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Posts
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You might be better doing it on test like the US guys did. I would be interested if you did that (Though me scrapper still needs respeccing now I have worked out the final build).
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Ah ok, I have never seen the rounding up bit before, but then I got the rest of the calculation 2nd hand so they may have missed that part.
Thanks -
[ QUOTE ]
To run the BF > Attack Vitals chain, you need the following:
Blinding Feint to recharge in 5.28 seconds
Ablating Strike to recharge in 5.544 seconds
Vengeful Slice to recharge in 4.092 seconds
Sweeping Strike to recharge in 5.28 seconds
[/ QUOTE ]
I was going through the maths of this (Though this is the first time I have done DPS calculations so I might be wrong) but I can't see how you got those numbers.
To me it looks like you need BF to recharge in 4.69 seconds (Or 4.822 if you account for arcanavilles calculations), which is the cast time of the other 3 attacks in the chain.
However you seem to know what you are talking about so I am more inclined to trust you than my own maths on this one, can you explain how you worked it out though?
Edit: Currently I only have one standard recharge IO in all the attack powers and I am only just off getting this attack chain so that tells me your maths is closer than mine. -
[ QUOTE ]
But it's the MA being so prevelant, namely in Atlas, that's the problem. Or at least it seems to be.
Atlas used to be about low level teams, hunt teams, and sewer runs. Now it's farm central, which used to be PI. Now, you still got lvl 1's in PI, asking to join farm missions, I know. But they were normally players who had played the game before. Not people who had literally just finished installing the game. Which is what they are confronted with when they go to Atlas now.
[/ QUOTE ]
This is exactly it. Farming and powerlevelling are always going to go on in any MMO and as much as I dislike the activity I actually understand there are benefits to the economy etc that come from it. BUT, it shouldn't happen in lowbie zones because new players shouldn't be bombarded with that kind of thing right from the off.
First thing's forst, remove the auto-sk and cut the rewards (Inf/Tickets/everything) so that they are slightly less than other activities. This means you will still see progress, but 1-50 in a week not a day.
Also put a min/max level on the MA buildings, in Altas once you hit 10 you have to move on etc. The buildings should all be linked so a team can form across zones and all use their own MA to get to the missions, but it keeps the farmers in the high level zones without ruining it for new people. With this you are not forced into a mission or arc you don't want to do, but you are forced to go somewhere in keeping with your level range.
For people gaining levels in MA missions there should also be more 'person x would like to speak with you' pop ups too.
Farmers will be slightly effected by the lesser rewards, but then they will still be high enough to be worthwhile.
Personally I wish they would remove tickets (Replaced with standard drops like normal missions - but worked out to give the same rewards/time) as I think it has ruined the market for salvage and purples, but not being an expert in that I can't say for certain.
I would also love to see a system that automatically stopped xp gain if you exceeded x amount in a certain time, but give veterans the opportunity to start at 20 or something once you reach 3 years? You could add 10 levels to that for every year afterwards. -
I wasn't planning on improving it, the health part is too precious to mess up just for that, but I was wondering if I can get away with calling 42% the cap rather than 45%.
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Anyone know if the tohit debuff in RttC resistable?
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I like the survive for x time missions, providing they are not like the TV trial where you spent more time waiting than fighting.
However I don't like the idea of missions where you lose powers or your powers change - if I am playing my blaster it is usually for a reason and to suddenly become a scrapper or whatever would defeat the point.
One more thing I would like to see are missions where you all get split up, you could have the team walk into a gas trap, see a cut scene where you pass out as the villain laughs, then wake up split across a big map. One in the hospital, one in the prison area, another being experiemented on in another room etc and have to meet in the middle. The challenges to get to that room would have to be dynamically set to the AT though, or waiting all day for a heal specced empath to fight free would get boring.
Being able to fail is another thing, you could have to complete the objective without dying or in x time, and if that fails TP to another point on the same map (But not linked in any way) that from that point acted as a second mission, harder than the first but with equal rewards to represent you having to work harder to make up for failure.
