Dechs Kaison

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  1. Quote:
    Originally Posted by Jophiel View Post
    Honestly, you can come up with an excuse for any time. If you couldn't hack it in late summer and you can't hack it in early fall, it's unlikely that you're ever going to hack it. I'm sure there's some scattered exceptions but those who fall into the overlap of "Really wanted to return" and "Couldn't do so in summer" and "Couldn't do so in fall" and "But really will someday... honest!" on the Venn diagram is probably a pretty small number.
    Don't presume to know everything about everyone. I went to college and took a four year break. Since graduation, I haven't had an account lapse. I'm one example of a sure thing that happens to a large majority of the player base.

    A ton of people are having a tough economic time right now. So they need to cut back a few months, let them. Don't be so close minded.
  2. Quote:
    Originally Posted by Bill Z Bubba View Post
    Cottage Rules, anger from those that like the lackluster powers as is, etc, etc.

    Easier (and thus more likely) to add more in so that they don't have to mess with the old.
    Emphasis mine. That word was unnecessary and is subject to opinion.

    Otherwise I agree with the whole subject of Khelds needing some attention. My personal feelings are that the shapeshifts should happen faster at the very least. I'd also cut the -def for PBs in half and some -res added in. I'd like to see the inherent reflect half of its bonus back to the team (e.g. the warshade gives blasters a 10% damage bonus and tanks 5% resistance).

    I disagree with the locking of power pools; that should have been done away with long ago.

    I feel adding APPs/PPPs is something long overdue. From the lore standpoint, the kheldian should retain some powers of the host, and epic pools would be a perfect representation of that. From the mechanical standpoint, it would be a great way to fill the holes kheldians have.

    That said, I don't think I'd take any of those powers on my warshade. My PB, however, most likely would.
  3. Quote:
    Originally Posted by Fiery-Enforcer View Post
    Charging for builds lol.
    Quote:
    Originally Posted by Kibowi View Post
    I know right? What happened to helping us lowbies/newbies get somewhere? Sheesh~
    Except I am offering to help you for free. It would help you much more to learn how to use Mids and understand builds.

    Teach a man to fish and all that.
  4. Last build I just handed out I charged 800 million inf for. I'll give you a heavy discount, so just 500 million inf for a "SOLID" build. I know it's still a pretty hefty price, but I'm sure it's worth it. Watch my Dark Armor Sucks video to see what my builds are usually capable of.

    Or, you could do some work, post your own, tell me your build's goals and I'll tell you where you can optimize, free of charge.
  5. I saw your post in the kheldian section, so see my answers there too.

    I'm going to suggest you go with the warshade, but I'm further going to suggest you open your mind to the tri-form possibilities. The void/quantum enemies are not something you need to worry about; you have all the tools you need to deal with them. Tri-forming will allow you to adapt to the situation as needed too. Since your friend is a defender, you'll get a lot of mileage out of being able to tank for him. Likewise, the status protection in nova form will be a godsend.

    My warshade was, hands down, the most enjoyable ride to 50 out of any character I've ever played.

    And your warshade will love the speed boost. Every warshade craves more recharge.
  6. Quote:
    Originally Posted by Kibowi View Post
    So I'm going to make a Fire/Fire Tank, actually, I've already started. Can someone post a good SOLID farming build for him on here from Mids?
    Seriously? Take some powers. Put some slots in them. Find recharge bonuses. Done.

    If you can't farm with that, $deity help you.
  7. Quote:
    Originally Posted by Aedon View Post
    Question 1:
    Basically, how painful is it to solo as a Warshade (for when my friend is not on and I wish to do so)? ...do those anti-Kheldian enemies (if they still exist) make it neigh-impossible to do so without mass frustration? ...or do Warshades solo well?
    It's not too painful at all. It's downright delightful from level 22 onward. I find that they have enough tools to overcome any obstacle they are faced with. The anti-kheld enemies have been weakened over several issues, and their damage is now resistable.

    I've written up a guide that takes you through the leveling path as a tri-form warshade. If you aren't afraid to play aggressively and the tri-form appeals to you, I'd highly recommend you check it out. The link's in my signature.

    Quote:
    Originally Posted by Aedon View Post
    Question 2:
    If they do still spawn those anti-Kheldian enemies... (just verifying) do they do so in Newspaper missions as well? ...how about in the new architect created missions?
    Yes, in newspaper missions and tip missions, but not in AE unless the author included them.

    Quote:
    Originally Posted by Aedon View Post
    Question 3:
    This one is faction related. I know Warshades can only start out as heroes... but can you do the quests to make your Warshade a Vigilante (for access to both sides like I hear Vigilantes and Rogues do)? ...or are you 'stuck' a Hero forever.
    I just took my squidly ball of doom to Sharkhead a few nights ago.
  8. Quote:
    Originally Posted by Chase_Arcanum View Post
    While this appeals at a common level, it doesn't stand up well against much criminological or psychological study. Just making a punishment more harsh isn't going to serve as a useful deterrence. To modify a behavior, a deterrent has to have a degree of certainty (likelihood of getting caught), a degree of severity, and a degree of celerity (immediacy).
    I'm not talking about small time criminals when I say we need vigilante justice. I'm not referring to burglars and carjackers.

