Dechs Kaison

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  1. Quote:
    Originally Posted by JumpinJackSlash View Post
    Thanks for the quick reply, Dechs.
    Quickness was just due to luck of the draw. I had a window of opportunity while I was at work which just happened to be right after you posted. I try to at least look at any topic about the softcap, considering the guide I wrote on it.

    Edit to add: Other than the resistance, you are correct in your understanding of -tohit and +defense. They operate in exactly the same fashion when it comes to the final tohit chance. There are subtle differences, though, which I'd like to highlight.

    -tohit benefits the entire team, but often requires a hit check of its own. RttC does not, but has another limitation in range. Finally, there is the resistance to keep in mind. Defense is a buff you place on yourself, therefor is always the same value and always has the same effect on your survival, regardless of the foes you fight. -tohit, being a debuff placed on the enemy, will vary in effectiveness dependent upon the level of that enemy.
  2. Quote:
    Originally Posted by JumpinJackSlash View Post
    Now, I may have all of this wrong, but does this mean that you do apply the full 3.5% of -To-hit to the mob (if it hits) regardless of level, but his accuracy multiplier is what is actually overcoming this, making it less effective? Wouldn't that effect defense in the exact same way?
    No. Against higher level foes, the -3.5% value is resisted. Anything over even con makes that 3.5% value smaller just because it is a higher level than you are. AVs in particular resist 85% of most debuffs, so against an AV your RttC is only giving you 0.5% effective defense.
  3. At level 10, you're going to feel a bit starved for slots. As soon as you take the toggle power, you get every other power that form can use. There are no more that unlock later.

    Only slot the toggles for attributes you find worth slotting for. The endurance boosts and endurance costs are all trivial, so I do not find them worth slotting. Dark Nova's +tohit is enhanceable, but again, not really worth it. A Performance Shifter proc is worth throwing in there, as it'll double the effective endurance bpnus with one enhancement. Dwarf form benefits from slotting resistance. What you cannot do is slot the toggle for damage so that it carries over to all the form powers. If you want the form powers to be enhanced, you have to add slots to them.

    Yes, you should be sharing slots. I would suggest slotting the powers you find the most useful to you with more slots. Again, you're only level 10, so the slot crunch is there for sure. It gets a lot better as you start picking up powers that work well with only the default slot.
  4. Quote:
    Originally Posted by Price_NA View Post
    I merely think they were poorly implemented and could have been much better without the obvious flaws Mez, voids, and passives not carrying over.
    Highlighted is the fallacy in your argument. What you have listed are not flaws, but design features.

    Mez cannot be added to the human forms. It will severely diminish the purpose of the dwarf form. This is not a flaw, this is smart design. I'm sorry to hear you cannot deal with mezzing enemies. It must be terrible for you to not be able to play blasters, corruptors, or any other AT without mez protection.

    Voids were created as a part of the story. They were out of line when first introduced, but not by any means a flaw. They were working as intended, and now the intent has shifted to make them much weaker. I'm sorry to hear you have not learned to deal with voids.

    As far as passives not carrying over, I can only assume you mean fitness. Fitness, like any other pool power, cannot be used in either of the forms. This is working as designed, and cannot be considered a flaw. I'm sorry to hear you are unable to slot endurance reduction in your attacks.

    A flaw would be shield charge doing more damage than intended as a result of an incorrect value, or mastermind caltrops accepting two types of damage sets, or any of the shenanigans which can be pulled off through use of HOs. Most of these flaws have been corrected.
  5. Quote:
    Originally Posted by Bill Z Bubba View Post
    If there ever was going to be a time that the fitness passives were to be made functional in the kheldian forms now would be the time to do it and push for it heavily.
    All together now.



    PUSH!

    Joking aside, I wholeheartedly agree. If Fitness is becoming an inherent power, then it should carry over to forms. Hell, I can fire a Dimensional Grounding Ray from my tentacles, why can't I be fit?

