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Quote:I do realize that everyones build should suit the owner but I am looking at the Dam/Range Positron in Unchain Essence and wondering whether or not a chance for is better DPS.
Damn how did I miss that?
I haven't really got time at the moment to work that in, but swapping Stygian Return for a travel power covers it with a BoTZ. Though I would probably try for 2 -KB IO's ideally. -
Quote:This.For me, I found getting around 47% is better. That way, a small purple with 12.5% def pushes you just over 59% for incarnate stuff.
Of course, if you have paragon reward which increases the strength of inspirations, you might want to pick different numbers, but it's up to you.
I mis-remembered the i-softcap when I made my last post. Curse of being away for a few months.
Thankfully you can probably eek out the extra 2% to hit this without sacrificing too much else in the build. -
I have realised that I only have 4 10% recharge bonus' so far, so I will actually use the Scrapper ATIO set in Rend Armor instead.
But I am struggling to improve the defence
I cannot find many threads about this combination - does nobody use it? Or have all the scrapper build guru's gone these days? -
Using TwoHeadedBoy's first build as the inspiration (Because I think the 2nd tanky build is quite niche) this is probably what I would do (And now I have seen it I might just do this):
It is 1 small purple away from softcapping to all positions, and caps to all with 4 targets in Eclipse (Which I might add an accuracy IO to by moving a damage proc from somewhere).
The Thunderstrike set in Shadow Bolt is just a mule, and 5 of the Apocalypse set in Shadow Blast would be replaced with 5 from the Kheldians Grace set, the proc would stay where it is.
There would also be exactly enough recharge to run the GW > SB > ED > SB chain seemlessly with the Agility Core Paragon. The end should also be sustainable on that chain unless Eclipse misses.
Sunless Mire wouldn't be perma, but would be close enough, and getting the extra 20-30% global recharge I would likely need (Guessing) isn't going to happen.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Princess Darkstar: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: Shadow Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(50)
Level 1: Absorption -- S'fstPrt-ResDam/Def+(A)
Level 2: Gravimetric Snare -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(50)
Level 4: Orbiting Death -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(43), Armgdn-Dmg/EndRdx(45), Armgdn-Dam%(46)
Level 6: Shadow Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(11), Apoc-Acc/Rchg(11), Apoc-Dmg/EndRdx(13), Apoc-Dmg(13), Apoc-Dam%(39)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 12: Sunless Mire -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(17), GSFC-Build%(46)
Level 14: Shadow Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(48)
Level 16: Dark Detonation -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(31), Ragnrk-Acc/Dmg/Rchg(31), Ragnrk-Acc/Rchg(31), Ragnrk-Dmg/EndRdx(33)
Level 18: Gravity Well -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(19), Hectmb-Dmg(25), Hectmb-Dmg/EndRdx(25), UbrkCons-Dam%(39)
Level 20: Essence Drain -- HO:Nucle(A), HO:Nucle(21), HO:Nucle(21), HO:Golgi(23), HO:Golgi(23), Hectmb-Dam%(40)
Level 22: Stygian Circle -- Dct'dW-Heal/EndRdx/Rchg(A), Efficacy-EndMod/Acc/Rchg(40), Efficacy-EndMod/Rchg(40)
Level 24: Shadow Slip -- EndRdx-I(A)
Level 26: Gravitic Emanation -- Amaze-Stun(A), Amaze-Stun/Rchg(27), Amaze-Acc/Stun/Rchg(27), Amaze-Acc/Rchg(29), Amaze-EndRdx/Stun(29)
Level 28: Inky Aspect -- Amaze-ToHitDeb%(A)
Level 30: Unchain Essence -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34)
Level 32: Dark Extraction -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(34), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), S'bndAl-Build%(36), S'bndAl-Acc/Dmg/Rchg(37)
Level 35: Boxing -- Empty(A)
Level 38: Eclipse -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(42), Aegis-EndRdx/Rchg(42), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam(43)
