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Posts
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Quote:As I notice, you're on Virtue.Very nice, ok, I was suspecting Recharge.
Thank you very much!
Give me a ring sometime, I'll show you what I can do. I am by no means the best, but I have been called "The most aggressive warshade I've ever seen" by a SG mate.
Self-rez is a challenge.
Also, I direct you to this thread. There's plenty of build advice later on, but (I may be biased here) I think the OP is worth reading. -
I would just like to throw in my experience.
I have dwarf mire slotted for ED cap damage and recharge, and with all my recharge bonuses, I use the power every six seconds. It stacks with itself.
Human Mire -> Dwarf Mire -> Smash stuff -> Dwarf Mire and I just put myself at the damage cap. I feel like a kin. -
Quote:Aim for recharge bonuses. You want mire and eclipse up as often as you can. Most recharge bonuses come at the fifth enhancement in a set, and most times five slots is all a power needs, so that works out well. All Kheldians suffer from the slot-crunch, so saving a slot here and there will pay off.My WS's primary build is focused on the Nova and Dwarf forms, using human form just for Stygian Circle, Hasten and Mire. Most of my Form's inherent powers are 6 slotted (except antagonize, just 4 slotted). Im working on planning and IO build, but I really have no clue what to slot for primarily. I don't need a build just some advice on the slotting is all I ask for, especially on an AT whose role isn't as definable as a Blaster or Tanker. What should I slot for, primarily (in your opinions) and/or how should I slot the powers I have for maximum effectiveness on a semi-limited budget (~200-400 Mil Inf Max)
Warshades really have no one way to be built, and the slotting depends very highly on how you like to play it. I'd assume you drop to human for the fluffies, which is a great power for six slotting. If you use the human drain essence, it can ED cap recharge/heal and get a little accuracy in four slots if you frankenslot. Same goes for the dwarf heal. I slot my gravity well for hold first, then damage, but many people slot it for damage only. Unchain essence is a great power, but only if it fits your playstyle. Quasar is entirely skip-able, but you may want to be able to go boom. I know I do, but I've only got three slots in it (Damage and a hint of recharge).
Many warshade builds will fit stealth, grant invisibility, invisibility, nebulous form, and combat jumping. I have all five in that list, but the stealth pool never actually gets used. They're just spots to put Luck of the Gambler +recharge bonuses. Tri-formers have way more powers than they have slots, so the stealth pool powers are great picks for levels 41+.
I've recently got my warshade slotted up and running very near perma eclipse on about 400 million (and 1000 merits), and it was worth every penny. Even with a ton of planning, though, I ended up burning five respecs before I felt like the whole thing was "right." And again, that's only "right" for me. -
Before respecs were given to us, the devs were up in the air whether we should keep any enhancements AT ALL. Be happy we get 10.
The point of an enhancement is that it's permanent. Being able to shift them around after a respec is nice, being able to keep ten is completely generous. -
I'd love to do this. I expect I could learn a great deal on a team like that. I doubt I'm as good as the regulars since I've only been a warshade for a short month or two. Also, I only have seven purples in my Warshade right now, so it'll be nice to see what real warshades can do.
Unfortunately, next Saturday is a no go unless it's much earlier, like around noon. Company Christmas party and all that in the evening. -
Quote:All well and good, but what happens when you have two builds, with a total of 6 power pools between them?It seems to me more likely that you will just get the (up to) 4 Pools that you have chosen from listed. That may mean waiting until you pick a Pool power at 6 before you can customize it, but I don't think that's a big sacrifice.
That's just another reason why the tech and UI upgrades will be significant. -
Quote:Ok, this will toggle off dark nova instantly. After that, it gets fuzzy. It will go to tray 1, then queue up hasten, then queue up Dark Nova, then go to tray 9 all so fast that the only thing that will happen is that you go into Nova form and end up on tray 9. The queuing up of hasten doesn't actually happen.will this work?
bind x "powexec_toggle_off Dark Nova$$goto_tray 1$$powexecname
Hasten$$powexec_toggle_on Dark Nova$$goto_tray 9"
Quote:bind x "powexec_toggle_off Dark Nova$$powexecname
Hasten$$powexec_toggle_on Dark Nova" even if Hasten does not exist on tray 9.
