Dechs Kaison

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  1. Dechs Kaison

    Wowshade....

    Quote:
    Originally Posted by Big_Soto View Post
    I have 3 Impervious Skin Status resist in my shields and i still get mezzed. I think I could swap out with the KB protection proc in Absorption for the Aegis Psionic/Status Resistance IO and find some other place to to slot a KB protection.
    The problem is that those IOs only give you status resistance not protection. Resistance makes the duration less, not like a mez protection toggle that tankers get to reduce magnitude. It's really not worth building mez resistance, either, because of the way the formula works.

    If you somehow had 100% mez resistance, it would only cut the duration of mez effects to half.

    Your best mez resistance is to sleep (31%). Sleeps last 75% of their duration on you.
  2. Quote:
    Originally Posted by ClawsandEffect View Post
    It kinda sounds like you have some of the same concerns I do about the VIP server.
    I really don't have any concerns about the VIP server. We won't see an en masse movement because we can only freely move one character per month.

    The posts you saw about moving SGs (and I made one myself), are primarily about moving personal storage SGs. Moving an entirely populated SG could likely lead to the dissolution of the SG, and likely won't even be attempted.

    I know I'll be making two characters on the VIP server. Dechs Kaison, my bots/traps (no, not a transfer, a straight reboot of the character), will be the first. The second will be my attempt to get a name I've always wanted to have.

    But I still see myself spending most of my time on Virtue.
  3. Quote:
    Originally Posted by Jagged View Post
    Yes "Hand Clap", I am looking at you :evil:
    For all its hate, I fully endorse the use of Hand Clap if it's done proper.

    There are many times where a well placed Hand Clap in the middle of a mob gives you the time required to recoup your health. The taunt duration on Hand Clap is plenty long enough to ensure they all come running back to you.

    Better still is Hand Clap used on the fringe of a mob to knock them into a tighter cluster.

    Another use would be to delay an incoming ambush, giving your team the time they need to finish off what remains of the current mob.
  4. Dechs Kaison

    1 Tanker only

    Jumping into the thread kinda late, so I won't be responding to anything in particular.


    I like having another tank on the team, because one of two things happens:

    1) I get the other tank claiming Dark Armor sucks, then I survive more stuff than he does.

    2) The other tank is a decent guy who can hold his own and I get to switch to my Scranker build. The one that actually has to use Dark Regeneration, but gets Hasten, Build Up, and two more AoEs from his epic in return.
  5. Quote:
    Originally Posted by Bill Z Bubba View Post
    I giggled way too much at this statement.
    And I chortled way too much at this one.
  6. My issue with your list is that I do not believe these are QoL fixes. They are balance issues.

    That's not to say I'm disagreeing with any of the suggestions. I just don't agree with the classification. Particularly the changes to Invisibility and Aid Self/Other make these powers much more powerful than there current versions.

    I could see invisibility getting changed, but I absolutely disagree with the Aid Self/Other interrupt removal.

    I like the idea to change Presence pool by moving Intimidate up and adding a Placate as an option. That seems very reasonable.



    Overall, I think you're going in the right direction, but there's a fine line here you have to be careful of. If anyone can replicate something in the pool powers with their primary/secondary powers, then you have to make the pool power a less powerful version. This can be done by making the endurance costs higher or the base values lower. In many cases, it was too much of both. In the case of Presence, they just made it horrendous.
  7. You apparently missed my thread from a few days ago. Read this if you get the chance.
  8. Quote:
    Originally Posted by Beef_Cake View Post
    You're right to say that if bosses were to be the last to walk away I would agree rank would play a part in agro, but like I said that's not the case. I constantly agro multiple groups and I find myself always chasing after bosses when I see them starting to walk away since I lost agro due to me hitting other mobs past my agro cap.
    Then we both have different experiences. I can say I've done a great deal of testing on this and I know for a fact that bosses will walk away from you last provided they were hit at the same time.

    I've done this with and without my damage aura running. With it, they are much more likely to stick around, as the damage aura refreshes your "most recent attacked" much more often and keeps all enemies at the same "timestamp." I've found I can replicate this without the damage aura by using only AoE attacks.

    Now, if you've been using a lot of single or few target attacks, then you throw the system for a loop. Every enemy will have different timestamps, so it will much easier for a boss to be shed by the timestamp rule.
  9. Quote:
    Originally Posted by ScottyB View Post
    Thanks for the fast response! I love your guide. I'm not very good with mechanics, so I really appreciate the extra set of eyes on my numbers.
    I'm always happy to hear the guide helped, so thank you for letting me know. And yeah, your numbers look fine.

