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I never thought of Hami's in Lich..
Soul extraction is best with damage? I thought he was also a rather heavy control oriented pet. The pet rech set io's are definitely going in.. -
Hey all,
I'm having a bit of problem figuring out how many slots to devote to lich and soul extraction.
I know I don't really need recharge in soul extraction but it makes a spot to put rech intensive pet set enhancements (so that's a bonus). So at least 2 there. But do I want all 6 slots? what do I devote them to?
Same goes for lich whom has heals and holds and tohits which I assume it's safe to say damage isn't all that important with either of these guys.
So any help would be greatly appreciated!
Note my level 50 necro/poison.. He's pre inventions and I haven't played him for quite a long time now. -
Quote:THat was kinda what I was thinking as well!In case you may be wondering about the other incarnate powers, I just got done outfitting my BS/regen last night, so I figured I'd share my thoughts.
Alpha: Spiritual, of course.
Judgement: Went with the Void with the -50% damage debuff. The damage debuff really helps regen by cutting the incoming damage in half for 30 secs.
Interface: Reactive. I love finally having some extra DoT on my attacks, so I don't have to waste attacks on mobs with like 1% health left...the DoT takes care of them.
Lore: Doesn't really matter, but I chose storm elementals, since I had never picked them before.
Destiny: Barrier all the way. The def and res on top of your regen makes a world of difference.
Thank you guys for all the info. I actually am kinda glad that Elegost mis-read my statement, I need to go back and check my build. Currently without anything in my alpha slot I've got a perma DP build.
But now it's sounding like I can tweak some things a bit more and be even more impressive results.
If I can get the spirtual stuff my hasten will only be down about 3 sec.. which seems like forever compared to my perma hasten ill/rad.. but she needs it more I guess.
WIth hasten up my instant healing is up in 196 sec, with incarnate I'd be 50/50 roughly.
Here's what i'm working with (right now on server, minus the incarnate stuff). If anyone sees a glaring flaw I'm missing please let me know!
*note Supermax* after much deliberation and prior to reading any more posts it turns out I picked the same stuff you thought were interesting it appears.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
White Valkyrie: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(21), Achilles-ResDeb%(25), C'ngImp-Acc/Dmg/EndRdx(34)
Level 1: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(9), Numna-Regen/Rcvry+(19)
Level 2: Reconstruction -- Dct'dW-Heal/Rchg(A), Dct'dW-Rchg(3), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(13), Dct'dW-EndRdx/Rchg(23)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(5), EndMod-I(5)
Level 6: Build Up -- RechRdx-I(A)
Level 8: Parry -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), LkGmblr-Rchg+(40)
Level 10: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(11), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15)
Level 12: Hover -- LkGmblr-Def(A), LkGmblr-Def/Rchg(31), Winter-ResSlow(36), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(42)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Integration -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(17), Mrcl-Heal(17), Mrcl-Rcvry+(40)
Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(46)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(39)
Level 22: Boxing -- Acc-I(A)
Level 24: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(43)
Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45)
Level 32: Head Splitter -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg(36)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39), LkGmblr-Def/Rchg(39), LkGmblr-Rchg+(50)
Level 41: Focused Accuracy -- GSFC-ToHit/EndRdx(A), GSFC-Build%(42), GSFC-ToHit(42), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(50)
Level 47: Weave -- S'dpty-Def/EndRdx(A), S'dpty-EndRdx(48), S'dpty-Def(48), LkGmblr-Def(48), LkGmblr-Rchg+(50)
Level 49: Conserve Power -- RechRdx-I(A)
Level 50: Spiritual Core Paragon
Level 50: Ion Radial Final Judgement
Level 50: Reactive Total Core Conversion
Level 50: Barrier Core Epiphany
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A) -
Ok so I'm trying to figure out the incarnate related stuff..
And my gut tells me to go with Spirtual related alpha slot stuff for my scrap.
Spiritual gives me +healing and +recharge
If I go spirtual core paragon I'll have about 3 seconds of downtime between hastens.
Instant healing is up for 90 seconds then down for about 110 seconds (not too bad). This is all based on my current build.
But I'm trying to figure out how the +heal factors in. Obviously the +heal makes all my healing better but it appears to also affect my +regen is this true?
Now I'm playing around with it in mids to figure it all out and this is where i'm more confused.
Without factoring in the alpha stuff, I've got 625% regen but when I hover over it, it says: capped from 625%..
If I hit instant healing.. It moves it to 1425% capped from 1425%.. So what is the cap? I want to make sure that if I take spirtual (obvious benefit to a /regen IMO) the +heal part isn't going to waste.
Also what's the cap on HP? -
So out of bordem I took my tri form build got rid of the nova half of it (and it's associated slots) and messed around a bit if I was going to play human/dwarf only.
Generally when I play I enjoy tri form, but I've always wanted a viable human/dwarf form.
So taking into account what I learned building the triform version of this characater (well at least in mids), I modified it a tiny bit to see what I could do with a human/dwarf Shade..
I've managed to get 10% defense to just about everything (not much but it'll still help a bit). I am not taking any of the shields as it'd be a respec'd build that would grant me eclipse (except if I play low levels but I've got the triform build for that).
Anyway.. Again I was able to get hasten down to perma with this build, a little bit of defense to dodge a few hits and assuming eclipse hits 5 dudes capped defense.
Does it look like a viable dual form build? Again most play will be with the triform.. But a good Bi form shade is an interesting concept.. Though it definitely loses some damage potential with the loss of dark nova's 2 aoe attacks.
The question is.. Does it look viable?
