Microcosm

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  1. Dont waste the power pick, just get the temp power that is almost identical.
  2. Took it once as a set mule for my db/elec, turned out to be useful getting the occasional runner to come back into lightning field.
  3. Quote:
    Originally Posted by Armath View Post
    Yeah, well, you can't perma it and it lasts only for half a minute, which is ideal only for tough nut situations. Granted, it has no crash and gives superior resistances, but still...im not seeing any decent +def on /ice. You know, /ice is like the middle way between a defense and a resistance set, decent on both sides, but master of none. If i wanted to run a set with resistances, elec seems much better. Recharge, mezzes, a heal, resistances, drain end and pretty much everything else /ice offers except the mediocre s/l/e/n defenses and the slow/damage debuff.
    You can't perma any of the tier 9s, and they are there exactly for tough situations. A major complaint about SR and Nin is that their tier 9s just stack on more of the same and thus aren't very helpful once you've reached the softcap (more true for SR as nin gets extra ddr from retsu). Ice is middle way between a defense, resistance, and regen set, really, which is better than being master of one, especially when you can reach the softcap with a little IO investment.

    Electric armor is an extremely strong secondary if you can cap its s/l defense with set bonuses and power pools and get enough recharge going to make energize almost perma. Electric also has a great deal of mitigation diversity, just not as much as ice. It makes up for that with the recharge boost and immunity to end drain.
  4. Quote:
    Originally Posted by Charlotta Fireheart View Post
    I'm quite familiar with /SR not so much with /Ice. Couple thoughts about /SR

    Quickness is both a +20% recharge bonus and 40% resistance to Res(SpeedRunning, RechargeTime, SpeedFlying) for 10.25s

    Ice's slow immunity does require one taking 3 separate powers Wet Ice (60%), Permafrost(20%) and Energy Absorption(20%) and adds Jump Speed and Height resists to the mix.
    Well the difference between 40% and 100% slow resistance is enormous in those cases where it will actually matter, though 40% is good enough for most slows. With Ice, you are going to take all those powers (except maybe Permafrost) anyway.

    Quote:
    How much DDR does /Ice have? I'm seeing around 42%. How much, if any, is enhanceable (appears not to be enhanceable)?
    This is always the major benefit of SR (especially now that the HO nerf stopped shield from matching SR here). Ice has some tools to deal with defense debuff, in that it can simply pile on extra defense from Energy Absorption. It also has several other means of mitigation, so a cascading defense failure is not nearly as dangerous as it would be to, say, /nin.

    Quote:
    And lastly /SR also has the scaling damage resistance of it's passive defenses. Outside of Cold resistance not seeing much in the way of other damage resistances in /Ice.
    The stalker version of /ice gets Icy Bastion as a tier 9, which with proper slotting will cap most of your resistances. It also gives a tremendous amount of +regen.

    With ice you also have the ability to easily cap your hit points, drain your enemies' endurance, and apply a constant slow/-damage debuff. The set just offers an enormous variety of mitigation. Once you hit the softcap to at least s/l, mitigation variety is king.
  5. Ice for both. And CE is a big survival boost, especially helpful because it will work against psi foes.

    If you must use sr, db/sr and elec/ice, as extra recharge will help you get closer to the db top chain.
  6. Microcosm

    Electric Armor

    Yes, you get less resistance than a brute, but you will get more damage from the scrapper primary. You want more damage with the combo? Go Scrapper. You want more resistance with the combo? Go Brute.

    Edit: TW might get better damage on a brute, so if you want tw/elec, I would go brute.
  7. Even if the AS granted hidden every time km will still be behind stj. Stj is quite strong now, partially because AS grants 2 combo points.
  8. My quick calcs agree with Auroxis's: Stj should be far ahead of km.
  9. OK, here is the way I view things.

    First, if you go with mu, then I would definitely take the hold over ball lightning. You have plenty of AoE, but there are situations where a hold is really helpful (hello, Hamidon).

    I don't think your slotting choices are bad, but I would change the set-bonus priorities you have. Goal 1 should be to hit the s/l softcap; s/l is more potent than any other type of defense by far, and focusing on only it will increase your overall survivability more than going for a mix of defenses in this case. You can abuse the new Stalker ATO for up to 10% s/l defense by splitting the set between two powers.

    Goal 2 should be recharge. You really want as much recharge as possible for this build. Ideally/expensively, you would shoot for perma-Energize and everything else would fall into place. Think about it this way: the less recharge you have, the more recovery you will have to work in, too, as you will not be able to use Electric's endurance tools as often. Try to get hasten.

    Grounded is an iffy power on a stalker, but it has its uses so I'll leave that one alone.

    Extra goals that can be done after Goal 1 and Goal 2 are achieved: Negative resistance (with those Scirocco sets you have in there), and +Damage. These two are icing on the cake really, and aren't nearly as important as defense and recharge.
  10. Hey Gate, I promised so here I am. I'll post my comments and maybe a tweaked version in my next reply shortly.
  11. Ya I have the proc in AS and have for a while, but have only gotten the status to work about 5 times in 10 levels because of CE.
  12. So did you guys check to see if the patch really did fix the ato proc with CE? I love CE, but not enough to lose my criticals.
  13. Microcosm

    Secondary set

    How much do you want to invest in the build? If very little, then SR. If some to a lot, then Nin. If a huge amount, then Ice.
  14. Looks like I will be out of town this weekend, so my spot opens up for someone else.
  15. Demon/time mm. Softcap the resistance-based pets and yourself then go to town with buffs/debuffs and damage.
  16. Microcosm

    ETA on staff

    I'm not sure I buy that theory, though. There are three and a half (dom dark assault) melee sets listed on the market with two and a half ranged sets and five support sets. I think they're just st spacing out releasing stuff so they don't have a long window where nothing new is on the market.
  17. It will not do the most single target damage but shouldn't be a slouch in AoE; it offers defense and is quite fun, so I rate it awesome.
  18. Quote:
    Originally Posted by Judas_Ace View Post
    Normal bind commands do not seem to work for Kuji-In Sha. Is there any way to bind this power?

