Square_One

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  1. You won't need Health nor Stamina. But if you do get them, you won't need extra slots. Stygian will refill your health and endurance after every single fight - or most of the time in the middle of fights as well. The only time health/stamina shines might be in AV fights - and you wouldn't be staying in human anyway for those (most likely), so health and stamina is still wasted.

    Dwarf single target attacks are underslotted, and I could be pickier on other power slotting...but you'll get the feel of what or what isn't needed as you play.
  2. Human form is quite subtle, and it can take a bit to get used to knowing when and where to use what. I use mine (keep in mind I'm referring to a purpled tri-form - but my playstyle is still close to what I was doing when I had SO's) for control, buffs, and damage when appropriate. Maybe it'll be a clearer if I can answer some of your questions.

    Powers to take ASAP for a tri-former:
    -Dark Nova -> do a respec asap also and slot your first several enhancements into Nova attacks (Nova will be your main source of damage through the teens)
    -Hasten
    -Starless Step -> this one's slightly optional later on, but highly useful before you get other control powers to deal with Q's/V's
    -Sunless Mire -> will take a few slots to be effective, and until you have more controls, my advice is to save it for teams
    -Shadow Cloak/Superspeed go well together for stealth
    -Gravity Well -> really fast activating hold and great damage
    -Black Dwarf -> will take throughout the early/late 20's to start to slot and build this one up to where it's more useful
    -Stygian Circle -> because your end problems will go away with it
    -Gravitic Emanation -> makes soloing a piece of cake, and easily permable
    -Dark Extraction -> most damaging pets blueside, last I've heard
    -Quasar -> double Mire + Nuke + blue + Stygian and you're golden
    -Eclipse -> capped resistance while doing all of the above. 'Nuff said

    The shields are largely useless for a tri-former. You want to be quick and agile, and toggling on shields is just going to be slow. IMO, depending on Nova with it's knockback is going to be safer and quicker to solo early on. Later, there's really no need with all the control available.

    Nebulous, Inky, Shadow Blast, and Unchain are all good optional picks if you end up having room.

    Nebulous is a good power to use in a crisis or just bunch up mobs around you before Eclipse and Mire + Nova/Nuke. Inky can be combined to use with Gravitic to stun bosses. Unchain is a human AoE that requires a corpse, also does KB and a stun. IMO, Unchain isn't that great - fire the two Nova AoE's, and you'll be doing more damage with less hassle, and they'll be up a lot sooner. But there are plenty of people who like it.

    Dark Detonation - meh, same argument as above...doesn't do enough damage to justify the slots and power pick, IMO.

    Slotting: (here's where you gotta get sneaky)

    Nova form:
    The form itself...I didn't slot too much while leveling, and my build now just has a Fly/Endurance IO in it.
    I've never slotted the Nova Bolt. Seriously, a single Acc works fine, slot it if you want if/when you have extra slots available. Do slot it if you plan on PvPing, the two single target attacks in Nova are beasts.
    The Blast and AoE's take more priority, get them going early with standard attack slotting.

    Sunless Mire has good priority soon after you get it.
    Gravity Well and Gravitic Emanation - high priority, try to at least 4 slot quickly. (Emanation I would hinge on 6 slotting ASAP, filling them with Acc/Rech/Stun IO's, and viola, you have a perma mag 3 AoE stun, soloing is now stupid easy)

    Dwarf:
    The form could use 3/4 slots for Resist, Endurance, even End Mod if you want, fairly early.
    The attacks will slowly be slotted for...I'd prolly go Mire, Drain, Smite fairly evenly, and then Strike when those are going well.
    Dwarf's attacks will be slotted out slowly, you might be done by the early 40's.

    The Pets, Quasar, and Eclipse can do okay with 4 slots in them early on.

    Once you get into the 40's, you will start to fully fledge out your attacks, going from 4 to 6 slots in some powers. The last 4 powers you pick (I have Hurdle and Swift for instance) don't have to require any slots, so that's when you finish slotting any more needy powers.