    I'm talking about the ones that turn our system into a joke. The ones who have a lawyer that can wrap a case in red tape until it suffocates. The ones who laugh at conviction because they'll overturn in an appeal. The ones that buy cops and trade politicians over poker games. The ones that create the conditions spawning all the lower levels of crime.

    These kind need to be dealt with. Harshly. Decisively.
  9. Quote:
    Originally Posted by Chase_Arcanum View Post
    I'd take the heroic path. Heck, I'd probably oppose vigilantism as much as I opposed any criminal act. Its harmful, unnecessary, and more often than not leads to tragedy.
    But how else would you fight the top level of crime? The kind that know the system and how to exploit it. The kind that trickles down and has much broader effects than your simple thug.

    I'm sorry. You can't stop this kind of crime on a heroic, righteous path.
  10. Quote:
    Originally Posted by Jabbrwock View Post
    I generally assume that nobody is slotting Healing Flames for resistance. Thus, Tanker Fiery Aura gets 20% toxic resistance per application of Healing Flames. That still means that, barring slows, you're sitting at 60% toxic resistance most of the time - or at least, most of the time when you care enough to try to stack it. And that's on SO's.

    Brutes and Scrappers IIRC get only 15%, which still adds up to 45% most of the time, comfortably more than Tanker Dark Armor.

    It's the most under-reported strength Fiery Aura has.
    Am I the only one who recommends frankenslotting four heal/end/rech IOs and up to two resistance commons to taste?
  11. Quote:
    Originally Posted by Fulmens View Post
    Arcanaville. I summon thee, I summon thee, I summon thee.
    Arcanaville Fhtagn.
  12. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Um, Dark Armor?
    Dark armor, on a tank, only ends up with 31% resistance to toxic.

    Fiery Aura matches that with one application of Healing Flames. Two stacks of healing flames beats that, and it's not hard to stack three times even.
  13. Quote:
    Originally Posted by RedSwitchblade View Post
    Bill Z Bubba Test of Will Pool
    • 2:1 Odds he gives up in one week
    • 3:1 Odds he breaks after a month
    • 10:1 Odds he spites us all and takes it to 50, sets it out, and makes Dechs Kaison cry being the new super-awesome tank on the block.
    • 20:1 Odds that he makes a "Fire Armor Sucks, It Can't Tank Anything" thread after 50ing it, setting it out, and makes a video.

    Not a bloody chance.

    I'll put a rare IO of choice on the 3:1.
  14. Quote:
    Originally Posted by Marcian Tobay View Post
    I guess my question is: How much can one stretch their moral code in the name of stopping crime before it's unacceptable? And if the answer is "Quite a bit", could it then be argued that Vigilantes are better heroes than Heroes?
    As I said through one of my characters:

    "Look at it this way. You're in a boat and it's taking on water. You can dump buckets out of the boat all day long, but if you want to survive, you've got to plug the damned hole."

    We can keep putting criminals in jail all we want, but they get out and new criminals show up every day. Obviously the current punishments aren't enough to make criminal activity a less favorable choice.

    We have to plug the hole, and given the power to do so, I would do my part.
  15. Quote:
    Originally Posted by Sailboat View Post
    Hey, I like Dark too, but "enough defense to easily softcap" seems to be a stretch. How much defense are we talking about?
    May have been a stretch. Better wording would perhaps be: "enough defense to make softcapping possible." Between Cloak of Darkness and Weave, you can get over 16% enhanced. Add Combat Jumping and it works out to almost 20%.

    My numbers may be off. It's been a while since I looked at it, but the point is I was able to softcap S/L/E/N defense on my tank without trouble.
  16. Quote:
    Originally Posted by Cipher View Post
    N/\CLb0t
    I love this pun!

    (Explaining it for people who don't get it.) NaCl is the chemical formula for salt. It's a salt bot. Assault bot.

    Anyway, I actually like your ph1r3w/\ll. Firewall is a techy term and the bot throws out what almost always looks like a wall of fire.
  17. Hey guys, popping back in here with an update. There's a ton of awesome in Praetoria, which is very distracting when you're trying to catch some good footage of purple doom. Also, the tip missions. Good Lord, the tip missions. These are the things I wanted for my villain since day one. Wow, are they fun.

    I did, however, take my warshade to vigilante, and I gotta say that the purples helped. I met up with Valorin for one of the tip missions, which we stormed through on +0/x8 difficulty. The freaks are heavy on stuns and most of the spawns were +1, which made it annoying. Valorin definitely has a handle on his warshadey-ness, that much I can say for sure.