    /Bind z "Powexec_name XXXXX" works for every other power I've ever tried, but not this for some reason.
    I've never had a problem with it binding, but if it's not working you can try putting it in a specific slot and make the bind execute that slot I think.
  19. Quote:
    Originally Posted by New Dawn View Post
    Seeing as you are the brains behind everything...I was trying to prompt you into doing a build
    Aha! The truth comes out
  20. Microcosm

    E.g.a.d.!!!

    Quote:
    Originally Posted by FourSpeed View Post
    That's all fine and well, except for one pesky detail: Twilight's Son.

    The future of the Kheldian race is to become Duracells due to Twilight Son's treachery.

    Perhaps you and your descendants will become "Elite" Duracells in the interim.



    Yeah, I know - buzzkill


    I don't have any active Khelds on Freedom, so I'll have to pass on the SG - though
    I wish you all the best - GLHF, Happy Hunting!


    Cheers,
    4
    The fact that twilight's son and oro exist mean that time is fluid and we are not necessarily bound to that fate. my warshade isn't actually a kheldian anyway.
  21. Quote:
    Originally Posted by New Dawn View Post
    Just out of interest, lets say you make this ranged soft capped build and used the Blast>Emanation>Blast>Detonation attack chain. What will run out first, an even level AVs health bar or your endurance bar? It's 4:16 am here I should sleep. So plenty of time if you cared to work it out. I'd have a bash later.
    I made that build almost a year ago, and it is endurance sustainable. If you are having problems with end in this situation, you can wait until you are almost out and hit Geas. You will lose a little defense for a minute, but it would more than double the time you can sustain your chain.

    If your primary issue is that you would like to have human potential in the same build, my primary build still has nova and can be used in the same way. I just prefer to use the range-capped build if I know I will be using nova. It retains perma-eclipse, sunless mire and gravitic emanation, so I'm not losing functionality.
  22. Quote:
    Originally Posted by New Dawn View Post
    I understand damage sustainability models, a Warshade would normally have to try and guarantee itself a best case scenario. I seen a good one, but it was a AE mission so you can tailor it so its bang on ideal.

    Our old forums (european) had Dr Rock, who had a package much like MIDs that worked out average damage sustainability for you. He tried to give it to me to carry on with should there be future changes XD. Anyway, you chose your powers, your slotting just like in Mids and it came up with damage sustainability figures versus each damage type for you. Relying on shields alone and never thinking outside of the shield box is a mistake people can make.

    Sometimes when you can't quite softcap defense you have to look at the enemy and wonder what their weaknesses or limitations are, and how you can capitalize on them. How else can you lower dps to self? Capitalization might not be made from being human form, but instead from being in Nova form which would of course be less DPS dished out by you and so slow yet potentially safer. Plus Nova form to me can be bit more end friendly, end friendlier enough when you haven't got anyother targets for lunch. A case maybe for a Novas optimal attack chain but in doing a target that takes sometime to take down, isn't the question going to be "Isn't it more likely that the Nova will run out of end too soon with that attack chain?" To each persons build, their own.
    If I'm going to use nova, I prefer to use a range defense-capped build for that; I also use the posi dmg/range in nova emanation, so I'm not as concerned about being too close.

    As far as survivability calcs go, they are not actually very difficult. You just find the average health you regain per second from all sources, and divide that by chance to be hit times 1-resistance.
  23. Quote:
    Originally Posted by PrincessDarkstar View Post
    Ideal circumstances for a Warshade is just any bunch of enemies that aren't ghosts.

    From my experience a well played and build Warshade will only die to user error.
    Absolutely ideal circumstances means constantly capped res from eclipse, attacks with some portion of smashing or lethal damage (not a big deal as most have this), and a constant stream of enough fodder to completely fill your HP from 1 hit point to full every time stygian recharges, and that the sustained damage never randomly spikes to take you past that one hit point. If at any point that stygian circle is recharged you do not have enough defeated enemies to fill your HP bar, your survivability goes down significantly. Fighting AV's or mobs of incarnate bosses are very likely to limit your sustained stygian fodder.
  24. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I'm sure there's a few spreadsheets laying around somewhere, but I don't think anything in the game can mirror the survivability potential of Umbral Aura aside from Dark Armor. The capped resists to everything, plus how unfairly good Stygian Circle is, plus the layered mitigation from Umbral Blast, plus all the defense that can be fit into a Warshade build makes it essentially unrivaled. The only weakness in the set is a lack of status protection and debuff resistance. The former can be covered with break frees and clarion, the latter can be covered with Ageless. No other set can reach 85% resistance to all damage, softcapped to at least 2 types and/or positions, and the ability to completely refill their health and endurance bars every ~6 seconds.
    Under absolutely ideal circumstances, the only thing with higher potential survivability is a tricked out stone/dm tank (excepting psi damage). I have never seen the absolutely ideal scenario in game, however, and in practice you will likely vary around top end scrappers and tanks.