Can't be done. The bind/macro system is built to avoid people being able to automate their play experience, and as such, you can only activate one power in one bind. It always activates the last power in the bind because the speed it goes through the macro. "Queue up three attacks in a row, but the first two were hit so quickly that they didn't actually have time to queue up." -
I have a little more to add to this discussion.
One benefit to procs: They allow you to exceed the ED cap. Three damage SOs will hit the cap, and adding any more will increase the power of an attack very little. Adding damage procs are an option to significantly increase damage output after that cap has been reached.
One problem with procs: They are not affected by damage buffs. That 20 extra points of damage your gravity well does every time you click it will be increased by sunless mire and any team buffs. The damage proc is the damage proc, even fulcrum shifted to the damage cap. On the flip side, they'll still do full damage through a rage crash. Not that warshades have a rage crash, but any -dmg from enemies won't affect your procs. Resistances still play into the equation as normal.
So my conclusion is "Add damage enhancers to the ED cap, then fill the rest with procs, unless it's a fast charging, low damage attack, in which case, fill with damage procs, unless you can reliably get high self damage buffs, in which case add damage enhancers to the ED cap, then fill the rest with procs." That's just a general rule. -
Perhaps an easy test would be to fire an AoE to see the damage proc, then get fulcrum shifted and fire the same AoE to see it again and check if the damage is higher. I can't test it right now, and if I don't ask the question now, I'll forget about it.
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Quote:I have a lot of experience in the gambling industry, and now that I don't work there anymore, I can talk about the slot machines I worked on. I still won't go into major detail, but any slot machine is pretty much the same thing as a video game. The player has an input, then pictures scroll by on a screen while a computer does the thinking and figures out whether you win or lose.The whole approach to mathematical equasions in this game is something I've wondered about for some time now... When a game puts together a "random chance" system, how does it work? I mean, each system may work differently in any game that uses "chance" for drops (say, the Diablo II game, for instance)... So, how does this one work?
Is it as "reliable" as a "constant and reliable damage increase?" I'm sure that over a longer period of time (as Obsidian points out), the numbers are a little more accurate, but exactly how random is it?
There's a random number generator running all the time, spitting out thousands, maybe even millions, of random numbers per second. The slot machine (or game) makes a call when it's time to determine an outcome.
Every call is truly* random and independent from the last. One card in four, I'll draw a diamond. One card in thirteen, I'll draw an ace. One hit in three, that purple proc will go off. That, of course, doesn't mean that it will proc once, then not for two hits, then proc again. The proc could hit three times in a row, or never in three days. Regardless, the chance is constant.
In your example, AlienOne, that damage IO in gravity well amounts to 20 extra damage on every single hit. Putting the proc in its place will give you 107 damage every third hit on average. That translates to over 35 damage to every hit, again, on average.
If you hit three enemies with gravity well slotted one way, and three more slotted the other, there's no telling which would be better. Odds are the proc setup would come out ahead, but because of randomness, it might not.
If you did the same exercise over 100 enemies with each setup, I would be extremely surprised if the proc setup performed worse. As the number of enemies approaches infinity, I can guarantee that the proc does more damage.
The major point I'd like to make is this: We know, without a doubt, what the damage output without a proc will be. We know, and over a long enough time, can prove, that the proc will do more damage. What we don't know is whether it will be better for this mission, this task force, or even this weekend. Odds are that it will be, but in such a small sample, there's really no telling.
So as far as I'm concerned, casual player or not, the proc adds more than that damage enhancer.
*No machine can ever be truly random because on a long enough cycle, there will be a trend. However, the random number generators used are on such a large cycle that we aren't likely to see any such trend show up. -
My WS doesn't use too many chance for stuff IOs. I have the chance for buildup in nova bolt, and while it doesn't go off frequently, it's noticeable when it does. The chance for +end procs are in both forms, and those were an amazing addition for sure. I have one damage procs in each of the nova AoEs, and it's very nice to watch extra enemies drop sooner than I'd expect. Also, they add a different type of damage which helps punch through resistance. Finally, I have the chance for buildup in fluffy, and I can swear I've seen that little icon with a number 2 on it, so it stacks.
