Smiling_Joe

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  1. Doesn't seem right to have Conan without his loyal friend Andy, so my wife made Robo Coco and I made his partner Richter Scale!



  2. Quote:
    Originally Posted by Nalrok_AthZim View Post
    That makes very little sense, considering resistance can be put in the negatives. On my Ice/Dark tanker, when I use Shadow Punch before Midnight Grasp, MG always does more damage than if I hadn't used Shadow Punch. I read the formula, but if the target has no resistance to negative energy damage, then they have -20% resistance to negative energy damage, which allows for more damage to be applied.
    Oh that's right. It can be taken into the negatives, can't it? Nonetheless, if I just apply a 20% damage buff to both the smashing and negative portions of the damage and then apply that damage to the tank's resistances I come out with roughly 99 dps of actual damage done, vise the 87.6 dps if I follow the equations.

    You know what? I hate math. My original point was that including Shadow Punch in the attack chain would be a good idea for tankers, possibly even surpassing what is clearly the ideal attack chain for the other DM/ archetypes (not surpassing those other archetypes, mind you - just surpassing that attack chain on a tanker), and bending my brain over what amounts to 2-3 points difference in dps is doing nothing but muddying the waters.

    Bah. This is why I should just stay out of the formulas and math. Stupid Joe.
  3. Sigh. Okay those dps numbers I gave in my previous post are waaaaaay out of whack. I shouldn't have gotten them from Mids, but I did, and for some reason I can't fathom Mids is assigning extra fire damage to each DM attack, in spite of the fact that I chose Dark Armor as the primary. Whatever. The more realistic dps figures are as follows:

    MG-Sm-SL-Sm = 109.5 dps

    Sm-SP-SL-Sm-MG = 107 dps

    Sorry about that. Stupid Joe.

    Quote:
    Originally Posted by Syntax42 View Post
    You make it sound way more complicated than it really is. Read this paragonwiki page if you really want to understand the math behind resistance debuffs. The summary is that a 20% resistance debuff will make you do 20% more damage than you were doing previously to an un-debuffed target.

    If you are on a team, including Shadow Punch in your attack chain is a good idea because your team can benefit from the debuff as well. Perhaps use Shadow Punch every other attack chain in place of Smite.
    You're missing my point. Midnight Grasp (max slotted for damage), for example, will do something in the neighborhood of 243 points of negative energy damage. If the enemy you're fighting doesn't have any resistance to negative energy damage, you're never going to do more than 243 points of damage to that enemy with Midnight Grasp, regardless of how many resistance debuffs are on him. The reason is this formula, taken from the same page:

    Quote:
    Resistances to damage and debuffs follow the formula
    SufferedAmount = AppliedAmount × (100% – TotalResistance)
    For example, 75% resistance to fire damage would stop 75% of all fire damage that hostile powers try to apply to a character, allowing only 1/4 of it to affect him or her.
    So 243 x (100% - 0)=243

    A resistance debuff like bruising does not amount to a straight up damage buff. Looking at it that way will leave you disappointed in the end. You're never going to do more than 109.5 dps with an attack chain of SP-MG-Sm-SL-SM without further damage buffs. (btw substituting Shadow Punch for Smite in the MG-Sm-SL-Sm attack chain only yields @90 dps and only a single 20% debuff, since bruising doesn't stack)

    And to that extent I think talking about dps in general can be misleading, because it's merely a measure of an attack chain's maximum self-contained damage. It doesn't take into account an enemy's resistance and can't be relied upon to predict actual damage done to that enemy unless you know that resistance ahead of time and factor it in.

    However, let's take that tank from the example given in the link and follow through with some math:

    The first attack chain (MG-Sm-SL-Sm) will do a total of 56.68 smashing and 593.82 Negative Energy.

    The tanker resists smashing by 45%, so 56.8 x (100%-45%)=31.24

    He also resists negative energy by 20%, so 593.82 x (100%-20%)=475

    For a grand total of 85.2 dps of actual damage done to the tanker.