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Void Seductress biform: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Hero Profile:
Level 1: Shadow Bolt -- Acc-I(A)
Level 1: Absorption -- S'fstPrt-ResDam/Def+(A)
Level 2: Gravimetric Snare -- Acc-I(A)
Level 4: Orbiting Death -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(11), Sciroc-Acc/Dmg/EndRdx(11), Sciroc-Dmg/Rchg(25), EndRdx-I(27)
Level 6: Super Speed -- Zephyr-ResKB(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Sunless Mire -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-Acc/Dmg/Rchg(40)
Level 14: Dark Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17)
Level 16: Shadow Cloak -- LkGmblr-Rchg+(A)
Level 18: Gravity Well -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(40), Dmg-I(43)
Level 20: Black Dwarf -- P'Shift-End%(A), ImpArm-ResDam/EndRdx(21), ImpArm-ResDam(21), ResDam-I(27)
Level 22: Stygian Circle -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(23), Efficacy-EndMod/Acc/Rchg(23)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
Level 26: Gravitic Emanation -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(29), Stpfy-Stun/Rng(42), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48)
Level 28: Inky Aspect -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(50)
Level 30: Unchain Essence -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dmg/EndRdx(31), Posi-Dmg/Rng(37)
Level 32: Dark Extraction -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), RechRdx-I(34), Dmg-I(34)
Level 35: Stygian Return -- RechRdx-I(A)
Level 38: Eclipse -- Acc-I(A), ImpArm-ResDam/Rchg(39), TtmC'tng-ResDam/Rchg(39), RctvArm-ResDam/Rchg(39), Aegis-ResDam/Rchg(40)
Level 41: Nebulous Form -- RechRdx-I(A)
Level 44: Stealth -- LkGmblr-Rchg+(A)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Dark Sustenance
Level 1: Shadow Step -- Range-I(A)
Level 10: Shadow Recall -- Range-I(A)
Level 4: Ninja Run
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A)
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Level 20: Black Dwarf Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Dmg/EndRdx/Rchg(45)
Level 20: Black Dwarf Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/Rchg(9), C'ngImp-Dmg/EndRdx/Rchg(45)
Level 20: Black Dwarf Mire -- Oblit-Dmg(A), Oblit-Dmg/Rchg(3), Oblit-Acc/Rchg(7), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 20: Black Dwarf Drain -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(43), Heal-I(48)
Level 20: Black Dwarf Step -- Winter-ResSlow(A)
Level 20: Black Dwarf Antagonize -- Mocking-Taunt(A), Mocking-Taunt/Rchg(9), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(45), Mocking-Taunt/Rng(46), Mocking-Rchg(50) -
OP, when you decide what to go with let me know, I'd love to know how it performs!
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Quote:No Mirey Nova Love?Working on this build for my ws.I decided not to take nova as i prefered human form even for the range ones.Also mind that if you have cloak on,raptor pack doesn t show so it s a bit cool
For last power i took SS but you can change it for nova as it s a good power for early lvls and can be used as a travel power.hasten is at 120.7 and eclipse at 82.29 so it s perma without any purps.hope will help ya.
I have never tried the human form blasts in replacement for the nova version.. Hrm.. -
Thanks for the time and input Dechs! Can't wait to get some time to finish this WS off!!
Should have made time for double xp weekend. -
OK so I took your specific build and messed with it a bit.. All that +Regen you've been packing is nice, but +rech is going to help you much more.
While my dwarf mode has about 120 hp less (my alter build has 1922 yours has 2046) my resistances (except to psi) are 10% higher to lethal, negative, toxic and energy, and 7% higher for smashing and then about 20% higher. That should make up the 100 hp difference quickly. I can't deny your 21 hp/s is better than my 9 hp/s but my regen scrap has taught me regen isn't all it's cracked up to be.
While you'll have a hole due to psi you've more than got the tools to deal with it now. Specifically I moved the utility powers of invisibility and such to utility positions.
Now low level tfs you can grant invisibility to teammates and use invisibility yourself. And then hit whatever you want.
I moved Pulsar.. It's an awful move.. It generally doesn't work on anything but minions.. Inc strike however is your Best Human attack.. So I switched their spots (and also afforded more slots towards inc strike). Radiant strike has been added (unless there's a reason to not have it).
Basically.. Walk up to whomever with invis on.. Drop invis hit with an inc strike, and then hit them with a radiant strike.. That might not kill them since your inc strike isn't set for damage.. But with the changes I was able to give more +rech which again fills in your /regen difference and your psi hole.
I liked the res debuff monster bright nova, but frankly I felt the slots were better spent elsewhere and moved things around leaving the -res in your aoe powers.
Build up has been moved up in the build for that alpha strike on your quant or whomever (hit build up drop invis IS, RS).
Because of that and the use of maneuvers in the build for +rech, tactics now becomes your hit it to increase perception power, and gives buildup a much more useful addition since you can bolster your damage more often with it. Vengeance/Quant Flight are there simply because there was nothing else to take. Vengeance at least gives you a chance to help out your team if necessary.. And frankly it's something that's useful without adding any additional slots.
Finally photon seekers I switched to the expedient reinforcements to grab the recharge time change. If you got the purples keep em, they are better for photon seekers and don't hurt the build that much by losing the extra +rech (but if you don't expedient is a viable alternative).
