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Hello, I've been playing around in mids for the past little bit and came up with a build that I'd like some opinions on. Currently my DB/Elec scrapper is lv 39 and I would like to start putting in some set IOs. I usually don't use IO sets that much, especially pre 45ish, but I started using them around 35 on my fortunata and it made leveling up a lot more fun for me, so I thought I'd do the same for this scrapper. I started putting bids in for stuff not long after making her and do tip missions pretty often for hard to get things, so I have most of the stuff in this build.
Currently, I'm only using SOs, but it feels really squishy (don't have tough). On teams I do fine, but for soloing, anything past +0/x2 seems really rough and even that setting seems tough sometimes. All I'm really interested in doing is up to +0/x6. If I can do better than that, great, if I can't it's fine and I'm not interested in soloing AVs.
If anybody wants to give me some advice/opinions to help improve the build, I'd appreciate it. Currently rest is 3 slotted for stamina, but I was thinking of maybe only having 1 slot in stamina and take out 1 slot from power sink or the +rech IO in vengeful slice, then 4 slot boxing or brawl w/ a KC set for some more s/l defense. I think I should be fine w/ only 1 slot in stamina, but suggestions are welcome.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
DB/ELA: Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(3), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(7)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(9)
Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Achilles-ResDeb%(13), C'ngImp-Acc/Dmg/EndRdx(15)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(17)
Level 6: Typhoon's Edge -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-%Dam(19), Erad-Acc/Dmg/Rchg(19), M'Strk-Acc/Dmg/EndRdx(21), M'Strk-Dmg/EndRdx/Rchg(21), M'Strk-Dmg/EndRdx(23)
Level 8: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(23), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Acc/Dmg/Rchg(27)
Level 10: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(31)
Level 12: Lightning Field -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-Dmg/Rchg(31), C'ngBlow-Acc/Dmg(33), C'ngBlow-Dmg/EndRdx(33), Efficacy-EndMod/EndRdx(33)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), FrcFbk-Rechg%(37)
Level 20: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam(40), RctvArm-ResDam/EndRdx/Rchg(40)
Level 26: Sweeping Strike -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-Acc/Dmg/Rchg(42), C'ngBlow-Acc/Dmg(42), C'ngBlow-Dmg/EndRdx(42), C'ngBlow-Dmg/Rchg(43)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: One Thousand Cuts -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(43), Erad-Acc/Dmg/Rchg(43), M'Strk-Dmg/EndRdx/Rchg(45), M'Strk-Acc/Dmg/EndRdx(45), M'Strk-Dmg/EndRdx(45)
Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), RechRdx-I(46), RechRdx-I(46)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), GftotA-Def/EndRdx(48)
Level 41: Power Surge -- RechRdx-I(A)
Level 44: Moonbeam -- Acc-I(A)
Level 47: Shadow Meld -- LkGmblr-Rchg+(A), RechRdx-I(50), RechRdx-I(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A), Empty(48), Empty(48)
Level 1: Critical Hit
Level 4: Ninja Run
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Set Bonus Totals:- 23% Defense(Smashing)
- 23% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 21.75% Defense(Energy)
- 21.75% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 12.38% Defense(Ranged)
- 3% Defense(AoE)
- 7.2% Max End
- 35% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 80.32 HP (5.998%) HitPoints
- MezResist(Immobilize) 19.8%
- MezResist(Sleep) 3.3%
- MezResist(Terrorized) 2.2%
- 2% (0.033 End/sec) Recovery
- 10% (0.559 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
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I like RotP on my scrapper because even if I die, I can act like that was my plan all along.
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Quote:Just to clarify, only repulsing torrent does KB. Burst will only do KD unless you are fighting lower lv things, slot it for kb, or fighting stuff w/ very little kb resistance such as clockworks. Anyway, it should be fun in pve, I don't know much about pvp though.Considering KM its 2 aoe type powers do KB and thats just plain annoying.
Edit: Actually you can't even slot burst for kb, so ignore that part. -
If you've only played them to lv 20 and not slotted SOs yet, the brute should probably out damage the scrapper by a pretty fair amount. Pre SOs, a scrapper really is having to rely on about half(?) of the damage enhancements they'll have later. A brute is doing the same, but it's not as noticeable due to the lower base damage and the nice damage buff from fury.