    Here's a skeleton of a build, take at look at when the slots are put into each power...that's close to what I would run if leveling a new 'shade.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 40 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Speed
    Power Pool: Fitness

    Hero Profile:
    Level 1: Ebon Eye -- Empty(A)
    Level 1: Absorption -- Empty(A)
    Level 2: Gravimetric Snare -- Empty(A)
    Level 4: Orbiting Death -- Empty(A)
    Level 6: Dark Nova -- Empty(A), Empty(17)
    Level 8: Starless Step -- Empty(A)
    Level 10: Hasten -- Empty(A), Empty(11)
    Level 12: Sunless Mire -- Empty(A), Empty(13), Empty(13)
    Level 14: Super Speed -- Empty(A)
    Level 16: Shadow Cloak -- Empty(A)
    Level 18: Gravity Well -- Empty(A), Empty(19), Empty(19), Empty(21), Empty(33)
    Level 20: Black Dwarf -- Empty(A), Empty(21), Empty(40)
    Level 22: Stygian Circle -- Empty(A)
    Level 24: Hurdle -- Empty(A)
    Level 26: Gravitic Emanation -- Empty(A), Empty(27), Empty(27), Empty(29), Empty(29), Empty(31)
    Level 28: Inky Aspect -- Empty(A)
    Level 30: Swift -- Empty(A)
    Level 32: Dark Extraction -- Empty(A), Empty(34), Empty(34), Empty(34)
    Level 35: Quasar -- Empty(A), Empty(36), Empty(36), Empty(36)
    Level 38: Eclipse -- Empty(A), Empty(39), Empty(39), Empty(39)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Dark Sustenance
    Level 1: Shadow Step -- Empty(A)
    Level 10: Shadow Recall -- Empty(A)
    ------------
    Level 6: Dark Nova Bolt -- Empty(A)
    Level 6: Dark Nova Blast -- Empty(A), Empty(5), Empty(9), Empty(15), Empty(17)
    Level 6: Dark Nova Emanation -- Empty(A), Empty(3), Empty(5), Empty(9), Empty(11)
    Level 6: Dark Nova Detonation -- Empty(A), Empty(3), Empty(7), Empty(7), Empty(15)
    Level 20: Black Dwarf Strike -- Empty(A), Empty(31), Empty(37), Empty(37)
    Level 20: Black Dwarf Smite -- Empty(A), Empty(23), Empty(25), Empty(37), Empty(40)
    Level 20: Black Dwarf Mire -- Empty(A), Empty(23), Empty(25), Empty(33), Empty(40)
    Level 20: Black Dwarf Drain -- Empty(A), Empty(31), Empty(33)
    Level 20: Black Dwarf Step -- Empty(A)
    Level 20: Black Dwarf Antagonize -- Empty(A)
    ------------
    Set Bonus Totals:

    Hope this helps. Other forumites can jump in with other info - there's a lot of player variability with khelds.
  3. [Insert any powerset that contains Knockback] sucks, because of a couple people I saw who didn't know how to use it well.


    (Then again, it would be nice if a couple of attacks for PB's had Knockup instead of Knockback - Solar Flare and Radiant Strike being good examples. As for Nova powers, it doesn't take much brains to fly over the spawn and shoot from above.)
  4. Square_One

    /Elec Sappage

    Quote:
    Originally Posted by Necrotech_Master View Post
    end drains are ok, but they are not very effective against NPCs

    even if you drain most enemies they will still be able to attack you even with just that tiny sliver of end and stronger targets like AVs and GMs will regenerate end too fast for you to drain on your own as well
    End draining provided there is -recovery stops enemies from attacking at all. Just tested to make sure my memories were correct, using a Kin/Elec 'fender.

    The -recovery on a Fire/Elec blaster, however, is scarce. Each of the melee's has only a 20-50% chance of -recovery, and it will only last 2-4 seconds (according to Mids). Even Power Sink (I just realized this) only has a 30% chance for -recovery. However, with the constant -end from melee attacks and ticks from Lightning Field, I'm wondering if it's enough to get by. I should have mentioned the problem of lack of -recovery in my first post...I did read from another thread that NPC's have higher costs for attacks, base 7.something instead of 5 like we do. Anyone know a usual AV's rate of recovery?
  5. Square_One

    /Elec Sappage

    Just how effective can this [/Elec melee's and Power Sink on a high recharge build] be against single targets - namely, EB's and even AV's/GM's?

    I've got a build that can get Power Sink down to an 18 second recharge, but I'm just wondering if it along with rapid melee's in /Elec plus constant -end ticking from LF would be able to neuter these guys, and after how long...

    *Charged Brawl -7% end
    Havoc -10% end
    Shocking -7% end
    Lightning -2% end every 2 seconds

    And each of those has a chance for -recovery for a few seconds, minus Lightning Field. Power Sink would be -67% end on my build, and followed by each of those (Brawl-Shocking-Havoc-Brawl for instance with 2 ticks of LF would take a total of about 4.5 seconds on my build) would be another -35% end. Yes, providing they all land.