Anyway here's what I've come up with for your build, hope it helps:
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
PB: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Leaping
Hero Profile:
Level 1: Gleaming Bolt -- Thundr-Acc/Dmg(A)
Level 1: Incandescence -- S'fstPrt-ResDam/Def+(A)
Level 2: Gleaming Blast -- Thundr-Acc/Dmg(A)
Level 4: Essence Boost -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(11), Dct'dW-EndRdx/Rchg(11)
Level 6: Bright Nova -- P'Shift-End%(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 10: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 12: Radiant Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(50), C'ngImp-Acc/Dmg/EndRdx(50)
Level 14: Invisibility -- LkGmblr-Rchg+(A)
Level 16: Build Up -- RechRdx-I(A)
Level 18: Incandescent Strike -- Lock-%Hold(A), BasGaze-Acc/Hold(19), BasGaze-Acc/Rchg(21), BasGaze-Acc/EndRdx/Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(23)
Level 20: White Dwarf -- P'Shift-End%(A), Aegis-ResDam/EndRdx(23), TtmC'tng-ResDam/EndRdx(25), ImpArm-ResDam/EndRdx(25)
Level 22: Reform Essence -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31)
Level 24: Conserve Energy -- RechRdx-I(A)
Level 26: Glowing Touch -- Heal-I(A)
Level 28: Pulsar -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(34)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Photon Seekers -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Dmg/Rchg(34), S'bndAl-Acc/Dmg/Rchg(34), S'bndAl-Acc/Rchg(36)
Level 35: Maneuvers -- LkGmblr-Rchg+(A)
Level 38: Restore Essence -- RechRdx-I(A)
Level 41: Tactics -- Rec'dRet-Pcptn(A)
Level 44: Vengeance -- DefBuff-I(A)
Level 47: Quantum Flight -- RechRdx-I(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- KntkC'bat-Knock%(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- EndMod-I(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Winter-ResSlow(A)
Level 10: Combat Flight -- Flight-I(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(17), Numna-Regen/Rcvry+(19)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(3)
------------
Level 1: Bright Nova Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/Dmg/Rchg(15), Decim-Build%(42)
Level 1: Bright Nova Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(33), Decim-Acc/Dmg/Rchg(33)
Level 1: Bright Nova Scatter -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Dmg/EndRdx(37), Posi-Acc/Dmg/EndRdx(37), Achilles-ResDeb%(37)
Level 1: Bright Nova Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), Achilles-ResDeb%(40)
Level 1: White Dwarf Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(42), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 1: White Dwarf Smite -- KinCrsh-Acc/KB(A), KinCrsh-Rechg/EndRdx(43), KinCrsh-Dmg/KB(43), KinCrsh-Dmg/EndRdx/KB(45), KinCrsh-Rchg/KB(45), KinCrsh-Acc/Dmg/KB(45)
Level 1: White Dwarf Flare -- KinCrsh-Acc/KB(A), KinCrsh-Rchg/KB(46), KinCrsh-Acc/Dmg/KB(46), KinCrsh-Dmg/EndRdx/KB(46), KinCrsh-Dmg/KB(48), KinCrsh-Rechg/EndRdx(48)
Level 1: White Dwarf Sublimation -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(50)
Level 1: White Dwarf Antagonize -- Acc-I(A)
Level 1: White Dwarf Step -- Zephyr-ResKB(A)
Code:Oh and your net End Recovery is a smidge higher (with the +end rec of forms you should be sitting pretty.. But conserve energy is kept just incase (I like it in my builds)| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1766;828;1656;HEX;| |78DA6554594F136114BD332D2DDD680B947DA71468A1B4511397440479C1146884F| |0A46281419A60212D1057407DF5C917DCF8156E313EF91F34FAE05F404CDCE296F1| |2E1F74B493F49CCEE9B9E7BBBDF37D337665C40BB035085AE5E9A54CA1309336327| |3C66C3E9BBB64E49DE399D5B57C66494F0F3B01A0CBFADBCCC4C282912B64D78D78| |6AED7236B7BC569819C684D5F03FAE11A3C4358491C1D1DCA2913772ABF1FD2FEEF| |4F2F2527C72C530E683FC7534B79E2D6467B34BD9D5AB7E56524666DEC81716B32B| |DEFDFB155C05EAB0B723F8F95106EA3201769092B06B956A35807AF88592A6244D5| |C7B28D944B2DBD21A498E31A17126F784508AE937DACB5442D9B60E500D1D381FA7| |48BA3386D4011531CE0E0855E0AF2E55E30A71CC1FCCF0A8553D17D9E5CD08CD322| |5E784E699FC98E053093E4AE8071313FC4AF2CB3A9A0320A842833F75922ADF2035| |43F55BA1F74C35EF983E634295D86D55DB6CAF4970777551A13052377C415F48C58| |664420D328C061954930CAA4506F515EDB5AAB15A69CCE6A0E18B541F664947A951| |85366E4ACC96C4DC12BACDD47E87C9E7A48E25A15946E8C08456D57EEB30B7DF3E2| |8748AA9738829E8A42722A51D52FA1D5BEC525297B45885AE1E25F5ECE834996A94| |624A8AB5B0EB1B16C6951497C21A7425949490F826BB65E34D01ED91945572E9B47| |CDA6ED98B6D40FFAF855D249A668FB5A21177681826ED967DD4C9ABBB8B2E3B6C03| |3D2EFB7DA1074C158F987A1F33B94AEDBAD8DBC4DEF65048AABC457B193CE1053B9| |F093D670A3F157A21F49AE7E629AD8A882F22C51129EE96AA6EA9AAB3B62627A25B| |4E44AF9C885E39115143C66E5DE4BA4EDD466FEAF40CA3D7747AE07D1B3CE5BE1B4| |851E8DBE4BBD0FF5511E817433F19C2D0BFC1770394D10B0394D80EF5D6D6E40094| |CB0128972D3F20E72029E7A0DAFAE41AF87D506B953EF0B67CE9DD975C67DD88530| |4698269827304E7092E1064086609E608CC5707D5FEA3947D8CE038C109825000E1| |2E399DF496F11078097C0415047E820041154103C10E81E90A1CBC11CD5DCCD034B| |5494DBCE06389B2575474EDA4461B397086DF1C95D33C904F4583A6DDE37FAFCBFB| |26619D0B87454B94648972B8443954A29807D75FCA140AB6| |-------------------------------------------------------------------|
Oh yeah forgot I dropped a chance for build up into nova bolt since it'll be spammed the most of all your nova attacks. -
Here's what I plan to respec into:
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Angelic Heart: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Concealment
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Hero Profile:
Level 1: Glinting Eye -- Decim-Build%(A)
Level 1: Incandescence -- S'fstPrt-ResDam/Def+(A)
Level 2: Gleaming Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(50)
Level 4: Essence Boost -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(31)
Level 6: Bright Nova -- P'Shift-End%(A)
Level 8: Radiant Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 10: Stealth -- LkGmblr-Rchg+(A)
Level 12: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 18: Incandescent Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 20: White Dwarf -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(23), ImpArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx(40), P'Shift-End%(40)
Level 22: Reform Essence -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31)
Level 24: Conserve Energy -- RechRdx-I(A)
Level 26: Solar Flare -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(27), KinCrsh-Rchg/KB(27), KinCrsh-Acc/Dmg/KB(36), KinCrsh-Rechg/EndRdx(37), KinCrsh-Dmg/EndRdx/KB(45)
Level 28: Build Up -- RechRdx-I(A)
Level 30: Glowing Touch -- Mrcl-Heal(A), Mrcl-Heal/Rchg(31)
Level 32: Photon Seekers -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), RechRdx-I(34), Dmg-I(34)
Level 35: Dawn Strike -- Dmg-I(A), Dmg-I(36)
Level 38: Light Form -- Aegis-ResDam/Rchg(A), TtmC'tng-ResDam/Rchg(39), ImpArm-ResDam/Rchg(39)
Level 41: Restore Essence -- RechRdx-I(A)
Level 44: Pulsar -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50)
Level 47: Maneuvers -- LkGmblr-Rchg+(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Flight-I(A)
Level 10: Combat Flight -- Flight-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(13), P'Shift-EndMod(21)
------------
Level 6: Bright Nova Bolt -- Entrpc-Heal%(A)
Level 6: Bright Nova Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(39)
Level 6: Bright Nova Scatter -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11), Achilles-ResDeb%(46)
Level 6: Bright Nova Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(13), Achilles-ResDeb%(45)
Level 20: White Dwarf Strike -- C'ngImp-Acc/Dmg(A)
Level 20: White Dwarf Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(42), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(45)
Level 20: White Dwarf Flare -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(36), KinCrsh-Rchg/KB(40), KinCrsh-Rechg/EndRdx(42), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(50)
Level 20: White Dwarf Sublimation -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(17), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(34)
Level 20: White Dwarf Antagonize -- Acc-I(A)
Level 20: White Dwarf Step -- Range-I(A) -
I'm looking at your build in Mids right now..
