge is welcome. When it comes to debuffs, nothing beats -res. With all the +damage a warshade already has, -res would be phenomenal. I'm thinking cold domination would be a great set. FF might be nice so that the two of you have constant mez protection, but you said you didn't want to be a buff bot.
If she decides to go tri-form:
Cold/sonic defender.
EDIT: Oh snap, Carnifax reminded me of traps. Traps/sonic would be great too. -
Quote:I think recharge is exactly what my human form PB wants as well, so he'll likely go with spiritual (after I get to 50, of course). His attacks aren't up quite often enough for my tastes. Don't forget the fact enhancing heal will make for more +max HP as well.Musculature sounds nice for my PB, but I don't know... Cardiac would be pretty nice, too. Plenty of healing powers and PBs like recharge as well.
Don't get me wrong, hitting harder would be nice, but I think I'd rather hit more often, heal more often, and heal better.
Then again, his endurance consumption is off the charts in a way that makes my Dark Armor characters laugh. Perhaps I should go Cardiac and get a minor boost to his resistance as well? -
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Quote:Well, name one kind of melee character that doesn't have trouble with that.If you don't have trouble with a +4/x8 Kora fruit mission (i.e. Rularuu) in the Shadow Shards, I'll be bleedin' amazed... And the first to congratulate you
I was just amazed that Eiko would claim Malta are tailored to Dark Armor, and was asking for some "common enemies" that wouldn't be tailored to fight Dark Armor. -
Quote:No.3% regeneration? you're crazy or made a bad typo. 50-75% regeneration would not be OP'd. Health which is auto is 40%. For this being a toggle costing you endurance would have to at least be 50%.
Health only grants it to you. Your idea, at 50%, has the potential to grant 400% regen. -
Quote:Energy damage is a weakness.How does it fare against enemy types Dark Armour isn't specifically tooled to counter?
I've done the RWZ challenge while standing next to a pylon.
Defense debuffs can hurt.
I did the first mission of an MoITF set for +4 by accident.
Longbow does cause problems, especially since I don't have mitigation in my melee set besides "kill them." Arachnos I generally don't have a problem with.
Can you provide some examples of mobs that I should have problems with? -
No purples, no PvP IOs.
Just a Dark Armor/Fire Melee tank with about 300 million invested, and I manage +4/x8 Malta and Carnies without problems. -
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I totally invented Defense as a mechanic.
Yeah, and Al Gore invented the internet. -
My MFing Warshade, hands down. Spiritual tree. MOAR recharge.
I have more fun playing him than any other character and he stands to gain a lot from the incarnate abilities. -
Quote:Fix'd.But that's all just my opinion, based on a flawed interpretation of the system, some players must like visiting the hospital. I really would rather not.
When playing a defense based character, once your defense is over 25%, the streak breaker code will not kick in until the 100th miss in a row.
Even with 45% defense, it's likely that you will be hit by the fourteenth attack.
Some players must like to remain ignorant of the game mechanics. I really would rather not. -
Quote:Adaptability is the signature of a good player.There's not just one right way to play this game. The right approach varies based on many factors...
On topic:
When I tank, I almost invariably "herd forward," meaning that I grab aggro and drag it forwards to the next group. My teams generally consist of at least three "DKTF regulars" who can handle the size of mobs this generates.
When the team isn't tough enough or the enemy type is a bit too powerful, then I stop herding forward and simply go with "jump in and condense." I run in, attack stuff, taunt fringe stuff and generally let the whole group of enemies pile on me. I don't have trouble holding aggro and don't need to "herd backwards" to keep attention on me. Generally, when the enemy group has dwindled enough, I'll jump ahead to the next group to condense while the team mops up the remainder.
When there are two enemy groups close together and the team cannot handle both at the same time, I jump into one group and [Salt Crystals], then jump back to the other group. It's usually dead before the sleep wears off.
When the room contains waaaaayyyy too many enemies and the team can't handle it all at once (I'm thinking AV room of the first Kahn mission with a team that lacks defenders), I herd backwards. It's generally the best way to keep the team safe and make the fight possible. It is not the faster alternative if the team can handle the room and all its glorious aggro.
When I'm on my warshade, I just do my own thing and meet back at the AV. -
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Without looking at the builds, I'd say that 5% more damage is the better way to go.
The way the math works, the more recharge you add, the less it really does for you. Damage bonuses don't work that way. Considering that you already have the abilities permanent that you want, 6.25% of recharge is unlikely to affect anything.