    To be honest, I feel like I'm being greedy and selfish asking for it to carry into forms. My MFing Warshade doesn't have health/stamina, and I shudder to think what he'll be capable of with it.
    Right now, the only thing that slows me down is not having enough endurance and no bodies to feed off of. Even if it didn't carry into forms, I'd throw the Numina's unique in health and have the buff on all the time (yes, I switch forms more than often enough).
  6. Quote:
    Originally Posted by dmcfarland907 View Post
    I know the zealots are going to pick this to hell.
    Nice try at setting up anyone to disagree with you as a zealot with an invalid opinion. You want to make a suggestion? Be prepared to hear what's potentially wrong with it.

    Quote:
    Originally Posted by dmcfarland907 View Post
    The human only form is still weak but I have a suggestion to make all forms usable without having to spend a small fortune on IO's.
    This sentence shows a great deal of ignorance. All forms are currently usable without any investment. You seem to fail to understand the basic design principles employed here. The dwarf form is not meant to be a replacement for a tank and that the nova form is not meant to be a replacement for a blaster. As a hybrid AT, there are sacrifices to be paid for versatility.

    Quote:
    Originally Posted by dmcfarland907 View Post
    I think all three forms should have their own unique abilities and benifits and heres my idea.
    First, all three forms already do have their own unique abilities and benefits, but please, don't let me stop you from showing ignorance.

    Quote:
    Originally Posted by dmcfarland907 View Post
    1.Light form: Melee w/limited ranged powers, mez, kb protection and a version of unstop. The light form would essentially be a pocket scrapper/blapper form.
    You know, Light Form already is this. Seriously, it's unstoppable, complete with crash, and you have all kinds of melee and ranged powers you can use while this is active.

    A Peacebriner is a pocket scrapper/blapper, and doesn't need Light Form to do this. Don't look at Light Form as a transformation power, and please, do not try to turn it into one that has its own powers. We're already starved for slots as it is. Terrible idea, with obviously little to no thought put into it.

    Quote:
    Originally Posted by dmcfarland907 View Post
    2. Squid form: Expand the powers selection, include buildup, some AOE's, and an nova.
    You already have some AoEs in Bright Nova; Build Up and Dawn Strike are available in the human form. I see what you want here, and that's to be a blaster in this form. Guess what? That's not the point.

    The human form has a wide range of capabilities, but is not as effective as any of the ATs who have just a few of these capabilities. Going into Bright Nova trades most of your capabilities for the damage of a blaster, in the form of higher damage modifiers and a damage bonus. Anything more would be an imbalance. Or would you prefer to keep your low damage modifiers when shifting into nova?

    Quote:
    Originally Posted by dmcfarland907 View Post
    3. Crab form": Tanker powers, take away the damn slow movement, expand their tanking abilities, have a power with a taunt aura, mez protection, an unstop power similiar to tanks.
    What damn slow movement? They move at normal character speed and have teleport. You're suggesting to add mez protection to them, which they already have. Dwarf Form does not need, nor should it have, a taunt aura or an unstoppable power.

    Again, you need to understand that a dwarf is not a tank. It has taunt, and all its attacks have taunt components. That's more than enough to serve as an off-tank when played intelligently. Giving them more capabilities than this would result in imbalance.

    Quote:
    Originally Posted by dmcfarland907 View Post
    4. Customizable options for all forms and powers.
    I would do it like they do with banes and choose a path at lvl 24. I would do away with the team buff bs. Mind you they can still transform to human form but they would be watered down. The pb and ws (which I have no experience with so I am not commenting,) should be like the druid class in wow. They have actually four forms-one being their normal form.
    You don't do a good enough job explaining what you mean here. Choose a path? So at 24 you decide whether you get nova or dwarf? What happens to the tri-form people?