Level 41: Tough -- GA-3defTpProc(A)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), HO:Cyto(45)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), HO:Cyto(48)
Level 49: Stygian Return -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/EndRdx(37)
Level 1: Brawl -- Empty(A)
Level 1: Dark Sustenance
Level 1: Shadow Step -- EndRdx-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 10: Shadow Recall -- EndRdx-I(A)
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Code:Edit: TwoHeadedBoy - if you want me to remove these posts from this thread I am happy to shift them into my own thread - I don't want to change the focus if you aren't happy.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1552;700;1400;HEX;| |78DA6594D94F135114C6EFB483B5A52C955D040A022DDD68598C0BC605A211599AA| |0F1C99001066844201D70498C4A8C7103232E8FAE717DF1C5EDDDFF4721FAE64B3D| |CCF7512B9DA4F99DF9CE72EF3D737A072FF5793F1E5F3AA4B4E2DE19C3B246CF186| |96BDA98305D23E3297376DC54F2F892E9949896E5EF33D2E7AC0523ED12B5613374| |747872D29CB55217CCD8E9F363696366F4A8945AA8CFFAFBCC2DFE238B694379927| |37333B19179D39CF0DAE68069CCA766A78AEC9763A9A9E905792BD9744D98522D35| |AFAA65E988FC96BC8A4FA6403D152474E578463E07F517E44B30F10A5CDCC8D5EC5| |CA5AAC4A8D3D50D2F25A9A73DD0ECB86DABE44370FB23F2319878025E945C277275| |E73E87AD85F69307C0480F183D08DE949C02AE571085E68991EDA0374E46C0D604D| |824FD7761FF9A2B8C3345C94AF1B9E97357709FE5E06D59B350F3D86B16BE46ADE2| |37E45BB0F41DF99EFBFD005E96DC22D47514B16E2BEBB69782B724A6847D28E9405| |E7D27D9457683FE3DE05DC9F1B10FBE00B41D41B20DAC6E2543ECC309F08EE49631| |B7AC47A03B55F91656EEFD9F813072AF486E85FDC5338E8A21EC3F701FBEC00AF8B| |D52C603F5555523FA7B4FF26A78C69A7EC4ED3C490E80BB06C921F0AAE4D472DE6A| |87A12D8B56C73A759F50DBFF99FC02367E25BF812B92D3C0F336ACA14EE33AB8FB1| |7F99BEC059B0F839ACC4513CFD29491475D976A2D9A6EEFA0258E0EB425C80EB213| |0C75814EA9126495608713FF2ED1C29C8C302723C2C98874A3EB3E89893126C698F| |6CDE961CC35D94F1C5F44C539CD49CFC61CDB7999B339B691638FE5D87FE48B2568| |FF105D63D7B528EAADE56AFD620474F533570B226EFD9FE6D096D9494E45F32ABFA| |E9EBD813696938EFA6DC53E412694E78DE729893CA5334FE9CA53FA73154EE5809E| |73A3B9B1BFA49EBDD194C67EBA4BB33755E694F8DDF4BB59E72F87D5E61C| |-------------------------------------------------------------------|
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I have put the right powers in my spreadsheet now, so I have used Arcanatime as well, and there are still gaps in the chain as far as I can see. Though they are small enough to probably not be really noticable, they are still definitely there.
Essence Drain animates in 2.07s but Shadow Blast has a 2.34s recharge time, so there is still a gap.
Grav Well them animates in 2.2s, making another gap before the next Shadow Blast.
So over a fight where this chain is used twice there is a ~4% dps loss due to those pauses, which isn't an insignificant amount to those who care about that kind of thing.
This is still probably better than doing something such as using a slotted Shadow Bolt to fill the gaps, but with a few % more recharge (Probably just enough to make hasten perma) those gaps will likely close altogether.
Note: The only reason I brought any of this up was because I noticed a few slots that could easily be saved and which could probably have been used to up the recharge without any negative effect. I am not going to criticise someones playstyle of power picks, especially when they are as successful with their build as TwoHeadedBoy clearly is. -
Quote:.4 seconds, then .7 seconds, so over the course of 5 attacks there is over a second just stood about (Arcanatime will probably make that neared 1 second, but I haven't worked it out since it doesn't really matter extactly). That kind of thing puts me off when I play..4 seconds really? And thats if were going by mids numbers alone. I can't see that making any difference outside of an solo av fight which i suppose is why you feel its more important on a scrapper. Either way this chain is seamless , at least on game which is all that matters. Im not infront my computer to view the build but assuming thb hasn't changed his slotting in sb, grav well and essence drain then i can assume this is still true because i run the same chain with almost identical slotting and level of recharge.