I'm not sure if it belongs in this thread, buy my mastermind uses procs quite liberally. I put four damage procs, plus the chance for knockdown in caltrops alone (there's something oddly entertaining about watching enemies trip over caltrops and minions almost dying when I throw them down). Chance for -res is in acid mortar, and there's nothing you can do to make me want to take it out. I have the chance for hold in webnade, which is incredibly effective. Seeker Drones carries the chance for recharge slow, but I'm not sure how much that does. Finally, the chance for buildup is in the Assbot. Built up burn patches. *shiver*
EDIT TO ADD:
I happen to be a gambler, and by default, a statistician. I can look at the procs and mathematically determine which ones are helping and which ones aren't. Like Obsidian pointed out before I could, there's a determinable amount of damage they add. Though it may be random, in the long run (which is how all statistical math is based), the effect approaches a constant and reliable damage increase.
Generally, though, a low damage attack benefits from a proc much more than a high damage one will. This is because the proc adds a set number of damage, while a damage enhancement adds a percentage of the attack's total damage. -
Thugs/Poison named "Kaison Brute Squad"
Thugs - Vizzini, Rugen
Arsonist - Miracle Max
Enforcers - Westley, Inigo
Bruiser - Fezzik -
Quote:Defensive and Attack my target is NOT bodyguard mode.You don't even need aggressive mode then. You can put them on "Defensive" "Attack My Target" and you'll still get bodyguard bennies!
Bodyguard mode is only in Defensive Follow, Defensive GoTo, or Defensive Stay. -
It's not a bug, this is WAI.
Also, we don't need the devs taking a close look at bots. They're already overperforming as it is. Any close looks will result in nerfs, not buffs. -
Recent names I've used:
Defying the Curse - Warshade, hostile nictus trying to control him.
Abrakaboom - Stage magician gone hero.
Ether Voice - Sonic/kin defender.
Thus I echo earlier comments:
Just be creative. -
The second protector bot has never bubbled the mastermind. There's actually good reason for this, as it would be extremely powerful.
I slot my protectors with two defense buff IOs and get just over 11% defense. -
Quote:This is a very good point that I did not consider.I guess what we have to account for are different positions in the learning curve. If I hear someone bragging about their excellent build, I want them to share it. I've played the game enough years that I understand well how to personalize a build. I don't want to play 20 questions to tease out their pointers.
On the other hand I can certainly understand, when a new player is asking for build advice, the reluctance to share a build that they'll slavishly copy without understanding the tradeoffs that build embodies.
I am very well versed in masterminds, so I can see just asking to see a build that's been bragged about.
I don't do blasters, so I'm not going to just ask for a build. -
Quote:No. Very no. Sharing a build is giving the man the fish.If you've worked hard on an unorthodox build, the best way you "can teach a man to fish" is simply by sharing it. I don't buy your reasoning at all.
Teaching him to fish is helping him to understand how to personalize a build. -
QR
You're welcome.
Thanks for the shiny.
EDIT: 1000 posts! w00t! -
Quote:You again with the "Everyone needs mez protection."Even data-mining has shown that Khelds are less popular.
They are not as self-contained and they are pretty close to being forced to get and use the forms (as say compared to VEATs that get two potentially useful and different builds.)
In fact, if they ever fixed the bug where if either of your builds has the crab-legs on your back and you are stuck with them in either build, I'd probably have a crab build and a mace build.
But Kheldians are punished for not stepping on their forms bailiwicks by still having a totally broken mezz-protection in human-form, instead of them coming up with something like Dwarf form get's a +2.5% DEF buff per +10% RES buff. Or a +10% healing power buff per +RES buff.
But since giving human-form 'competent' mezz-protection would negate the need for Dwarf, they basically said 'never'.
So their jack-of-all trades actually isn't.
You can't scrap on a Kheldian if there's any reasonable amount of Mezz in your foes.
Put your torch and pitchfork down. Mezzing opponents are not impossible to deal with. Both kheldians have ways of dealing with mezzing opponents in human form.
EDIT: Forgot to add, "Learn to play." -
Nifty little trick I used to do:
/bind q powexecname battle drones
/bind alt+q powexecname protector bots
/bind ctrl+q powexecname assault bot
That way they were all on the same key. Obviously replace bots with thugs. -
Nope, only make them recharge faster.