With that being said, KM is probably better on a scrapper than a brute. The damage buff from PS will be more effective for the scrapper and they have the ability to get an instant recharge to PS if they crit with CS. I do have a KM/DA brute around lv 28 that I have a lot of fun with. So even though I said it's better for a scrapper, KM is still good on a brute, it's just not as good.
I have a DM/WP scrapper and a DM/SD brute both around 30ish, but honestly I really don't like DM that much so I don't have an opinion of which it's better on. For the KM vs. DM, I like KM better, but for a /SD I think DM offers better utility and from what I understand, damage wise both are fairly close for ST damage and KM is a little better for AoE damage. For the brute vs. scrapper part, honestly for me I think it's more of fury vs. crits. In general, the scrapper will have a little better damage and the brute will have a little more survivability. If you don't like having to worry about keeping fury high, scrapper is probably the better pick. If you do like keeping fury up, brute is better. -
Quote:Well, simply having the ability to read will confirm my statement. There's enough posts on these forums over the years that says a lot of people don't like kb. I said nothing more than that. I never said anything like everybody, most, majority, or anything like that. For example, if there's a 1000 people that don't like something, but there's 10000 people, to me that's a lot of people even if it's not a very big percentage. It seems like you're trying to imply that I'm saying that everybody on a team hates kb even if they don't say it, which is in no way what I said. Do I think that there's a lot of people that don't like kb and never say anything to the team about it? Sure. Do I know this as a fact? Not really and I never said I did. Have I see plenty of people quit teams because of kb? Sure. Do I know it's because of the kb that they "have to go"? Not always, no, but I've had several people send me a tell not long after leaving and ask if I want to join their new team and they end up saying it was the kb that caused them to leave.How? Without them saying it, the only way you can be "pretty sure" is either assuming everyone's exactly like you - which is one hell of an assumption - or claiming you're psychic.
Are you claiming to be psychic?
Quote:... which, as has been stated *multiple* times, is a case of "not paying attention to what you do" as opposed to knockback. The same holds true for Hurricane, Force bubble, Repel - even AOE Immobs (I've seen people just spam them, spreading out what would have been a nice, tight pull onto, say, an ice patch or around a tank into a long line of immobed enemies.)
Quote:.... uh... yeah. As someone who plays beaucoup controllers and doms, how do you figure that? KB - any damage - breaks sleep. Stun? No. Holds? No. Confuses? No. They are going to be taking damage from a higher-damage AT.
So... how are they taking less damage, or being given more of a chance to fight back?
Now, as far as how/why a mob will have more of a chance to fight back when KBed, I actually can't see how it's not common sense, but I guess I'll try to dumb it down. Status effects do not have an infinite duration, and believe it or not, not everybody gets on steam rolling teams or have a perma dom with them to increase the duration. So for the teams that take a little bit to kill each group, it's very possible/likely that the stun/hold will not last the entire fight. Guess what, if stuff gets KBed away while stunned or held, they won't be returning to the group until it's over and will not be taking the aoe dmg the rest of the group is. This gives them more time for the effects to fade and gives them a chance to fight back.
The only sleep I mentioned was static field, which frequently causes stuff to go back to sleep after taking dmg. If that was all that static field did though, it wouldn't be nearly as good as it is. Even if they are not slept, run/jump/fly speed and recharge is debuffed, it helps sap the mob, and it gives endurance to the players in the patch. So yes, I would also say knocking them out of it will give them a better chance of fighting back.
Quote:Not if (a) the mob being KB'd gets KB'd INTO/ONTO the control patch, or (b) takes damage, then takes more damage (likely from the same source) as they're getting KB'd and dies. -
Quote:I'm not a very argumentative person, but I'd just like to say that I can pretty much assure you that even if nobody says anything about it, there's a lot of people that don't like kb. I'm pretty much positive that I have never once said a word to anybody that's used kb powers on my teams. I don't think I have the right to tell somebody else how they should play, so I don't."Many"? How many? I've got five years under my belt, all but a handful of the teams I've joined have been pick-up groups and I've run into exactly the same number of KB haters in the game as I have people who kick others for not having travel powers, not being "healers", etc. That total, to date, is zero.
