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Posts
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Quote:The one thing that I consistently see MISSING from these arguments is is this- DP is the first set designed FROM THE GROUND UP with Defiance 2.0 in play. The proliferated sets were tweaked yes, but this is the one that was designed with the Devs thinking ok.. as they blast they are getting a stacking damage buff every x seconds... OF COURSE THE BASE DAMAGE WILL BE LOWER. It may suck.. but thats the thinking from a balance standpoint.
(edited cause I hit post too fast)
Okay, I'm seeing the point, but then don't the long animations work counter to that theory? I'd have to see the defiance numbers for the powers before I could give a halfway qualified response, but that did jump out at me as an obvious flaw.
EDIT - I'm actually fine with lower damage overall, but I'd really like to see the mitigation in swap ammo increased. With so many aoes and also with the DoT in fire ammo I'm finding that I can pull aggro off my wife's Black Dwarf right through her taunt. Granted, as blasters go I make a good doormat, but I am drawing a serious amount of attention to myself compared to my other blasters, and I don't think it's the animations. Switching from fire to cryo or chemical only helps in that the DoT from the fire ammo doesn't aggro quite as much. I'm not actually seeing the mitigaton of the alternate ammo types so much as I'm seeing the absence of the extra damage from fire. -
Quote:Yea, my ice/ice blaster is overpowered too. I got a stoopid Blizzard AND an Ice Storm, even though ice storm is in my 2ndary, i think it does WAY too much damage with my stupid Aim AND Build Up.
You've got to be kidding me. You're comparing Blasters to Scrappers now? Nihilii's point - had you actually bothered to read his posts completely through - was that Shield charge is an ATTACK power in a MITIGATION secondary.
Blasters get to have high damage attacks in their primary and secondary by the nature of having an offensive secondary! Yes, your Ice blaster gets TWO highly offensive powers in TWO offensive sets. One in the primary and one in the secondary. Blasters can do that. (although I might point out that the two powers you mentioned are both in the same set? WTH?)
Can't believe I have to point this out, but scrappers get an offensive primary, BUT they have a MITIGATION secondary - hence Nihilii's remarks regarding shield charge.
I'm starting to lose track of why any of this bickering about shield charge has anything at all to do with Dual Pistols as a blaster set (although I think there was a valid point back in this thread somewhere) so can we please get over the fact that Nihilii bruised your ego and get back to discussing the merits - or lack thereof - of Dual Pistols? Up until this point I was finding the discussion interesting. -
Aw... threads about Shadow Maul make me miss Braglor.
Hold on, lemme get this out of my system...
HAHAHA!!1 Whut a n00b ur so sad I bet you got SM bound to ur space key. lrn2ply kthanksbai!
Well, that's a little better, but I still miss him.
Quote:I tried that. Missed 24 times in a row every time I did it. It felt like one of those slow-motion moments of doom where I'm yelling "NOOOOOOOOO" in a strangely deep voice as my scrapper just stood there flailing. I still swear I saw him sigh with relief once as he faceplanted.I still want to take Flurry with one of my DMs and chain all 3 together.
Absolute crap DPS, but it'll be funny as hell to punch something in the face 24 times in a row.
And yes, only I could have that kind of crazy karma.
I find that Sands works just fine until I hit the late 20's, and by that time it's not too long of a wait until I pick up MG and finish out my end-game attack chain (you know the one) and so I did end up skipping SM for that reason on my newest DM scrap.
If you see Braglor, don't tell him I skipped it. -
Quote:Sure. Just do a respec and pick your powers like normal. Then, when you go to start placing slots, scroll down and look at the powers in the far right column where the inherent powers are. The nova attacks are inherent powers granted after nova is taken. You'll notice they're open for slotting.Could you elaborate on the bug that allows you to "Pre-slot" your nova attacks with a respec? I have a level 12ish Warshade, and he currently seems semi anemic in both the damage and survivability areas.
I really want to like my warshade, but the only time I feel powerful is if I run into a group of mobs, pop my mire, shift to nova, and pop the two aoes to massacre the group. The only problem is that I'm then left with about 30% health!
Because it's a respec, and power selection takes place before slot selection, the inherents will be available for slotting right away.