    The second attack chain (Sm-SP-SL-Sm-MG) will max out at a total of 86.79 smashing and 638.1 negative.

    Taking the tanker's resistances into account, it comes out to around 82.4 dps of actual damage done.

    But that doesn't take bruising into account. Going by the formula you specified with regard to resistance debuffs, the new smashing resistance for this tanker comes out to 34%. The new negative resistance is 16%. This means that he would be taking 57 points of smashing damage and 536 points of negative energy damage.

    Coming out to 87.6 dps of actual damage done.

    So - against this tanker, it pays to put shadow punch in the attack chain, but only by about 2 dps.

    To me, the salient point to be taken away from all this is that the attack chain that includes shadow punch requires a bit less recharge, and so is a little easier to attain in a build. With hasten and 32% more recharge from set bonuses (and assuming at least 88% recharge slotting from sets like crushing impact in smite and midnight grasp) you've got a workable attack chain.

    The other salient point I take away is that I had to do the math, after all. Stupid Joe.
  4. So long, Castle, and thanks for all the fish!

    You will be sorely missed...
  5. Quote:
    Originally Posted by Syntax42 View Post
    The top attack chain for Dark Melee is Smite >> Midnight Grasp >> Smite >> Siphon Life. I doubt you will have the recharge to run that attack chain on an Invulnerability Tanker. It requires perma-Hasten worth of global recharge. However, that can help you form an attack chain for your build and optimize what attacks to take.
    This attack chain is the top attack chain for brutes and scrappers. I wonder, however, if it is for tankers?

    Using Mid's as a quick and dirty reference, I come up with a total of 945.2 total points of damage (three-slotted attacks with Generic lv 50 IO's) with an attack chain of MG-Sm-SL-Sm for a total of 159.12 dps.

    Now, inserting Shadow Punch at the beginning of that attack chain yields 1,053 points of damage for a total of 155.5 dps.

    All things being equal, then the former would indeed be the superior attack chain. However, this does not take bruising into account.

    Since bruising provides a 20% resistable and non-stackable damage resistance debuff, then you're effectively doing more damage to the enemy. It's unlikely that you'll do 20% more damage, because not only is the debuff resistable, but it's also dependent upon how much your enemy resists your damage in the first place.

    In other words, applying a straight 20% damage buff to the second attack chain to account for bruising would be misleading, because that 155.5 dps already takes into account the maximum damage inflicted. It would be more correct to reduce both totals to appropriately reflect your enemy's damage resistance, and then increase the second attack chain by whatever percentage is left after the debuff resistance of your enemy were taken into account and the difference applied to his/her damage resistance.

    Bleh. More math than I care to do, so my short answer would be: depending on the enemy, the second attack chain might prove more effective given bruising. Basically, if you're up against an AV with high debuff resists, you might be better off going with the old standby of MG-Sm-SL-Sm. If, however, you're up against an EB or a Boss, you might actually get better mileage out of Sp-MG-Sm-SL-SM.

    Anyone more math-capable than I feel like satisfying my curiosity? (or pointing out the error of my ways?)
  6. Speaking as a player who's still stuck in the "SO Lounge" on his Warshade, thank you for not forgetting us SO Dinosaurs. Very nice addition to the guide!
  7. Quote:
    Originally Posted by Zem View Post
    Nerd fight!



    I knew this had to be wrong, but it took me a bit to remember enough math to explain why. You forgot to subtract the chance of both. The chance of one proc going off is 100% minus the chance of neither going off minus the chance of both going off. So it's not 36%. It's 32%.