Missions where you are not allowed to kill could be another thing GR would help with. For example you start a mission, get knocked out and when you wake up all the civilians are trying to kill you (Buffed to your level to make them a threat, or you ex'd down). You then have to find out why and reverse it but every civilian you kill lowers your heroic reputation, finishing without killing a civvy enhances your heroic rep, but for every kill you move that bit closer to being a villain.
Puzzles are another good thing, yes they would end up on the forums but since not everyone read the forums it would still keep some people interested. You could tie this into the failure mechanic so those who can't solve the problems (Since they will need a bit of RL intelligence) can still finish.
Other things involve the need for certain AT's or even power sets, for example a toon with superstrength might be needed to pull a leaver, without doing so the mission becomes harder or you have to go a longer way around. Or a stalker can see a 'hidden' door but no other toons can.
Aside from all this I think making harder and more interestnig final fights is very important too, but that is heading into end game territory I think and the devs dont seem to like that (Though they may be warming to the idea).
And a final thought, mission maps that dynamically change (Like the AVP pyramid) would be great, those that get cut off have to find a different way! -
I agree with Golden_girl, the AV prisoners are the only thing that doesn't really make sense to me.
I still think it is fun though and can ignore little things like that.
The nice touches like the teleport thing are at least interesting the first time and shows they are thinking.
The Barracude TF on the other hand ... -
I think normal arcs have the xp just about right (Some think too high), it is the MA that needs toning down xp wise to match rather than the other way around.
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I don't know about specific arcs being mandatory, but I would like to see you not being able to get past for example level 30 until you have done AN arc.
Possibly the same thing again before 50.
Though the idea of MA is to be able to level without ever leaving the buildings, and while I think that is an awful idea it isn't likely to change. -
Thanks Shannon, as long as I know it is possible I will keep tinkering!
And I don't normally like posting my builds once they are complete so I understand where you are coming from on that one. -
[ QUOTE ]
Considering this person is /Inv, you could grab a large mob and toggle on Invincibility for awesome defence :-)
[/ QUOTE ]
It was his DB/Inv that originally inspired me, but he seems to have moved over to DB/WP, his build for that is on the US forums and since he has already used it to solo a few AV's it made me think dropping the defence is ok, I had always assumed anything less than capped wasn't all that much use.
I read how he kept minions about to fuel his invincibility and was planning the same thing to fuel RttC. -
I got bored at work so actually downloaded mids and have been having a play. As suggested I dropped the Sweep combo in favour of a BF > AV chain and assuming JeffVader is right about the recharge times of the powers I can now pull that chain off.
However I wasn't able to keep the defensive numbers I was hoping for, but they are still reasonable, and if I ever drop the new pvp +3% def IO (Ha!) then I will find place for that too.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Sliceo: Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(5), Mrcl-Rcvry+(15), Mrcl-Heal(15), ResDam-I(19)
Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37), Mako-Acc/EndRdx/Rchg(50)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(5), Numna-Heal/Rchg(13), Heal-I(23), RgnTis-Regen+(36), Heal-I(46)
Level 6: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13)
Level 8: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam/Rchg(33)
Level 10: Blinding Feint -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(45), Hectmb-Dam%(45), C'ngImp-Acc/Dmg/EndRdx(48)
Level 12: Indomitable Will -- Ksmt-ToHit+(A)
Level 14: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(19), Zephyr-Travel(21), Zephyr-Travel/EndRdx(21)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(17)
Level 18: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(36), Mako-Acc/EndRdx/Rchg(37)
Level 20: Swift -- Run-I(A)
Level 22: Health -- Numna-Heal(A), Numna-Heal/Rchg(23), Numna-Heal/EndRdx(42)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(39), P'Shift-End%(50)
Level 26: Sweeping Strike -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(31), M'Strk-Acc/EndRdx(31), Armgdn-Dam%(40)
Level 28: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx(29)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 32: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46)
Level 38: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/EndRdx(40), Efficacy-EndMod/Acc(46)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Strength of Will -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
The power levels are still all over the place, but that is fairly easy to sort out once the actual build is finalised. -
Since posting my thread up I have found this post on the US forums by Nihilii (The guy who inspired this project with his DB/INV scrapper): Here
He has gone for much less defence than I have been aiming for, and seems to be pulling off similar feats to what I was hoping for. And he also hasn't taken the Sweep combo.
