-
Posts
1131 -
Joined
-
Quote:Not to mention that the +perception IO that you can slot into Nova's form will help greatly seeing stealthed villains like widows, banes and stalkers. Well, widows and banes, anyway. A truly stealthed stalker might be a bit harder to spot.Not taking Nova form is going to seriously handicap you, from my experience pvp'ing with a purpled shade. The single target blasts do great damage, have good range, and the fast flight are all helpful. It isn't as slow as you think. Dwarf form can also hold out well against melee'rs, though perhaps I simply haven't encountered many l33t pvp builds.
Good luck going all-human though. >.< -
Warshades are a pretty rough ride up to that level, and a little bit beyond. Once you get Inky Aspect and Gravitic Emanation they do start to get considerably more survivable. Hold on just a few more levels. Could be worse. You could be trying to level a Crab or Bane. Those things are just pure murder to get to 24.
In the meantime, how are you slotted? My advice would be to burn one of those vet-specs or a freespec and take advantage of the respec bug* to pre-slot your preferred form. Choose the form you're most comfortable with. If you can leverage the flying and speed of Nova to capitalize on its massive damage, then pre-slot the nova attacks for damage.
If you prefer the survivability of dwarf, then start slotting your dwarf attacks at level 3 - especially the mire. Once you get to slotting level 21, make sure you put both slots in dwarf form. Slot two damres and a Performance Shifter +end. If you can't afford that, then slot an endredux.
Once you level to 23, devote one more slot to dwarf (if you've decided to go that route) and slot an endmod. That leaves the other recharge slot for stygian circle.
*What's the respec bug, you say? Well, since your dwarf and nova powers are classified as "inherent" powers, they can be slotted from level 3 up on a respec. It only works when you respec (vise using a second build or just pre-slotting) because you take all the powers first before you slot on a respec, and the game knows to unlock those powers for slotting.
Oh, and one thing that helped me out at 22 was a nice little macro I put in my dwarf tray:
/macro sc "powexec_toggleoff black dwarf$$goto_tray 1$$powexec_name stygian circle"
See, lots of times - especially playing at x3 - lag in big battles can lead to fatal delays between dropping form and hitting stygian circle. Eventually you'll learn what the sweet spot is, but until then you'll have the handy-dandy sc macro that tells the game at the same time to do both in successive order, and there's no chance an enemy could get a hit in on you during the delay when you dropped to human form and hit stygian.
Just remember to mash your dwarf form keybind IMMEDIATELY after hitting the macro so you can jump back to dwarf ASAP. Eventually you'll be able to swap out and use this one:
/macro ia "powexec_toggleoff black dwarf$$goto_tray 1$$powexec_name inky aspect"
and stygian/mire/go to form at your leisure.
Hope that helps! -
Quote:Get out of human form. Your strategy is flawless for the opener and the Grav Well. Awesome. From that point, however, you're better off to shift to nova and blast away while they're stunned. When they start to fire back, THEN drop to dwarf and finish the survivors off. They'll have much less life left if you switch to Nova instead of blasting in human form, and your lobster won't need so much time to kill them.Hello all. My tri-form Warshade hit 35 last night, and I'm liking it so far. But today, I ran a mish in Cimerora at +0/3 and got whallopped. I must have died 7 or 8 times. Now I've got a few questions.
First, my general battleplan: Group the enemies together, Gravitic/Inky for disorient. Sunless Mire, Grav Well lieutenant. Start firing human blasts at minions. At this point, I'm usually taking damage. The enemies have either wandered out of Inky's range or Inky has missed a couple tics (I have 2 acc IO's in it...). Now I get to go lobsterform and slowwwwly kill the mob.
What am I doing wrong? Should I have the human form shields? 'cause I don't. -
Okay, but some questions first:
Will this be your first Kheldian?
What other archetypes do you favor?
What would you like to do with your new solo Kheld? For example, are you the kind of alien who wades into a group of baddies like a swat van into a riot, or are you the kind of alien who appears in the middle and shreds everything in a 360 degree arc and bites off their li'l heads?
The more we know up front, the less stops there are on the bus to what you want. -
Taxibot Joe had a great idea for multiple Powexec_name commands in another thread, and I thought I'd quote what he said here for posterity, since he said it so well!
Quote:I edited the main post with this information. Thanks again, Joe!apologies if this is one of the guides - I have not seen much mention of this method, but I would not be surprised if this was already common knowledge
when you bind multiple pow exec to a single key, only the power on the right gets executed and the rest are never reached, but more interestingly, powers you don't have are ignored
for example: area healing
/bind numpad0 "pwexecname Healing Aura$$powexec Transfusion$$powexec Twilight Grasp"
since you could only have one of those powers, when you hit the zero, the one you have will be executed
once you take into account the extra power trays and overriding the default keys, using this method on a Kheld gets even more interesting
example follows
starting with a PB with nova & dwarf forms as well as Gleaming Bolt & Blast
put your dwarf & nova powers in trays 4 & 5 (not that it matters) and leave them open
create a bind file so:
ADD "powexec_toggleon Bright Nova"
SUBTRACT "powexec_toggleon White Dwarf"
NUMPADENTER "powexec_toggleoff Dark Nova$$powexec_toggleoff White Dwarf"
1 "powexecname White Dwarf Smite$$powexecname Bright Nova Blast$$powexecname Gleaming Blast"
2 "powexecname White Dwarf Strike$$powexecname Bright Nova Bolt$$powexecname Gleaming Bolt"
now, without swapping trays, key 1 always fires the strong attack and key 2 will always fire the weak attack of whichever form you're running at the moment
so if you get knocked out of nova, the 1 & 2 keys will fire attacks without having to swap the trays around
note: this does not work with powers not chosen or chosen by virtue of being in a form -
Oh cool. Something like that was mentioned in the Kheldian Binds and Strategies thread that is stickied at the top of the Kheld sections (and in my sig) but it was in reference to Black Dwarf Step and Starless Step being bound to the same key. To my knowledge, using it to bind number keys to the strongest attack depending on your form hasn't been mentioned in recent history.