Actually re-reading what I have typed I was working with Grav Snare in my calculations - no wonder there was confusion with TwoHeadedBoy saying it was an attack and me thinking it wasn't slotted for damage lol.
So actually everything I have said is based off the wrong calculations.
DOH!
I will re-work it -
The new build confuses me even more, you have even less attack powers? Though it looks very survivable. I guess it is more of a tanky build with the inclusion of Provoke.
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Quote:Just looking at your older build still and Essence Drain has a 1.93s cast but Shadow Blast has a 2.34s recharge, so there is a gap there, and Grav Snare has a 1.67s cast, so there is another gap there (I am guessing mostly filled by the busy nature of playing a Warshade so not as important a gap as it would be on a scrapper for example).Except that's just not true, hah. Both of the builds posted in this thread have the recharge for a high end single target attack chain. Just because every single ST power doesn't recharge by the time it finishes casting doesn't mean that the build doesn't have the recharge to always have the next attack in the chain up by the time the previous attack finishes casting. Once again, the chain used is Gravity Well>Shadow Blast>Essence Drain>Shadow Blast.
I guess Grav Well (I love that power) would also find a place in the chain somewhere too, but it won't stop the gaps unless you use Grav Snare more often, but that loses DPS because it isn't slotted as an attack.
Personally I would still have done something to make sure there was no gap in the chain you use. Or tried to anyway, but I guess that could mean a trade for defence which you are not willing to make, it was just the first thing I noticed in the 10 mins I had last night.
I still like the look of the build, though I can see where we differ in the bonus' we would aim for because I am not sure I would go for the +hp or +recovery as much as you.
This also makes me wish you could get epic pools, Shadow Meld would be able to put the defence into the i-cap which would be just too awesome -
Quote:I have been away for a while and it seems my memory has gone. You are right, I just worked out the +end proc is 'slightly' better in Stamina than a single IO, and 'slightly' worse in QR.The Perf Shifter proc is better than an EndMod common in Stamina, in general. I think that the EndMod is better than the proc in Quick recovery.
Personally, I put a Perf Shifter EndMod and proc in each power, to get a reasonable amount of enhancement, plus the proc to help out when -recovery debuffed. The 2-piece set bonus is a nice benefit. -
Quote:Ideal circumstances for a Warshade is just any bunch of enemies that aren't ghosts.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.
From my experience a well played and build Warshade will only die to user error. -
Quote:Sorry I can't help but make comments if I see an IO that I think would be better off elsewhere, no issues doesn't mean no room for improvementThe attack chain is the one I use on most of my builds, G Well>Blast>Drain>Blast. Not sure what you mean by "spammable powers," the recharge of the chain works out just fine. Gravimetric Snare is a control power, not an attack.
Do you not know about Clarion? And why were you looking to change things? I don't remember saying I was having any issues with the build.No offense meant. I read about this build the other day and have been searching for it, because I could never get human form to work well enough.
By spammable powers I just meant that without using Grav Snare you would have had times where you had no powers to use (Or at least no attack powers). I know Grav Snare is a control power, but I would have still slotted it as an attack if I was having to use it often. Though personally I think I would have just slotted up the first attack instead. Thats style though - not a criticism.
I actually forgot about Clarion when I made the above post (Just been back 2 days - not up with everything yet) so it is more appealing, I might even break mine out of storage again using your build as a base.
I will take a look at your newest build tomorrow, hope you don't mind if I look for improvements? It's just what I do -
Quote:Thank you, been away so long everything has changed!Haven't seen you in a long while! Welcome back.
But no, Nova form is the worst option for ST DPS on a Warshade.
Nova form might not be the best ST damage, but I am pretty sure before I left I worked out that it can solo av's, albeit slowly. I guess human form may have better DPS, but I never checked that because I played tri-form. -
I am back home now and having another look at this, I swapped the 2nd slot in Absorbtion into Stamina, you get the same set bonus, plus a slight bonus to recovery from having Stamina better slotted.
I also would take the Numina: Heal out of Health, I cannot see the limited regen doing anything for you.
I had a look at your attacks, and I cannot see what you use for an attack chain because you only have 2 really spammable powers, and one is Gravimetric Snare - which isn't slotted for damage.