    Further: Standard Code Rant. You don't understand the implications a massive design overhaul of the entire AT would take. Even if your suggestion here were a good one, it probably wouldn't be done because of the time and resources required.
  7. Quote:
    Originally Posted by Memphis_Bill View Post
    "What's the difference between 'shades and Peacebringers? Insult a Warshade in a bar, they'll go out, slash your tires and put sugar in your gas tank. The peacebringer will just break your face." -Me.
    I'd like to think the Warshade would raze the bar to the ground, but close enough.

    I really like your compare and contrast, especially point 4. The Warshade is aggressive because he has to be in order to excel. Everything a Peacebringer does, however, is deliberate and strategic.

    My other analogy is to cars. Warshades have a low acceleration, but a high top speed. Once he gets rolling, there's a powerful momentum carrying him forward. Peacebringers, by contrast, have the high acceleration and a debatably lower top speed. Power is there as soon as you hit the gas pedal.

    Ok, enough rambling. You wanted constructive criticisms and a review of sorts. I don't have as much experience with Peacebringers. I have one floating in the low 40s who has gone all human from day one. Here goes nothing.

    I really like it. The whole thing is great. It's interesting to start with some talk about IOs, but it really is worth thinking about from day one. I also agree with suggesting nova, at the very least to push through to 22. Breaking it out into different sections after that was likewise an excellent idea. Powers take on entirely different meanings with variations in forms.

    Under the Triform section in the sixth post, you mention Leadership is becoming inherent? I'm ... not sure ... but I think you mean fitness. There's a few times your guide mentions taking stamina, so you'll have to weed them all out. (Reminds me, I have to remove the one mention of it from my guide)

    I don't see any mention of the Cosmic Balance inherent. I'd like to throw out one of my old sayings: "A Peacebringer is what the team needs; a team is what the Warshade needs." (The last part is no longer true because the warshade can up his difficulty to include more food.)

    What I mean, though, and I think is worth including, is that the Peacebringer's inherent is a potent tool to rounding out a team. My Warshade is jealous of the utility that Peacebringers get out of their inherent. The way I play my human form Peacebringer is largely dependent on the team makeup. This is probably even more true for multi-formers.

    With a couple offensive players on the team (a common occurrence), a slotted dwarf form sits a capped resistance. Similarly, it only takes a few defensive characters before the damage bonus is really noticeable.

    Of course, you know all this. You'll likely word it better, too.

    Anyway, bravo! Thank you for your wonderful contribution to the community.
  8. Quote:
    Originally Posted by Giant Enemy Crab View Post
    So, anyway Dechs, it's me Nikku and you asked me to come check this out and I have and wow, I am impressed. Nowadays with most guides being builds and: "Pick this, this and call it a day." I must say, that your guide is a much welcome change from things I've seen.
    I'm glad you enjoyed it. One of my goals was to be a true guide to creating and playing a character. Warshades are complex beasts that deserve a thorough explanation and to simply say "here's a build, be uber" would be quite the disservice.

    Thanks for mentioning the great way to avoid binds and macros. I'll be sure to add that in when I get a moment.

    Quote:
    Originally Posted by Party_Clown View Post
    What the hell does MF mean? I didn't find it anywhere. Can't be "magic-fincing" o_0
    It is an acronym for a ... colorful ... pairing of terms. Here, I shall provide examples from famous movies in which Samuel L. Jackson has played.

    "English MFer, do you speak it?"

    "I'm tired of these MFing snakes on this MFing plane!"

    Quote:
    Originally Posted by Lobster View Post
    Nice guide. I have to ask/wonder if the style was "borrowed" from the famous (on the relevant boards - League of Legends) "MFing Cho'Gath" guide. It seems too similar to be coincidence, maybe they are both running on the same memeblood from an old meme I'm unfamiliar with?
    You caught me, and I openly admit to being inspired by the tone of his guide. I've long wanted to write a guide for Warshades but was having trouble getting started. I recently started playing LoL as a PvP fix and stumbled on that guide. I liked the "plain English" approach he took. It was brutal, ugly, unprofessional, but honest and effective. I read his guide and couldn't help but hear it spoken by Sam Jackson while I thought "This is the exact mindset of a Warshade!"

