Dechs Kaison

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  1. I don't have the stats in front of me, but I tried to boost accuracy and heal over endurance and recharge.

    My reasoning is this: I don't need the heal often, so recharge isn't that big of a deal, likewise, I can handle a bit of an endurance cost because I don't use it often. Usually, the only time I need the heal is when an AV gets that lucky shot off. My thoughts are "If I'm going to get hit, it's going to hurt, and I won't have a crowd of enemies to fuel my heal. I'll need a big heal and I'll need it to hit."
  2. Forgot to add:

    Make the assassination debuff pseudo-pet drop on the player, not the target, so we can one shot pesky minions and still debuff the crowd.
  3. Change the damage modifier to match scrappers, perhaps go 10% higher.

    Increase the HP cap to match the previous base HP increase.

    Done.
  4. Quote:
    Originally Posted by Tazkar View Post
    I understand, more just trying to get a general idea since honestly from your guide it felt like Dwarf wasn't really used for long term other than to protect nova and human. So I didn't know if I'd be wasting valuable slots beefing up its attacks .
    I went very form heavy on my slotting. My human existence is limited to summoning fluffy, refreshing eclipse and mire, the occasional nuke, and Stygian Circle as needed. Nova feels like a gunship to me, and Dwarf is heavy hitting. Mire does untold amounts of self buffed damage because I have it stacking on top of itself.

    Some people will prefer to leverage human powers more than I do. Some people may even slot the forms more than I do. That's half the reason I won't include a build in my guide. There's so much versatility and so much of it is to taste. Posting a build as a reference would do more harm than good.

    You really have to go by feel. Take advantage of the time spent leveling up; take note of which powers you use most often. Slot those attacks. Your perfect build will be different from mine, and neither will be better.

    Here, this is what I run currently.

  5. Quote:
    Originally Posted by Tazkar View Post
    Just a question since I don't recall coming across it in your guide, about how many slots do you tend to invest in the actual dwarf powers? Currently I have about two invested in each power except for his taunt which is still at one.

    I've also invested in about 3 to 4 slots on Nova's powers and currently trying to invest some in things like Gravity Well.
    I'll tell you my slotting, but keep in mind, mine is level 50, so I have more slots to go around.

    Dwarf Mire and Drain have six slots. The strong attack has five, the weak one has four. Taunt has two (got a +max end bonus).

    Nova attacks: The two AoEs have six slots, the strong blast I think has six, and the weak blast has only the default slot. I don't use it much (ever), since there's enough recharge in my build at this point to chain the stronger three.
  6. Quote:
    Originally Posted by DMystic View Post
    I thought the momentum started building at lvl 19 personally.
    Slotted Gravity Well

    All problematic mobs are now non problematic and then after that things only improve more and more.
    Personally, I think the momentum starts at level 6 with nova and builds at 19 like you said.

    But 22, with any character, sees a paradigm shift. SOs make a world of difference. With Warshades, you have a slotted dwarf and Stygian Circle. Suddenly, you never have to stop.
  7. Quote:
    Originally Posted by Eiko-chan View Post
    I tried a Warshade. Deleted her around level 14, because I just couldn't advance any more.
    It is my opinion that you have not tried anything until you get it at least level 22, where you slot SOs. In the case of warshades, 22 is certainly where the momentum really gets going.
  8. You haven't lived until you've tried a warshade.

    Check out the guide in my sig.

    Quote:
    Originally Posted by Dechs Kaison View Post
    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.
  9. Quote:
    Originally Posted by Nalrok_AthZim View Post
    My current Dark Regen setup is this:

    Touch of the Nictus: Acc/Heal, Heal/Rech, Acc/End/Heal, Acc/End/Rech
    Theft of Essence: Chance for +End
    Golgi Exposure
    I'm going to have to look into this slotting. Right now I have three and three of Nictus/Theft. Hadn't considered Hami's.
  10. Quote:
    Originally Posted by Gehnen View Post
    If you're delusional, I am too. I have 4 slots, 3 RES (Frankenslots) 1 Perf. Shifter Chance for END. I figure if I'm going to be a "Tanker" then I should get every last drop out of that form.

    I'm not saying it's the best method, but he's pretty darn tough as a Dwarf.
    My current Dwarf slotting is four Imperviums and a Performance Shifter proc. I still don't call it a tanker unless I've got a fresh application of Eclipse on, but I'm a pretty survivable scrapper, that's for sure.
  11. It's an ugly build. Tough as nails, but ugly and expensive as hell. That PvP IO alone will cost 2+ billion or 30 hero merits. The endurance usage is horrendous.