Awesome alternative to the old tray swap - I'll have to try it out.
In addition, I'll edit the first post to include your tip (with full credit and a linky, of course!) Thanks for this!
EDIT - added this to the thread, complete with an edit to the original post and a new post quoting yours! Nice work! -
-
Quote:Yes. You can! (That and other tricks are in the thread in my sig)Yes sorry i ment bind, and ill try the silent command. Sorry it took so long to reply just work long hours
I've been wondering if i can do a bind like this:
SHIFT+LBUTTON "powexec_name Black Dwarf Step"$$SHIFT+LBUTTON "powexec_name Shadow Step" -
Stealth with a brute? When I'm in the mood to play my brute, I generally like to bellow my presence and point to the corner of the room where I'm going to pile the corpses before I rush in.
Why would I stealth? -
Quote:If a player runs off and does something stupid in another spawn and has the good sense to die, then protecting them would mean you endangering the team as well. No, I'm with you there. Totally agree.Don't agree there. I have no problem letting folks who play stupidly take it on the chin. Without exception, teammates are telling them to stop doing X or Y. If they persist, then they are writing their own check to cash. If they jeopardize the team, I'll step in. If they are only putting their toon in danger...Darwin rules apply.
And yet I've seen tankers hang smugly back and LET THE ENTIRE TEAM WIPE because they're annoyed by one charging scrapper and a team who follows that scrapper's lead (no, that scrapper wasn't me. That time.)
I've had tanks who, after joining a team that's been rolling through mobs all night with no problems, suddenly insist that everyone change tactics to suit them - usually screaming in chat in capital letters about a situation that only they see is out of control - or they're taking their taunt aura and sitting in the back. Not quitting the team, mind you - just sitting in back with the squishies to "teach everyone a lesson."
Darwin rules are one thing, and I can agree with you there, but deliberately sandbagging because you disagree with another player's (or players') actions is reprehensible, IMO. If an idiot can be saved without endangering the team, he/she should be saved. Your role as a tanker does not hinge on what others do or do not do.
A tanker's role is to protect teams. Even stupid ones. -
Oh, waitaminute - yes I get what he's saying now. Dur. He said macro when he meant bind. If you macro when you shoulda bound you're not gonna have a good time.
I feel like an idiot now.
OP, forget everything I said in this thread.
Exit - stage left, even... -
Quote:Whether it's in a macro or a bind it doesn't need a slash. The slash is only at the beginning of the typed command string to tell the system that you're issuing a command and not chatting.I'm assuming by marco the OP means Bind files, as thats how it reads. And having the e in there doesn't matter because there is no / in front of it so it's not reading it as an emote.
I think that what fireheart says above is correct, what you should have is bindloadfilesilent in place of bindloadfile
For example, you wouldn't type /bind lshift /e robotdance, you'd type /bind lshift e robotdance
Similarly, you wouldn't type /macro d_inferno /e robotdance.
To do either would cause an error message in your chat window telling you that your macro/bind was formatted incorrectly, while at the same time causing your character to spontaneously get his or her funk on.
EDIT - provided, of course, you'd bought the cyborg pack. Yeah. That. -
I might be wrong, but I don't think switching "Toggleoff" will work in this situation. I think I know what the problem is, but let me clarify a few things first:
Quote:So whenever you hit your macro to switch to Black Dwarf, you get this:I have this spamming atm when i switch into Black Dwarf form via macro.
Quote:"bind "q" "powexec_toggleoff Black Dwarf$$powexec_toggleon Dark Nova$$goto_tray 4$$bind_load_file c:\coh\ws_nova.txt"
bind"
Quote:I use these three macro's:
ws_blackdwarf: e "powexec_toggleoff Black Dwarf$$bind SHIFT+LBUTTON powexec_name Shadow Step$$goto_tray 1$$bind_load_file c:\coh\ws_humanform.txt"
q "powexec_toggleoff Black Dwarf$$powexec_toggleon Dark Nova$$goto_tray 4$$bind_load_file c:\coh\ws_nova.txt"
ws_humanform: e "powexec_toggleon Black Dwarf$$bind SHIFT+LBUTTON powexec_name Black Dwarf Step$$goto_tray 3$$bind_load_file c:\coh\ws_blackdwarf.txt"
q "powexec_toggleon Dark Nova$$goto_tray 4$$bind_load_file c:\coh\ws_nova.txt"
ws_nova: e "powexec_toggleoff Dark Nova$$goto_tray 3$$bind SHIFT+LBUTTON powexec_name Black Dwarf Step$$powexec_toggleon Black Dwarf$$bind_load_file c:\coh\ws_blackdwarf.txt"
q "powexec_toggleoff Dark Nova$$goto_tray 1$$bind SHIFT+LBUTTON powexec_name Shadow Step$$bind_load_file c:\coh\ws_humanform.txt"
If so, I know exactly what your problem is. It's the "e" at the beginning. When you hit your ws_nova macro, for example, the system sees:
e "powexec_toggleoff Dark Nova$$goto_tray 3$$bind SHIFT+LBUTTON powexec_name Black Dwarf Step$$powexec_toggleon Black Dwarf$$bind_load_file c:\coh\ws_blackdwarf.txt"
...and thinks you're emoting:
"powexec_toggleoff Dark Nova$$goto_tray 3$$bind SHIFT+LBUTTON powexec_name Black Dwarf Step$$powexec_toggleon Black Dwarf$$bind_load_file c:\coh\ws_blackdwarf.txt".
