Dechs Kaison

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  1. Quote:
    Originally Posted by Ebon_Wrath View Post
    I'm just curious as to why people take such different paths and what their reasoning is.
    Unintended current joke? Heh.

    That aside, some people don't like cones, or don't bother lining things up in them, or would rather be in the middle of a mob, or for whatever other reason, do not find Jacob's Ladder worthwhile. Then they take Havoc Punch. Air Superiority is just an amazing attack; it's fast cycling control that does decent damage and if you're going to fly, it's perfect.

    Transformers: Voltage in disguise.
  2. You definitely need to roll a MFing Warshade.

    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.
  3. Quote:
    Originally Posted by Firewasp View Post
    Okay, how do you heal the pets with /traps? Five of your six pets are at 30% or less health and are about to die. What do you do to save them?
    That never happens. /Provoke.
  4. I'm not going to just give you a build. Anyone who does would be doing you and warshades on the whole a disservice. That will likely result in a ton of failure and some very unkind words said about warshades.

    Warshades are great for farming, don't get me wrong. They are quite the unstoppable beast, but it's not as easy as a softcapped scrapper. You have to know how to play a warshade. It's not a button mash.

    Give the warshade guide in my sig a read. Then I'll point you to the thread that has a few example builds.
  5. Quote:
    Originally Posted by Bill Z Bubba View Post
    As much as I despise JB's constant whining about not being able to play Superman, it appears he has a more realistic expectation of the incarnate system than you do, Dechs.
    All I can say is that the powers I have seen the in game descriptions for, which will be granted by the incarnate system, will give my tanker -regen in his attacks and AoE massive damage procs. So far, that seems to be a very high focus on offensive capabilities. Until I see otherwise, I have to expect a uniform increase in offensive powers, not a uniform increase across the board.

    -regen is the only thing I need to down a GM.
  6. Quote:
    Originally Posted by Johnny_Butane View Post
    Air power usually devastates any rail system, what with trains needing tracks and tracks being unable to dodge bombs and Hellfire missiles and such.
    It's an obtuse metaphor. Give it up.

    Quote:
    Originally Posted by Johnny_Butane View Post
    I disagree. What it comes down to (again with a vehicle metaphor) is that the devs handed us a box labled "M1A1 Abrams" and inside was found a M113 because they couldn't tell the difference and didn't care.
    Again, your metaphor doesn't work. They told us they're giving us a tank, which by their definition is something that can take damage. It is not the fault of the devs that you misinterpret their design and expect something else.

    Quote:
    Originally Posted by Johnny_Butane View Post
    So? He can't scratch a DE Monster.
    If half of what I've heard of the incarnate system is true, I'll be taking those monsters down myself, quickly.

    Quote:
    Originally Posted by Johnny_Butane View Post
    If there's a team present, why not have a Brute tanking that Monster with the team's support?
    Because I can team with seven blasters that offer no support and still tank them six (perhaps more) at a time.

    Quote:
    Originally Posted by Johnny_Butane View Post
    What circimstances will you be fighting DE Monsters anyways? A Hami raid? There's so many buffs and debuffs flying that "tanking" isn't really needed.
    The circumstance was I decided to herd up a few monsters before the Hami raid started. I got to six DE monsters and sent a tell to the raid leader saying I had a group for him due east. He then said "Oh, great. Just hang on a few minutes, we're still forming teams."

    I've also jumped head first into the Rikti Bowl during a mothership raid before the rest of the raid was ready to head into the bowl. I kept the attention of one GM and the rest of the aggro cap of level 54 Rikti while everyone else planted two more bombs. I'd love to see any brute accomplish that without support.

    Again, can I defeat any of this stuff I'm able to tank? Not yet.

    Does it still make me feel super? You bet it does.

    Can any other AT do these things? Not that I've seen.

    When the incarnate system hits, it's going to grant a ton of offense (at least, that's what it seems like). Considering that, the ones to benefit most will be the ones who can already survive the most.
  7. Quote:
    Originally Posted by tarrantm View Post
    Does it work on non-level 50 pets now?
    Yes.
  8. Quote:
    Originally Posted by BrandX View Post
    Melee defense on WP? It's a typed defense set.
    Divine Avalanche gives Lethal defense too.
  9. Dechs Kaison

    Solo stinks

    Quote:
    Originally Posted by Larvos View Post
    especially versus carnival of shadows, CoT, and now Longbow...even PPD Swat are getting near impossible w/o eating inspirations like candy before a fight.
    Here's your problem. Longbow, Carnies and the SWAT guys are ugly as hell to fight.