    Quote:
    Originally Posted by ScottyB View Post
    What is there to nitpick? I certainly don't see a grammatical error or an edit timestamp.
    Well, of course you got it right. I'm just throwing that out there because you wouldn't believe how commonly I see it happen. I completely understand, though, I'm the one with the unusual name that ends in s because his parents wouldn't change the spelling to the more common Dex because that would mean my name would be short for Dexter.
  10. Quote:
    Originally Posted by Beef_Cake View Post
    Grab any map you wish, change difficulty so that you are fighting bosses then proceed to grab agro on 1 or 2 groups depending on your team size. Then once you have agro cap, go to another group, then stand there and wait for the previous 17 to come to you. Punch one of the Minions, or LT thats are just standing there doing nothing. You will see that you will gain their agro and one of the previous you had agroed will walk away from you. Then punch another standing there and watch it repeat itself.
    I've got another test for you to do.

    Go aggro one group of enemies that includes bosses. Then jump into another group and punch minions until the first bosses fall off your list. They will be the last to fall off.

    You're right that the order of attack is a priority, but it is not the only determining factor. Rank plays a big role.
  11. Quote:
    Originally Posted by Beef_Cake View Post
    Actually it doesn't matter whether it's a Minion, LT or boss, when you have the agro cap of 17 following you, and you hit any other target, that particular enemy will grab agro on you and you will lose one of the previously agroed enemies.
    This is correct, and is stated in my guide. Perhaps I need to word it more clearly if this is not obvious enough.

    The first sorting mechanic of your aggro list, i.e. the one that takes priority over enemy rank, is which enemies you have recently attacked.

    This can be abused, actually, if you are a tank with a non-damaging taunt aura. Enter a mission, attack the first group of enemies. Now, run through the mission and nothing else will attack you so long as you don't hit them first. Grab glowies, recall friend your teammates, whatever you want to do. Until that initial group catches up to you (or you go through an elevator, thus shedding that aggro), you can't be attacked.
  12. Quote:
    Originally Posted by Jagged View Post
    I guess I can go for those extra travel powers, always wanted super speed too. But what other powers work great with no extra slots?
    Option 1: Stealth, Grant Invisbility, Invisibility. Don't ever use them. Throw LotG +5% recharges in them.

    Option 2: Vengeance. Give it a LotG +recharge and it's perfect. (Yes, this requires two other powers that you probably will never use. On the plus side, you can put a second LotG here.)

    Option 3: Recall Friend, Teleport, Team Teleport. All of these are great without any enhancement. One bonus is you could throw in the 20% slow resistance IO. You're the tank, you can run past most of the mission, then teleport your team to you. Teleport is very handy for getting off of layered caltrop patches. Team Teleport can be used to get your teammates out of the same.

    Option 4: Use frankenslotting to get more out of your slots, and spread them out. Pick three powers you want that do need slots.
  13. Quote:
    Originally Posted by Davonyx View Post
    Also, I would suggest making a tank over a brute because of Gauntlet. I figure it's easier to hit all the AoEs when you can actually keep the group around you.
    That won't be a problem for the brute either. Brutes have a watered down gauntlet, as well as a taunt in Blazing Aura.
  14. Quote:
    Originally Posted by ScottyB View Post
    Dechs' MFing Warshade guide says you need 234% for perma Eclipse, which is 95% from enhancements and a further 139% in bonuses. Do I not know what I'm talking about (likely ) or is Alpha Spiritual a way to drop Hasten from a build and still achieve perma (or really-close-to-perma) Eclipse?
    Spiritual Alpha is a viable alternative, provided you never exemplar below level 45. It has its benefits, though. You can forget to activate hasten. Or be trapped in a form long enough to lose hasten's effects. This can lead to a lapse in Eclipse. Using Spiritual Alpha is pretty much the same as relying on global bonuses entirely. Outside of exemplaring, those never fail. You also won't have to deal with the endurance crash of Hasten, but I don't know if that's a big deal because you always have Stygian Circle.

    I picked up my hasten at level 8. I know I can exemplar to level 33 and still have my perma eclipse. I think that's pretty nice.

    *Nitpick: When using the possessive of a proper noun that ends in s, the apostrophe is placed after the noun. Dechs becomes Dechs' and not Dech's. It'd be like calling me Dech. And that's just not right.
  15. Mine is Dark/Fire. If I could start over from scratch with a different secondary it would be anything but. Fire is great damage, but what I wouldn't give for some stacking stuns or knockdown breathing room. I think KM would be my first pick. Perhaps electric.
  16. Dechs Kaison

    I am Alive!