I don't think I would feel happy with my defence quite as low as Nihilii, but I should now be able to get something in the high 30's for DEF (And RttC does -3.75% tohit to make it even better) and still get a full attack chain.
Once again thanks
And thanks to Nihilii not that he will ever read this. -
I had thought about going the conserve power route but being previously unwilling to ditch the Sweep combo I didn't have room to fit it in.
I will look at taking your suggestions into account over the weekend and see what I come up with.
Thanks both -
The levels of the powers isn't something that worries me, though I have no idea how stamina got in their before QR. I will probably sort the order out when I actually make the build though.
Sweep isn't vital for AV's etc but for standard mobs I find it is actually great DPS, especially if I end up in a mob alone and can hit 10 targets (Which I often do). The knockdown is just a bonus, but does help a lot when I run off from the team and fight a mob alone. Having said that I haven't bothered crunching any numbers for it (I find calculating DPS with cones and aoe's quite complicated) so am happy to be wrong on that count. -
Ah yeah I didn't really pay attention to which parts of that set to use, on my build since I don't really use the power I actually have one of them at really low level. Just buy the 4 cheapest
And I forgot some of them got to stupid prices. -
Hi All,
I am currently rebuilding my level 50 Dual Blades/Willpower scrapper - my first character to 50 over a year ago is getting a new lease of life, but I am struggling to come up with a build that covers all bases.
The Aim:
I want to be able to solo AV's without damaging my team potential, a noble aim, but a tough one.
To do this I am trying to cap my defence, at least to smashing/lethal/energy/negative energy. I also want to maximise my recovery and regeneration because that is the foundation of willpower.
I also need to be able to run the attack chain of Blinding Feint > Attack Vitals combo without an overall loss of endurance, otherwise endurance may well beat me before the AV.
The Build:
In order to get the defence numbers I am looking for I have had to take tough/weave, and have not been able to get much recharge, meaning I can't get the necessary attak chain. All of this means I don't have an efficient endurance usage.
So that I don't lose out in teams the attack powers are pretty much non-negotiable, the Sweep combo is vital to teaming imho.
The build I have come up with is below, and if anyone can help me improve it I would be grateful:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Sliceo: Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), HO:Nucle(23)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), RgnTis-Regen+(5), Heal-I(15), ResDam-I(15)
Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37), HO:Nucle(37)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(5), Numna-Heal/Rchg(13), Mrcl-Heal(36), Mrcl-Rcvry+(46)
Level 6: Typhoon's Edge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-Dmg(13), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 8: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam/Rchg(33)
Level 10: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45), HO:Nucle(45)
Level 12: Indomitable Will -- Ksmt-ToHit+(A)
Level 14: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(19), Zephyr-Travel(21), Zephyr-Travel/EndRdx(21)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(17), HO:Golgi(19)
Level 18: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), HO:Nucle(36)
Level 20: Swift -- Run-I(A)
Level 22: Health -- Numna-Heal(A), Numna-Heal/Rchg(23), Numna-Heal/EndRdx(42)
Level 24: Stamina -- EndMod-I(A), EndMod-I(25)
Level 26: Sweeping Strike -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31), Armgdn-Dam%(48)
Level 28: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/Rchg(50)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 32: One Thousand Cuts -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Dmg(34), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Acc/Rchg(48)
Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46)
Level 38: Quick Recovery -- EndMod-I(A), EndMod-I(39)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(46)
Level 44: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(50)
Level 49: Strength of Will -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Caution: A lot of text
I can't say I have ever noticed a stealth + tp bug, and I have had the stealth IO in TP for a long time now, it works really well.