I am not trying to pick holes in your playstyle here (No mez prot kills human form for me)- just improving what parts of the build I can see can be changed without impacting anything. -
Been looking for this build for a while, I like how much defence you have - but are you not better off with less slotting in Health, and moving the 2nd slot in Absorbtion?
Thats just the first things that stood out - I am getting kicked out of work now so can't comment more yet. -
Your key consideration as a Stoney is are you going to bother using anything that isn't granite?
If not (And I don't) then you can save quite a few slots in your other armors, and I would use that to try and push your defence as close to 59% as you can, definately over 45% (You are 44.5% to all at the moment).
This also lets you drop combat jumping, which doesn't work in granite, so frees up a power pick too. I would take Titan Sweep in it's place.
If you are picking the stay in granite route then I would also suggest forking out for the Glad Armor 3% def IO, if you are having 2 full purple sets in this build plus all the uniques I am guessing the cost isn't 'that' much of an issue?
Note: All these notes are based on New Dawn's build.
Note 2: The other route you could take, is to build for 45% defence to all and then try and plug the Psi hole. -
I will probably drop Super Jump and take Power Surge instead, that can hold the Glad Armor 3% and a Glad Armor End/Res will go in Tough for a few more % S/L resist.
It is also another nice panic button because I hate dying, and it leaves me with no holes to any type of damage - even psi and toxic! -
My current build makes the recharge requirements (With Ageless) and probably the endurance too, though I haven't calculated that. However I was working off the ATIO set giving 5% melee defence and I think it is only 2.5%.
The build is therefore short of the I-cap by .7% to melee, but not only am I not happy with that but I want to push the defence into the 30's to all positions without losing any defence.
The build is below, and I need to find out what difference +5's will make, but I am not sure how to calculate that?
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Yvi: Level 50 Magic Scrapper
Primary Power Set: Titan Weapons
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Crushing Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(21), Mako-Dam%(31), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/Rchg(13), Aegis-EndRdx/Rchg(13), Aegis-ResDam/EndRdx/Rchg(15), Aegis-ResDam/EndRdx(17)
Level 2: Titan Sweep -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 4: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Dmg/EndRdx(42), Sciroc-Dam%(43), Erad-%Dam(50)
Level 6: Conductive Shield -- GA-ResDam(A), GA-End/Res(7)
Level 8: Follow Through -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(40), Hectmb-Dam%(42)
Level 10: Build Momentum -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(11), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(25), GSFC-Build%(40)
Level 12: Static Shield -- HO:Ribo(A)
Level 14: Hasten -- RechRdx-I(A)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Rend Armor -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), Achilles-ResDeb%(19), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(39)
Level 20: Boxing -- Empty(A)
Level 22: Energize -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(23), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(36), Numna-Regen/Rcvry+(48)
Level 24: Tough -- GA-3defTpProc(A), GA-ResDam(50)
Level 26: Whirling Smash -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(31), Armgdn-Dmg/EndRdx(31), FrcFbk-Rechg%(50)
Level 28: Weave -- HO:Cyto(A), LkGmblr-Rchg+(29), LkGmblr-Def(29)
Level 30: Lightning Reflexes -- Run-I(A)
Level 32: Arc of Destruction -- Armgdn-Dmg(A), FotG-ResDeb%(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-Acc/Rchg(48)
Level 38: Maneuvers -- HO:Cyto(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
Level 41: Combat Jumping -- SW-ResDam/Re TP(A), LkGmblr-Rchg+(42)
Level 44: Dark Blast -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
Level 47: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(48)
Level 49: Super Jump -- Jump-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Panac-Heal/+End(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(7), Efficacy-EndMod/EndRdx(25), P'Shift-End%(43)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 1: Momentum