Now since there's obviously no emote associated with it it thinks you just want that to appear in a thought bubble (and your chat window). So try editing your macros and removing the "e" at the front of the chain. And, for that matter, the quotes around the command string (assuming you didn't put them there for our sake since they appear in the emote. If they're in your macro, they aren't needed).
I'm betting your macros for switching to dwarf form and nova form aren't working, right?
The enigma in all of this for me, however, is why you're loading bind files if the macros themselves are changing forms. Out of curiosity, what's in the bind files? -
You know, for the longest time I reviled Group Fly as one of the most useless powers in the game. Then on my mercs/storm I found myself on a narrow ledge in Oroborous with my pets knocking demons and thorncasters out into the open air and jumping down after them. One by one they were isolated and killed.
On a lark I burned a freespec and took Group Fly, and the next time I was in that situation I used the power to great effect! Situational? Yep youbetcha. But when you need it it's gold.
Like Master Tsun said: "Those skilled in attack move in the highest reaches of the Heavens."
With regard to the -25% ToHit penalty, remember Supremacy gives 10% ToHit, so take tactics and slot a Kismet +6% ToHit and call it a day.
EDIT - except I'm an idiot. Obviously the Kismet would only affect you. That's what I get for posting in the middle of the night. Still, for the situations where you'll need group fly, the less than 10% ToHit net debuff (tactics and supremacy) that you'll have will hardly be noticed if you're inclined to go the group fly route. -
Quote:I'd echo the need for something to be done about the Commando's endurance use to add to your list up there. When the Commando runs out of blue halfway through a hard fight it can be a real PIA. Every. Single. Spawn. he runs out of end. I took stamina so I wouldn't have to stop to rest between fights, and I still have to stop and wait for my PETS to rest? Lame.This thread is still around?
Really, the biggest issue is with the Henchmen recharge times, Serum and the Medic.
I should dig up my proposed revision of Mercenaries...
And I would love to see your proposed revision of Mercenaries. Start digging, sir! -
Quote:I hear you. I've had more than my share of experience with lunatic scrappers who take on more than they can handle and drag the extra spawn (sometimes spawns) back to us instead of dying with honor as they damn well should have done. I've got a page and a half of scrappers in the upper levels, and seeing that kind of incompetence boils my blood.I've tanked for teams and whilst aggro capped or keeping damage from other people a scrapper goes off and overwhelms himself with mobs, maybe aggro cap in the hopes of me taking it from them if I can.
I might do if from weighing the probable outcome it concerns me that the other players in the team will be compromised from the scrappers actions.
Otherwise Scrappers are off my to save list like the last of my priorities.
Again where are these people who like to see the tanker in first? I tend to find it tedious chasing around pulling peoples nappies up for them by making needless recoveries from the inefficient messes some people like to make.
A scrapper's proper place is at the top of a mound of corpses or at the bottom of it, and it's been said said over in the scrapper forums (once or twice by me) that anyone playing scrapper that bites off more than he or she can chew and doesn't have the decency to die doing it ain't no scrapper. Each time someone's said it they were met with a hearty round of "so say we all!" Unfortunately not everyone reads the forums.
Nonetheless, I'll still try and save the idiots that run back every time. That's my job. If I'm over my aggro cap because of it, I'll turn towards the team and throw taunts to the ones closest to my teammates, and then I do my best to position myself between everyone and my team. If a mob's gonna drop aggro on me and latch on to one of my squishies, he's gonna have to go me and a bunch of guys aggro'd to me to get to them.
Does it work? 'Bout half the time it does and half the time it doesn't. Anyone consistently causing situations like that quickly find themselves without a team. Rather that then turn my back on my job and let them die. -
I've only gotten one tank to 50, and so don't really consider myself an expert - or even a very good - tanker.
Having said that, however, let me just ask where it is written that the guy who gets the aggro first gets to keep it?
A blapper or a scrapper wants to run in ahead of me, then fine by me. I'll still do my damnedest to keep them alive, however, and in fact it really isn't that difficult. I pay attention to what my team is doing even as I'm running in - I'll have the boss selected, but my mouse hovers over the team window for much of the fight. That way I can select the charging scrapper's name and taunt his/her targets as I arrive (and like Dechs, you've got to be pretty quick to beat me into a spawn).
If a blaster fires off an aoe, that's okay; my taunt is aoe, too. That blaster might take an alpha, and if it's an aoe alpha more squishies might get hurt, but by that point I've got the aggro and my job is then to keep it while the team regroups. I don't fret over other people's mistakes until after the situation is under control. Nine times out of ten said blaster is pretty well behaved for a time after that.