Whether it's a bug that's low on the priority list or something that has become "WAI" over the years I couldn't tell you, but I know it really helps the early levels for khelds. -
I personally found Peacebringers easier to start with than Warshades, but it really comes down to individual preference. End game Warshades are much more satisfying than Peacebringers IMHO.
In either case, the first piece of advice I give anyone starting a new kheld is to burn a vetspec at 6, making sure you take Nova. When it comes time to slot all your powers, take advantage of the respec bug and pre-slot your nova attacks with the level 3 and level 5 slots. Slot them for damage, because with the tohit buff nova gives you you'll have no problem hitting anything at this level.
Then at level seven slot your nova AoE's with one more slot each, and at level nine slot the single target nova attacks one each. Then do a Positron TF and bingo! You're within striking range of 20 and can take dwarf. At some point after 20 you may want to run a respec tf or burn another vet/freespec to slot again based on playstyle.
Don't bother with pool powers other than hasten if you're going to be in nova or dwarf the whole time. They don't carry over to the forms unless they're click powers.
Exceptions to that rule: Stealthing. You might pick up super speed if you're going Warshade to stack the stealth with Shadow Cloak. If you're a Peacebringer, you can use invisibility and a bind to toggle off invisibility and activate incandescent strike with one keystroke (click the kheldian binds link in my sig for the structure). Stealth is really useful for pre-fight positioning or taking out quantums and voids.
As far as a build, I couldn't post anything better than Plasma's Gold Standard builds in his guide. They won't be the exact builds you'll have, and I'm sure there are better ones around as far as maxing damage or recharge, but for straight-up SO general purpose builds they can't be beat.
Human Form powers to take in the early levels:
Peacebringer: Build up, Essence Boost, Radiant Strike and Incandescent Strike.
Warshade: Sunless Mire, Shadow Blast, Gravity Well. Shadow Cloak if you're stealthing.
Mid levels:
Peacebringer: Reform Essence, Conserve Power, Quantum Flight, Solar Flare (Unless you hate KB)
Warshade: STYGIAN CIRCLE!!! Gravitic Emanation, Unchain Essence, Inky Aspect (although some dislike it)
Above 30:
Peacebringer, Photon Seekers, Dawn Strike, Light Form (Light form is problematic if you're not spending much time in human form, since it prevents form changing)
Warshade: Dark Extraction, Quasar, ECLIPSE!!!
YMMV, and You probably knew a lot of that. If you have want any specific playstyle hints, those can be provided too.
You know, someone should start a "Tactics" thread that covers situational tactics for different spawns so the community can weigh in and discuss.... -
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Quote:Depends. Who you reading? Kant is boring as all hell. Adam Smith is too self-serving for my taste, but Bauman said some pretty interesting stuff. Of course, you might be a bit further back in Hobbes, Rousseu and Descartes territory (The divine right of kings verses the noble savage verses the cognitive existentialist)Hello all, please forgive me for the broadness of this topic. I am new here, and am *still in the process of reading guides/stickies* and etc. (120 pages of Philosophy homework, or CoX? Easy choice.
Please tell me you're not reading Nietzche. Too easy.
Quote:I'll get right to the point. I've had kheldians unlocked since whatever issue they came out in, but never payed them any attention due to all the negative reviews I heard. Their powers cost too much endurance, did too little damage, and slotting was very restrictive, often forcing a "2-form" build. There is also a long list of "bad things" stickied up there...
Quote:I'm really interested in trying something unique and challenging. (I have a 50 ice/ice blaster and a 50 claws/ninjitsu stalker. While I like 1-shotting minions, I think it's time I branched out.) I'm especially enamored with the Warshade. My questions are simple:
1. Do kheldians perform their function(s)?
2. Are kheldians unique and interesting in their role, or are they simply a scrapper and a blaster smushed together?
3. What's the playstyle like? (Are you sitting in squid form on teams facerolling 4 buttons, or are you changing forms and using all your abilities?)
Thanks very much in advance for your support. *Back to reading*
2. Yes again. Your role on a team is constantly changing with team dynamics and spawn composition. Especially on a Warshade.