So how many is "many"? Ten? A hundred? A whole thousand (which would still represent less than 0.01% of the total player population)? Why are you so concerned with the petulant demands of a tiny subset of people who, in actuality, care only for themselves?
Honestly, for the most part I find people with kb powers to do an "exceptable" level of kb (couldn't think of a better word to use). However, like you I also am almost always on PUGs, and I've been on tons of teams where the kb absolutely kills my fun, as well as the fun of other people on the team. This is actually more of an issue with peacebringers with solar flare from my experience than energy users, but I've had my fair share of energy players that couldn't care less if the group is scattered all over the place.
Btw, (not directed at anybody specific) for the ones saying the kb is always giving mitigation, are you actually sure about that? I can pretty much guarantee the overall mitigation becomes worse from the kb if you are grouped with a dominator/controller. If the group is stunned/held/confused then the kb is actually giving the mobs more of a chance to fight back because they are probably going to take less dmg during this time. If the group is on an ice slick with arctic air effecting them or in a static field with conductive aura draining them, the kb allows the mob to get away from the better controlled situation. Like I said earlier, I usually find kb to be fine, but that's just something to think about. -
In my opinion, energy would be much more enjoyable if the 2 aoes were changed a little. Making both powers do kd would be my personal preference, but since some people like kb, they probably wouldn't want to have to slot for kb to get it back. The other suggestion would be to turn one of them into a smaller chance kd power and the other a really high chance (always?) kb power so you could have actually have an aoe positioning power instead of an aoe scatter power. By making one a lower chance I think it would even out by giving the other a higher chance balance wise, but idk.
In general (from what I've seen/experienced), people don't really mind single target kb powers, it's the random aoe kb that makes people upset. That's why I personally really like /energy for dominators, but have very little interest in playing it on anything else. To be honest though, most human form peacebringers are far more annoying to me than energy blast on any AT ever considered being......and it's really only because of one power. -
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Myself, I find elec/ much more fun than mind/, but I'm a bigger fan of soft control than hard control. I think it's because ice/ was my first character I got to 50 and absolutely loved how arctic air and ice slick mitigated damage. It just feels a lot more fun/exciting to me when I know there's a chance that I can face plant at anytime (usually don't) in the middle of the spawn than to have everything locked down. I never could get past 30ish w/ plant because it bored me to tears, but that's because of how good it is.
For soloing, I actually consider elec/ to be better than mind/ unless you're just doing x1 players. I was doing x3 w/ bosses on elec/energy pretty well up until I got my pets, then had to turn off bosses but upped it to x4 (could probably do more, but whirling hands and sands of mu are the only aoes I have). Also, you can actually confuse bosses fairly often w/ synaptic overload w/o having domination up. I don't think I've ever confused a boss w/o dom by targeting it, but hitting something else often lets me confuse 1 and sometimes (rarely) 2. I assume it uses up all of the "confuse chains" in the spawn and if it hits a boss twice they are confused. Not really sure how/why it works sometimes, just know it does. Granted, mind/ can confuse a boss much more reliably.
The only thing I really don't like is how synaptic overload will show the confused "bubbles" on the target whether they are or not. Really annoying to use it while in domination only to have the boss(es) destroy you because you didn't pay attention that they didn't move after being "confused" (looking at you arachnos lol).
Anyway, whether others agree or not, for SO/"budget" builds elec/ seems much stronger to me than my mind/ did. After you start getting some sets though, mind can turn into a beast. On elec/ you're probably not gonna notice a huge difference in effectiveness. If you plan to putting a lot of money into the build, I might would suggest mind/, but otherwise elec/ is great imo.
I'm sure my opinion varies quite a bit from most peoples though, so whether you agree or disagree is fine. You probably see a lot fewer ppl like me that prefer stuff to have at least some chance of taking me out than to have it all locked down. Btw, I'm actually a pretty good Dom player whether this post makes me sound like I suck or not lol......and sorry for typing so much. -
Thanks.