The point is, I adjust my tactics according to my team. If I have a confident, disciplined team then it's funneling. If I have a rather timid and squishy team I'll corner taunt and herd. On crazy pugs where everyone does their own thing I pay even more attention to what individuals are doing, frequently taunting through a different team member each time the power recharges or moving/bashing my way to a different part of the fight based on the fluctuations of the battle and who did what stupid move last. Am I always 100% successful? No. Like I said, I'm not the best tanker out there.
But what I don't understand is what appears to be a prevalent attitude among tankers I team with that the fact that they've declared themselves the de facto team leader means that they don't have to pay any attention to what's going on around them. For every timid tanker out there who lets others take the alpha for him, there seems to be three who put on blinders at the beginning of the mission and expect the team to watch them in all their glory and respond accordingly.
You know what? They have a point. The tanker is the anvil and the team is the hammer, and a good team watches the tanker.
But a bad team doesn't absolve a good tanker of his or her responsibility to protect them. Tankers who intentionally let bad players die to "teach them a lesson" don't deserve the name. You don't like a team's behavior, you bite the bullet, adjust your tactics and bow out gracefully after the mission's over.
Bad players die just fine without help. Bad tankers let them. -
Quote:Reiraku hit the nail on the head with regard to pvp, but you may still be wondering why I personally took it, given that I don't pvp but once on a blue moon.May I ask why Leviathan? I see alot with but like soul better personally?
Simple: I LOVES me some waterspout! It does pretty good damage, but that's really just icing on the cake when you take into account the fact that a +2x4 spawn can't nail you to the wall when they're flopping around like fish out of water and/or staggering around stunned. By the time 'spout dissipates, most of the spawn has had my sword sticking out of them in various places enough that they're dead or dying. Caltrops adds even more fun.
I have Ghost WWidow's app on my second build especially for shadow meld, but with divine avalanche and already close-to-softcapped defense I found I really don't need it. Waterspout is just as good of an alpha soaker (pun intended) and I also get hibernate.
Hibernate, however, is... okay in pve. Yes it lets me heal back up in a tough spot, but nine times out of ten if I'm getting hit often and hard enough to need that on top of my heal, I'll likely be just as low on health as before within seconds of coming out of it. It's far more useful in PVE for stalkers who team, IMHO.
So stick to what you like. You really can't go wrong with either, but for solo stalkers Ghost Widow's app probably has more uses.
Unless, like me, you end up loving waterspout just that much. -
Quote:Nothing wrong with knowing your playstyle and adjusting your build accordingly.Blasphemy, I know, but I don't actually have Grav Emanation. Never found a taste for the power, despite knowing how good it is. It's just not for me.
Quote:I'm leery to add more recharge to Dwarf Mire, simply because it is the main thing that drains my end... Was considering the Theft of Essence proc in Dwarf Drain... Would that be a decent investment, paired with a Perf Shifter in the form power? Or would that be a waste of a slot and I should just focus on acc/heal/rech for Drain?
/macro s.c. "powexec_toggleoff black dwarf$$powexec_name stygian circle$$goto_tray 1"
Put the macro in slot ten of your dwarf tray, and whenever you get low on endurance (or hit points, for that matter) hit the macro, let the circle animation start and then hit the key you bound for toggling dwarf form.
Quote:Hmm, perhaps I could drop Fitness (I know, I know.... but I like to have it for those times when there are no bodies around, like AVs and GMs.... although I'm usually in Nova then... options, options) to pick up GE and another attack or two, or something... Since Miracle/Numina uniques are procs, would putting them in Stygian mean they'd proc every time I use it, or just every time I use it and it heals me? BC if they'd work upon every use, then I could just fire Stygian whenever I need them reapplied, bodies or no bodies. -
Quote:Someone's health being low doesn't make their decision to stay in the fight - or even start a new one - a bad tactical decision. A Super Reflexes scrap who stays in a fight with nothing but a sliver of health and elude running is actually making a good tactical decision - namely, continuing to help the team when the odds are in favor of coming out alive verses taking her damage out of the fight and letting the team be in more danger for the sake of personal survival. The odds are in faver of her not being hit and/or getting a green inspiration drop over taking too much damage and dying, but in either case it's because of the circumstances of the fight and the mitigation provided. To compare her and others like her to a lunatic - on any archetype - who makes bad tactical decisions is more than a little hyperbolic.For the record, throwing extra armor on a player that makes bad tactical decisions doesn't make them any less of a liability.
>
My assessment of trusting a live-on-the-edge scrapper or tanker over a melee-centric blaster with a similar philosophy was not a judgement of the player's skill so much as it was an assessment of the odds of that player's survival working for - or against - that player.
Because a melee character has more hit points, higher mitigation modifiers and a mitigation secondary, the odds of them surviving long enough to live "on the edge" are significantly greater than those of the blapper. The OP's suggestion is to change the nature of - not necessarily reduce - that mitigation by accepting that a character will take damage and using that damage to the best end.
A Defiance 2.0 Blapper, by contrast, views damage as irrelevant. He'll do the same average damage at full health that he does at near-death levels. Nor does his mitigation increase as his health lowers. In other words, the playstyle of a blapper is independent of his decreasing health level, whereas the suggestion posed by Dechs uses those lower health levels to increase damage and mitigation.
Big difference. -
Quote:But can a blaster live that way with a sword? Or a katanna? Or fists wrapped in negative energy? Blasters can dish out the dps, and a lot of blappers can dish it out in melee range. However, I'd trust someone playing this powerset to not die more than I'd trust a blapper.Interesting idea but this kind of living on the edge DPS is already possible in game by playing a blapper/blaptroller.