    64% for neither
    32% for one.
    4% for both.
    --------------
    = 100%

    So the average dps is (.64 * 0) + (.32 * 70) + (.04 * 140) = 28dmg per 10 seconds = 2.8dps... or... same thing I got before.
    Dang. Pwn'd again. Knew I forgot something.
  8. Quote:
    Originally Posted by Areimus View Post
    I agree with you on this. While I'm certainly no math wiz (I majored in Math but I still don't consider myself a math wiz by any means), it's common knowledge that the more chances you add to something, you'll have greater chance of success...whether it be in procs, the lottery, etc.
    When I hit level 50 and obtain enough infamy to afford the build I posted, I'll check on my endurance usage and see if 2/2 Posi's Blast is all that necessary. If I find that it isn't, you can most certainly bet I'll be loading Caltrops with the procs mentioned above plus either a slow or the knockdown. While a knockdown is less reliable than slow since on a proc basis, a knockdown takes what? 4-5 seconds or more to recover from plus they are still stuck in the same spot. Anyways, too many "IF/Thens" in the post - time to start leveling up and put this information to practice!
    In retrospect, I think Zem is right - With only three slots, I think the Ragnarok proc will be too costly for too little in return. If you do decide to proc the power out more, you'd probably be better off to slot that third slot with a slow IO instead.
  9. Quote:
    Originally Posted by Areimus View Post
    Joe, I love your ideas/usage of Caltrops and thank you for doing some fairly extensive math on it. However, I think that for my purposes, I'd strictly use Caltrops as mitigation tool. While it does have the potential to do some decent damage, it's overall damage output severely drops as there are less mobs to hit. Secondly, while I've never been in a high-end Task Force, I can only assume that an extra ~6 dps on a mob (especially when it's Boss-level or higher) is mostly negligible; I would think that playing "keep away" with the mobs to mitigate incoming damage not only to myself but to anyone else that I may have teamed with is far more important than the dps component. That being said, I certainly think that I could re-slot Caltrops with 2 Posi's Blast - Damage/Recharge and Chance for Energy Damage. I'd then slot an Endurance/Recharge/Slow. As long as I can double-stack Caltrops, that's all the damage output I need from it or so I think. I was also thinking that the extra 2.5% Recovery from 2/2 Posi's Blasts would be beneficial as opposed to a chance get a proc. However, to counter that point - I suppose the more overall damage that you are dishing out to a mob, whether it be 1 or an entire group means less overall endurance used due to less powers being activated over time. Hmm.
    I think it's a mistake to think of procs in caltrops from a strictly dps point of view. Caltrops is in no way going to be a good dps power. The procs are better thought of as burst damage potential. At cast and every ten seconds, you have a percentage chance for a burst of extra damage. More procs increase that chance quite a bit.

    That said, I can totally understand your thinking. The procs are nice to have, but not necessary in the least. The power is awesome out of the box.

    Quote:
    - Now allow me to pose a question to you - where do you suggest that these 2 slots be taken from without losing valuable set bonuses, recharge time perhaps, damage perhaps? I like to think that the set bonuses benefit the entire build as a whole. Focusing on making Caltrops output 1 or 2 more dps to lose something else (I can't quantify it because it depends where you took it out of lol) seems counter productive, if you look at the build as a whole, don't you think?

    What are your thoughts?
    Oh, I wasn't suggesting two more slots - just speaking in general. If you have two extra slots in a build - any build - for the two damage procs in caltrops, they're nice to have.

    In you're case, you've got room for one extra slot for a damage proc, with two for enhancing the power. I wouldn't change anything with your build at this point beyond what you just mentioned.
  10. Okay, so the power itself hasn't been nerfed - it's just been overtaken by buffs to flight.

    I would never argue that it was a good power for anything but a panic button, mind you, and I don't like panic buttons anyway... I was just curious.
  11. Quote:
    Originally Posted by Zem View Post
    Disagree on the slow. I believe Caltrops is a -80% runspeed debuff. The limit is -90%. The slower they are, the longer it takes them to get free and the less quickly they scatter. Also, the 80% debuff will be resisted a bit by mobs that are higher level than you so having one slow IO in there can help.
    I was thinking that with an 18 second recharge (with global recharge and hasten) he can keep his caltrops permanently double-stacked, which will place him at the cap anyway. Now that I think about it, though, the slow doesn't stack from the same caster, so a slow enhancement definitely wouldn't hurt. Replace that knockdown proc with a slow/recharge IO from one of the sets and it should increase the debuff enough and reduce the recharge by a small amount, as well.