    -35% end every 5 seconds seems pretty strong, but do AV's/GM's resist it quite a bit? Or just have extra endurance to start with or a lot of recovery?

    I've got a Fire/Elec blapper in mind that could have a ton of DPS but survivability against harder targets could hinge on end drain. I have a perfect picture of either popping a few purples and proceeding to end drain EB's and AV's, or somehow incorporating PFF into it. (Power Sink, PFF, wait 18 seconds, Power Sink and then melee's?)

    I'd like to keep the slotting and potential DPS, but not sure if the survivability against these targets will be there. Anyone with experience have any ideas? Then again, I might just have to figure it out myself.

    *numbers coming from Mids
  6. Quote:
    Originally Posted by Debtlover View Post
    Do you rebind everything when you hit numpad3?

    I know about bindloadfile usage and loading binds in binds, but i'm not quite sure what your talking about here.
    numpad 3 will then automatically change any binds you want. So yes, everything is rebinded. And then when I go back to human by hitting numpad 1, they are rebinded again automatically to whatever I want. It's mainly for switching trays...

    Thinking back on it, maybe I don't use it to change binds nowadays, although I know I did use it at first for that. Since I use "t" for either Mire, it would work the same as "lshift" for either teleport, and I can't think of any other key changes I make.
  7. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Unfortunately there is a certain amount of truth in the 2-form stereotype. It's possible to make a Kheld that is capable of attacking in all three forms, the problem is that in my opinion there isn't much reason to do so. The basic problem is that both the Human form and the Nova form are essentially Blaster variants. The Nova form is a straight Blaster while the Human form is a Blapper (it's actually closer to an Assault/Armor AT but you get the point). So the issue becomes that since both the Human form and the Nova form are damage dealers is there any real advantage to building up the attacks in both? My feeling is no, there isn't enough difference between the two to warrant it.

    There are plenty of advantages to switching to and from Dwarf form depending on the situation but much less reason to switch between Human and Nova.

    My experience is that I want to either stay Human all the time (except when I need to go Dwarf) or go Nova almost all the time and switch back to Human every so often for the buffs and pet powers but not bothering with the Human attacks. I did try making a tri-form build where the Human form was intended to be a pocket controller but it just didn't have enough controls to make it really useful.
    I tend to switch between all three on a pretty consistent basis, and did so even when I only had SO's in my build.

    Human for buffs/pets/control/damage(with the hold and nuke), dwarf for uh-oh and slugging it out with a tougher foe situations, nova for the rest. I've always felt that Nova's AoE is just so much better than Human.

    As for #3(?) from the OP:
    I enjoy the variability...while Gravitic Emanation (easily perma) + Nova makes most of the solo game a joke, the fun starts when you have so many different ways to go about playing...and then you up the difficulty/mob type and see if you can pull off the same stuff.

    My 'shade is my most played toon by far, and can still be the most fun. I might get other toons up to lvl 35 or so and start to get bored with using the same tactics over and over...with the shade, it's not so much.
  8. I believe I just use one bind for both forms.

    bind lshift "powexecname Shadow Step$$powexecname Black Dwarf Step" or something like that.

    It takes a few tries for it to get working, but then it's good.

    At least I think...I set it up and then after it worked a few times I assume it's still working.

    Another option is to use binds to set up binds. For instance, my numpad 3 key is my Dwarf key (numpad 1 is human, 2 is nova) and it sets up the rest of my binds. Something like:

    bind numpad3 "bind lshift "powexecname Black Dwarf Step"$$bind t "powexecname Black Dwarf Mire"$$....and on and on

    I think that still works.
  9. How do you get FF Gen's defense to show up as part of the totals?

    On the last one I posted, I think it got up to the cap - 24.1 Melee, 25.4 Ranged, and 24.4 AoE Defense, when added to the 20.9 from FF Gen, comes to 45, 46.3, and 45.3, respectively, if the math is right. Endurance I hadn't thought about too much...