    I have to admit, I don't notice the set bonuses as much. Before the purples, I had a tiny overlap of Eclipse. Now it overlaps a little bit more. What I do notice are the procs. They fire often and are very potent when they do. I'm amazed by how much of a difference they make.

    Thanks again, Organica.

    Oh, and for that picture of the build that took me too long to get uploaded:
  18. I gotta throw my opinion in for Dark Armor being the toughest tank out there, if you're willing to spend the influence.

    It's a heavy resist set that has enough defense to easily softcap positions through IOs. It has in set control and the best heal in the game. It also won't worry about exotic damage types, since it has toxic and huge psi resist. It also has +perception, endurance drain and recovery debuff protection.

    On top of all that, you have to kill it twice to actually kill it.

    EDIT: I'd like to add a little caveat that this will be the toughest tank that is still useful. There's no denying that a Stone Armor tank hobbling around in granite with rooted and earth's embrace is tougher than my tank, but all that survivability doesn't mean a damn if you can't actually get to the enemies. Teleport can mitigate this, of course, but I prefer my constant mobility.
  19. Quote:
    Originally Posted by Heraclea View Post
    I don't disagree with much of your analysis of the set myself. It is an excellent set for non-defense based tanks. If you approach 50% resistance to any damage form, damage debuff is quite powerful.
    I'm highlighting this only to point out that -damage is more beneficial to defense sets than it is to resistance sets. Once a defense set has reached its soft cap, there is very little that can be done to reduce damage any further. One common way to increase survivability is to add a healing power, most notably siphon life. The other, and perhaps more reliable way, would be to layer on -damage so that the few hits that get through will be reduced.
  20. Dechs Kaison

    Dark Tanks

    Ah, another topic I have to answer to. Yes, Dark Armor tanks, built and played well, can be some of the best tanks in the game. I've got a video in my sig if you want to see some of the potential of DA.

    One of the best things you can get is the +endurance proc from Theft of Essence in Dark Regeneration. And yes, I'd generally slot some more end reduction in your attacks.

    Also, that PvP IO is likely going to be hard to come by.

    Quote:
    Originally Posted by Patteroast View Post
    My strongest advice about Dark Armor is that as a tank, you need to pay close attention. You can't herd up a mob and then go to the bathroom and expect to still be alive when you return.
    I'd say that depends on how its built, but in general, this is true.
  21. Bill beat me to the topic by a long shot (and thanks!), but yeah, that guide is intended to be appropriate for all audiences that want to get into a Tri Form Warshade. In my opinion, that's the best way to go. Again, that's only an opinion.

    Slotting is going to be tight, but you can get a lot of mileage out of "one slot wonders" and frankenslotting (using set IOs as if they were hamis).

    Tri Form and human only are the most popular variations, I think... but human/dwarf and human/nova are both viable. Leaving out nova reduces some of your damage potential and leaving out dwarf removes some of your buffs and mez protection, however, you'll be able to slot more human powers that way and make use of passives like Stamina or toggles like Maneuvers.

    You're more than welcome to PM me or /tell me in game to ask any questions you like. If you're on Virtue, I can even give you demonstrations. Hope to see you around, have fun being purple!
  22. Quote:
    Originally Posted by Johnny_Butane View Post
    Brute still wins with better rewards vs time invested.
    Tanker earns slow fights and empty bragging rights for slowly chipping down +3's.
    And the tanker can lead +4 TFs with whatever players decide to come along because he's that bloody hard to kill and can keep the attention off his friends. Tanker wins when it comes to fun, in my book.

    Stop comparing tankers to superman. This isn't the comic books, this is an online game where a thing called balance exists.

    Your character can only have so much 'total damage.' If you can handle more damage in, then you have to be able to put less damage out. You want to hit hard? Roll a scrapper. Want to be able to survive anything? Roll a tank.

    Want to do both? Go play some other, inferior superhero MMO.
  23. Quote:
    Originally Posted by Oblivion21 View Post
    I don't know how you're really going to do that, the survivability part that is. What more can be done to drastically increase the survivability of tanks relative to other classes? If we are talking IOs then you really remove defense, as we're already at the cap, from the equation. Increase hit points? Increase resistance?
    We already win out on defense and resistance modifiers, and now even our hit point cap is higher, so I'm happy with those values.

    My most commonly put forth suggestion is to allow tanker toggles to not suppress while mezzed. That would give tankers a unique survival advantage over the other ATs.
  24. Quote:
    Originally Posted by Johnny_Butane View Post
    Tankers don't need better aggro control.
    I strongly disagree. Notice this time I said better, not more. I'm willing to concede that increasing the aggro cap is far from necessary. I would like, however, for tanker aggro control to be better.

    As it stands, shield scrappers can steal aggro from tanks who are doing everything in their power to hold aggro. I'm willing to let outliers like that exist, but brutes should not have the same threat level or taunt magnitudes as tankers, in my opinion.