Any particular reason you didn't take radiant strike?
I'm going to mess around with your build right now to see what I can come up with.
Also I see you've got tons of Psi Resist stuff.. Frankly I don't think that's overly necessary on a PB you've got 3 forms of self healing that are up relatively frequently..
Perhaps I'll work on my build which I need to adjust for inherent stamina and post it. -
Quote:Alright, done giving it the once over. It looks really good.
You can save yourself a slot by moving the winter's gift or the KB protection to black dwarf step or shadow recall. If I were you, I'd put that extra slot into Gravity Well and slot a common damage IO.
Other than that, not much else I see. I prefer going with Decimation as opposed to Entropic Chaos. You get +Health instead of +Regen.
Good idea on the slot the KB protection/winters gift.. probably the gift works best in dwarf step as that's where I'd most often be and activate it.
AS for Decimation vs Entropic Chaos.. I like Entropic simply because of the chance for self heal. Which gives my nova form (on an attack I'll be spamming a lot) a chance to heal a tiny bit.
But I can certainly see the +hp vs +regen! -
Quote:This is true.. But for that alpha strike you could also black dwarf it.. Mire them, then switch to human mode hit eclipse and get off a gravity well while you've got the mire going (or GW then eclipse).On this particular point, I debated that with myself and went with Gravity Shield. Since even with Uber Recharge you can't always count on a spawn being conveniently present when you want to fire off Mire and Eclipse, its handy after finishing a fight to toggle this on so when you go running into the middle of the next spawn, you take a bit less damage in the process of becoming a Flying Gun Platform. One or two ticks of Orbiting Death seems less useful, and is more likely to get you shot or stunned or something bad while trying to buff off the bad guys.
I agree though that the shield does offer a little utility vs. orbiting death, as there's really no reason (other than to look cool), to turn on OD -
Quote:Good thing i've got my own office.. :PFair warning: It is also intended to be quite humorous. I do not suggest reading in a place where laughing out loud will result in dirty looks from co-workers.
So after reading the whole thing, I've gone and made some of my adjustments.. moved things around a whole bunch too.
I think this build says, "I'm an MFing Warshade" appropriately. Saw a few +rech bonuses missing from my build.. as well as removed some slots and such (especially now that we have stamina), so I can perma hasten but only by .4 s.. so Maybe I should consider more? Though I can't figure out how without purples.
That being said I think I'll work toward dropping purples (after I hit 50) in:
Sunless Mire, Gravity Well, Gravitic Emanation, Unchain Essence, and Black Dwarf Strike.. Of course that PROBABLY will never happen.. but it gives me things to build for post 50 should the chance arrive.(doing so lowers my hasten to 111.84s.. again not going to happen but goals!!
Here's my MFing Warshade build... :-D
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Void Seductress Triform: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Hero Profile:
Level 1: Shadow Bolt -- Acc-I(A)
Level 1: Absorption -- S'fstPrt-ResDam/Def+(A)
Level 2: Gravimetric Snare -- Acc-I(A)
Level 4: Orbiting Death -- M'Strk-Acc/EndRdx(A)
Level 6: Dark Nova -- P'Shift-End%(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
Level 10: Starless Step -- Acc-I(A)
Level 12: Sunless Mire -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-Acc/Dmg/Rchg(40)
Level 14: Super Speed -- Winter-ResSlow(A), Zephyr-ResKB(50)
Level 16: Shadow Cloak -- LkGmblr-Rchg+(A)
Level 18: Gravity Well -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-Acc/EndRdx/Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(40)
Level 20: Black Dwarf -- P'Shift-End%(A), ImpArm-ResDam/EndRdx(21), ImpArm-ResDam(21), ResDam-I(27)
Level 22: Stygian Circle -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(23), Efficacy-EndMod/Acc/Rchg(23)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Gravitic Emanation -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(29), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(50)
Level 28: Stealth -- LkGmblr-Rchg+(A)
Level 30: Unchain Essence -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(31), Det'tn-Dmg/Rchg(31), Dmg-I(31), Rope-Acc/Stun/Rchg(37)
Level 32: Dark Extraction -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), RechRdx-I(34), Dmg-I(34)
Level 35: Stygian Return -- RechRdx-I(A)
Level 38: Eclipse -- Acc-I(A), ImpArm-ResDam/Rchg(39), TtmC'tng-ResDam/Rchg(39), RctvArm-ResDam/Rchg(39), Aegis-ResDam/Rchg(40)
Level 41: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 44: Invisibility -- LkGmblr-Rchg+(A)
Level 47: Phase Shift -- RechRdx-I(A)
Level 49: Super Jump -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Dark Sustenance
Level 1: Shadow Step -- Range-I(A)
Level 10: Shadow Recall -- Range-I(A)
Level 4: Ninja Run