3. Oh, no no no no. Far from it. Black Dwarf's Mire was changed from its long recharge and duration to more of a follow-up type power, and consequently turned the black dwarf into more of a scranker form than a tanker form. You can expect to enjoy spending some time there, as the damage can be quite respectable. Human form carries some rather powerful tools to keep a mob under control and bring your health and endurance back from zero to hero when you need it, and you have a nuke and a mini-nuke to leverage. Did I mention you get pets? No I don't think I did. With Hasten alone you can have two fluffies out at once, so you'll be dropping to human form to get those out, as well. Eclipse will let you be in whatever form you want with capped resistances.
AAAAND then there's nova form. Sure, you can sit in nova during entire fights if you want, and with the inherent carrying over into forms those fights likely won't be long.
Basically, a warshade is very, very good at creating absolutely pristine circumstances for dealing massive amounts of damage, so you won't be disappointed in the long run. My advice for starting is to take nova at six, respec and put ALL slots into the nova attacks (even those before level six - yes you can do that) and pretty much stay in that form (and begin slotting your human attacks as you get them after that) until 20, and then you can start leveraging the three different forms. Trust me, it won't take very long.
Now get back to philosophizing! I want to hear all about Hegel's Weltgeist in your next post! -
Oooh. Somehow I missed that part. I was too excited about some of the other features. (New Positron TF and emailing influence ftw!)
Thanks! -
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Quote:Considering the amount of "clipping issues" that are constantly allowed to go live (Renegade Hat with a High Collar, off the top of my head, and those in the same booster - the Official Belt crops just about ALL the jackets, but especially mangles the Wedding tux) and given that the Warrior belt and the Valkyrie belt both hang below the waste without the benefit of additional anchor points, I'd have to say that those two reasons are likely out as major reasons why we haven't gotten a sash. The NPC only argument doesn't really hold water, either. I can recreate Castle's costume pretty much exactly, and the SoA's had special attention given to giving them formerly NPC-specific costume pieces that had been only available to CoV pre-orders (I think that was it?)Couldn't they just make the sash static instead of animated to make it easier? I guess that'll cause clipping issues, though.
I'd love to have the sash myself, especially because I have an "official Peacebringer" outfit of sorts fashioned after Sunstorm and Moonfire, but it's just not one of those pressing concerns, I'm afraid. I'll be happy if we get it, but if we don't, I won't be bothered.
Others have made good points, like Astrolynx with the flapping issues, but IMHO there's only one reason why we haven't gotten a sash and likely won't - Kheldian players really don't care enough about it to make it an issue. This topic resurfaces periodically (on what? a quarterly cycle?) and while everyone who weighs in agrees they would like to have one, we're all pretty much content with the answers we've been given (myself included) and are universally non-committal as to when or if what is basically an ascetic feature gets implemented.
There have always been other things we wanted more. -
Quote:Win!http://www.youtube.com/watch?v=QetPB...eature=related
I mean, even scrappers have to have their quiet, introspective times. "It's a Wonderful World" is such a beautiful song, so we scrappers can...relax. A bit.
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Another factor to consider is how often you're going to be playing your new kheld. If you're a casual player with long breaks between playing sessions, and/or if you're prone to altitis and might switch to another toon or three for a few weeks then you might stick with Peacebringers. Every frickin' time I leave the game for the real world for longer than a week, it seems I forget everything I ever learned about my Warshade, while my Peacebringer took no readjustment at all.
Now that may just be my spotty memory at work, but it's something to consider.
EDIT - having said that, let me just say however that my lv 40 so'd Warshade - once I've gotten familiar with him again - tears through +2x4 spawns as fast or faster than my IO'd lv 50 PB tackles his standard +2x1. 'Least, that's how it feels. -
Quote:I've actually found a use for it in teams, but that may just be problems with my playstyle. When I had it (and I don't, anymore) it was absolutely "the bomb" (sorry - had to say it) for those times when the team's kinetic speed boosted me as I was getting ready to press "w." When I inevitably sped into the next mob (full of rikti drones) prematurely as the rest of the team was engaging the first one, I could hit smoke bomb and speed safely back without worrying about dragging an entire mob back to the team.Smoke Flash has pretty limited use. It's not good on teams... unless you just don't like your teammates. It's not even that good for its stated purpose of "getting out of a bad situation". For that, I find just "getting out" works as well. You might use it while soloing with a single-target focused primary as kind of a ghetto Mass Hypnosis, but that's a pretty specific case too and with the long recharge it's not available that often anyway.