    I still vote Dark Armor, it has the least number of non-patchable holes. You'd do well to pair it with Kinetic Melee or Stone Melee for max survivability.
  17. Quote:
    Originally Posted by Oedipus_Tex View Post
    Gravity Control in some ways is kind of luck-ish, if you interpret it as "and randomly, a piano flew through the room and smashed the enemy."
    Damnit, that's a new concept character I have to roll.
  18. Ok.

    Ok. Hmmm...

    *scribbles notes*

    Now tell me how you really feel.
  19. Hi! Welcome to the forums! Hope you find your stay comfortable. The padded walls are exquisite here.

    That build is ... all over the place. I'm guessing this is a direct export of what you're playing right now? Otherwise I can't understand why the IO levels are all over their ranges.

    First, I'm going to recommend you read my guide, the MFing Warshade. It has most of the advice I'd give you, and I'm not much a fan of repeating information I've already written down.

    But to cover a couple quick things:

    You'd do very well to take Gravitic Emanation much earlier and slot it well.
    I don't know why you've slotted nova with those enhancements but not the KB protection. Really, the best thing here is a single slot for a Performance Shifter Proc.
    Stygian Circle has too many slots. One recharge and one End Mod should be enough. It heals almost to full on its own.
    Quasar is overslotted for damage. The SO is getting wasted.
    Gravity Well could really use some accuracy.
    Eclipse, as well, needs accuracy.

    Again, you'll find a lot of detailed information on ways to slot up a warshade in my guide. Please take the time to read it, I'm sure it'll pay off.
  20. Quote:
    Originally Posted by TitansFist View Post
    I'd like Dwarf Form get an option to NOT turn us into the giant Lobster Man from Outer Space. What I'd like to see is the energy boom we already have, then our regular character costume with the energy aura effects from Shining and Thermal Shield on them.

    Think of how great that option would be for Humanform Kheld players. Wanna be tough? Well, instead of morphing into a giant bug, you focus your energy inwards, temporarily supressing your ranged abilities to augment your physical toughness and hand to hand capabilities. Khelds are masters of energy manupliation, right? Not so far fetched to allow us that cosmetic option.

    Same with Nova. So we can still RP our characters as Humanform only, but instead of lowering our overall effectiveness by not taking the forms, we just change the way we "channel" our Kheld energies.

    Yay for no physical apperance change option on shapeshifting powers!
    You have no idea how MFing AWESOME this would be to me.
  21. Quote:
    Originally Posted by Sailboat View Post
    Alternatively, Fire/Fire/Pyre is a good combo for offensive output without the fragility of a Blaster. It's a good soloer. Not an unbreakable anvil for the hardest content, of course, but rips up most normal stuff pretty well.
    "Stand back! Or I'll DIE AT YOU!!"

    I've always wanted to try that concept.
  22. Quote:
    Originally Posted by Haetron View Post
    Mind explaining how that's possible? Seems the best I can get out of Dark Regen with a single foe is roughly1/3rd to 1/2 a life bar.
    I believe he meant to say "more than one foe." Dark Regen is pretty much the best heal in the game. It's a higher base value than things like Healing Flames or Energize, but the real beauty is that it can heal multiple times in one use. When you can hit more than one foe, you can pretty much guarantee that you're healing to full.
  23. Quote:
    Originally Posted by Microcosm View Post
    Right, but at the cap he still can't have 4 out 90% of the time unless something is bugged.
    Pardon me while I expand the math, but I'm pretty sure he can...

    Base recharge time is 240 seconds, which means a capped recharge value of 48 seconds (1/5 * 240). Activation time is 3.2 seconds. Duration is 200 seconds.

    Time between summons becomes 51.2 seconds. Summon one, 51.2 seconds later summon two, 102.4 seconds in summon three, 153.6 seconds in summon the fourth. When you summon the fourth, there is still 46.4 seconds of the first one remaining. A total of 4.8 seconds in every 204.8 second span will be spent with only three fluffies.

    That means, assuming capped recharge and perfect execution on part of the player, four fluffies can be active 97.65% of the time.


    EDIT: I think we had this conversation once before, Micro. But at the time, you were proving me wrong when I had sworn I had five fluffies active at the same time. This is, of course, strictly impossible.
  24. Quote:
    Originally Posted by Microcosm View Post
    If you really have figured out a way to get 4 fluffies out that much, please let us know. That would be a bug that I would like to 'test'
    He does mention it's during BAFs. I wouldn't be surprised if there's enough overflow +recharge to cap him on it.