    He is not the first to take that tone in a guide, nor will I be the last.
  9. Dechs Kaison

    A new experience

    Quote:
    Originally Posted by Rylas View Post
    I have a pretty decent slotting for the power in Mids, but can't access it from work right now. Maybe Dechs has something he could suggest for it.
    Best thing I can do is link to my build I posted on the forums here.

    I find there are two ways to slot Dark Regeneration, depending on how you want to tank and where you feel you have trouble.

    The first way I know assumes you have trouble tanking large groups of foes. In this method, you focus on end reduction and recharge with a hint of accuracy, knowing that in a large group of foes, you'll always hit enough enemies to fill your health bar even without heal enhancement.

    The second way fits more accuracy and healing at the cost of some recharge, and is intended to work better against tough targets, such as AVs, EBs, or monsters. Since there is only the one target to heal from, you need to be able to hit and you need it to heal a lot.

    Overall set bonuses to aim for: Taste really. Go for recharge and recovery if you intend to make the most of Dark Regeneration and the control auras. I went with a focus on defense and found that I hardly use Dark Regeneration anymore, and I have forgone the control auras entirely.
  10. "Go to! I said go to! GO TO MEANS GO THERE AND STAY THERE YOU SONOFARARRHGHRRHAGHTAHRHRAGHR!"
  11. Quote:
    Originally Posted by Chaos Creator View Post
    Other than /elec elec/ I don't know anyone foolish enough to dive into +4 carnies.
    *Ahem* Dark Armor Sucks.
  12. Quote:
    Originally Posted by MondoCool View Post
    IMO, people should stop whining about knockback, which is an amazingly useful mitigation tool.
    It's not the knockback that's the problem so much as the fact that you are sacrificing your tank's already anemic damage by slotting sets that enhance all the wrong parts of an attack.
  13. Dechs Kaison

    A new experience

    Do I even need to say which primary I'd suggest?

    I'm going to echo Aett and say Dark/Electric. It'll be able to stack stuns, plus it packs plenty of knockdown as extra mitigation, and on top of it all, it can drain endurance. I'm a little fuzzy on it, but doesn't electric melee have a chance to give you endurance?
  14. Dechs Kaison

    Fort Order?

    I'd like to revise my initial answer to the following:

    Adaptability is the signature of a skilled player.




    That said, my initial answer still stands as a general rule. Give it to the teammates with the largest damage output:survivability ratio first.
  15. I'm in the identify group when it comes to playing. When it comes to the movies, I'll enjoy either kind more dependent on the plot's quality, not the delivery. Most of my characters, though, are based on some aspect of myself. It helps me when it comes to roleplaying, as I can easily decide how the character would react by putting myself in the position.

    Quote:
    Originally Posted by Samuel_Tow View Post
    I mean, yes, there are fanatics who speak about their favourite team as "we" despite having no connection to them other than disconnected fandom....
    At the risk of derailing the thread, I'd like to just say something on this topic. I'm not a sports fan. I can't tell you the last time I've watched a sports event on television that wasn't my home team in the Superbowl/Stanley Cup games. Despite this, I do understand where this "we" comes from.

    Imagine yourself as one of the players on the team. It's a big game for you for whatever reason. You run out to the field in your home stadium... but you don't have a single fan in the stadium. No one cares. Imagine there's not even anybody watching TV to see if you win. What's worse, the stands are filled to the brim with fans of the other team. You and your team are the only people who are trying to win, but this other team has an entire city cheering them on, willing them to win.

    There's an energy there. I don't know what to call it, but these teams wouldn't play near as hard if nobody cared. Every fan counts.
  16. Dechs Kaison

    Dark Armour

    Quote:
    Originally Posted by Thirty-Seven View Post
    *waits for Dechs Kaison to chime in*
    Fine fine, I'll say something.