    I mean, the game is balanced so that anyone on SOs (or IOs without set bonuses) can solo on base difficulty. Fire is probably the squishiest type of armor, so without some sets to give you defense, you're going to find a lot of mobs harder to fight, especially considering there will be bosses in the mix. Redside is tough. They have debuffs.

    One suggestion is to find something you fight well and fight it a lot. Especially with fiery aura, check out some of the AE arcs that include fire based custom enemies.

    The other suggestion is to check out the market forums. There's plenty of easy ways to make millions and buy all the sets you could want. You'll see your performance shoot through the roof when you start slotting sets. You don't even need to get sets, though. I've found frankenslotting to be very beneficial.
  10. Peacebringer. It just makes me think "Beacon of light, shining hope of the world."



    But then I go play my warshade because I don't like disco balls.
  11. Quote:
    Originally Posted by SinisterDirge View Post
    Same here. Too bad the aggro cap is at 17. If it was more, I might feel like I might actually need to be on my tank.
    You just need bigger things to hold the aggro of. Go with +4s or try DE monsters. I can do six comfortably. Haven't tried more, they seem to start to wander off too easily.
  12. Quote:
    Originally Posted by Bill Z Bubba View Post
    And that's the point. SOMEone is going to find X fun and continue doing it, regardless of the opinions of others.
    Hi, my name is Dechs,* and I am an aggroholic. I enjoy tanking. I enjoy standing amidst a large group of seemingly unbeatable foes, knowing that I will persevere.

    *Pronounced "Dex." Notably not short for Dexter.
  13. My mastermind has been able to customize his mace from mace mastery. Just go back to the tailor, and it should be in the weapons options.

    Of course, you can only choose from the four Arachnos style maces.
  14. Quote:
    Originally Posted by Dz131 View Post
    Oh i didn't know tankers having higher defence modifiers and get higher heals.
    Now you know.



    And knowing is half the battle.


    EDIT (to actually have a constructive post): On the same budget, with the same powersets and a similarly skilled player, the brute will do more damage than the tanker, but the tanker will be able to survive more. This is the balance, and I find it more than acceptable.
  15. Quote:
    Originally Posted by Dz131 View Post
    wut? hp caps? If you're down to the point where your extra hp is actually going to come in handy, you're pretty much on your way down anyway(eg. you failed).

    Unless there's like 10% of extra damage mitigation I'm missing somewhere tankers are basuically brutes with a weaker soloing game.

    Extra hp is just a noob buffer so your new lv 50 tanks can survive sometimes where your new lv50 brute wont. When both are at the top end it dont matter.

    the only exception I think is pvp because of the psychologoical advtange that comes with a tanker (eg you're harder to take down.)
    For one, tanker defense and resistance modifiers are higher than brutes. The same shields on brutes do more for tankers.

    Tanks also have higher heal modifiers, so healing and +Max HP powers do more for tankers.

    HP also affects regeneration, so a higher max (and base) HP contribute significantly to being able to stay on your feet.

    In short, tanks have far more than 10% more mitigation than brutes.
  16. Quote:
    Originally Posted by PennyPA View Post
    Anyhow, I agree it may be still too early too tell.
    Of course it's still too early to tell for sure.

    I mean, the recession here in the US ended last summer, and they just now figured that out. Totally different situation, I know, but the point is: Most changes happen over a long period of time, and won't be seen until after they've changed.

    Regardless, my opinion is that the proportions will even out overall. Villain ATs used to be less common simply because people didn't like to be in the Rogue Isles. They have a lot of catching up to do before they can be more common than a hero counterpart, but now the playing field is even.

    My rules remain: Any build, any budget, no exclusions. Let's do a TF, and let's have fun.
  17. Tanks will never die. Ok, at least mine won't. I've got soul transfer.

    I just rolled a new stalker, which has been very entertaining and his survivability took a ginormous leap at 18 and a further leap at 20. I no longer feel squishy. (Divine Avalanche and Dark Regeneration FTMFW)

    I still can't play scrappers or brutes. I have an SS/WP brute that feels like torture when I play him. So I don't.

    Defender? Corruptor? I don't play them, but either one is very welcome on any team I've got running. Slight preference to whichever one has sonic blast.