It's got my vote for most-skippable power in Ninjitsu, definitely. In fact, I've never actually taken it. It's never looked good enough on paper for me to bother with it.
Before, I'd have just had to take my lumps and solo the second mob before heading back to clean up the remains of the first one that had just owned my team. Or die at the bottom of the second mob and wait for my team to kill their mob and come rescue me. Odds were about fifty-fifty.
I also have found that the power is good offensively for high-perception enemies like rikti drones. Normally, to assassinate a rikti drone you cue up placate as you run in so it ignores you, but if you have smoke bomb you can pre-emptively hit it when in range of the drone and not waste a placate. Tricky to time, though.
All in all, I wouldn't classify the power as "useless" so much as I would classify it as "not nearly as useful as blinding powder," because whatever you can do with smoke bomb, blinding powder pretty much does better. Thus, blinding powder is in my build and smoke bomb isn't.
EDIT - If I could change one thing about smoke bomb, and wasn't allowed to touch the "doesn't put you back into hide" feature, I'd nix that damned punitive activation time. Really annoying how long it is, an really limits the power's usefulness. -
About the only use I found for Torrent - when I had it - was to play Hellion Golf in Atlas Park. You know who they are - those first two Hellions stealing someone's purse out on the sidewalk directly south of Ms. Liberty? Yeah. You get a hole in one if one of them lands in the water around the base of the Atlas Statue directly behind Ms. Liberty. It's a par 1 course.
That game kept me entertained for all of five or six minutes before I respecc'd out of the power. -
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Don't know that I'd respec out of it, given that it is your taunt aura. Maybe keep it to put those post-travel power slots into it and use it again after you've got stamina. Without it you'll only have eight or ten other powers with which to generate aggro!
You'll practically be nekked! -
My DM/FA scrap has been sitting at 35 for the better part of the last six months, now - waiting for my Nin/Nin Stalker, Warshade, Peacebringer, Mind/Kin Controller all to reach their 40's (and the Peacebringer to ding 50). I really should get back to him soon, but my BS/Shield just got headsplitter, and I'm itchin' to get it slotted.
I'll be honest, old Gaslight (the DM/FA in question) could be tougher, but so long as he isn't slowed he's very hard to kill. It helps immensely if you've got any sort of /Regen experience, but just remember to hit Healing Flames after the alpha strike and every time you hit half health and you'll be fine.
And take Burn. Most old-timers love to revile this power because they remember what it USED to be back in the day before the fear effect was added, but remember it's in your secondary, meaning that its primary purpose is mitigation. Yes, it does damage. It does OODLES of damage to any poor sots who are unlucky enough to have a controller hold them in place when the scrap fires it off, and I suppose if you got good with air superiority/dark app you could do it yourself, but the judicious use of Burn as mitigation can contribute considerably to your survival.
Burn gives you 100% melee damage mitigation every time you use it, giving you enough time to use healing flames, retoggle, pop an inspiration, or whatever you need to do to defensively, while at the same time providing enough damage in each tick that the enemy is still in range to not put a vast dent in your dps.
With 15 seconds of downtime out of the box, it's up every spawn, so no slots necessary at first. Later on you can slot for damage if you intend to try to use it as an attack against immobilized mobs or a/v's, but don't forget its contribution to your survival.
Okay, enough about Burn. Didn't mean to go off on a tangent, there. When you get into IO's, building for positional defense and recharge will help greatly, and a winter's gift slow resistance IO will really help as well.
Siphon Life was a godsend to Gaslight - it hits like a truck and the heal is just enough to supplement Healing Flames. There's a whole thread about slotting it somewhere that ought to be stickied, but with proper slotting you can do wonders with that power.
I've got a DM/Fire build to get you started in the guide in my sig, but practically anyone could build a better one (it was only intended as a starting point) -
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Quote:anyone else out there think they should change dm's souldrain into build-up, like they did for stalkers? Would more people be inclined to play that powerset if it actually happened?
Heretic!! Blastphemy!