    Quote:
    So let's run the numbers. If I am not mistaken, a proc in Caltrops will only check for the effect once every 10 seconds. A level 50 damage proc is roughly 70dmg. So two of them is 140 damage. 20% chance of 140 damage every 10 seconds is... 2.8 damage per second on average. Not saying that can't add up, but really do most fights last long enough for this to have spent two valuable enhancement slots on?

    And it's not going to kill even a minion. A level 50 minion has 430 hit points. Even if both procs hit every 10 seconds it would take 30 seconds to kill the minion and they're NOT going to hit that often (or last that long anyway).

    Granted, I blew a slot on the Knockdown proc myself, but at least falling down keeps them in the patch that much longer. I mostly did it for the lulz, though.
    Your calculations are incorrect. Natsuki wrote a great mini faq for proc calculations that gives some good formulas for calculating odds for multiple procs. Using the search function, I also found this thread with a post by the same author that also provided a practical example.

    Going by this info, two 20% procs in a power will fire with the following formula:

    0.2*0.2=.04, or a 4% chance of both of the damage procs going off every ten seconds.


    If a single proc has a 20% chance, then there's an 80% chance that it won't fire, so... 0.8*0.8=.64, or a 64% chance that neither of them will go off. Now, subtracting that 64% chance from the 100% total, you've got a 36% chance that one of them will go off every ten seconds.


    As I said above, he can keep caltrops permanantly double stacked, and while the slows won't stack the damage and procs will. So when the first one is cast you've got a 36% chance immediately for one of them to fire for 70 points of damage. 10 seconds later, you've got a second chance.

    Now, since the power has an 18 second recharge and a roughly (rounded up for Arcana Time) 2 second animation, on the third tic of the proc you actually have four procs firing. This gives you a .16% chance that all four procs fire, a 40% chance that none of them will fire, and a 60% chance that at least one of them will fire.

    And as for the first eighteen seconds (before caltrops is stacked), there are four 20 percent separate chances for procs to fire, due to the fact that the procs fire once on cast and once ten seconds after that.

    All told, that's a total of four chances for a proc every ten seconds right from cast, with a 60% chance that at least one of them will go off for a total of at least 70 points of damage per affected mob.

    But that's just the procs. By itself, the caltrops in his build does (with damage set bonuses applied) around 2.78 points of damage every 2 seconds, so for the first eighteen seconds it does 14 additional points of damage per mob. By the time the third chance to proc comes up it will be doing 5.56 points of damage per tic for a total of 28 points of damage per proc chance after the first twenty seconds.

    So that's a guaranteed 14-28 points with a 60% chance of at least doubling the damage every ten seconds.

    There's yet another factor. What are the odds that a given mob will be in the patch long enough to for the procs to have at least two chances to fire?

    Ordinary movement rate in this game is 21 ft/sec. Apply a 90% debuff (replacing the Ragnarok proc with a slow) to that and you've got 2 ft/sec. With a 15 foot radius, it would take a minion 7.5 seconds to run straight from you to the outside of the patch, provided they're not immune to slows (curse you, Warwolves).

    Which they will never do. Depending on the spawn size, there will be other mobs in the way, meaning that every minion trying to get off the patch will likely have to change direction to move around one of his partners. In addition, every third tick or so the AI will tell the mob to turn and fire off a ranged attack, taking anywhere from one to three seconds to animate on average.

    So you can reasonably expect a minion to be on the patch initially for at or around 10 seconds, giving you that 14 points with a 60% chance of 70 more.

    Once a minion (or lt, for that matter) gets to the edge of the patch, however, they'll magically forget all about it and turn around and go right back in. They likely won't make it to you, but you can reasonably expect them to be on the patch for the third proc for damage (which, if Caltrops has been stacked, will carry a 60% chance of at least 70 more points of damage, plus somewhere between 14 and 28 points from the caltrops themselves, depending on how long they're on the patch this time)

    And of course that cycle repeats itself until the minion is either killed by you or gets proc damaged to death.