I must also say that I am against taking stamina unless you are planning to stay in human form quite a lot, because you really need to give it time to get the benefit out of it, and although some of the early warshade powers are a bit meh if you are tri-form you can always pick up the power pools. Personally I find the medicine pool (Stimulant, Aid Self and Ressucitate [I can never spell that word]) more useful than fitness (At least the rez gets a lot of use), and they don't need any slots at all, and slots are precious. But I guess each to their own regarding stamina, a lot of the time things just make you feel better even if they aren't technically great. And when fighting ghosts I find I really love voids because they do leave corpses!
I am also not a big fan of Unchain Essence, I found that since I was fighting mostly in the forms I never got to use it, and to make it worthwhile it needed lots of slots. But having said that it is a cool power that I would like room for and if you aren't min/maxing there should be room.
The way I work my builds is to work out what proportion of time I spend in which form, and what I use that form for, then allocate powers and slots accordingly. For example I use human form to buff up and when solo, and Nova/Dwarf pretty evenly depending if I feel blastery or scrappery that day/mission/mob. So I allocated slots to dwarf and nova pretty evenly, slotted the human buff powers and then picked the remaining powers with what I had left after the dust settled. Doing it that way makes sure that the powers you use the most work really well, but requires the sacrifice of certain other powers.
Example: My Nova has the single target blasts 5 slotted and the AoE's 6 slotted. My dwarf has 3 slots in the first attack, 5 in the other attack and the heal and 6 in mire, so they are about even when you take into account dwarf's extra powers. I worked this out first because these forms were the most important to me and I wanted them to be very good when I did use them. Then I picked the important human powers, Eclipse/Mire/Extract Essence/Stygian Circle etc and gave them enough slots to be really good at what they did. Then I went to the powers that are good but not 'essential' and allocated my remaining slots to those. After doing that I have quite a few power picks left, but no slots - hence the medicine pool, super speed, super jump, and some of the stealth pool.
It was quite hard to sacrifice some of the good powers while making the build, but is well worth it because now every single power I have will perform its job very well, rather than risking having too many powers each slightly under-performing. I think it is the last trap a lot of people fall into and as a result end up not liking their Warshades. I have yet to find a build that can fight well in all three forms without sacrificing overall effeciveness because you end up with 8 half slotted blasts instead of 4 well slotted ones.
I would say get mids and have a go through building like that, every time you place a power or a slot think 'how much use am I getting out of this?' and remember that 2 level 50 IO's give an 80% ish bonus, so the third IO is only worth 15%, but in another power will give the full 40%.
Once you have done that I can have another look and see if there are any slots misplaced, I like to try and encourage people into finding the build themselves and give pointers rather than builds.
If you look at one of the other threads near the top of this forum section I did a build for someone that is probably very similar to what you want that may be of help. I also gave him roughly the same advice as I am giving you.
Oh and if you are going for IO sets remember that recharge is king. Your key defensive power is Eclipse and the faster that recharges the better. In my build I took certain powers purely to allow for greater recharge building I think it is that important. If you aren't going to spend the kind of money needed for sets then frankenslotting is another very good way of building a Warshade, at high levels an acc/dam/end gives better overall numbers than an acc/dam, which in turn gives better numbers than just an acc.
On a side note I really wish I could have done my English language exam on building a Warshade, I seem to be able to write all day about it! -
[ QUOTE ]
As an aside I really wish the Devs would let us export our live builds from the actual game into a Mids Datachunk or similiar.
[/ QUOTE ]
Now that would be nice! -
I don't know how I didn't see this post so sorry for the late reply!
Anyway the first thing I would suggest is to download mids, because not only does that seem to have all the sets this is missing (I don't think it has all the pvp ones yet though) it is the one most people use, so easier to give advice on builds.
The second thing is how do you play/plan on playing your Warshade? Do you want to be human often, use the forms mainly, do you prefer dwarf or nova etc?