I decided to make a /thorns dom while I was waiting for an answer (didn't think about it till I posted....). It seems that you do have to redraw every time you use a different thorn type. I used metal spikes on thorny darts, crystalline spines on skewer, and the color tintable on fling thorns. Each time I used a different power I was having to redraw before it would activate. Not very fun like that, so I guess I should stick to only one kind when I make my character for real. -
I'm pretty sure blinding feint is more useful on a scrapper since they benefit more from the dmg buff, but other than that, I'm not sure.
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This may be a dumb question, but does changing the "type" of these powers cause redraw? Like if you have metal spikes for one power and thorns for another, would this cause redraw each time or would they just sort of change and stay out?
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I was considering making an ice/earth dom, but I have a couple questions.
Does the immob in mud pots stop the fear or afraid (idr what it's called) from arctic air? I assume it would be the same as the aoe immob, but I never took that on my ice/fire dom so I'm not sure.
Also, would using the /earth powers on ice slick cause it to be KB most/all of the time instead of KD?
I assume both answers are yes, but just wanted to ask to be sure. It wouldn't really bother me too much to not take mud pots, but having all my kd powers turn into kb would be a deal breaker for me.
Thanks. -
Bone smasher and total focus will both get their stun mag increased by domination, but unfortunately, whirling hands doesn't.
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Quote:On my ice/fire Dom, I actually find the ST immob to be very helpful against EBs. Since /fire is primarily ranged dmg, keeping most EBs in place increases my survivability a lot. For some of the other secondaries where melee is where a lot of your dmg comes from, then using a few purples is probably best and the immob isn't very useful.Does anyone ever take the ST immob? Every controller i have done i always skip it. And i am going to to the same with my two dome im leveling.
I personally consider the aoe immobs to be generally worse than the st on doms, but that could be from all the times my ice slick was made useless. -
Quote:To be fair, peacebringers only have 1 more knockback power than warshades......unless you count the kb from pets and then it evens out. Novas both have 1 aoe/st kb power and dwarf forms only do kd. Both human form targeted aoes have kb, both nukes (though the ws is more likely to finish off the group), both have a st range attack w/ kb, ws has aoe kb from blowing up bodies and the stun, and pb has st kb on a melee attack, aoe kb on the photon seekers........and the absolute worst/most annoying power in the set w/ aoe kb from solar flare.Actually, only a few Kheldian powers have KB. No, wait, let's clarify that, only a few Peacebringer powers have Knockback.
If the kb from solar flare was reduced to kd, I think it would make pbs considerably more liked. That imo is really the power that makes people complain about the kb from a pb and not so much a ws. It's the only power of either AT that absolutely annoys me to no end. I honestly don't think I've ever grouped with a human form pb that didn't use it a lot either. I guess I can understand why since it's by far the best (dmg wise) aoe they can use, but wow it's annoying. I have it on my pb, but the only time I use it is soloing big groups. -
I'm definitely not the most experienced WS, but I can give my opinions. For me, human form doesn't do much as far as dmg goes. I use it for the mire, eclipse, nuke, pets, stygian circle, hasten, and of course to blow up some dead bodies. That's a lot of stuff I guess, but it's only used for a few sec at a time. Most of my time is spent in Nova with Dwarf being used when needed (tanking or double mire).
As far as powers that should be taken as soon as available: Dark Nova, Sunless Mire, Stygian Circle, and Eclipse. There's other stuff that's really good to take as soon as you can, but I'd say they are less crucial. Such as Black Dwarf, really good power, but at 20 it's really not that great imo, of course taking it early means being able to slot earlier. Dark Extraction is the other power I'd say get as soon as you can, but it's not absolutely critical either at the available level. Unchain Essence and Quasar are good powers as well, but they are probably (imo) the most push-backable of these powers. Really though, power selection isn't that tight and you can get most stuff when it becomes available due to getting 8 powers (10 if count taunt/tp) from Nova/Dwarf......it's the slotting that's tough. Honorable mentions go to gravity well and gravitic emanation, I'm not a huge fan of them, but they are definitely powers that can make life a little easier.