    All told, you can reasonably expect eight proc chances per minion, with an 84% chance that at least one of them will hit him, with a pretty darned near infinitesimal chance (.00025%) that all eight chances will roll in your favor for a total of around 560 points of damage (plus whatever caltrops ordinarily does, most likely somewhere between 20 and 40 points of damage).

    So you're right. Caltrops won't - in and of itself - be guaranteed to kill a single minion. In a protracted battle, however, the odds are that at least one or two of the minions will have the majority of their damage done to them with caltrops. And yes, some of them might have an itty bitty chance to actually die from caltrops alone.

    Take splash damage from your flashing steel and golden dragon into account and add that to any confusion damage from blinding powder and you'd see more than one minion suddenly keel over and die while fleeing the caltrops.

    EDIT - I have a headache now from all that math. I forgot to mention this: Most fights will not last twenty to thirty seconds unless you play at the higher difficulties. You can expect higher than 2.8 dps, however. Calculating on a 60% chance of a single proc firing, you've got 4.2 additional dps to add to the 1.39 dps already provided by caltrops for a total of 5.59-6.98 extra dps, depending on whether or not caltrops is stacked. Not a great deal, given Flashing Steel's 48-ish DPS (for example), but considering caltrops' dismal dps without them and those two extra slots - if they can be afforded (and on that build I'd argue that they can) make the difference between an excellent mitigation power and an excellent mitigation power with offensive potential.
  12. This is a good build. The only change I'd make is in the slotting of Caltrops. You don't need those extra Positron's Blasts in there. Caltrops are autohit and don't need accuracy slotting, and slotting them for damage is a waste IMHO. You've got enough global recharge to stack them three times with hasten running, so I wouldn't worry about slotting them for recharge OR slow. Instead, keep the Positron proc in there and add the Impeded Swiftness Chance for Smashing Damage Proc and the Ragnarok Chance for Knockdown. Procs are a numbers game; the more you can layer procs in the slotting and stacking the caltrops the better chance you have of outright killing a few of the minions with just the caltrops.

    Just remember to use them. Incorporate them into your attack chain if you have to (they're up fast, but not so fast as to reduce dps). Ninjitsu's main strength is in its active mitigation. You're build isn't softcapped (and I don't think it needs to be), so you'll want to remember that active mitigation.

    Blinding Powder will also serve you well. Open each fight with it; it doesn't aggro. Those two powers alone will sow enough meyhem that spawns will be too busy reeling from the shock to resist your onslaught.

    Go. Hunt. Kill..... pretty much everything.
  13. Go Kin, but know that you'll be underwhelmed until you get into SO territory and have Burst fully slotted. Also be aware that the Build Up takes longer to activate than other primaries, but the AS is actually a shorter animation to make up for it. TBH I haven't played Kin/ past 24 so that's about all the advice I can give, but I believe Jibikao might have some insight, should he see this thread.
  14. Before I start, a side note: Since the link didn't work, it took FOREVER to recreate your build in Mid's. Next time export the data chunk, if you wouldn't mind.

    Overall it's a good build. I'll take the critique a step at a time starting with your level 2 power.

    Before I do that, however, I want to point out that you have six LoTG +recharges. Isn't the sixth one wasted?

    Okay, starting with Sting of the Wasp: It's not a bad choice, but I'd really recommend going with Gambler's Cut instead. The dpa is better, and the lower recharge and activation will give you far more chances to proc that achilles' heal. Just a thought.

    Zem already covered Hide/Danger sense slotting, but let me just add to that by saying that if you're going to go light on one defense position, I'd pick melee over ranged any day on a nin/nin. Divine Avalanche will fill any holes in your melee defense.

    I can see why you have the Gaussian's set in Build Up, but when you've already taken the body mastery pool in the first place, it just seems like a waste not to take focused accuracy and put those slots in there. You'll have increased perception and accuracy, but more importantly the build-up proc will have the chance to fire three times more often than putting it in Build-Up, because you'd be putting it in a toggle. You could either replace superior conditioning with it or teleport friend.