Once I know what the build is aiming at becoming I can have a better look. -
Yeah the resists were minimal and were never going to save your life, whereas with good recharge you get to use Eclipse more often, just hitting I think 5 targets with Eclipse gives you 85% resistance to EVERYTHING, and you only have a tiny downtime on that power with this build (With hasten up you have .2 seconds of downtime on that!).
And also damage buffs are irrelevant because they are so tiny, dropping to human or dwarf to hit the mires will get you around 80% damage bonus, and nova itself has an inherant 45% damage bonus.
Really the only thing a warshade needs is recharge (Excluding capped DEF nova builds), getting your great powers up fast has more benefit than anything else.
I think the mistake you were making was going for too many small bonus' that wouldn't have actually had a whole lot of effect. The best thing for pretty much any AT is to find what is most needed and build for that, anything else you get is a bonus. -
I actually find recharge the easiest thing to build for, but I guess after a years practice tweaking my warshade (And 11 respecs) I should do!
Anyway I have had a look at the build:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Medicine
Power Pool: Speed
Power Pool: Fitness
Hero Profile:
Level 1: Ebon Eye -- Dmg-I:50(A)
Level 1: Absorption -- ResDam-I:50(A)
Level 2: Gravimetric Snare -- TmpRdns-Acc/Slow:40(A), TmpRdns-Dmg/Slow:40(3), TmpRdns-Acc/EndRdx:40(3), TmpRdns-Acc/Dmg/Slow:40(5), TmpRdns-EndRdx/Rchg/Slow:40(5)
Level 4: Gravity Shield -- ResDam-I:50(A)
Level 6: Dark Nova -- Flight-I:50(A)
Level 8: Stimulant -- EndRdx-I:50(A)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(37)
Level 12: Swift -- Run-I:50(A)
Level 14: Health -- Heal-I:50(A)
Level 16: Aid Self -- Numna-Heal/EndRdx:50(A)
Level 18: Super Speed -- Run-I:50(A)
Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(21), Efficacy-EndMod/Acc:50(45)
Level 22: Black Dwarf -- ResDam-I:40(A), ResDam-I:40(36), ResDam-I:50(37)
Level 24: Sunless Mire -- Sciroc-Acc/Dmg:50(A), Sciroc-Acc/Dmg/EndRdx:50(43), Sciroc-Dmg/EndRdx:50(46), Sciroc-Acc/Rchg:50(46)
Level 26: Gravity Well -- BasGaze-Acc/Rchg:30(A), BasGaze-Rchg/Hold:30(45), BasGaze-EndRdx/Rchg/Hold:30(48), BasGaze-Acc/EndRdx/Rchg/Hold:30(48)
Level 28: Shadow Cloak -- EndRdx-I:50(A)
Level 30: Resuscitate -- Heal-I:50(A)
Level 32: Dark Extraction -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Dmg/EndRdx:50(37), ExRmnt-Acc/Dmg/Rchg:50(40), ExRmnt-EndRdx/Dmg/Rchg:50(40), ExRmnt-Acc/Rchg:50(43)
Level 35: Stygian Return -- Heal-I:50(A)
Level 38: Eclipse -- Aegis-ResDam/Rchg:50(A), TtmC'tng-ResDam/Rchg:50(39), ImpArm-ResDam/Rchg:40(39), RctvArm-ResDam/Rchg:40(39), Acc-I:50(40)
Level 41: Quasar -- Oblit-Acc/Dmg/Rchg:50(A), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Rchg:50(42), Oblit-Dmg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(46)
Level 44: Nebulous Form -- EndRdx-I:50(A)
Level 47: Stygian Circle -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(48), Dct'dW-Heal/Rchg:50(50), Dct'dW-Heal/EndRdx/Rchg:50(50), Dct'dW-Heal:50(50)
Level 49: Aid Other -- Heal-I:50(A)
------------
Level 1: Brawl -- Dmg-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Heal-I:50(A)
Level 1: Dark Sustenance
Level 1: Shadow Step -- Range-I:50(A)
Level 10: Shadow Recall -- Range-I:50(A)
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Level 6: Dark Nova Bolt -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(9), Decim-Dmg/Rchg:40(15), Decim-Acc/EndRdx/Rchg:40(17), Decim-Acc/Dmg/Rchg:40(25)
Level 6: Dark Nova Blast -- Decim-Dmg/EndRdx:40(A), Decim-Acc/Dmg:40(9), Decim-Dmg/Rchg:40(13), Decim-Acc/EndRdx/Rchg:40(17), Decim-Acc/Dmg/Rchg:40(25)