    Here's a build that's sort of in-between yours and mine - I'd really like to keep the slotting in Siren's, for instance. It has 44.4/45.6/46.9 Defenses and same recharge. But I really don't know if I'll stick with the nuke, or even Soul Drain and the rest of the Dark Epics. I'll find out once I get to try them out with the rest of the set. Thanks for the tips.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Traps
    Secondary Power Set: Sonic Attack
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Caltrops -- Slow-I(A)
    Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(27), Apoc-Dam%(27)
    Level 2: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
    Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(5), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(7)
    Level 6: Acid Mortar -- ShldBrk-Acc/Rchg(A), ShldBrk-Acc/EndRdx/Rchg(13), LdyGrey-Rchg/EndRdx(17), Dev'n-Hold%(19)
    Level 8: Force Field Generator -- DefBuff-I(A), DefBuff-I(13), LkGmblr-Rchg+(15)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Poison Trap -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(19), Lock-Rchg/Hold(23), Lock-EndRdx/Rchg/Hold(25), Lock-Acc/Hold(34), Lock-Acc/Rchg(34)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(17), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33)
    Level 18: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-%ToHit(34), SipInsght-Acc/ToHitDeb(39), SipInsght-Acc/Rchg(40), SipInsght-ToHitDeb/EndRdx/Rchg(40), SipInsght-Acc/EndRdx/Rchg(40)
    Level 20: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(39), GSFC-Build%(39), GSFC-ToHit/EndRdx(42)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Mrcl-Rcvry+(A)
    Level 26: Trip Mine -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37), Oblit-Dmg(50)
    Level 28: Siren's Song -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(29), LgcRps-Acc/Sleep/Rchg(29), LgcRps-Sleep/Rng(31), LgcRps-Acc/Sleep(31)
    Level 30: Stamina -- EndMod-I(A)
    Level 32: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(36), Stpfy-KB%(37), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(43)
    Level 38: Dreadful Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
    Level 41: Dark Consumption -- Efficacy-Acc/Rchg(A)
    Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(46), Aegis-ResDam(46), Aegis-ResDam/EndRdx/Rchg(46), Aegis-ResDam/Rchg(48), Aegis-EndRdx/Rchg(50)
    Level 47: Soul Drain -- GSFC-Rchg/EndRdx(A), AdjTgt-EndRdx/Rchg(48), Sciroc-Acc/Rchg(48)
    Level 49: Maneuvers -- HO:Cyto(A), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    ------------
    Set Bonus Totals:
    • 11.5% DamageBuff(Smashing)
    • 11.5% DamageBuff(Lethal)
    • 11.5% DamageBuff(Fire)
    • 11.5% DamageBuff(Cold)
    • 11.5% DamageBuff(Energy)
    • 11.5% DamageBuff(Negative)
    • 11.5% DamageBuff(Toxic)
    • 11.5% DamageBuff(Psionic)
    • 13.6% Defense(Smashing)
    • 13.6% Defense(Lethal)
    • 13% Defense(Fire)
    • 13% Defense(Cold)
    • 13.3% Defense(Energy)
    • 13.3% Defense(Negative)
    • 3% Defense(Psionic)
    • 15.8% Defense(Melee)
    • 17.1% Defense(Ranged)
    • 18.3% Defense(AoE)
    • 4.5% Max End
    • 57.5% Enhancement(RechargeTime)
    • 2.5% Enhancement(Held)
    • 43% Enhancement(Accuracy)
    • 3% Enhancement(Stun)
    • 4% Enhancement(Sleep)
    • 13% FlySpeed
    • 61 HP (6%) HitPoints
    • 13% JumpHeight
    • 13% JumpSpeed
    • MezResist(Held) 2.2%
    • MezResist(Immobilize) 5.5%
    • MezResist(Stun) 4.4%
    • 12% (0.2 End/sec) Recovery
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 18% RunSpeed
    • 4.5% XPDebtProtection
  10. So I've finally realized just how much more expensive the purple recipes have become, and don't really want to strip any away from my kheld.

    I've replaced the purples, build only has 5% less +Recharge, which isn't bad at all, and is still defense capped. Some of the powers are less enhanced than with purples, but it's not too bad. Just got Trip Mine today, was skeptical at first, but solo can be really fun with them, especially when I can pop a purple and toe bomb a couple times in a row. Since there's been no posts so far, I'm going to go ahead and start accumulating recipes...

    Here's updated build:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!
  11. Storm does bring some damage with Tornado and Lightning Storm when they're both (or multiple of them) stuck on an AV. And Freezing Rain's -res will help.
  12. Hey all, I'm trying to cook up a build to use for my Traps/Sonic toon that I'm coming to love quite a bit. I'm looking to finalize a build now, so that I can slowly start getting the required recipes/enhancements while I level (currently at 22).

    So far, the main thing I'm trying to achieve is capped defense to all, and then focusing on +recharge after that. It looks like I've come up with at least something that will work very well - capped to all along with 67.5% recharge, and powers that I want. Not bad!