    If I were you, I'd swap the slotting in Combustion and Fire Sword Circle. FSC is the better attack and deserves the slotting. Besides, it needs more endurance reduction if you plan to use it. Right now, if you use it every time it's up, you'll be chewing 1.12 end/sec. I don't have the inherent stamina addon, but unless you get another 0.66 end/sec out of it, this attack will drain your endurance bar on its own. You probably will get that much, but realize that you're going to need much more if you're going to cycle any amount of attacks regularly.

    Right now, your net recovery shows 0.26 end/sec, which is 0.46 including the one proc. When you add inherent fitness and another proc, it should bring you up to about 1.5 end/sec. This is all without toggling focused accuracy on. My tanker has 2.1 end/sec net recovery and I can run my endurance dry if I try hard enough.

    This might work for you. All I'm saying is I worry about how much endurance you'll have and how much you'll have to rely on outside endurance help.
  12. Seebs, thanks for the binds and macros. I'll roll them into the guide on my next update*.

    Winza, guides can be necro'd without fear. The guide wasn't that old anyway.

    Medic, I started by saying I won't give a Mids export, and I'm going to hold to that. I have some slotting suggestions already, but I do plan to expand that section. I briefly talked about the new purple sets in the contest thread, but I will give a detailed explanation of that in the next update*.

    *I am working on revising this guide, I just need a block of time that I can devote to it. I am not blessed with an abundance of creativity and amazing writing skills; I have to work at it a bit before I have something presentable. I'm not going to put a bunch of ten minute notes into a guide. The next update should be here within a few weeks.
  13. Quote:
    Originally Posted by Lord_Apollon View Post
    Indeed, using the MF guide, my 'shade is a total blast to play.
    Quote:
    Originally Posted by Jade_Dragon View Post
    I have been unable to keep my self from yelling, "I'M THE MF'ING WARSHADE!!!!!" every time I Mire into a group, smash them to a pulp, and suck out their souls to keep the engine of death rolling.
    Thanks, you two. Seeing these kind of comments about my guide just makes my day. Thanks. Really.

    Quote:
    Originally Posted by Jade_Dragon View Post
    I used to think it was exaggeration too, or at least behavior unique to high levels with IO builds, but then I made it across that boundary line and found myself running at +1/x4 all the time, too.
    You know, I had trouble soloing on my warshade too. Then I upped the difficulty to +0/x6, and things got much easier. I know it's not intuitive (raising the difficulty to make things easier), but it worked.

    Just wait until you pick up Eclipse.
  14. Dechs Kaison

    Time bomb

    Quote:
    Originally Posted by Jibikao View Post
    Time Bomb takes 8s, interruptable..and then another 15s to detonate.

    I think even Defender can easily out dps Time Bomb's damage in 23s...
    He only has to out DPS it for the 8 seconds, because the 15 spent waiting can be spent shooting.

    Still, I doubt it possible that Time Bomb has a high enough DPA* to warrant a place in an attack chain, even if you could get it off without being interrupted.

    *I mean damage per activation time here.
  15. Syntax, I'll look at your build more closely when I get home (I don't have Mids here at work), but the thing that jumps out at me is the endurance reduction that you don't have slotted in Death to your Endurance Bar Shroud.

    Quote:
    Originally Posted by Grey Pilgrim View Post
    Huh, didn't notice Murky Cloud upped it that much (though my build has it at 69%, not sure if that's a Scrapper vs. Tanker difference, but I am at 54% resist in that power). That's nice. I was just noticing Carnies end draining my Regen Scrapper more than my Fire/Fire tank, and I think it is because he has lower AOE defense (and no Consume, of course). Guess I won't have a worry there for this guy. Hmmm, this makes me like DA even more!
    I was a tad off. Murky Cloud for scrappers will resist end drain at 69.2% at level 50. It's something that scales with level, though, not enhancement values.

    Point of comparison, Tanker Dark Armor at level 50 resists 86.5% of endurance drain and recovery debuff.
  16. Quote:
    Originally Posted by Grey Pilgrim View Post
    I wouldn't mind getting more AOE defense for fighting Carnies (think that end drain power of theirs is AOE only), but that's about it.
    Don't worry about that. By the time you fight carnies, you resist end drain by about 75%.

    Quote:
    Originally Posted by Grey Pilgrim View Post
    Only thing I wish is Cloak of Darkness didn't obscure you so much. Dark Armor is better than it used to for being able to see your character, but I like being able to see them a little more than CoD allows still.
    Have you tried going with color tintable and to make it less obscuring colors?
  17. Hey Claws, for what it's worth, I have no doubts that you can solo an AV with this build.