Level 6: Dark Nova Emanation -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(7), Posi-Dmg/EndRdx:50(13), Posi-Dam%:50(15), Posi-Acc/Dmg/EndRdx:50(21), RechRdx-I:50(33)
Level 6: Dark Nova Detonation -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(7), Posi-Dmg/Rchg:50(11), Posi-Acc/Dmg/EndRdx:50(19), Posi-Dam%:50(19), RechRdx-I:50(36)
Level 22: Black Dwarf Strike -- C'ngImp-Dmg/EndRdx:30(A), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:30(31), C'ngImp-Acc/Dmg/EndRdx:30(31), C'ngImp-Dmg/EndRdx/Rchg:30(34)
Level 22: Black Dwarf Smite -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/EndRdx:50(34), C'ngImp-Dmg/EndRdx/Rchg:50(45)
Level 22: Black Dwarf Mire -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Sciroc-Acc/Dmg/EndRdx:50(23), M'Strk-Acc/Dmg/EndRdx:50(33), M'Strk-Dmg/EndRdx/Rchg:50(33), Sciroc-Acc/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(43)
Level 22: Black Dwarf Drain -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/EndRdx:50(31), C'ngImp-Dmg/EndRdx/Rchg:50(36)
Level 22: Black Dwarf Step -- EndRdx-I:50(A)
Level 22: Black Dwarf Antagonize -- RechRdx-I:50(A)
I have moved a few slots and sets about to to get you 67.5% recharge, I have no idea what you have lost because as I said anything else doesn't really matter. You are also 0.2 seconds away from perma-eclipse while hasten is up.
If you want to pump more cash into the build there are several places that will take the LoTG +rech IO's, and of course you can hold almost every kind of purple set which will again increase your recharge. -
Again at work I don't have mids so I can't have a proper look at the builds (And you exported in the wrong format so it is hard to read) but I would say that regen isn't much use on anything other than a tank or willpower/regen toon imho, and especially not on a warshade because you don't have many HP outside of dwarf.
The only bonus' worth considering are +recharge and possibly +def, but you can't really have both I find without compromising the build.
What you really want is to get the numbers maxed (IE: As much damage, recharge and accuracy) in each power and get lots of +recharge without worrying about the other set bonus' none of them are that much use. -
I have had a look at your build and you have taken all the human shields, which means that whenever you drop from one of the forms to human you will need to toggle them on again; which becomes a hassle.
Additionally as I recommended you haven't really taken the human attacks which means you won't be spending that long in human form so the shields become wasted.
Therefore I have removed the shields.
I have also got rid of whirlwind, because it sucks endurance badly, is only available in human form and knocks everything all over the place, which will annoy teams, and make your mires/eclipse miss because they need things to be right next to you.
I have kept in the fitness pool, because that may be a personal choice, but the powers only work in human form, meaning you get no benefit in dwarf or nova. If you plan on fighting a lot in Nova (Which you do) then they will have no effect. I don't even think they are much good out of combat because after a fight you can always use stygian circle to get back to full health/endurance (Oh and stygian circle needs more slots - it is truly a wonderful power). Therefore personally I would drop that whole pool for the medicine pool, and since the medicine pool requires no slots you will save a slot too
Another thing I would do is drop inky aspect, it is another human only toggle which is useless in forms, however I put Gravatic Emination into this build, because it is a great stun, and together with inky aspect you can stun bosses, so I thought I would keep inky in the build at least for you to test out.