    Short answer: No, I don't see obsolescence hitting any AT in the game.
  18. Quote:
    Originally Posted by Beelzy View Post
    I still stand behind choosing Cloak of Fear over Oppressive Gloom...
    Its accuracy is just so... dismal! The best set to put in it results in a 110% chance to hit (capped to 95%), but against anything over even con, that's not enough. It also ends up costing almost .4 endurance/sec for a less than 8% tohit debuff. It might be great against even cons, but against more, they won't always be hit, and they will resist the debuff anyway.

    Thanks, but I'll let them stagger for 0.05 endurance/sec at an accuracy of 159%.

    EDIT:

    Just a little update, I hit level 18 early last night, and immediately felt invincible. But then I played against something that wasn't wyvern. I also got Dark Regeneration last night as well. The endurance is starting to hurt, but I feel pretty damn tough for a stalker. I'd highly recommend this combo to anyone.
  19. Here's the update. Less defense, endurance sustainable. Two slots in brawl are reserved for health and stamina when we get 'em.

    Also, a freakin' data chunk so it won't matter if the link breaks.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Soulblade Sands: Level 50 Magic Stalker
    Primary Power Set: Ninja Blade
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Teleportation
    Ancillary Pool: Body Mastery

    Villain Profile:
    Level 1: Gambler's Cut -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(15), Mako-Dmg/EndRdx(19), Mako-Acc/Dmg(27), Achilles-DefDeb/Rchg(27), Achilles-ResDeb%(29)
    Level 1: Hide -- LkGmblr-Rchg+(A), DefBuff-I(3), DefBuff-I(29)
    Level 2: Flashing Steel -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Rchg(9), Sciroc-Acc/Dmg/EndRdx(9), Achilles-ResDeb%(11)
    Level 4: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(5), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam(7)
    Level 6: Assassin's Blade -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Knock%(33), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 10: Shadow Dweller -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def/EndRdx(50)
    Level 12: Murky Cloud -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(13), ImpArm-ResDam/EndRdx/Rchg(13), ImpArm-ResDam(15)
    Level 14: Placate -- RechRdx-I(A)
    Level 16: Obsidian Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(17), ImpArm-ResDam(17), ImpArm-EndRdx/Rchg(19)
    Level 18: Divine Avalanche -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg(39), Mako-Dmg/EndRdx(39), LkGmblr-Def(39), LkGmblr-Rchg+(40)
    Level 20: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Rchg(21), Theft-Acc/EndRdx/Heal(21), Erad-Acc/Dmg/EndRdx/Rchg(23), Erad-Acc/Dmg/Rchg(25), Erad-Acc/Rchg(25)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def/EndRdx(50)
    Level 24: Boxing -- Empty(A)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def/EndRdx(31)
    Level 32: Golden Dragonfly -- Oblit-Acc/Dmg/EndRdx/Rchg(A), M'Strk-Dmg/EndRdx/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40), Oblit-Acc/Dmg/Rchg(42), M'Strk-Dmg/EndRdx(42), Oblit-Dmg/Rchg(42)
    Level 35: Oppressive Gloom -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(43), RzDz-Acc/EndRdx(43), RzDz-Acc/Stun/Rchg(45), RzDz-Immob%(45)
    Level 38: Soul Transfer -- RechRdx-I(A)
    Level 41: Superior Conditioning -- EndMod-I(A), EndMod-I(48)
    Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A)
    Level 47: Recall Friend -- Zephyr-ResKB(A)
    Level 49: Teleport -- Zephyr-ResKB(A)
    ------------
    Level 1: Brawl -- Empty(A), Empty(48), Empty(50)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    Level 4: Ninja Run


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  20. I hate 'em, but nah, leave it. Somebody likes it, and it's not worth the dev's time to do a half fast solution. I'd rather they spend time to get pool customization done right.
  21. Dechs Kaison

    Why?

    Quote:
    Originally Posted by Atago View Post
    OK, now i can understand the Reasons that speak against Damage Auras even if there are many Powerset-Combos which would benefit of it (i think of Tanks and Brutes with SR/WP/SD/Invul or Masterminds for Example).
    Those tanks and brutes who chose those sets do so knowing that they do not get damage auras. Sets with damage auras are generally regarded as "squishier," and it makes sense to trade offensive capability for defensive.
  22. Quote:
    Originally Posted by Spruce View Post
    The Performance Shifter +end proc in an auto power nets you 0.2 eps on average. Pull the endurance enhancements out of Obsidian Shield and Murky Cloud and use the slots for +end procs in Superior Conditioning and Physical Perfection (or post I-19, in PP and Stam and replace the endmod with a third +end in SC). You'll lose a bit of lethal defense but stay softcapped to melee with one DA, and should make you just about sustainable come I19.
    I've made some changes with regards to this. I didn't think removing endurance reduction from toggles to get recovery was the right way to go about it, though.