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A)
------------
Level 6: Dark Nova Bolt -- Dmg-I(A)
Level 6: Dark Nova Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(7), Entrpc-Dmg/Rchg(9), Entrpc-Dmg/EndRdx/Rchg(42), Entrpc-Heal%(43)
Level 6: Dark Nova Emanation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(7), Posi-Acc/Dmg/EndRdx(42)
Level 6: Dark Nova Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(9), Posi-Dmg/Rng(42)
Level 20: Black Dwarf Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Dmg/EndRdx/Rchg(45)
Level 20: Black Dwarf Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Dmg/EndRdx/Rchg(45)
Level 20: Black Dwarf Mire -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 20: Black Dwarf Drain -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(43), Heal-I(48)
Level 20: Black Dwarf Step -- Range-I(A)
Level 20: Black Dwarf Antagonize -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(45), Mocking-Taunt/Rng(46), Mocking-Rchg(50)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1754;825;1650;HEX;| |78DA85944B4F135114C7EFB4534ADFADB516CAABA540A1A585464D7C2C8CCA46039| |108E246C5697B91D1D2924E41891A408C31CA4357ACFC0C2E7CC5F8357C2DFC0C42| |74A932DE73CE5006BB7012FEBFF29FFF3DF7DCCE998EDC197233B6748A49DEB3454| |5D3262F2B156D5A2970FB585EE5A53C0F4F94D542748C17E6F2D50AD7B4E878459D| |2A5766EC8CB18EDDF0E485A9295ED2D4799EB93493AB28C5C933A258B5BD767F88F| |F73FFF45C45099C2B4DF30A2F5533BB1F9CA3E572313336CB79C18D1F87B932AB96| |6E04F09F73A5795553736A51AD2E78D019E10535AF96386B12DD1C157FCBE23074E| |98C4504126CCE6C8525C6DAD88AB024C392209565B78565352CAB86D64361D90CCB| |B66961AC93758A53DB71A56EB1A7B07C9290263C126B1CC61A07557E2C2C176EA7C| |BAE5F1648B97F13FE209A740BE4123B88B8D8C24315244F8B1502D96F78674114F2| |19B57D2109FA7922AC005972E0A305CE76E033E113A2E92B22F1057157C48314B70| |63771F3835D12A21711E9C753DC13B910B56C09AD61EED006619D209A0C1BAD84A1| |952C7B2AD6341BAD342F62B5D615C4C0126119917D80F0880A2D468596105AAB6EE| |8912AB4BDC246DADF105E12DA105DF771C33511EFA0B8AD630BDB8AFE20FC246C23| |62F46462B478D10DDF1B1E8D75D29D2561754B36DCB79B66A6A71B3BEA49113A108| |92CC22B3AEF353AEFA5C7E01356CAB05264F9859531AC4C0A07212CAC41C31A8CA1| |D52A9B665317171B363B696C6654364D2BB51CC5149E423F6F5E91C4DBE3B2690AC| |9F2CAA661A6AFC2B367C9B635065D37AC231A37107DCF10C9E708BF394E8FC7F21A| |21D3536A788B67EA7B87F0FD2FDE48B93E5AD528D746530E5EC7405CA1C79D23E41| |1FD9CF6AA8F7B29EEA778EBBEB80DE3F40E06E91D74D23BE8A57730BE8348EB0879| |AFBACDA8EEDC573D4ED59305C440171EC1BEB78A05E95BB79A0B4D63ED888A2F73E| |C26A2FF16225D44646710EF6BBF588E8B4EA1E320A32013205740AE825C03514072| |207910FD436DB5EF188CC6719013202741427E21AB90B4BB84B840DC201E102F880| |FC40F12048980BC00D11DFEDAAF245DDF4521493266130778ABCED9363B9B78C2C1| |BAB94FD639D93AE7489D73B8CED16BD75F11C712E0| |-------------------------------------------------------------------|
-
Quote:Oh trust me.. I printed it out already.. :PI really suggest you give my MFing Warshade guide a read; the link is in my signature. It's designed around helping you find how you like to play and get the most out of an aggressive triform shade.
I don't give you builds, but I do have a lengthy explanation on how to build your own. I'll look over your build when I get home (I don't have mids here at work).
I plan to read it either at lunch or whilst riding the train home this evening.
My build right now is a mess.. I mean its a usable mess.. But definitely has areas of improvement especially I think in terms of slot efficiency for high recharge.. Should I get through the guide by lunch perhaps I can whip together a modified build later.The current one is old... very old.. The only reason it's got stamina is because I didn't take it and mids added it itself. :P
-
So I've recently gotten back into playing CoH and decided my level 42ish shade needs some love to get to 50.
Of course with the changes as of I19 now I've got stamina which was previously not an option in my build, so I can't help but think that my slotting can be moved around a bit.
Therein lies my problem, My powers seem pretty well laid out, but I dunno I'm open to suggestions I suppose. Gravity Shield lacks utility for me since I'm so rarely in human form, but the alternative of orbiting death doesn't seem too good either.
Preferably I'd like to be a viable triform so I don't necessarily need to shift forms. Which means my human form can probably use a bit more work at this point.
Aid self/other/resuscitate I have no idea why they are in the build.. most likely for added team utility.. But.. eh... I dunno nothing else power wise seemed to jump out as something I needed..
And certainly I'm no wiz with enhancements, but I was working on +rech obviously. It's easy to keep out 2 fluffies.. I have had with a /rad or /kin (can't remember which) a 3rd.. But yeah.. Anything that can improve my build would be greatly appreciated.. Especially moving slots and such as I plan to do the ol /respec soon so I can take advantage of that inherent stamina and health finally!
Oh.. Finally if I drop a flight speed in swift, does that affect the speed of dark nova?