And finally I couldn't decide what was best for the final power pick, I chose nebulous Form since you had picked it (Personally I hate it) and I also picked Gravity Well, because it is a good hold for dealing with Quantums, I would normally pick it up earlier but with fitting in stamina as early as possible there wasn't room. The last place I put in Stimulant from the medicine pool, you might only use it twice but I couldn't see anything more useful really.
You will notice that although there are 3 human attack powers picked early on I only slotted one, that is because you can get good set bonus' out of it, and because the attacks are going to be rubbish no matter how you slot them.
I have made a build below using SO's, but can make one with IO's depending on your budget, the slot placements will probably stay 90% the same I would think:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Medicine
Hero Profile:
Level 1: Ebon Eye -- Acc(A)
Level 1: Absorption -- ResDam(A)
Level 2: Gravimetric Snare -- Acc(A), RechRdx(3), Dmg(3), EndRdx(5), Immob(5)
Level 4: Shadow Bolt -- Acc(A)
Level 6: Dark Nova -- Flight(A)
Level 8: Hasten -- RechRdx(A), RechRdx(9), RechRdx(9)
Level 10: Starless Step -- Acc(A)
Level 12: Sunless Mire -- Acc(A), RechRdx(13), RechRdx(13)
Level 14: Shadow Cloak -- RechRdx(A)
Level 16: Swift -- Run(A)
Level 18: Health -- Heal(A)
Level 20: Black Dwarf -- ResDam(A), ResDam(21), ResDam(21)
Level 22: Stygian Circle -- RechRdx(A), RechRdx(23), EndMod(23), EndMod(25), EndMod(25)
Level 24: Stamina -- EndMod(A), EndMod(40), EndMod(42)
Level 26: Gravitic Emanation -- Acc(A), RechRdx(27), Dsrnt(27)
Level 28: Inky Aspect -- Dsrnt(A)
Level 30: Super Speed -- Run(A)
Level 32: Dark Extraction -- Acc(A), Dmg(33), Dmg(33), RechRdx(33), RechRdx(34), RechRdx(34)
Level 35: Quasar -- RechRdx(A), RechRdx(36), RechRdx(36), Dmg(36)
Level 38: Eclipse -- RechRdx(A), RechRdx(39), RechRdx(39), ResDam(39), ResDam(40), Acc(50)
Level 41: Stygian Return -- RechRdx(A)
Level 44: Nebulous Form -- EndRdx(A)
Level 47: Gravity Well -- Acc(A), Dmg(48), Hold(48)
Level 49: Stimulant -- EndRdx(A)
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Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Dark Sustenance
Level 1: Shadow Step -- EndRdx(A)
Level 10: Shadow Recall -- EndRdx(A)
------------
Level 6: Dark Nova Bolt -- Acc(A), Acc(7), Dmg(17), Dmg(34), RechRdx(37)
Level 6: Dark Nova Blast -- Acc(A), Dmg(7), Dmg(17), RechRdx(40), RechRdx(50)
Level 6: Dark Nova Emanation -- Acc(A), Dmg(11), Dmg(15), RechRdx(19), RechRdx(37), EndRdx(48)
Level 6: Dark Nova Detonation -- Acc(A), Dmg(11), Dmg(15), RechRdx(19), RechRdx(37), EndRdx(50)
Level 20: Black Dwarf Strike -- Acc(A), Dmg(46), EndRdx(46), RechRdx(46)
Level 20: Black Dwarf Smite -- Acc(A), Dmg(42), Dmg(45), EndRdx(45), RechRdx(45)
Level 20: Black Dwarf Mire -- Acc(A), EndRdx(29), Dmg(29), RechRdx(31), RechRdx(31), RechRdx(31)
Level 20: Black Dwarf Drain -- Acc(A), RechRdx(42), RechRdx(43), Heal(43), Heal(43)
Level 20: Black Dwarf Step -- EndRdx(A)
Level 20: Black Dwarf Antagonize -- RechRdx(A)
There may be a few slots misplaced, but it has been a long time since I was on SO's