Half the reason DM is so popular blueside is because of the 30 seconds of godhood Soul Drain gives you. With just SO's and Hasten it can be up pretty darned often, so why change it? -
Don't be fooled. A fully slotted out Black Dwarf is a wonder to behold, and has MUCH higher highs than the White Dwarf. My level 40 SO'd WS rips through +2X4 mobs in roughly half the time it takes my level 50 IO'd (only a 100 mil infl build) PB, and I use dwarf with both rather heavily.
HOWEVER, if you're looking for a light, fun-to-play build that you can just put on cruise control and mow through spawns with fairly regular expectations of your performance, Peacebringers are what you want. My warshade requires my constant attention for just the right time to drop to human for SC or Fluffies or what-have-you, but there is a wider margin for error on my PB, largely because he has self-sustaining mitigation.
Which makes PB's more beginner-kheld friendly, IMHO.
I have a human-dwarf build I was kicking around for Brightstorm there for a while (ended up sticking with triform, so the build never really got a second look) if you like. There's plenty of room for improvement and/or personalization if you want to take something different, or maybe someone can lend a hand with a min/max'd build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Brightstorm: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Fitness
Power Pool: Speed
Power Pool: Presence
Power Pool: Leaping
Hero Profile:
Level 1: Glinting Eye- (A) Achilles' Heel - Defense Debuff
- (3) Accuracy IO
- (9) Achilles' Heel - Chance for Res Debuff
- (A) Steadfast Protection - Knockback Protection
- (A) Devastation - Accuracy/Damage
- (3) Devastation - Damage/Endurance
- (9) Devastation - Damage/Recharge
- (11) Devastation - Accuracy/Damage/Recharge
- (A) Doctored Wounds - Heal
- (5) Doctored Wounds - Heal/Endurance/Recharge
- (5) Doctored Wounds - Heal/Recharge
- (13) Doctored Wounds - Heal/Endurance
- (15) Doctored Wounds - Endurance/Recharge
- (A) Mako's Bite - Accuracy/Damage
- (7) Mako's Bite - Damage/Endurance
- (7) Mako's Bite - Damage/Recharge
- (11) Mako's Bite - Accuracy/Endurance/Recharge
- (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Titanium Coating - Resistance/Endurance
- (15) Titanium Coating - Resistance/Endurance/Recharge
- (48) Titanium Coating - Resistance
- (A) Run Speed IO
- (A) Adjusted Targeting - To Hit Buff/Recharge
- (43) Adjusted Targeting - Endurance/Recharge
- (43) Adjusted Targeting - Recharge
- (A) Healing IO
- (A) Kinetic Crash - Damage/Knockback
- (17) Kinetic Crash - Accuracy/Damage/Knockback
- (17) Kinetic Crash - Recharge/Endurance
- (39) Kinetic Crash - Damage/Endurance/Knockback
- (50) Accuracy IO
- (A) Mako's Bite - Accuracy/Damage
- (19) Mako's Bite - Damage/Endurance
- (19) Mako's Bite - Damage/Recharge
- (23) Mako's Bite - Accuracy/Endurance/Recharge
- (45) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Aegis - Resistance/Endurance
- (21) Aegis - Resistance/Recharge
- (21) Aegis - Endurance/Recharge
- (34) Impervium Armor - Psionic Resistance
- (37) Aegis - Psionic/Status Resistance
- (37) Aegis - Resistance
- (A) Performance Shifter - EndMod
- (23) Performance Shifter - Chance for +End
- (A) Doctored Wounds - Heal
- (46) Doctored Wounds - Recharge
- (46) Doctored Wounds - Heal/Recharge
- (50) Doctored Wounds - Heal/Endurance/Recharge
- (A) Obliteration - Damage
- (27) Obliteration - Accuracy/Recharge
- (27) Obliteration - Damage/Recharge
- (46) Obliteration - Accuracy/Damage/Recharge
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Damage/Endurance
