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They still have the same attacks as the kheldian base.
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Quote:No, it attacks like a warshade. The Dwarf is the same being for a PB and a WS, but they attack differently.But the black dwarf looks like a black dwarf, smells like a black dwarf, and attacks like a black dwarf. Why is it that other forms can't be adapted also? What is it about those 2 forms that makes them the ONLY ones the kheldian energy is capable of absorbing?
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Quote:Here's the thing you're not seeming to comprehend: Kheldians absorb forms, not powers.Sure it does. Exposure to different things could let them take on different forms. In my opinion, the current kheldians *should* be able to absorb forms also... It doesn't make any sense to me that the kheldian energy magically forgot how to absorb forms after just two creatures, and every bit of it in the known universe only managed to pick up the same two ones.
Are you forgetting that the kheldians in Paragon have absorbed a form? The human one. And the human doesn't keep any human powers. He gets kheldian powers in a human form. You don't absorb a Ring Mistress, you absorb a human. You look like a human, probably smell like a human, but attack like a kheldian. -
Quote:Except there isn't different code for those two actions. The code says "use these attacks as they recharge, if you're not in range, move into range." The only check is "are you in range?" There is no "Is this a ranged attack? Can I move back and still fire?" All they do is attack and move into range. There are not separate AI strings for ranged and melee attacks.Actually it is. There is code that has your pets attack at range (we know this works cause our bots do it), There is code that has your pets attack at Melee range (and move to the target if they are too far)
No, they never said coloring our powers was impossible. They said it was impossible to do with the current staff and still produce issues on a regular basis. When the staff size changed, they started working on it and it still took them a long damn time. -
Even if Praetoria had Kheldians, that doesn't give grounds for them to behave any differently just because they're from goatee paragon.
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No. It should only benefit from Alpha slotting.
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Quote:Holy crap, couldn't have said it better myself.Writing a guide is a lot of work, and I felt I needed a lot of experience in the powersets before I was competant to write my guides. It took me several months of cross-checking information to try to get it accurate, and then figuring out my format, then writing it all up, and then edits, and then putting it out for a preliminary review on the Controller forums . . . and even then I got some things wrong.
...
And the rewards? Not exactly overwhelming. I get some nice comments and every now and then someone will recognize my Global name in game (all of which are nice). I wrote my guide because I like helping folks to enjoy my favorite powersets. But it is a heck of a lot easier to answer a quick question on the forums than write up a guide. -
I'd vote you go dwarf heavy, tri-form Warshade. But I might be biased.
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Quote:Thanks for this clarification.Since you asked, the Lich does have an immob, but it doesn't have -KB in it: you'll have to rely solely on Electrifying Fences.
Quote:I always throw Thundercloud out as soon as it's up, but in your build it's gonna drain 33 of your blue bar every 40s.
Quote:Now for the hard part... making constructive suggestions for improvement that go beyond "Just take Cardiac!" (though that is my twitch response... the issue is that your build is clearly damage/rech, whereas mine is ranged def/recovery). Replace your Dam/Rechs with Dam/Ends in LS, Replace Res/Ends with Ribosomes in Charged Armor: you gain 8 seconds on LS, but reduce the end cost to 0.48 end/sec over the cast cycle (about half of what it was).
Thanks for the suggestions. -
Quote:What you want is the current system and it is working. As with all things, random is random.If what I descibred is the current system, then the only problem I have is that it's not working, since some of my toons only get Rare+, and others only get Uncommon-.
Quote:Hi everyone,
Just wanted to drop in quickly and clarify a set of points that might be causing some confusion, relating to individual and team contribution:
- If your individual participation and your league's success combined get your personal contribution over the event's threshold, you will qualify for the component table random rolls at the end of the event.
- If your individual participation and your league's success combined do not get your personal contribution over the event's threshold, you will qualify for the 10 threads table.
- You can earn an individual participation on your own that gets you over the threshold. This affects only your individual chance for a roll.
- You can be helped across the threshold by your league's success. This is how a successful league improves your individual chance for a roll.
- You can help others across the threshold by helping your league be successful in completing the goals of the trial. This is how you contribute cooperatively to improve everyones chance for a roll.
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Quote:My philosophy regarding that matter: Stygian Return is not a safety net. It's a challenge.It's pretty much the nature of the beast; so much of the WS awesomeness requires you to be right in the middle of all the mobs, that really your only two choices are "kick ***" or "die".
To be fair, there is a 3rd option of "kick ***, die, stygian return, kick *** again", but not everyone goes for it.
Do every thing right. Take on more aggro. Toe that line. Bigger aggro. Meaner aggro. Push the limits. Find out what it takes to kill you.
Then get back up and make them regret it. -
Quote:D'oh. I should have caught that one. Thanks.Since you wern't going for any set bonus in Charged Armor and wanted 3x resist end slotted, you may want to look at slotting 3x Ribosome Exposures in there which would give you a little better percentages then the IOs.
Last I remember, those were hard to come by, though. The Acc/mez, dmg/mez and end/mez I use didn't seem to cost as much. -
Quote:Do you understand that what you just described is exactly how the system works now?To that, I would simply suggest to keep one threshold (against... 5 currently?), that would be the "No I'm not leeching" threshold, i.e. the first one in the current system. It's the one that automatically gets you 10 threads. Maybe change it a little, I don't know, but keep one threshold just to avoid door sitters.