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Void Seductress Triform: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Medicine
Power Pool: Concealment
Power Pool: Leaping
Hero Profile:
Level 1: Shadow Bolt -- Acc-I(A)
Level 1: Absorption -- S'fstPrt-ResDam/Def+(A)
Level 2: Gravity Shield -- ResDam-I(A)
Level 4: Gravimetric Snare -- Acc-I(A)
Level 6: Dark Nova -- EndRdx-I(A), EndMod-I(34)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
Level 10: Aid Other -- Heal-I(A)
Level 12: Sunless Mire -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(13), M'Strk-Acc/Dmg(13), M'Strk-Dmg/Rchg(48), M'Strk-Dmg/EndRdx/Rchg(50)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Shadow Cloak -- LkGmblr-Rchg+(A)
Level 18: Gravity Well -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-Acc/EndRdx/Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(40)
Level 20: Black Dwarf -- RctvArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx(21), ImpArm-ResDam(21), RctvArm-ResDam(27), EndMod-I(27)
Level 22: Stygian Circle -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23), EndRdx-I(25), EndMod-I(25)
Level 24: Aid Self -- RgnTis-Regen+(A)
Level 26: Gravitic Emanation -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(29), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(50)
Level 28: Resuscitate -- RechRdx-I(A)
Level 30: Unchain Essence -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(31), Det'tn-Dmg/Rchg(31), Dmg-I(31), Rope-Acc/Stun/Rchg(50)
Level 32: Dark Extraction -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), RechRdx-I(34), Dmg-I(34)
Level 35: Stygian Return -- Numna-Regen/Rcvry+(A)
Level 38: Eclipse -- Acc-I(A), ImpArm-ResDam/Rchg(39), TtmC'tng-ResDam/Rchg(39), RctvArm-ResDam/Rchg(39), RechRdx-I(40), Aegis-ResDam/Rchg(40)
Level 41: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 44: Stealth -- LkGmblr-Rchg+(A)
Level 47: Invisibility -- LkGmblr-Rchg+(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Dark Sustenance
Level 1: Shadow Step -- Range-I(A)
Level 10: Shadow Recall -- Range-I(A)
Level 4: Ninja Run
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- Empty(A)
------------
Level 6: Dark Nova Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Acc/Dmg/EndRdx(9)
Level 6: Dark Nova Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(7), Entrpc-Dmg/Rchg(9), Entrpc-Dmg/EndRdx/Rchg(42), Entrpc-Heal%(46)
Level 6: Dark Nova Emanation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(45)
Level 6: Dark Nova Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 20: Black Dwarf Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Dmg/EndRdx/Rchg(45)
Level 20: Black Dwarf Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Dmg/EndRdx/Rchg(45)
Level 20: Black Dwarf Mire -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(11), M'Strk-Acc/Dmg(15), M'Strk-Dmg/EndRdx/Rchg(36), M'Strk-Acc/Dmg/EndRdx(46)
Level 20: Black Dwarf Drain -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/Rchg(17), Heal-I(36), Heal-I(43)
Level 20: Black Dwarf Step -- Range-I(A)
Level 20: Black Dwarf Antagonize -- Acc-I(A)
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I <3 forcefield and sonic Def/corr/cont.
I <3 a good TA player too
They're so underrated because the other sets make green glowie numbers..
But so many people don't realize the other things those people are doing.
Whether it's debuffing bosses, adding resistance (that almost anyone can benefit from) or making squishies not so squishy (sure an /FF defender loses some value late game when people use IO's to build for soft caps, but they still provide "def debuff" resistance in the form of extra def which only def based armors inherently have..
So.. Yay for /FF! -
I'd love to see some cops..
That'd be great..
I wouldn't be opposed to renaming mercs if you could customize their look a bit. -
Quote:Welcome back!Hello all. I've just recently returned to the came after a brief hiatus of a yr and some change and I'm loving all the new content. Now I've never played a scrapper past the 20's but after the new editions I figured why not. So after looking around ,hoping my search fu is still up to speed, I realized there wasn't much in depth perspective on the plays styles and progression of a Kinetic Melee primary coupled with lets say....Regen (personal favorite), Shield (liking this new comer...in theory atleast), and SR. Now my Objective is to get each one to 50 in the order as listed and as such I have already rolled a KM/RGN up to 10.8. So, my inquiry to all is multi-fold....what should I expect progressive and performance wise out of these combos, what would be some strategic choices of there power selections. Again, thanks in advance, you all will be an awesome help.
I think it's somewhat hard to say exactly what you can expect with that particular combo. Not to say people aren't sitting at level 50 already, but there probably aren't the ton of people sitting at 50 to really lend a hand. Or if they're at 50 they're too busy playing vs talking in the forums.
I enjoy KM so far. I'll be interested to see how my trip to 50 is.
I have met CoH side a KM/Regen and played with. He generally did well, he was overwhelmed when too many people attacked him. But I did pvp him with my bs/regen to see how it compared..
It was a strong PVP set it seemed. He broke through my stun protection for like 1 second every now and then. So that was neat to see. Of course in PVP the added mitigation that I got with bs's parry (that I'd normally have gotten in pve) was shot due to his almost 200% accuracy.
But it seems like KM is a good set from what I can tell so far!
Also! give shields a try.. Many feel they have become the king of the scrapper defense hill. -
Quote:Sorry I think I may have said it wrong.. Most stealth powers you get a portion of the defense cut when you attack or whatever.To find my Ill/Rad guide, just click on the link in my sig. Even if you do not have Radiation as your secondary, there is a lot in there that might interest you.
No, most other stealth powers do not supress . . . but they are Stealth, and not full invisibility. I think the idea behind the supression is that once the foe knows you are there, the foe is more likely to hit you. But regular Stealth powers only work from range, so suppression isn't needed.
I was just looking to see if that portion is always half.
Also.. Printed out your guide to read at lunch and play around with! -
Quote:I did not take hover.. That is a very true statement on hover vs Gi.. I'll definitely take a lok at your guide! I didn't know it was out there..I was able to get a Perma PA build without having to take GI as a mule power. The only purples I have is the fairly cheap Confuse set. Take a look at my Perma-PA build near the end of my Ill/Rad guide, and it might give you some ideas.
I hate having to waste a power choice just as an IO mule. I really didn't want to take Combat Jumping on my build, but at least it provides good maneuverability and Immob protection -- which is better than an invis power you don't need. Did you take Hover? That might provide at lease some benefit over GI.
You said when SI supresses it goes to half it's value. Is that true for all toggle invisibilities? This question is sorta unrelated since I'm thinking of a energy Armor brute's Energy cloak and how it suppresses and figure you'd know. -
Quote:What?? I agree with you that Regen is better in levels 1-20 and state the reasons why, even pointing out where the problems with willpower are which would make the ride 1-20 easier defensively.. And I am willing bet that your +regen at low levels is not so astounding that it's game breakingly easy to get through levels 1-20..I am not going to refute your post point by point. You say a great many things I disagree with. You overvalue the resists in Fiery and Electric. You undervalue the regen in FH and Integration. You want to approach the discussion as if all 4 of regen's clicks are not recharged frequently (trying to setup the worst case scenario as the commonplace is not a good place for an honest discussion). You fail to see that offensive mitigation is more necessary for Fiery and Electric, especially past the first 10-15 seconds. You fail to grasp how regen on a stalker is significantly more dependent on the primary powers as well as the secondary clicks. You even attempt to underplay the lowbie experience for regen while setting up a make-believe scenario to make WP feel better in unicorn and rainbow land (If I got Wormhole at level 12 on my Grav contoller, I think it'd be pretty excellent early game too).