Code:The one change I may make is the Force Feedback proc in Whirling Smash - that may end up as a damage proc, or a +build up proc in Dark Blast - depending how the set plays out at level 50. So if you need a slot to play around with that is the one I would sacrifice first. I guess Follow Through could make do with 5 slots too.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1531;734;1468;HEX;| |78DA65945B53525114C7F7818306824A5ED044114DE4A2C0519BE9EE3469CD94CC5| |8584D0F0D9D708B27091820B37AEAA1B74CBBCCF405BABEF41DFA243DF69297EAA5| |E9468BF35F22339C81F9EDB3F6D9EBFFDF6B5F126B33CE8FE71F4D0BA5F56C562F9| |552C974512F1464D196D033465AD063BDBE6A3413BD7B5DA984CC4A195D30CA7A2E| |754DEA857CAEE4AB75CEC825992BC9E86C56A6CB45239D3A53BC932F0AC77C3E9F8| |D260B522EBACCE63923B35C36729936F36D4EEA8BB2585A360ACEBDF70275F6CE16| |8C743459D6B32B943A99BF9B4D25F4525916EFF790A308FDD73D829F8A4D2C11345| |5746698CBE0C00A386C80876F835F5D44C51CAB8A296A8CAAC2A929669F73026C9D| |04DBE3E0530F0F213DE5B7C58C59FE30FF82E17FE0788529AC26B748CF0A3D9B751| |51ED47BCC3530F4000C3F04B56DCAD1AF8A6D1A6BC358C51643BE260DDC204FCDEC| |A93900CD03A3CC20381A6286C15004DCA4B1761E6B7F8D98E30DF32DD8FE0EEC79C| |F393E803BE4A9059E44CB69822AC410197171CC555D20CD2E76E9BB368EB5791473| |3ECF49D7CDBAEE9B98EB419DF989F277D03AA579BD16C1800415D2E8C058D151A14| |77C23852EAE6CD725AC54F7656612F42F80C357C0D855D04AD93C5C59CF042AAA71| |855F90CB5E76D97B14B33E748C791C1C38C13C096A8FB1622AE5ED435E4BDF1154C| |7DB054D6F27F89D7CF77365FAC731BB97A4E9634D1F6B0E4EC3CF206B0EB2A69F35| |FDA7C01F946FC8DC9F15CBD013C486D7C1D806E8265F23EC6B847D05D84F80FD75D| |33741AE49F022B443DCF7C58A93573D359131E41C8B3263CC38EF7C0DFCE91422CA| |F9A29C27E6063DA415E7D58C0751832D079D32AE8BC275D9D98F29CA059CD6563FB| |C6DD77FCF3976F76356856BD1B4C93BF9199FD457A057ADDD22F4ABEE289F5ABB1B| |2AE186DE7843446B884C3644A61A2273F5119EE7BC5ABB61841241CCDE2EAA7788E| |966DE51AD00DA37EADA7A5DFB565DFBB3677F26BFBA291DB7FF030B63ECE5| |-------------------------------------------------------------------|
By my calculations I have only a 0.138s gap in the Rend Armor > Follow Through > Dark Blast > A o D > Follow Through chain, which I am assuming Ageless will cover, and I am going by heresay that there is no redraw when in Momentum which is why I am including Dark Blast instead of Crushing Blow (That also makes me happier because I had wanted to get a -res proc into Crushing Blow, but if I am not using it then I don't care as much).
I think this will work out at ~269 dps, including Lightning Field but not including the -res procs as I still have to figure out how to include those.
So can anyone help with the defence?
Edit: I just noticed that swapping the Def/Rech LoTG in Shadow Meld for a Def LoTG covers the melee shortfall, but still doesn't make me happy.
Edit 2: Now that I think of it I would like the defence to be 32.5% to all if possible, which makes me only a small purple from the normal softcap and stops me having to use Shadow Meld in regular play.
Edit 3: And now I am wishing they hadn't fixed Enzymes because that would probably cover all my issues. -
I would go for the 45% to all, and use small purples to cap on i-content.
If you can get higher without compromising too much in the rest of the build then by all means take it, but don't sacrifice damage or recharge in the search for that extra defence. -
A few things about that build (I haven't got time for a full sweep through yet):
Procs in long recharge powers like Spring Attack are pretty wasted really, especially -res attacks which are only really useful against single hard targets, and you won't be using spring attack on an AV.
Iirc the best slotting on Siphon Life is 3 x Nucleolus HO's and 3 x Golgi HO's, I think that is better than ay set bonus' you may be getting.
And I think that if you are only going to 1 or 2 slot stamin/qr then you are better off with endmods rather than the procs. Possibly the same goes for adding heal into health instead of the proc there (Though I think mids calculates it wrong because it shows the proc as always on - which it won't be). -
Nova form can put out reasonable single target DPS for a Warshade - iirc enough to beat an AV's regen if you slot right, but you are unlikely to have the survivability.