    What I'm wondering about is power choices and individual slotting...there are better and more experienced people than me with both Traps and Sonic, so I'm wondering if Shout and other picks are okay. On a higher recharged build, is Shout beneficial or actually harmful to DPS? Can't wait for the Siren's + Trip Mine combo though.

    I don't want the build to be uber expensive - I can strip some enhancements (including some purples) off of other toons, but any PvP IO's I'd hate to spend time to afford. Thanks for any build/individual tips if you have any.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Traps
    Secondary Power Set: Sonic Attack
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Caltrops -- Slow-I(A)
    Level 1: Shriek -- Apoc-Dmg(A), Apoc-Dmg/Rchg(15), Apoc-Acc/Rchg(23), Apoc-Acc/Dmg/Rchg(25), Apoc-Dmg/EndRdx(27), Apoc-Dam%(33)
    Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(21)
    Level 4: Howl -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(5), Ragnrk-Acc/Rchg(5), Ragnrk-Dmg/EndRdx(7), Ragnrk-Knock%(7)
    Level 6: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(13), ShldBrk-Acc/Rchg(17), ShldBrk-DefDeb/EndRdx/Rchg(17), ShldBrk-Acc/EndRdx/Rchg(19), ShldBrk-%Dam(19)
    Level 8: Force Field Generator -- DefBuff-I(A), DefBuff-I(13), LkGmblr-Rchg+(50)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Poison Trap -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(23), UbrkCons-Acc/Hold/Rchg(25), UbrkCons-Acc/Rchg(34), UbrkCons-EndRdx/Hold(34), Lock-%Hold(39)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(27)
    Level 16: Shout -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(31), Thundr-Dmg/Rchg(33), Dev'n-Dmg/Rchg(34)
    Level 18: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(39), SipInsght-Acc/Rchg(40), SipInsght-ToHitDeb/EndRdx/Rchg(40), SipInsght-Acc/EndRdx/Rchg(40), SipInsght-%ToHit(42)
    Level 20: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(42), GSFC-Build%(46)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Heal-I(A)
    Level 26: Trip Mine -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(36), Armgdn-Dmg/EndRdx(37), Armgdn-Dam%(37)
    Level 28: Siren's Song -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(29), LgcRps-Acc/Sleep/Rchg(29), LgcRps-Sleep/Rng(31), LgcRps-Acc/Sleep(31)
    Level 30: Stamina -- EndMod-I(A)
    Level 32: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(43)
    Level 35: Screech -- Amaze-Stun/Rchg(A), Amaze-ToHitDeb%(36), Amaze-Acc/Stun/Rchg(37), Amaze-Acc/Rchg(42), Amaze-EndRdx/Stun(43)
    Level 38: Dreadful Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
    Level 41: Oppressive Gloom -- Amaze-Stun(A)
    Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+(A)
    Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
    Level 49: Maneuvers -- HO:Cyto(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    ------------
    Set Bonus Totals:
    • 12.5% DamageBuff(Smashing)
    • 12.5% DamageBuff(Lethal)
    • 12.5% DamageBuff(Fire)
    • 12.5% DamageBuff(Cold)
    • 12.5% DamageBuff(Energy)
    • 12.5% DamageBuff(Negative)
    • 12.5% DamageBuff(Toxic)
    • 12.5% DamageBuff(Psionic)
    • 15.2% Defense(Smashing)
    • 15.2% Defense(Lethal)
    • 11.4% Defense(Fire)
    • 11.4% Defense(Cold)
    • 15.5% Defense(Energy)
    • 15.5% Defense(Negative)
    • 8% Defense(Psionic)
    • 18.9% Defense(Melee)
    • 17.7% Defense(Ranged)
    • 19.9% Defense(AoE)
    • 67.5% Enhancement(RechargeTime)
    • 105% Enhancement(Accuracy)
    • 4% Enhancement(Sleep)
    • 13% FlySpeed
    • 49.6 HP (4.88%) HitPoints
    • 13% JumpHeight
    • 13% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 2.5%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 6.9%
    • MezResist(Terrorized) 2.5%
    • 25% (0.42 End/sec) Recovery
    • 16% (0.68 HP/sec) Regeneration
    • 10.1% Resistance(Fire)
    • 10.1% Resistance(Cold)
    • 13% RunSpeed
    • 2% XPDebtProtection



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  13. Quote:
    Originally Posted by AlienOne View Post
    Same here... Eclipse is so good that I've always felt that it's "too good to be true."