>
Why? Blasters were made to be glass cannons. A melee character - even one playing this set - is still going to have mez protection, higher hit points, and higher resist/defense modifiers than a blaster.
Besides, Dechs isn't saying that kind of playstyle doesn't exist yet in this game, he's proposing a set that gives rewards for that kind of playstyle to a melee character. Living on the edge isn't an original idea. This powerset in the hands of a melee character is.
Nice job, Dechs. I'd play it in a heartbeat. -
Since no one has responded, I'll step up.
May I ask what you're trying to accomplish with this build? Knowing what you want to achieve would go a long way towards tailoring my advice, but some things right off the top of my head:
The build you posted is waaaay too expensive for what it does. If you've got the infamy/recipes/merits to build it, stop and ask yourself what you want out of it before you go any further.
First of all, all that infamy spent on things like numina's and pvp recipes ought to go towards reaching the soft cap without requiring Ku Jin Retsu, and you fall around 5% short of that. Also, once you reach the soft cap, Retsu's value drops dramatically. You might be better served to drop Retsu in that case and take something like Combat Jumping.
Also, do you intend to exemp down for any reason, like oroborous? If so, then you need to think about what levels you're going to exemp to and take powers accordingly. Powers like Placate, Ku Jin Sha and Kuji In Rin shouldn't be put off. Especially Kuji In Rin. Do you REALLY want to wait until your mid 20's for mez protection?
You mentioned some PVP. I wouldn't take this build anywhere near a zone or arena. You don't have stealth or a stealth IO, so it's a guarantee that they'll see you in any zone but Siren's, and I'm pretty most people will see you there, too.
Also, you really want to take Blinding Powder.
Okay, having said all that, let me stop right there and - rather than try to fix the build you've got - let me offer up some builds that will give you more bang for your infamy.
If you're going for softcapping, you really don't even need IO's. Here's a build that uses just common IO's and SO's and hits the soft cap (or nearly so when hide is suppressed):
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Strykir Softcapped CHEAP: Level 50 Magic Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Ninjitsu
Power Pool: Fitness
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Gambler's Cut -- Acc-I(A), Acc-I(3), Dmg-I(5), Dmg-I(9), Dmg-I(11)
Level 1: Hide -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39)
Level 2: Ninja Reflexes -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(15), EndRdx-I(46)
Level 4: Danger Sense -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(15), EndRdx-I(46)
Level 6: Assassin's Blade -- Acc(A), Acc(7), Dmg(7), Dmg(9), Dmg(11)
Level 8: Build Up -- RechRdx(A), RechRdx(13), RechRdx(34)
Level 10: Swift -- Run(A)
Level 12: Placate -- RechRdx(A), RechRdx(13), RechRdx(31)
Level 14: Hurdle -- Jump(A)
Level 16: Kuji-In Rin -- RechRdx(A), RechRdx(17), RechRdx(17)
Level 18: Divine Avalanche -- Acc(A), Acc(19), Dmg(19), Dmg(34), Dmg(37)
Level 20: Kuji-In Sha -- RechRdx(A), RechRdx(21), RechRdx(21), Heal(40), Heal(40), Heal(43)
Level 22: Stamina -- EndMod(A), EndMod(23), EndMod(23)
Level 24: Caltrops -- Dmg(A), Dmg(25), Dmg(25), RechRdx(31), RechRdx(31), RechRdx(39)
Level 26: Soaring Dragon -- Acc(A), Acc(27), Dmg(27), Dmg(29), Dmg(29)
Level 28: Stealth -- EndRdx-I(A), DefBuff-I(45), DefBuff-I(45), DefBuff-I(45)
Level 30: Maneuvers -- EndRdx-I(A), EndRdx-I(40), DefBuff-I(43), DefBuff-I(46), DefBuff-I(50)
Level 32: Golden Dragonfly -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(34)
Level 35: Blinding Powder -- RechRdx(A), RechRdx(36), RechRdx(36), Acc(36), Conf(37), Conf(37)
Level 38: Boxing -- RechRdx(A)
Level 41: Water Spout -- RechRdx-I(A), RechRdx-I(42), Dmg-I(42), Dmg-I(42), Dmg-I(43), Dsrnt-I(48)
Level 44: Tough -- EndRdx-I(A)
Level 47: Hibernate -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Weave -- DefBuff-I(A), DefBuff-I(50), DefBuff-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 0: Ninja Run
------------
Set Bonus Totals:
Code:Now, if you are looking for soft cap this build gets you 99.99% of the way there outside of hide, and a few IO sets will shoot you right past it - and for infinitely less than you'd spend on the build you had above. If you decide to slot this with IO's, however, I'd consider some thought towards slotting for endurance recovery - it's toggle heavy.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1493;645;1290;HEX;| |78DA9D94DB72D2501486372440295040AC8552E8C19EAB94DE79B8709CB68E1DA1A| |28CA3A38E4C84DDB22D139824567BE703F80ADE3A1E5F405FC5D7F01AD7DA6BA54A| |DA2B33E5FF60E5FF57D6CE4E5A7FBB9314E2DD2D114A6DF72CD76D353DAB77249D4| |8DD3A54ED7CD3734E8E9433D7EC1F786D6B30909DB9EDBBBBB71B31214481ADADBA| |EC4959D957F62BABD57CD3773A79FFCC8E3C90B64BE794E7BECEEED95DE948DBABF| |85F928D7EBF57B9A33C5BBA6E56FFD8B38F95AB5EAA9EF24ED2BA529356473A6E57| |0D526C3FEC7ACA3E2CEF0E54BBE25FAC268F95E5752DBB55B75C4F3A277918720D3| |E1FE3828FA129A6015B228C58116649FF1A238C9774F11EDA43DA1E16657D667904| |353084C86084A814264C10AECE6BD4C167B0CFA033E679BE4FE08BF07C9AA621A23| |E0DE218739CF9193231CA846359AA2599F3CC0818E2747D11CF51ED0BE4129C4B04| |726566147229CEA526A8761F7269CEA5D99709F02B78B2FACE0DCD2CCF7FC127CF3| |DCF5C64362093A3BE911CF7B918E0CAF828D7996330E7246FD464946A9702DC87FE| |53DC7F8AAF990FB01C58FF32F31B640BBC2F055EC7B44FCECE049882998ABCE745D| |ADE2BE57390055F897C66897C2B84757E36085B84EF30CA2C8F32CB23CCF93446E9| |DFE2879059E0A52FF0922E07C93D16C3A30CC1784B94154BECFD057D57B9DFEA861| |E6B8D51FA17EB84CDAA86019D36B8D306ADF037FCC7A9F0B354A10E9B23302153E5| |8DAD8EDC07C68C79FA46C31F1CA276A6D230F92D864A48578A7F3DC378463B0599F| |FEBF891F4DBC51FE013D9447984F218E509CA53946728CF515EA0B450863F4FD3E9| |6B38D775941B28375126613EF11E9D317C5D1328499414CA044A1A258392439946F| |98032FC03EA05E144| |-------------------------------------------------------------------|
I happen to have a Nin/Nin stalker, and here's the build I'm playing on him right now:
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Strykir : Level 50 Magic Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Ninjitsu
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Gambler's Cut -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(5), Mako-Dam%(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 1: Hide -- S'dpty-Def/EndRdx/Rchg(A), S'dpty-EndRdx(37), S'dpty-Def/Rchg(39), S'dpty-Def/EndRdx(46), S'dpty-Def(46)
Level 2: Ninja Reflexes -- S'dpty-Def/EndRdx(A), S'dpty-EndRdx(3), S'dpty-EndRdx/Rchg(15), S'dpty-Def/EndRdx/Rchg(31), S'dpty-Def(50)
Level 4: Danger Sense -- S'dpty-Def/EndRdx(A), S'dpty-EndRdx(5), S'dpty-EndRdx/Rchg(15), S'dpty-Def/EndRdx/Rchg(34), S'dpty-Def(50)
Level 6: Assassin's Blade -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(45)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 10: Swift -- Run(A)
Level 12: Placate -- RechRdx(A), RechRdx(13)
Level 14: Hurdle -- Jump(A)
Level 16: Kuji-In Rin -- RechRdx(A), RechRdx(17)
Level 18: Divine Avalanche -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(45)
Level 20: Kuji-In Sha -- RechRdx(A), RechRdx(21), S'fstPrt-ResDam/Def+(21), Heal-I(31), Heal-I(31)
Level 22: Stamina -- EndMod(A), EndMod(23), EndMod(23)
Level 24: Caltrops -- Dmg-I(A), Dmg-I(25), Slow-I(25), Slow-I(40), ImpSwft-Dam%(40), Posi-Dam%(43)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(46)
Level 28: Combat Jumping -- Winter-ResSlow(A)
Level 30: Maneuvers -- EndRdx-I(A)
Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Dmg(34)
Level 35: Blinding Powder -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(36), Mlais-Acc/EndRdx(36), Mlais-Conf/Rng(36), Mlais-Acc/Conf/Rchg(40)
Level 38: Kuji-In Retsu -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Water Spout -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(42), KinCrsh-Acc/Dmg/KB(42), KinCrsh-Dmg/EndRdx/KB(42)
Level 44: Hibernate -- RechRdx(A)
Level 47: Stealth -- S'dpty-Def/EndRdx(A), S'dpty-EndRdx(48), S'dpty-EndRdx/Rchg(48), S'dpty-Def/EndRdx/Rchg(48), S'dpty-Def(50)
Level 49: Super Jump -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 0: Ninja Run
------------
Set Bonus Totals:- 20% DamageBuff(Smashing)
- 20% DamageBuff(Lethal)
- 20% DamageBuff(Fire)
- 20% DamageBuff(Cold)
- 20% DamageBuff(Energy)
- 20% DamageBuff(Negative)
- 20% DamageBuff(Toxic)
- 20% DamageBuff(Psionic)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 6.75% Defense(Fire)
- 6.75% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 20.5% Defense(Ranged)
- 10.5% Defense(AoE)
- 2.5% Enhancement(Confused)
- 6.25% Enhancement(RechargeTime)
- 21% Enhancement(Accuracy)
- 5% FlySpeed
- 131 HP (10.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -3)
- Knockup (Mag -3)
- MezResist(Held) 13.2%
- MezResist(Immobilize) 13.2%
- MezResist(Stun) 2.2%
- 5% (0.08 End/sec) Recovery
- 16% (0.8 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.5% Resistance(Smashing)