You 'could' respec for capped ranged defence, +rech and +dam but you would be sacrificing the AoE capabilities to do so.
I never felt my Warshade wasn't contributing on AV's though, so I wouldn't worry too much. -
New question for those who know: Is it better to put the damage proc in Lightning Field or the -res proc?
If they check every 10s (Which I am sure they do) then the -res proc is better in an attack, so I kinda answered my own question lol. -
My latest build has between 28 and 30% defence to all positions, i-capped using Shadow Meld, but the recharge isn't quite there anymore.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Yvi: Level 50 Magic Scrapper
Primary Power Set: Titan Weapons
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Crushing Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(21), Mako-Dam%(31), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/Rchg(13), Aegis-EndRdx/Rchg(13), Aegis-ResDam/EndRdx/Rchg(15), Aegis-ResDam/EndRdx(17)
Level 2: Titan Sweep -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 4: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Dmg/EndRdx(42), Sciroc-Dam%(43), Erad-%Dam(48)
Level 6: Conductive Shield -- GA-ResDam(A), GA-End/Res(7)
Level 8: Follow Through -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(40), Hectmb-Dam%(42)
Level 10: Build Momentum -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(11), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(25), GSFC-Build%(40)
Level 12: Static Shield -- HO:Ribo(A)
Level 14: Hasten -- RechRdx-I(A)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Rend Armor -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), Achilles-ResDeb%(19), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(39)
Level 20: Boxing -- Empty(A)
Level 22: Energize -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(23), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(36), Numna-Regen/Rcvry+(50)
Level 24: Tough -- GA-3defTpProc(A), GA-ResDam(50)
Level 26: Whirling Smash -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(31), Armgdn-Dmg/EndRdx(31), Erad-%Dam(50)
Level 28: Weave -- HO:Cyto(A), LkGmblr-Rchg+(29), LkGmblr-Def(29)
Level 30: Lightning Reflexes -- Run-I(A)
Level 32: Arc of Destruction -- Armgdn-Dmg(A), FotG-ResDeb%(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-Acc/Rchg(48)
Level 38: Maneuvers -- HO:Cyto(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
Level 41: Combat Jumping -- SW-ResDam/Re TP(A), LkGmblr-Rchg+(42)
Level 44: Dark Blast -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
Level 47: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(48)
Level 49: Super Jump -- Jump-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Core Paragon
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Panac-Heal/+End(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(7), Efficacy-EndMod/EndRdx(25), P'Shift-End%(43)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 1: Momentum
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What I am now trying to do is work in as much endurance as I can while trying to get that extra bit of recharge as well, but I sense that I am going to have to get used to the animation of Power Sink (4 seconds! - Shame it can't benefit from Momentum lol) even with Energize and the Agility Core Paragon.
Other changes that I need to work out are if the slotting from Rend Armor and Crushing Blow are best swapped (For the best uptime of Achilles' Heel) and tweaking the 5 slotted powers to see which IO is best left out.
If anyone can add anything though it would be appreciated as always. -
Quote:Pretty much this, I take Soul if I want Shadow Meld, and Fire if I want damage.If you are running a soft-capped scrap (~45% or so), and you intend to do a lot of incarnate content where you might not depend on team +def buffs (like say SLAMs in the warehouse, or the new DA content), you should consider Shadow Meld as a way to i-softcap (i-cap) yourself every 15 seconds (more or less).
Otherwise, keep the greater AOE. -
Has anyone got to hand the best chain for TW and the recharge I need in each power to manage it?
I would assume a perma-energise build should have enough, but you never know and it has been so long since I did this stuff that my maths is failing me -
Quote:You missed the point entirely...People skip assault because it cost a lot for so little .39 base end for as little as a 10.5 % increase to base dmg is hard to justify I decided to play around with it and specced it into my last pre i22 MM build but now I'm probably going to be swapping it back out for tactics. I also have it on my stalker but I think that's going to be gone in the next respec.
You were thinking about when there is only you, the post was about considering the team, and that 8x10.5 is better than 8 individual build ups.
I even know several super teams that ran with stacked leadership, but the second they hit 50 and split up everyone respecs out of it.
It would take a major change in peoples thinking but would improve every incarnate trial to the point of making them too easy if everyone took the leadership pool.