And honestly the added regeneration from things like integration means a heck of a lot more when enemies are hitting you less often (there's a big difference in how quick things attack in the low levels to later in the game) and their likelyhood to hit you.. so yes.. natural regeneration in the low levels is great for a scrapper..
Hell playing a SR in the low levels is helish because you're always out of end and the defense never seems to work.. But late level SR blooms to be one of the best (same with shields) and regen does not.
But, the fact of the matter is it's the quick recovery that gives the tools to make levels 1-20 easier for a regen since you can spam more attacks. The same way you say I'm failing to see the offensive mitigation.. Regen clickable recharge dependent heals for mitigation.. and regular regen. As I've pointed out you seem to undervalue +regen vs +res.
Personally I'm insulted by your "rainbow and unicorn land" comment about willpower when i'm merely agreeing with the struggles of willpower being MORE dependent on Regen as mitigation in the early levels..
You point out that I make the argument about clickies not being recharged frequently enough.. Well levels 1-20 you certainly aren't firing them off once every 20 seconds.. so no they aren't fequently enough.. Even Dull pain is not going to be up enough to be reliable in 1-20.. so your mitigation is through killing..
I do not undervalue the natural regen.. you apparently undervalue resistance..
Let's look at this way..
I'm fighting bad guys that hit for 100 s/l damage. I can get 35% resistance to s/l with a resistance based level 50 character (that should be easy as it's 3 level 50 SOs with no outside help from any other pool)
And I've got a regen scrapper that can heal and for sake of this argument we'll pretend I've got permanent DP with 3 level 50 SO's and FH with 3 level 50 So's and Int with 3 level 50 SOs. that gives 43.6 hp/s lets be generous and say 44.
Now lets say the average bad guy is attacking once every 3 seconds for 100 s/l a shot.
1 Bad guy:
Resistance based: 100 damage - 35 reduced = net damage 75
Regeneration Based: 100 Damage - 130.8 = Net damage 0 (we've healed more than he can dish in 3 sec)
Add a second guy:
Resist: 200 damage - 70 (each attack was reduced 35%) = Net damage 130
Regen: 200 Damage - 130.8 (we don't heal anymore over 3 seconds) = Net Damage 69
Add a third guy because lets face it this game is all about mobs of people beating us down.
Resist: 300 damage - 105 = Net 195
Regen: 300 - 130.8 = 169.2
See how we're creeping up? Certainly Regen isn't horrible, but let me remind you I'm comparing this to fire melee's resistance without any other help.. SO lets keep going
4th guy:
Resist: 400 damage - 140 = Net 260
Regen: 400- 130.8 = 269.2
So now we're at a 4th guy who's hitting us (not unreasonable to expect that) and we're under performing fire..
I wonder what would happen if we were doing ITF and jumping into a group of 10 guys (something i've seen SR and shield do quite frequently)
Resist: 1000 Damage - 350 resisted = Net 650 damage
Regen: 1000 Damage - 130.8 (still not regen'ing anymore) = Net Damage 869.2
Sure we can pop Instant healing.. But there's my argument for +rech tehre.. it's on such a long timer that sometimes it's just not up. Lower the REcharge or make recharge debuff part of the regen set. Heck even with instant healing in that last example pushing our regen to 114.7/s (which I won't argue IH is a KEY part of the regen Scrapper's defense):
Regen : 1000 Damage - 344.1 = Net 655.9 damage.
EVEN with Instant healing up which is NOT a toggle (it's a power that's up 90 seconds a shot and has HUGE cool down even when building for perma DP) you're STILL taking more damage every 3 sec than a fire scrapper to s/l.. Yet he's had to devote 2 slots and one power for that level of s/l resist.
Certainly the Regen scrapper's defensive abilities are standard through all types of damage (toxic hurts as much as fire which hurts as much as psi thanks to the regen), which is nice. But regen itself needs something.. I'm ok with taking more damage as long as the powers I'm banking on being there to mitigate (Mog, instant healing, and recon) are not slowed down on their recharge.
I understand a stalker regen only has more problems than a regen scrap simply because of the hp limit (DP means a lot more for a regen scrap than it does for a regen stalker). But similar statements can be made with any stalk to scrap. But if Regen gets re-evaluated for a scrap you'd assume it'd also get reevaluated for a stalker.. just like invuln got looked at for tanks.. and scraps.. and brutes..
But still stalkers have plenty of outside mitigation thanks to their primary.. Assassin strike the biggest target kill it first.. and if there are problems hit placate. But stalkers will STILl suffer the same downfalls with regen (if hit with -rech).
Quote:I do not believe we could be further apart in our understanding of the game or our experiences. I rarely just up and try not to explain or convince, but our foundations appear so different, I cannot begin to fathom how to approach disputing you. Both our posts are here and I believe you understand me and I believe I understand you. I leave it up to the reader to determine which experience more closely matches their own and from there they can ponder the topic themselves. -
What good are the builds going to do you that my explanation on why regen is not as valuable as +def and +rech? In the view of the forum they are both numbers.
I mean afterall you're still going to see one showin more +hp/s and one showing all the powers firing off more often as well as you getting hit less..
But the build is not going to translate to showing you in game.
Why don't YOU make a build to show me that +regen is more important than other things you could fit like +rech or +regen? I'm not the one that needs convincing on the power of +def and +rech.
And you sir certainly having 15 50's certainly must understand everything there is to know.
Please.. do post your uber spines/regen.
Then perhaps I'll show you how to make it better.
Quote:This is the build my main will be respecing into as soon as I've turned villian. As you can see the fitness pool is not included and I'm quite comforatable with the end usage/recovery and survivability. While the fitness pool is a wonderful thing it is NOT a requirement for regen. -
Quote:Yeah in the build I was planning I'm looking for GI to be a place holder for an LOTG. I think I've got CJ too I need to go back and check.Yes, the defense can stack . . . but the defense in SI gets suppressed to half whenever you do most actions, like attack, click a glowie or get attacked. So, of the total 4.5% Defense, you only keep 2.25% after suppression. If you are only going for the Defense, then Combat Jumping provides the same amount of Defense (2.25%) after suppression for a LOT less endurance. Maneuvers gives 2.625%, but that minimal extra amount costs a lot more endurance (but you can share it across the team).