    I don't have a DA brute, but I've managed to make one of the toughest tanks I've seen with DA, mostly thanks to the exotic resists. It has the best heal in the game, and one of the best things for that heal is the Theft of Essence proc. With that slotted I've found that Dark Regen sometimes fills both bars.

    In my opinion, DA has more potential than any other armor set.

    Supposedly, DA is sub optimal for brutes because the control auras hurt fury. I've heard just as much evidence against this as I've heard theories for it, though.

    My bottom line, if you're having fun, you're not doing anything wrong.
  17. Dechs Kaison

    Fort Order?

    Still blasters first. Then stalkers, because they're relatively squishy but will benefit a lot from the +damage. Then Dominators; I'm sure they'd get something out of the +damage. Then more blasters.
  18. PvP doesn't work how you think. Defense means very damned little in PvP. My DA tank ends up with 35%-ish defense after the DR takes effect and I get hit pretty often. Once someone hits build up or aim, it's like the defense isn't even there.

    Also, no one in PvP has status protection. All status protection in PvP (except knockback) gets converted into status resistance. I suggest looking over the i13 patch notes on Paragon wiki. Here are the major differences between PvP and PvE.
  19. What level band is it? It sure sounds like something I want to try with my shade.
  20. Quote:
    Originally Posted by EvilGeko View Post
    It would be much quicker than a team of all Fire/Rads, and nearly as flashy.
    It is clear to me that you do not understand the results of force multiplication.
  21. Quote:
    Originally Posted by Emberly View Post
    One of the best things about villain teams is that players often tend to play as a soloist with some (unreliable) support from teammates. Keeps things interesting, speeds up XP gain, and maintains some social interaction. If a character dies often, s/he learns to stick close to someone else, and they quickly become a stronger fighting element. Compared to the all-too-common srs bsns blueside teams, it's a lot of fun. Nobody really wants to follow the tank
    This is just how I lead teams. Redside or blue, rule three is "If you think you can handle it, you're free to go for it." I don't care what you do on my team. I play tanks, an MM, or a warshade. All the characters I play are self sufficient. Kudos if yours is too.

    For the people that don't feel like going off on their own, I suggest they stick near me. When I'm on one of my tanks, I typically have the all the aggro I can get my hands on. If I'm on my mastermind, you'll get FFG and plenty of cover fire and the comfort of knowing that I took and spam Provoke. If I'm on the warshade, well... I play him to be the guy running off on his own. Taunt does not make its way into my MFing routine, but I will certainly pass you a wakie and clear a three room spread so you're safe.
  22. You must become a villain and complete one of the patron arcs to unlock patron powers.

    This is true for any AT that can obtain patron powers.
  23. Quote:
    Originally Posted by Jade_Dragon View Post
    Well, partially, yes. If you're running at x8 you probably aren't the kind of player that gives PUGs a bad name.
    An MM at level 32+ running anything less isn't doing something right.

    Quote:
    Originally Posted by Jade_Dragon View Post
    There's also something to be said of the chaos that results when you aren't the only one aggroing a spawn. It's a lot harder to keep an eye on the activity of your henchmen when you are also monitoring 7 other players drawing their own adds.
    Kelenar said it best. "I tried teaming once, but the bonus pets it gave me wouldn't follow orders and kept talking without /petsay."
  24. Quote:
    Originally Posted by Carnifax_NA View Post
    "Wait for Tank to herd please"
    "Sorry, my Fort can't hear you because she's too busy pulling with Psi Tornado"
    "Hey Dechs, doesn't the tank usually take the alpha?"

    "I am a tank. With lasers!"
  25. Dechs Kaison

    Ghoul love!

    Nemesis: "You killed our comrade, prepare to die!"
    Ghouls: "You killed our-- HEY! Snack time!"