- 8% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1436;702;1404;HEX;| |78DA9D54CB52134114EDC94C088184244408105EC1F08604763E162E44AB2813445| |396965AA646689286D440CD8C285AA57E80BFE04E117CEC2DFD15BF42C58DCA781F| |1DACB8742A39277DFBDCDBF7F474A7FC682926C4F30BC2885F6CD89E57ADF876634| |BBAE1B25D536BED15DFDDDB52EE684408D1AFA7AA65D990B2B0A29C4DBB5A79B8ED| |AEF7356796E486743C9E53BEF720B5ECD4A52B1DBFD0FC115BDDDE6E142E2BDF919| |EC78392B47794534B3407EBD2F5EA6A2745E365675779EABE6A287F6FF8D28E5A2B| |34D72AC95D65FB75DBA9966DCF97EE5E1FF4380DDFFDA8D04F10161B408B2254039| |A14569D46ED5B441D8A686E93E80A6619946509C34079DE249A082879FE982944C1| |12C80D2D377826C4F22E4134CC3516595E06B9A9E526CBAD1679AE457E00F2B0B61| |0660B6D35266D817BEFE0DEE7D8D02164457456E4550843B1D744C97DA2FC1BA299| |03A643A230A444B935114D0359A6780B953AB992D199E2584C731BE8E35A1FEFE2D| |855D027B43EA17549CDEF602E453B1B8453ECA59BBD74B3971C7BC9B7785985AC34| |57B4D2BAD2A92667A0DA9018CE9352533BB4D5C36D857ADA58D8FB0FAF40D18CDEA| |0CC10A5F5692A124D6ADAA705663ED2E83D64F5EBAC7E3630C00606D8C0201B1864| |03F36CA017FAC9EA6DCA664D0CA5225895434339527D80DA23DAE6C84F7A1FA3BF9| |87E331D13E54C76701DF4635A3FF6D5C0A9D3DF98BE331D114DFE20AA807C9CE5A1| |F1595A71A285BE40DD291698538F69A9E9274CCF989E121DC19FC4AC6E7D56BF863| |8D829E8335DE0335DE4335DE4335D6C39D319902FE8120B013C62D03AB9A8F0C148| |C93AB984705F68E5554B4720649028FB372D8826492A38FFBF9E4FB166B9E8B50EC| |00AC20D849B08B7106E23DC41B88B700FA18A107C3EC94E9CC1BECE229C43388FD0| |03FD8917A88CE07DEA448821C411BA101208498434C200C24B84E00FFE5BFC30| |-------------------------------------------------------------------|
It's not at the soft cap for melee, but one application of Divine Avalanche puts him there. I'm not big on pvp (The only reason I have a stealth IO is that a friend gave it to me), and you'll notice I took Super Jump at 50. I wouldn't go anywhere near a zone that exemp'd me down below 50 without a travel power, so if you're going to do zone pvp you'll definitely want to fit Super Jump in earlier. Swap it out with Maneuvers, maybe.
Eh, not the best build - but it's a blast to play.
Anyway, hope that helps! -
I've been thinking about how Serum could be changed without violating the cottage rule. Would something along the lines of one of these options be good?
Option 1: strict cottage rule - only changes to the numbers
This would bring the duration up to 300 seconds and the recharge down to 600 seconds. The recharge is now in line with other primaries' level 18 powers, and the duration is not more than Soul Extraction, but given that it has a crash, well above the 120 seconds of Gang War. The Damage Buff would also be increased to 15%.
Option 2: Tanker Serum
I'm not sure if the code can be worked out, but I was thinking that - in addition to a recharge of 600 seconds and a duration of 300 seconds, you would trade the damage buff and possibly the accuracy buff for an increase in threat level and damage resistance. The threat level is the part I don't know about - I got the idea from looking at Oil Slick's stats - it's a summoned pet power that automatically applies a -1 threat level to its caster (if I'm reading that right). If threat level can be changed on the fly this way, I thought increasing the threat level would simulate a "taunting" gauntlet effect (which is baked in to individual powers, and so can't be cast as a power). It would also bring resistance to all types but psionic to 75%. It would still crash.
::shrugs:: don't know how workable that threat level is, though.
Option 3: Alpha Serum
This brings the recharge/duration of the power down to 120s/15s, and grants a build-up sized damage buff. It also provides near MoG level defense and resistance to all but psi. Accuracy and end/recovery bonuses are given up, and there is no crash.
Option 3 would come the closest to violating the cottage rule by turning Serum into a "Pet MoG or Shadowmeld", but it still might be just close enough to work.
What do we think? -
Quote:I love it! I'd love it even more if it carried a taunt effect (and I'm sure it would, now that I think about it)I love it! I'd love it even more if it carried a taunt effect (and I'm sure it would, now that I think about it)In response to your question of what we would want if Gauntlet was just considered part of the power, I've actually been thinking about that recently.
Since the inherent has to be something that helps all Tankers relatively equally (i.e., can't be a resistance buff, since that helps some sets more than others), and since we're already pretty good on teams, it should be something that at least helps out solo (and it can help teams, too).
As such, I've been thinking something along the lines of Domination or Fury. Basically, give the Tankers a new bar that will charge up as attacks come in. Once it gets to 90% full or so, allow the Tanker to activate a click power. The power? This:
Battle Cry:
The Tanker is able to take point for the team. Some are natural leaders. Others are more of a Barbarian than a skilled warrior. Others just know how to scream. Any way that it gets done, the Tanker's Battle Cry inspires the team to new heights. Increasing End Recovery and Recharge for the team for a short time (maybe a 20% boost to each?)
This would allow a solo Tanker to be a bit more endurance efficient, and to be able to use his more damaging powers (and things like heals) faster when he needs to. It would also be a decent team buff, allowing for multiple Tankers to both contribute to the team's speed.