And if you're above that threshold, it's random for everybody. Once the system determined that "No, you're not leeching", you qualify for every reward. -
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The real problem is that there are no "average" warshades. The one's I've seen have been either pretty bad or incredible.
I'm not saying that my guide is the only way to be a good warshade. Far from it. I'm just saying that if you get into it, you have to know what you're doing. As a warshade, the motto really is "go big, or go home." -
Quote:Anyone with a mez toggle gets mag 10 knockback protection and 10,000% resistance to knockback. This essentially means any knock applied gets reduced to 1/1000th of its value, then protection applied.Acro would be the answer, but it only provides -7/-9 KB protection. Even a mez toggle on a melee is -10. Offhand, the amount of times a melee character is going to be KBed with their protection on can be counted on one hand.
Acrobatics does not have this resistance. -
Thank you kindly. When I make a build, I figure out what my goals are, grab those set bonuses, and round out my enhancement values any way I can.
Quote:You've got Soul Extraction slotted up properly which I also approve of (it's a far better pet than Zombies so it's well worth slotting up and having one out as often as you can).
Grave Knights already had two procs in them, as they'll be my primary source of damage. The Lich only has one proc, but he needs all the rest of his slots. I managed to get all the enhancement I wanted in Tornado in five slots, so I threw the fourth pet unique there and crammed the rest into Soul Extraction.
Quote:Personally I'd dump Provoke for Hasten but that's a minor thing and I can understand why you wouldn't want Hastens horrible GFX
Regardless, I've thought about dumping Provoke, though I'm not sure for what. This build should have an easier time holding aggro than my bots/traps, so he may not need Provoke.
Quote:You might need Cardiac instead of Musculature to deal with End Costs, although if you get all of those Uniques you might be alright. The nice thing about Cardiac is that it's the most useful Tier 1 Alpha as it affects nearly everything and it's rare that you'd have powers at the ED cap, so it's very quick to earn. So if you do find yourself needing it occasionally you can hot-switch it in. -
So I recently rolled up a Necro/Storm MM and this is the build I came up with. I'm going with a similar strategy to my Bots/Traps which is a high HP tankermind. I'm not sold on how that strategy will work here, but so far (level 25) the Zombies and Knights seem to be less resilient than my bots. I don't know how that will change once they start siphoning life.
I fully intend on maximizing Tornado's damage by using the Electric Fences and my Lich's immobilize (he has one, doesn't he?). I know the build is pretty endurance intensive, but I don't intend to run Hurricane or Snow Storm full time. Maybe I'll find that the Charged Armor isn't necessary. Like I said, most of this is preliminary with an eye to how this will work in theory.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Pharaoh's Bargain: Level 50 Technology Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Storm Summoning
Power Pool: Leadership
Power Pool: Presence
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Zombie Horde -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Gale -- Acc-I(A), Acc-I(23)
Level 2: O2 Boost -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(11), Numna-EndRdx/Rchg(11)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(7)
Level 6: Enchant Undead -- EndRdx-I(A)
Level 8: Life Drain -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Hold%(9), Dev'n-Acc/Dmg(9), Nictus-Acc/EndRdx/Heal/HP/Regen(39), Nictus-Acc/EndRdx/Rchg(39), Nictus-Heal/HP/Regen/Rchg(39)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(34), S'fstPrt-ResDam/Def+(48), TtmC'tng-ResDam/EndRdx(48)
Level 12: Grave Knight -- S'bndAl-Build%(A), S'bndAl-Acc/Dmg/Rchg(13), S'bndAl-Dmg(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc/Dmg(15), Achilles-ResDeb%(17)
Level 14: Provoke -- Mocking-Acc/Rchg(A), Mocking-Taunt/Rchg/Rng(21)
Level 16: Freezing Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(21), Achilles-ResDeb%(33)
Level 18: Soul Extraction -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-EndRdx/Dmg/Rchg(36), SvgnRt-PetResDam(37), C'Arms-+Def(Pets)(37), ExRmnt-+Res(Pets)(37)
Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(33), DarkWD-Rchg/EndRdx(34), DarkWD-ToHitDeb/Rchg(34), HO:Enzym(36)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
Level 24: Super Jump -- Zephyr-ResKB(A)
Level 26: Lich -- Cloud-Acc/ToHitDeb(A), Cloud-ToHitDeb/EndRdx/Rchg(27), Cloud-ToHitDeb(27), Cloud-%Dam(29), HO:Nucle(29), HO:Perox(31)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(33)
Level 30: Assault -- EndRdx-I(A)
Level 32: Dark Empowerment -- EndRdx-I(A)
Level 35: Tornado -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Rchg(42), S'bndAl-Dmg/EndRdx(43), ExRmnt-EndRdx/Dmg/Rchg(45), ExRmnt-Acc/Dmg/Rchg(50), EdctM'r-PetDef(50)
Level 38: Lightning Storm -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(40), Apoc-Dam%(40), Dev'n-Acc/Dmg/Rchg(40), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Hold%(43)
Level 41: Charged Armor -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(42), RctvArm-ResDam/EndRdx(42)
Level 44: Electrifying Fences -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/Immob(46)
Level 47: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Musculature Radial Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(25), Mrcl-Rcvry+(25)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(46)
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Just read my MFing Warshade guide, that'll answer most of your questions.
Incarnate powers work in any form. A warshade can replace a tank if he needs to, but it really limits the potential of the WS. -
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Quote:FFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUU!!!!
Coincidentally, I've always wanted to do that. -
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