    Just for the hell of it, I tried soloing a few AVs with my DA/fire tank as is. You know most of the build. It is not specced nearly as offensively as yours is, and can only stack 1/3 of the -resistance that you can. With that tank, I've been able to overcome regen and damage even level AVs (specifically, Synapse, Arakhn, Mynx, Countess Crey). My problem is that my single target attack chain was not built to be infinitely sustainable. Without Recovery Serums or a tray full of blues or empowerment buffs or any combination of those things, I won't be able to "solo" any AVs as built.

    The recovery to sustain your attack chain is paramount to success. You can do enough damage, that much I'm sure of.
  18. Yes, this is WAI, and as far as I know, it's always worked that way. Everyone gets two shields except you and the protectors themselves.
  19. It's going to be like that until level 20. Maybe 28 or so on a tank/defender.
  20. Confuse does not steal any XP. It grants bonus XP.

    If you do 50% of the damage to an enemy, you get 80% of the experience for that enemy. You are getting experience for damage you did not do.
  21. Quote:
    Originally Posted by ClawsandEffect View Post
    As much as I respect your Dark Armor prowess Dechs, I have to disagree with this.

    How many sets give you 1.25% defense to every type except Psi for 6 slots?

    Reactive Armor gives you 1.25% to S/L/E/N, but doesn't do squat for your F/C.

    If you can afford 6 slots to commit to Build Up, go ahead and use them. By slotting Rectified Reticle, you gain .63% S/L defense. Big deal. For 3 more slots (since you said to add a recharge enhancement) you gain 1.25% to every type. If that caps you out on 1.25% bonuses for S/L/E/N you can slot 3 Aegis and a Steadfast in Tough for some extra F/C defense.
    Ok, Reactive Armor gives me those bonuses in only four slots total, and it enhances the power using it in a meaningful way. I also don't care that it doesn't do squat for my F/C because I haven't built for that. Think back to any defense based characters you have made. When do you notice the defense? At ten or fifteen percent? I'm of the opinion that defense doesn't really help until you've made it to 25%, so unless you are building for a type, it's best to ignore the bonuses you could get for it.

    In Grey Pilgrim's case, he was looking for slots so he could add the Theft of Essence proc Dark Regeneration, and Gaussian's is the best place to take that from. Rectified Reticle gives 1.88% defense to S/L, so it is in fact more than Gaussian's, and you get it in two slots, without having to waste four more of them on enhancement values that are not needed. Six slots of Gaussian's doesn't even ED cap the one attribute a build up power wants maxed (recharge). He would be much better off adding two slots to a power than five if you're not going to get full enhancement out of it.

    That's another thing I'd like to mention. Don't think of it as a three slot power versus a six slot power, because that does not accurately portray your investment into the power. To three slot a power, you add only two slots. To six slot it, you add five, which is more than twice the investment. It's a subtle difference, but it is very important on slot tight builds. In the case of Gaussian's, you're adding far too many slots for far to small a benefit. Arguably, there isn't even a benefit if the goal is typed defense.

    I've used Gaussian's before, but only when I'm building for positional defense.
  22. Quote:
    Originally Posted by Shadestorm View Post
    In terms of the issue with heals hurting the set's effectiveness.... Here's a fun idea.

    Add heal resists to unnerving presence.

    You're so ******* unnerving even your own team can't look at you straight.

    You need good heals? Turn it off. Has a fun synergy with getting stunned and toggle dropping. This may be the only toggle in existance that you'll be *happy* to see drop after a big stun. Additionally, I think it's kinda thematic:
    This. Is. Genius! I love it. I think it'd be better suited for Frenzy, the +damage toggle. That way you don't turn off your taunt to get healed. If things are really ugly, you can toggle off your frenzy, as if to calm down a moment, and let your team heal you.

    I'm thinking about 60% heal reduction, with no effect on +regen powers, so as not to harm the usefulness of the battle cry.

    Quote:
    Originally Posted by Shadestorm View Post
    Keep the taunt aura on the stalker version, but lose the fear and up the damage. In stead, Take out battle cry and shift the rest down a tier to make room for Hide. It's essentially a mitigation power with regen, and stalkers already get tons of mitigation from their other tools. Besides, Stalkers already have ninjitsu for "that click button mitigation set" (I'm one of 'em)
    I will take this into consideration. It's just that I find giving a taunt aura to a stalker ... way out of line. Although, Dark Armor has its control auras, which now suppress while hidden.

    Quote:
    Originally Posted by Shadestorm View Post
    Were this reality, I would INSTANTLY roll it with something less than fancy looking to primary. Broadsword maybe, with a really ugly sword. This + Villain Fury = winning stalker concept in my head somewhere.
    I'm glad you like it. Thank you for the feedback.