Powers too avoid (again imo) for a tri-form. All the shields and the blast powers. Orbiting Death is probably very easy to skip, but it looks awesome to me so I like it better than the other choices at that level. The other stuff is kinda take if you want it, but not a big deal either way. Like the rez, phase, etc. -
Yeah, if the body despawns before the pet is out, you won't get it, but should get the pet every time if the body is still there. Soul extraction from MM set works like that to. Not played my WS in a while, but I remember some enemies despawn a lot faster than others.....don't remember what though since that's the only toon I play that I pay attention to dead bodies lol.
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Quote:I kinda agree with that, but not completely. Since it gives no status protection/resists, dmg buff, or rec/regen bonus it doesn't seem to be quite like other god mode powers. But being able to cap all of your resists (pretty easily, including psi) and filling your end bar isn't too shabby.....and w/o the crash at the end. Though with the capped dmg from sunless mire and decent defense, it sure feels like god mode.....but that's combining multiple things.Yes, but Eclipse is overrated. I wouldn't call it a "God Mode"
Edit: I guess you might need dwarf mire to for capped dmg, but it's still a ton w/o it. -
Quote:I'm pretty sure I read something similar to that somewhere (not going to look for it).......but I think it was somebody talking about it ripping underlings (like rikti monkeys) to pieces or something along that line. Which very admittedly, it will do (even though 1 aoe will almost kill them). But anyway, while the power should definitely do more dmg than it does and/or cost less end, it's still not a horrible power. I'd wager that on a big team, orbiting death would probably be at least close to the 2nd highest dmg spell available to a human and by far the cheapest dmg (well dark detonation would be better). Assuming you have 10 mobs around and do 12 dmg a tick, you are doing 120 dmg every 2 seconds for less than 1 endurance point. If you notice, human only has 1 aoe in it so not taking orbiting death would indeed lower the dmg. I'm not saying the power is great, because it's not, but it still absolutely does respectable dmg on big teams.I have very distinct memories of a post that doesn't seem to be there anymore using words like awesome and causing loads of damage. Maybe that is in a different thread - I really hope I haven't been dreaming about forum arguements
You'll notice that almost any scrapper w/ an aura will tell you it's one of the best attacks they have. True, their auras do more dmg (and cost less end), but their attacks also do more dmg. So I'd say there's not much difference really in it's effectiveness compare to the other attacks other than the end usage not being as good for what it does......but it's still is better end per dmg than a regular attack.
But let's face it, even if it's not the best dmg aura, it's still is by far the best looking. -
Quote:I think this is the biggest reason for the argument. I could be wrong, but I don't think anybody is trying to say you have to have build X or your wrong, or trying to force anybody into any kind of build. I think it's more, if you want to have the highest dps you can, you will use these powers, need this much recharge to accomplish it, etc. Maybe a little different, but I think that's the main point. And as much as anybody wants to argue about it, there is only 1 answer to that question. There may be tons of builds that are nothing like it and still perform really well and maybe even a lot more fun, but there is only 1 "best" and I think that's what Obsidian is trying to get at. (though maybe a little more argumentative than needed).Heck, I'd even give the floor to you numbers-wise in the game, if this were a person who was trying to build a toon for "best performance in PvP", because there, numbers ARE king. I daresay that might be the background where you're coming from, which would explain your fixation with numbers in City of Heroes/Villains. However, when it comes to having fun while playing your character.... I don't think every single person playing the game needs to know "by the numbers" why they should build their character a certain way, and no other way. That's just dictating how someone "should" play their game, which I don't believe is right at all.
I also think the comments about the scrapper forums are pretty good. If you go there looking for a certain build, there's a good chance you will get help with numbers that help justify the reasoning for it. If you ask what the best dps chain would be, there would be people that would provide the attacks to use and the recharge you need to accomplish it.
Don't get me wrong, I'm not the kind of person that really cares what's the best because of a couple reasons. The biggest reason is that I couldn't even afford to slot one of my attacks w/ a purple set, much less several attacks.The other big reason is that I play the way I enjoy playing. My warshade is not even remotely close to being considered the best at anything, but I have a ton of fun playing it so that's enough for me because I'm not a min/max kind of person. But even though I'm not that kind of person, I can fully see the reasoning some people have for wanting these types of builds.