    Since you have Stamina and Physical Perfection, Superior Conditioning isn't giving you all that much bang for your buck, so I'd recommend putting it there. My DM/Regen Scrapper posts similar end/recovery numbers and fights non-stop with Integration, Tough, Weave, Focused Accuracy and Superspeed running. I don't think you'll suffer for endurance.

    Hasten: You've devoted three slots to recharge, here. When two level 50 IO's will put you over ED limits that third slot is more or less going to waste. Might I suggest putting it in Blinding Powder for a fifth Malaise's Illusions IO? That will give you an extra 6.25% Recharge time.

    Kuj-in Retsu: Again, you've devoted three slots to recharge when you only really need two. I'd suggest dropping a Winter's Gift: Slow Resistance in that last slot.

    Is this an end game build or will you be planning to exemp for strike forces? If the latter is true then you might run into some slotting issues. For example, you're really going to want more than one slot in Kuj-in Sha before level 34.

    Recall Friend: Okay, I'll admit it - /nin builds that don't take caltrops irk me. Why on earth would you take a situational power like Recall Friend when you could have taken an I Win button like caltrops? Seriously, when used correctly, it cuts your incoming melee damage in HALF. Just throw the patch down after your alpha and the placate, and then STAND on the thing while you pwn everyone else in the spawn, who - by the way - will be too busy trying to get off the caltrops to mount any meaningful counter-offensive. Fully franken-slotted for recharge and slow and filled out with damage procs, it is stackable and can kill minions outright all by itself! Take that power and profit, dammit!
  15. Quote:
    Originally Posted by _Zep_ View Post
    So sad. Q-FLight used to be awesome.

    A perfect little 'get out of being dead' power.

    I was OK with the long recharge. I was OK with the increasing end cost.

    The brown and smelly stuff is hitting the wall, hit Q-Flight and run.

    Have to cut across talos or IP to get somewhere... hit conserve power - q-flight and go at max fly speed.
    Did I miss something? Have they changed Quantum Flight? To my knowledge you can still do all of those things with it.
  16. The story - as I understood it. Statesman and Honoree could be taken over at will by the well because they'd gotten their powers all at once, and the mender may have referred to it as the "fast track" or something like it.

    I could be wrong, though. I've got a mind like a steel sieve.
  17. No players are getting the "fast track." If I remember correctly, the fast track refers to characters like Statesman, Recluse, and Honoree who got all their power at once from the well and consequently subjucated their free will to the well.

    In terms of game mechanics, it's like they got the alpha AND all the other slots, as well as all ultra-rare enhancements for those slots.
  18. For me Warshades really start to pull ahead of Peacebringers at level 26. At level 26 Warshades get access to Gravitic Emanation and Unchain Essence.

    What do Peacebringers get? Solar Flare and Glowing Touch.

    It could be argued that Solar Flare and Unchain Essence are balanced with each other in spite of their vastly different damage scalars by their vastly different recharges and the fact that they both also carry mitigation (stuns and knockback). It could also be argued that Glowing Touch and Gravitic Emanation are balanced against each other with respect to the fact that they're both mitigation.

    I would counter that, however, by pointing out that it is the quality of the mitigation they offer that makes them unbalanced. The stuns offered by both Warshade Powers are far superior to the knockback and healing offered by those of the Peacebringer, to say nothing of the fact that the Warshade can personally benefit far more from those stuns than anything the Peacebringer personally gets (or doesn't get, in the case of Glowing Touch).

    Then there's the pets at 32. I don't even really need to say anything about this, do I? Photon Seekers are better compared to Unchain Essence than Extract Essence, and that to me is a sad thing. At 32 my Peacebringer had roughly the same level of effectiveness that my Warshade had at 26.