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (34) Recharge Reduction IO
- (34) Damage Increase IO
- (A) Eradication - Damage
- (36) Eradication - Accuracy/Recharge
- (36) Eradication - Damage/Recharge
- (36) Eradication - Accuracy/Damage/Recharge
- (37) Eradication - Accuracy/Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Titanium Coating - Resistance/Endurance
- (42) Titanium Coating - Resistance/Endurance/Recharge
- (48) Titanium Coating - Resistance
- (A) Titanium Coating - Resistance
- (45) Titanium Coating - Resistance/Endurance/Recharge
- (48) Titanium Coating - Resistance/Endurance
- (A) Accuracy IO
- (A) Karma - Knockback Protection
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 1: Energy Flight- (A) Empty
- (A) Empty
Level 20: White Dwarf Strike- (A) Touch of Death - Accuracy/Damage
- (25) Touch of Death - Damage/Endurance
- (31) Touch of Death - Damage/Recharge
- (40) Touch of Death - Accuracy/Damage/Endurance
- (A) Touch of Death - Accuracy/Damage
- (25) Touch of Death - Damage/Endurance
- (31) Touch of Death - Damage/Recharge
- (40) Touch of Death - Accuracy/Damage/Endurance
- (A) Achilles' Heel - Chance for Res Debuff
- (29) Cleaving Blow - Accuracy/Damage
- (31) Cleaving Blow - Damage/Endurance
- (40) Cleaving Blow - Damage/Recharge
- (43) Cleaving Blow - Accuracy/Recharge
- (45) Damage Increase IO
- (A) Doctored Wounds - Heal
- (29) Doctored Wounds - Endurance/Recharge
- (42) Doctored Wounds - Heal/Recharge
- (42) Doctored Wounds - Heal/Endurance/Recharge
- (50) Doctored Wounds - Heal/Endurance
- (A) Empty
- (A) Empty
Set Bonus Totals:- 24.5% DamageBuff(Smashing)
- 24.5% DamageBuff(Lethal)
- 24.5% DamageBuff(Fire)
- 24.5% DamageBuff(Cold)
- 24.5% DamageBuff(Energy)
- 24.5% DamageBuff(Negative)
- 24.5% DamageBuff(Toxic)
- 24.5% DamageBuff(Psionic)
- 4.69% Defense(Fire)
- 4.69% Defense(Cold)
- 4.38% Defense(Energy)
- 4.38% Defense(Negative)
- 2.19% Defense(Ranged)
- 4.69% Defense(AoE)
- 1.8% Max End
- 9% Enhancement(Accuracy)
- 16.3% Enhancement(RechargeTime)
- 12% Enhancement(Heal)
- 5% FlySpeed
- 128.5 HP (12%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -11)
- Knockup (Mag -11)
- MezResist(Confused) 2.5%
- MezResist(Held) 9.1%
- MezResist(Immobilize) 14.6%
- MezResist(Sleep) 9.1%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 9.1%
- 1% (0.02 End/sec) Recovery
- 12% (0.54 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 6% Resistance(Psionic)
- 13% RunSpeed
- 4.5% XPDebtProtection
Set Bonuses:
Achilles' Heel
(Glinting Eye)- 1.5% DamageBuff(All)
(Incandescence)- Knockback Protection (Mag -4)
(Gleaming Blast)- 12% (0.54 HP/sec) Regeneration
- 24.1 HP (2.25%) HitPoints
- 3% DamageBuff(All)
(Essence Boost)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Radiant Strike)- MezResist(Immobilize) 3.3%
- 16.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
(Shining Shield)- MezResist(Sleep) 2.2%
- 16.1 HP (1.5%) HitPoints
(Build Up)- 2% DamageBuff(All)
- 1.26% Resistance(Energy,Negative)
(Luminous Detonation)- 3% RunSpeed
- 2.5% Resistance(Smashing)
- Knockback Protection (Mag -3)
(Incandescent Strike)- MezResist(Immobilize) 3.3%
- 16.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
(White Dwarf)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 2.5% XPDebtProtection
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- 3% Resistance(Psionic)
(White Dwarf)- 3% Resistance(Psionic)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Reform Essence)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
(Solar Flare)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