What do people think?
Maybe it would help to break tanker out of the "wait here till I herd them up" rut that seems to rear its head every now and then. -
The guides may be old, but then so are khelds - Plasma's gold-standard build is still just as valid and will serve you well. However, once I get some time here in the next hour or so I'll see if I can dig up a couple triform builds for you.
My first piece of advice, however, is this: use one of those freespecs they just handed out and respec your chosen Peacebringer. Take the usual human form powers like Radiant Strike, Build Up and Essence Boost, but be sure and take Nova (of course). THEN, when you get to the slotting phase of the respec, immediately start slotting your nova attacks because they will be immediately available.
A fully slotted out nova before 20 makes the levels fly by, and before you know it you'll have dwarf. Don't respec again until you're past 32.
More later, and welcome to the ranks, brother Peacebringer!
EDIT - Okay, couldn't find any of my old builds, but went ahead and whipped one up for you. Now keep in mind that I just "whipped it up" and as such it's a bit hastily put together (read that as: stupid mistakes may be present) - and with absolutely no idea what your playstyle is. For sets I went the somewhat cheap(er) route - should take just a coupla three hundred mil or so. Yeah.. cheap.
I focused primarily on +damage, minor +recharge (no luck of the gamblers, sorry) and some accuracy. You'll NO DOUBT want to change it up to suit your playstyle, especially since I'm no wizard with mid's - maybe Obsidian Force or Lord Xenite will drop by to show you what's probably a much better build than what I just whipped up:
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Calamari Casserole: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Fitness
Power Pool: Speed
Hero Profile:
Level 1: Glinting Eye -- Acc-I(A)
Level 1: Incandescence -- S'fstPrt-ResKB(A)
Level 2: Gleaming Blast -- Acc-I(A)
Level 4: Essence Boost -- Dct'dW-Heal(A), Dct'dW-Rchg(13), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal/Rchg(31), Dct'dW-EndRdx/Rchg(31), Heal-I(50)
Level 6: Bright Nova -- EndMod-I(A)
Level 8: Radiant Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(39), Dmg-I(46)
Level 10: Swift -- Flight-I(A)
Level 12: Build Up -- RechRdx-I(A), RechRdx-I(13)
Level 14: Health -- Heal-I(A)
Level 16: Hasten -- RechRdx-I(A)
Level 18: Incandescent Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(21), Dmg-I(46)
Level 20: White Dwarf -- P'Shift-End%(A), P'Shift-EndMod(21), ResDam-I(23), Aegis-ResDam(42), Aegis-ResDam/EndRdx(48)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-End%(23)
Level 24: Reform Essence -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(48), RechRdx-I(48)
Level 26: Solar Flare -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(42), Dmg-I(46)
Level 28: Conserve Energy -- RechRdx-I(A)
Level 30: Luminous Detonation -- Empty(A)
Level 32: Dawn Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
Level 35: Photon Seekers -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), RechRdx-I(42)
Level 38: Light Form -- RechRdx-I(A), RechRdx-I(39)
Level 41: Quantum Flight -- RechRdx-I(A)
Level 44: Pulsar -- Acc-I(A), Acc-I(45), Acc-I(45), Dsrnt-I(45)
Level 47: Shining Shield -- ResDam-I(A)
Level 49: Super Speed -- Clrty-Stlth(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Cosmic Balance
Level 4: Ninja Run -- Empty(A)
Level 10: Combat Flight -- Empty(A)
------------
Level 6: Bright Nova Bolt -- T'pst-Acc/Dmg(A), T'pst-Dmg/EndRdx(3), T'pst-Dmg/Rchg(7), T'pst-EndDrn%(34)
Level 6: Bright Nova Blast -- T'pst-Acc/Dmg(A), T'pst-Dmg/EndRdx(3), T'pst-Dmg/Rchg(7), T'pst-EndDrn%(34)
Level 6: Bright Nova Scatter -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(9), Posi-Dam%(40)
Level 6: Bright Nova Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(11), Posi-Dam%(40)
Level 20: White Dwarf Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(43)
Level 20: White Dwarf Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(43)
Level 20: White Dwarf Flare -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(15), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Dmg/EndRdx(43)
Level 20: White Dwarf Sublimation -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(50), Dct'dW-Heal(50)
Level 20: White Dwarf Antagonize -- Acc-I(A)
Level 20: White Dwarf Step -- Empty(A)
------------
Set Bonus Totals:- 19% DamageBuff(Smashing)
- 19% DamageBuff(Lethal)
- 19% DamageBuff(Fire)
- 19% DamageBuff(Cold)
- 19% DamageBuff(Energy)
- 19% DamageBuff(Negative)
- 19% DamageBuff(Toxic)
- 19% DamageBuff(Psionic)
- 1.88% Defense(Smashing)
- 1.88% Defense(Lethal)
- 3.75% Defense(Melee)
- 26.3% Enhancement(RechargeTime)
- 45% Enhancement(Accuracy)
- 12% Enhancement(Heal)
- 10% FlySpeed
- 64.3 HP (6%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 15.7%
- MezResist(Sleep) 6.9%
- MezResist(Stun) 6.9%
- MezResist(Terrorized) 9.1%
- 5% (0.08 End/sec) Recovery
- 20% (0.89 HP/sec) Regeneration
- 6.93% Resistance(Fire)
- 6.93% Resistance(Cold)
- 1.26% Resistance(Energy)
- 4.39% Resistance(Negative)
- 15% RunSpeed