Hopefully this might calm some stuff down and not make it worse because that's not the intention. -
Quote:Well, Darkstar pretty much summed it up, but I'll say a couple things. I would agree that recharge is probably more important than defense, but I wouldn't say ignore it (others might). You can get a little over 15% ranged defense from only using 5 slots, which to me is too good to pass up. Well almost anyway, I have 4 travel powers 2 slotted to get the defense and I get the same bonus from something else, maybe pets but I'm not sure. It's almost like the Universal Travel IOs were designed for khelds.So I really should focus on recharge instead of adding defense when looking at incorporating set bonuses, huh?
There's at least 7 different ws powers that you can slot these in (not counting if you take a travel power from a pool), but I probably wouldn't use either of the forms for this slotting.
Quote:I gotta search for that dead body finder bind everyone mentioned. -
Quote:1. Yes it is an endurance hog.I have a character I am creating that is taking the teleport travel power for concept reasons. I have never used this travel power before and I have a few questions on it.
1 - Is it the endurance hog that others have suggested it is?
2 - Do you need to take "Hover" so you dont fall out of the air when teleporting?
3 - Does it need to be 3 or 4 slotted to be effective?
4 - Is it a pain to use?
If it is not worth the trouble I will most likely go with a different travel power, but this one would just "fit" the character better.
2. No, you do not "need" to take hover. It makes it easier I guess, but I've never felt the need for it. (couldn't take it if I wanted to anyway since it's on a warshade)
3. Not sure. I have mine 2 slotted for the IO bonus, but I don't use it much and only have it because it's on a warshade.
4. It's not that bad, but it's easily my least liked travel power. -
Maybe I'm the only one that saw this or maybe I misread it, but he only has 3 attacks in human atm? If that's correct, that's probably the biggest reason for feeling like he's not doing much. At the very least, pick up dark detonation, but I'd also get ebon eye, shadow blast, and possibly essence drain but I'm not sure how needed the heal is since I don't particularly like human form. The dmg is not going to increase very much more unless attacks that have already opened up are taken.
But honestly, I'm not sure what his intentions are for being a ws. Is it for dmg, control, versatility, etc? He says he would like to stay in human most of the time, but also to use nova for blasting when needed. Imo, that really doesn't make any sense. If you take nova, more likely than not you will be using it most of the time for the dmg. If you don't use it most of the time, then it really shouldn't have a power pick/slots wasted on it and just build up human attacks more.
I didn't level as human only and have only played a few missions w/ it in the 40s, so this may not be a very good build, but I would try something similar to this up to 32. May need some end red. in attacks, but I'm really not sure how needed that is if you have stamina and stygian circle (or if stamina is really needed).
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 31 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Fitness
Power Pool: Speed
Hero Profile:
Level 1: Ebon Eye -- Acc(A), Dmg(3), Dmg(3), Dmg(5)
Level 1: Absorption -- ResDam(A)
Level 2: Gravimetric Snare -- Acc(A), Dmg(5), Dmg(7), Dmg(7)
Level 4: Orbiting Death -- Acc(A), Dmg(9), Dmg(9), EndRdx(11), EndRdx(11), EndRdx(13)
Level 6: Shadow Blast -- Acc(A), Dmg(13), Dmg(15), Dmg(15)
Level 8: Swift -- Run(A)
Level 10: Hasten -- RechRdx(A)
Level 12: Sunless Mire -- RechRdx(A), RechRdx(17), RechRdx(17), Dmg(19)
Level 14: Dark Detonation -- Acc(A), Dmg(19), Dmg(21), Dmg(21), RechRdx(31), EndRdx(31)
Level 16: Health -- Heal(A)
Level 18: Gravity Well -- Acc(A), Dmg(23), Dmg(23), Dmg(25), RechRdx(31)
Level 20: Stamina -- EndMod(A)
Level 22: Stygian Circle -- EndRdx(A)
Level 24: Essence Drain -- Acc(A), Heal(25), Dmg(27)
Level 26: Unchain Essence -- Dmg(A), Dmg(27), RechRdx(29), RechRdx(29)
Level 28: Inky Aspect -- Acc(A)
Level 30: Gravitic Emanation -- Acc(A)
Level 32: Dark Extraction -- RechRdx(A)
Edit:
Quote:Myself, I really like having about 30% ranged defense (35% on my build) w/ nova as my main form, but until 47 I didn't have any def and really didn't have much trouble. As far as toggles go, I might would recommend the s/l resist shield since that's the most common dmg types, but after you get eclipse you can easily cap all your resists and with only 3 recharge reductions in it, it's only down for about a min.That said, if I throw nova in to the mix, would you typically to try to soft cap ranged defense? And if I do go with nova then I'd say I would take dwarf too only b/c I'd be dropping toggles anyways and wouldnt make much sense to focus on many human form def/resist toggles since I'd be constantly shape shifting (at least I wouldnt think so but Im still learning), well maybe except for shadow cloak b/c it looks so cool!!