    I slotted Impervium Armor sets instead of the Reactives. The net is a huge increase to recovery, thanks to the similar +end. Some other stuff changed too, and I'm down to about 20% defense across the board, still enough for a medium purple to softcap me, or a few teammate buffs. Melee/lethal defense stays softcapped with only one DA.

    I also made room for two extra slots to be spread over health and stamina. I'll put the two uniques in health and slot stamina for Performance Shifter endmod/proc.

    Quote:
    Originally Posted by Spruce View Post
    -def/rech in GC? Should be a Mako's dam/rech. Or, throw in a damage proc and frankenslot. I suspect this will add more dps than the 3% set bonus.
    I'll double check the math on it, thanks for pointing it out. The -def/rech in GC only gives me a 1.5% global damage bonus, but that might not be more overall damage than increasing GC's damage output.

    Quote:
    Originally Posted by Spruce View Post
    No reason for FS in your single target chain; the Achilles' Heel proc never stacks with itself.
    Yeah, I admit I have no clue how to approach attack chains. I needed to put an attack there, and it seemed like the best option. I'm aware that the -res proc won't stack, but I have it in FS so the chance is there to hit more people with it.

    Can you or anyone else come up with something better?

    Quote:
    Originally Posted by Spruce View Post
    I've never used /dark but if you're planning on fighting hard targets I would think you'd want some +heal slotted into Dark Regen. The fast recharge is nice and all but since katana has redraw it loses a lot of dps to clicks, so a bigger heal that you have to use rarely is preferable. Not an issue if you're generally assuming full saturation, of course.
    I calculate 137.5 DPS, factoring in the -res proc that should almost always be up. I'm not sure that's enough to solo an AV, so I don't know how much "big game hunting" I will be doing. The slotting is lacking in heal, but I really don't want to lose the Eradication bonuses. It may work out to be great heal/second, but you're definitely right that it'll work against DPS the more often I use it.

    EDIT: I just noticed the link in the build doesn't work! Ugh. Not sure what I did there, but I'll post an updated build when I get home and fix the gorram link.
  23. *Points to sig*

    It's a tri-form guide, with a link to a human form guide.
  24. Quote:
    Originally Posted by Starflier View Post
    *Steals Dechs' build for his new BS/Dark stalker.*

    Mua hahaha!
    Quote:
    Originally Posted by Demonic_Spark View Post
    HEY! I was gonna do that for my.....(Takes Starflier's idea of taking Dechs Kaison's build for HIS very own BS/DA he has been working on!)....<.< nothing to see here guys moving along!

    <.< hmmm is this build made for after I19?
    So the build looks that good, I take it?

    Although, yes, this will be an i19 build. I'm not good with attack chains, but I worked this one up:

    SD > DA > GD > GC > SD > GC > DA > FS > GC > Repeat

    Works out to a 12 second chain that consumes 3.08 end/sec, way more than my measley 1.63 end/s net gain can sustain. It puts out 110 DPS before factoring in crits and the -res proc, which doesn't seem all that impressive.

    The worse news is that even with Stamina (slotted with one level 50 end mod IO) and Health (slotted with Miracle +recovery), I still only end up with 2.55 end/sec recovery, which isn't enough to run that attack chain.

    I'll have to figure something out.

    What do you guys think of dropping Tough/Weave altogether, grabbing a few more +melee/lethal defense bonuses, and letting that be enough to survive? And I can drop to about 20% in the other defenses before I can no longer rely on medium purples to softcap me. I mean, I'm not building a tank here, right?

    Ugh, that'll drop one of my LotG +recharges, which changes everything.

    I'm open to suggestions.

    Quote:
    Originally Posted by beyeajus View Post
    looks really good. No hasten?
    I'm already not endurance sustainable without the inherent fitness, I don't want to see what would happen with hasten introduced.
  25. Quote:
    Originally Posted by Silverado View Post
    And Elec is even better because it has infinite endurance! \/
    My inspie tray has eight huge oranges, eight huge purples, and four huge blues. Considering I don't ever use them, I figure I have infinite enough endurance.