    At 32 my Warshade had the ability - with hasten and stacked fluffies - to bring roughly three times the damage potential to a fight while decreasing the incoming damage exponentially better than my Peacebringer through the value of stuns and slows (and I didn't even mention Inky Aspect) over knockback and loldefense debuffs.

    It's sadly fitting that Peacebringers get Quantum Form at 28 instead of something comparable to Inky Aspect: Peacebringers are far more likely to need a panic button.

    EDIT - and while I'm on the subject of secondary effects, does anyone but me find it odd that Peacebringers were given -defense in their attacks when it's Warshades who would benefit more from it? If my Warshade had that as a secondary effect, I could save those accuracy slots in Inky Aspect, Orbiting Death and Extracted Essence.

    I suppose my Peacebringer could slot only a couple attacks for accuracy and defense debuff, or look for teammates who don't understand accuracy slotting, but apart from that there's no meaningful use for that effect.

    Of course, I've always thought that accuracy-dependant defense debuffs in a game with little to no accuracy problems is poor design. Just IMHO, of course.
  19. Quote:
    Originally Posted by Fantastic_Foe View Post
    Has your scrapper spent time logged out in the Vanguard base in the RWZ? If so, you have a day job credit that grants Vanguard merits on any mission completion.
    Ah. I had logged out there last time I played him, but I didn't think it had been long enough to get the credit.

    Mystery solved - thanks!
  20. So my scrapper solo'd this TF yesterday, and at the end of every mission I noticed I got Vanguard Merits? Huh? Not complaining, but just curious: is this WAI, and if so what's the rationale?
  21. Quote:
    Originally Posted by Tenzhi View Post
    -1 level. I don't recall if I have it set at x1, x2, or x3. The encounters along the way seemed a bit larger than x1, but I tend to run on the easiest setting I can get away with. Since that only affects encounter size, though, it shouldn't matter either way. If I could lower the level farther, I would.
    Let me ask you this: Are you killing his bifurcate copies as they spawn? He has the ability to teleport parts of himself to multiple places at the same time to recouperate, so finding and killing those copies makes him MUCH easier to defeat. That, and knocking him back into the lava (if you can manage it).

    Or, you could try to last him out. That's what my Ice/Axe tanker did. Took me FOREVER, and I had to let him wail on me while I went around killing off his copies, but for whatever reason he eventually stopped regenerating through bifurcates altogether (I'm going with: energy absorption ran him out of endurance) and I could take him down.

    FWIW, my tanker is mostly SO'd (two five-slotted sets of crushing impact and two five-slotted sets of red fortune are the only bonuses he has going) and ran the mission at +1x8, so - given the right tactics and some luck - I have no doubt that you'll be able to take him down at some point.
  22. Meh. At least you all get options. My Peacebringer is currently locked into every attack animation and color and is still sashless.
  23. Quote:
    Originally Posted by Bringer_NA View Post
    A single ITF for 1 common component plus at a minimum 2 shards is rougly 30 minutes. In the time you took to fight "several hundred foes", you could have run an ITF.

    An RWZ raid takes roughly 45 minutes, if you stay until the shields come back. You could even enter the zone right after shields drop to avoid the time it takes to kill pylons.
    You're not counting the time it takes to assemble the required players to complete the task forces and raids, which - depending on schedules and servers - can increase said time considerably.

    With everyone wanting to run more task forces to get the shards that will be much less of a problem in the immediate future, but I sure would like to have - since I can already run at +6 to +8 on most of my 50's - the ability to start and run things like the Imperious TF with just me or with the two or three people I team with regularly.

    That's one of the main reasons I've run the Oroborous TF's so many times...
  24. I haven't played my ice/axe in a while, but as I recall I had his taunt keybound to fun little zingers. The only one that sticks out in my memory right now is:

    "Your mother put up more of a fight."
  25. Smiling_Joe

    PB and WS on SOs

    Quote:
    Originally Posted by Gandil View Post
    I think I'll play the PB first to 50 and then the WS.
    I highly recommend you do exactly this. But don't make any decisions on whom to IO until you've gotten the Warshade to 50.