Although I would love a human only build, I'd prefer more of a damage machine than anything. I will just need to learn how to shape shift efficiently. Also, how would you set up the human form if going tri-form build? I mean you need some type of defense and/or resistance if you are running in to a mob as human before switching. I'd just hate to run in and faceplant while trying to fire off eclipse and sunless mire before switching to dwarf.
I'll have to search for those bindsd regarding
There is a power available to you if you are afraid of the dmg you are going to take in human form when trying to get eclipse off that works really well. Nebulous form can let you jump into anything and take 0 dmg. If you pay attention to the animations, you can take the alpha, drop out of nebulous, fire off eclipse, and take pretty minimal dmg. Or even jumping in w/ dwarf first helps, but I prefer to take no dmg before eclipse than reduced dmg.
Here's a pretty quick triform build if you are interested.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 33 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Hero Profile:
Level 1: Shadow Bolt -- Acc(A)
Level 1: Absorption -- ResDam(A)
Level 2: Ebon Eye -- Acc(A)
Level 4: Orbiting Death -- Acc(A)
Level 6: Dark Nova -- EndMod(A)
Level 8: Shadow Blast -- Acc(A)
Level 10: Hasten -- RechRdx(A)
Level 12: Sunless Mire -- RechRdx(A), RechRdx(21), RechRdx(21)
Level 14: Shadow Cloak -- DefBuff(A)
Level 16: Super Speed -- Run(A)
Level 18: Gravity Well -- Acc(A)
Level 20: Black Dwarf -- ResDam(A)
Level 22: Stygian Circle -- EndRdx(A)
Level 24: Nebulous Form -- EndRdx(A)
Level 26: Unchain Essence -- Dmg(A), Dmg(33), Dmg(33)
Level 28: Gravitic Emanation -- Acc(A)
Level 30: Dark Detonation -- Acc(A)
Level 32: Dark Extraction -- RechRdx(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Dark Sustenance
Level 1: Shadow Step -- EndRdx(A)
Level 10: Shadow Recall -- EndRdx(A)
------------
Level 6: Dark Nova Bolt -- Acc(A), Dmg(3), Dmg(5)
Level 6: Dark Nova Blast -- Acc(A), Dmg(7), Dmg(7), Dmg(9)
Level 6: Dark Nova Emanation -- Acc(A), Dmg(11), Dmg(11), Dmg(13), RechRdx(13), EndRdx(15)
Level 6: Dark Nova Detonation -- Acc(A), Dmg(3), Dmg(15), Dmg(17), RechRdx(17), EndRdx(19)
Level 20: Black Dwarf Strike -- Acc(A), Dmg(23), Dmg(25)
Level 20: Black Dwarf Smite -- Acc(A), Dmg(25), Dmg(27), EndRdx(27)
Level 20: Black Dwarf Mire -- Acc(A), Dmg(29), Dmg(29), EndRdx(31), RechRdx(31), RechRdx(31)
Level 20: Black Dwarf Drain -- Acc(A), EndRdx(5), Dmg(19), Heal(23)
Level 20: Black Dwarf Step -- EndRdx(A)
Level 20: Black Dwarf Antagonize -- Acc(A)