GI keeps its Defense, but it is only 1.875%. Again, if you are going for Defense and not Invis, then Combat Jumping is better, and you get immobilization protection, too.
Both SI and GI go past the Stealth cap, so stacking them provides almost no benefit -- you might be able to get a little bit closer to a foe with +Perception, but that is probably not worth a power pick.
Thank you sir! most appreciated! -
Quote:Recharge debuff is a bigger stalker issue than scrap?? How? you get added mitigation with a scrapper with placate and the ability to hide..I want to state that I am not particularly opposed to regen getting some recharge debuff resistance. I also believe it is much more of a stalker issue than a scrapper issue.
Quote:Simply comparing the number of click powers in the secondary is not the whole story (and I know you have to know that), especially when you can demonstrate that regen's greater number of clicks is actually an advantage vs. recharge debuffs. If Electric armor needs to heal, but Energize is not recharged, they have to fall back on the tier 9 (which is not always the best thing when you are low on health to start, IME).
Quote:If regen needs to heal but Recon is not recharged, they can fall back on DP or MoG and MoG especially can be a big help vs. debuffs.
Keep in mind that IH being up doesn't mean you're automatically garunteed to live.. i've hit it with like 1/3 life left and still got hit hard enough to die.. Why? Because even at 150hp/s someone in one second nailed me for more hp than I had left.. with no resistance to reduce it Regen went down.
Quote:Fiery has RotP, which certainly beats out Revive (by a large margin), but both can be useful when facing heavy debuffs (I use RotP a lot to help shed DRMs nasty debuff).
Revive is not the same.. a) chances are if I died my heals weren't up. B) there's no untouchable component c)there's nothing stoping the mob that was beating on me from turning around right when I get up.. Kinda like using a wakie without the stun (and more health).
Quote:It is also of note that 2 of regen's clicks are powers with longish durations. That simple fact actually makes those powers more functional in a case where you are recharge debuffed, simply because you do not need to use them again soon, because they are still giving you (in DPs case, most of) their benefit.
permanent so there will be 60+ seconds (without a rech debuff) where it's down in most cases. Again being that it's a form of mitigation that's supposed to compare to +def or +resistance when you can't use it as a heal (used it to absorb the alpha) or you're unfortunately in that in between time you're left "shield less."
Instant healing.. 90s that's a good duration.. But even with ridiculous hp/s (I can get in the 150's) you can STILL die. All it takes is a EB or AV that can hit you pretty hard every few seconds.. It's not uncommon to have a slew of people around you and still find IH on it's own not allowing you to survive.. It's a great power, I love IH.. But for every 90s it's up it's down an extra (with 3 rech red) 236.5s. It would be equivalent to some resistance based armor to me if you either a) turn it back to a toggle with some lower +rech numbers, or b) lower the native recharge time.. a lot.. so it can be run a bit more often.
Quote:Those two facts are especially true when we only consider what you want to call meaningful time frames. The greater number of clicks and the duration of two of those clicks are a huge advantage vs. recharge debuffs in smaller time frames. The very type of scenario you want to diminish in meaning, long-time survivability, is actually where recharge debuffs would hurt a regen the most (but still less than Fire and Electric, IMO).
IT does NOT hurt Fire and Electric more.. not until I see some +def or +res in Regen. Regen RELIES ON CLICK POWERS to get most of it's survivability.. Even if the powers have a longish duration. You may understand it better if /elec and /fire had their armors on 90s recharge with a duration that you can JUST overlap if you play with IO's otherwise in between time you need to rely on the passive resistance buffs.. Because THAT is Regen. IH, DP, MOG are our armors.. And they're on clickies.. and when that's down.. it's our passive resilience (HA!) and Instant healing (HA) (well and integration) that give the passive +Regen functioning as an armor.
In other words, Fire and Electric absolutely CANNOT be more dependent on recharge.
Quote:Fire and Electric armor are both more dependent on their primary over the entire course of a fight (and mission) in order to live. If a regen does well at the beginning of a fight, they are likely to survive, even if they have slow recharging attacks. Both Fire and Electric are usually going to be in more danger after eliminating some of the enemy than a regen. Looking past singular fights, regeneration is usually going to be much better prepared to leap from fight A to fight B, and recharge debuffs are more likely to hurt Fire or Electric even in that scenario.
Mitigation through killing is just as beneficial to Regen whom also has no defense, and no resistance.. So regen is bound to take more damage and be forced to use their powers.. more liberally in many cases.
Regen provides great tools to jump from fight a to b faster when you need to stop inbetween (they recover everything faster without rest). But when Regen's powers drop again there's no defense no resistance (well next to none) making regen more survivable..
I'm failing to see how you are thinking that the duration of +hp or +regen on Regen makes it superior to +Res which is essentially an INFINITE DURATION.
Quote:You really jump the shark when you start proclaiming that you feel Fire and Electric are superior when you "just look at the numbers." In my play experience, both WP and SD are far easier to get killed than regen before IOs. I'll grant that with IOs both can be made to exceed regen in many, and maybe even most, gameplay scenarios. I also believe that regen's early game "smooth ride" advantage lasts at least until 30 (although Fiery, SD, and DA are also nicely rounded from 21 to 30).
The only reason I can agree with willpower is the lack of a self heal in the early levels and the placement of defensive powers. Focusing on +regen in for most of the begining (RTTC is a great power). If Heightened senses came where Fast healing was or in place of HPT.. I think it'd be pretty excellent.
But Levels 1-20 for a regen are only good because of QR providing stamina so the lack of ability to attack isn't gimping them.. in that sense the mitigation is coming through killing before you can be killed.. Dull pain as much as you like to think of it is NOT an effective armor. And instant healing doesn't come until 28.. So you've essentially got 2 nice heals from levels 1-20 and some hold resistance which comes late for a scrapper.
So the only part that really feels like it makes a regen scrap "smooth" through 1-20 is the fact that you can spam your attacks more than your peers..