(Photon Seekers)- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Dawn Strike)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 24.1 HP (2.25%) HitPoints
- 2% XPDebtProtection
(Thermal Shield)- MezResist(Sleep) 2.2%
- 16.1 HP (1.5%) HitPoints
(Quantum Shield)- MezResist(Sleep) 2.2%
- 16.1 HP (1.5%) HitPoints
(Combat Jumping)- Knockback Protection (Mag -4)
(White Dwarf Strike)- MezResist(Immobilize) 2.75%
- 16.1 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
- 2.5% DamageBuff(All)
(White Dwarf Smite)- MezResist(Immobilize) 2.75%
- 16.1 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
- 2.5% DamageBuff(All)
(White Dwarf Flare)- 1% (0.02 End/sec) Recovery
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1% DamageBuff(All)
(White Dwarf Sublimation)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
Code:EDIT - huh. Looking back on this build there are some things that seem odd to me, and I don't remember what I was going for, so take it with a grain of salt. Like the slotting for dwarf form, for example. Was I going for Psionic resistance bonuses? Bah. I can't remember. You know what? Ignore that part. Slot Dwarf for a combination of endredux, damres and endmod (in the form of a Performance Shifter Proc).| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1523;747;1494;HEX;| |78DA8D935B4F135110C767DB2D055A28A5504AA120582E2D74A146132F0F462426C| |6161A313E2848165C604DD992EED618132F1FC0275F7C32C6A07E07E383F1E37841| |C04B42445CCFCC1CA0A43EB849FFBF9EC97F66CF9C9D93BF371904787C1E94D68B4| |5DDB6E70B86BE682C944D6BD928FBA774A752D68B8189B2B9BCE2D84EA9BCEA0780| |816AD3FCF4D29261D9E65D43CB55564DAB54B1E72744292779C43569D4B82E88DAE| |1CBD68A51362C47DBFF132C944A45ED92E958866D37D26266CD306E87E96F5EB7CC| |B54A5177CC92C5CE9CA1AF8957404C6C2C257EBF7C201FD703EF3D0011F0C40151F| |F81561B870680980290805D115238E455D605B2E07945A87F4D687C43D8143E2FFB| |54EFB48221758A91171882E0155A35E7087BC2EE9376DF1255A85B66AC70599310B| |C43F82ABC7E8577EE4F73A10C614C23F8C4E137C89D376428C7153901D96DE08507| |43E9978C75825FE434C99CA624E5401D40486E2B749F5C2D8F180F08830F09D938D| |915610F4B7B98BB68E52E5AB98B287731CA5D7CF7E12193DD1719A77DB765192708| |7D293AAAE4295A254F12EAC536DBB977A5FD29BD3EFA8CF043D4EB90DFA683CF3C5| |360E40959F905C4363BA5AF739752E3BF197B84CC1FC24F51AF4B1E48D7086DB9DF| |8F43C0A10487EA44B55ED945EF26251EDB626C33BE11FAD8DE9720F84456BF3CAAF| |E8F1EAC7AFC13E333E30B21B941D8115B19901F6F800B0D1EC196300CCB8918E689| |481D99886D61189186118D66793443184B13E2A2354DB6A6F1F78C8AD0B80C8DEF0| |0BABAD5AA2BE18A07723591827A704740A1480F7930E6BAC335FE19B56A5829E2FE| |E389A907D3E28DDC001C8CD84D42CF2C61688E10FD4F5FBB5A357D7CDFBB8B74FB7| |B56094316759C2E11461384CEC32C35C233D6CD5738C53396E219CBF2F56E3BB443| |845AEBA889BC0DEE1F48C3D546A1D7500A28D7516651E6506EA1E8280B288B28EEB| |B83ECD0693CD933286751CEA13C41931FEF7D002588D284D28C1242694189A04451| |E228CF51DCBF628DFD35| |-------------------------------------------------------------------|
The more I look at this build, the less I like it. Oh well. I'm quite sure someone could do better than this build, but it's a start, at least. Don't consider it end-game. -
Superjump at 8? How'd you get Mids to give you that?
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Quote:I've been using this bind and realized some others might want it too.
/bind [key] "powexecname Grant Invisibility$$targetcustomnext Extracted Essence"
Not massively useful, but it is a quick way to give your fluffies each a small survival buff between mobs. If you already have Grant Invisibility anyway for an LotG mule, why not?
Ooooh. One of those things that's so simple it's genius! Good one!
EDIT - changed the OP to include it.