    One of these days, I'm going to wake up and realize it was all a dream.

    "Alien"
    I also feel like Eclipse is almost too good to be true...along with Dark Extraction, Gravitic Emanation, and Stygian Circle.

    If you don't believe me on either of those:
    Dark Extraction being the most damaging pets blueside (last time I read), while doing useful -recharge if you have a few out.
    Gravitic Emanation being perma by just slotting with Acc/Stun/Recharge IO's - who else can that easily perma a mag 3 AoE stun? Makes soloing 90% of situations a cake walk.
    Stygian Circle eliminating end problems basically as soon as you get it, and increasing survival by a ton.
  14. Quote:
    Originally Posted by Balefire_Djinn View Post
    If I use the Dark Extraction power or whatever it is, the one that brings out the little blasty pets, will they unsummon/disappear if I turn into Dwarf form?


    Was just wondering if I could fight in Dwarf, shift out to pull them from enemies, then shift back to dwarf and get the added offense from them.
    Heck, they'll stick around even if you die.
  15. Quote:
    Originally Posted by Dechs Kaison View Post
    Read what I quoted. He said that kheldians didn't need any power pools.
    Well, "need" is such a strong word...one could argue both ways as to whether any AT needs power pools, and no one would really get anywhere.

    If I wanted to boast, I could say that my warshade doesn't need any pools to be effective, but that'd just be silly.

    Besides, I love having both Hurdle and Swift, and those being the only powers chosen from the Fitness Pool...
  16. Quote:
    Originally Posted by Silverado View Post
    Aside from Web Grenade, Power Boost in Traps only affects the effects (hehe) of pseudopets, not actual pets.

    Powers in Traps that are pseudopets (and will get buffed by PB):
    Triage Beacon*
    Caltrops (slow)
    PGT (hold duration)
    Trip Mine*

    Powers in Traps that are 'actual' pets (and won't get buffed by PB):
    Acid Mortar
    FFG
    Seeker Drones

    *While Trip Mine and Triage Beacon are eligible to be buffed by PB, none of their effects are actually enhanced by it (PB boosts heal but not regen, and as of a few issues it doesn't affect KB either)
    So Trip Mine will inherit Soul Drain, correct?
  17. Quote:
    Originally Posted by Midnight Nova View Post
    Got any tips?
    Learn how to and then use Gravitic Emanation like a fiend. It can be perma without +Recharge enhancement - just 5/6 slot it (can't remember exactly) with Acc/Stun/Recharge. Then you can just sit there and keep entire groups stunned indefinitely. It'll make your solo game ridiculously easy.
  18. [ QUOTE ]
    I took a look at them... they have alot of survivability, but I don't see anything impressive from there attack aspect

    [/ QUOTE ]

    Comes from Nova Bolt and Blast - 100' range with no enhancement, both do nice damage, recharge fast enough to go back and forth constantly, and you are in a form that is highly mobile. -Def debuff is there as well.
  19. [ QUOTE ]
    3. Like Justaris said above - some people are aware that khelds are pretty gimped in pvp and base their pve potential on that alone.

    [/ QUOTE ]

    Khelds are not that gimped in PvP, especially not PB's...

    As others have said, khelds were introduced into the game very gimp - they had -resistance on them naturally, and Q's/V's were very much stronger. Things have changed so much for the better since then.

    And anyone who excludes or writes off a purpled toon of any sort should probably re-think what they're doing...
  20. I've noticed that for Khelds, switching forms activates the Fortune sound effect, just like the Hasten sound is heard every time I switch forms.

    Ugh, going 20 minutes hearing a smooch every time I switch is a bit annoying...
  21. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    3. Stygian Circle.

    [/ QUOTE ] The single greatest power in the game, period. A kitten is saved every time Stygian Circle is used(unless you don't like kittens, then well...).

    [/ QUOTE ]

    I'm actually torn between that power, and another, as the Greatest Power Ever. Eclipse. I love Stygian Return. I'll use it when I find myself with full HP and End, just because I'm kicking the enemy while they're down. But still, Eclipse just makes me feel so... Awesome. It is, sadly, my own personal Awesome Button.

    [/ QUOTE ]

    Eclipse also gains you Endurance, don't forget.

    I'll second the statement that Warshades are easy mode after level 30 or so. Grav Emanate a spawn, kill them safely with Nova, ad nauseum. Course, there's plenty of other fun ways to engage any type of spawn - moreso, I think, than any other AT has.

    Endurance problems with a Warshade, makes me scratch my head. Although I haven't played a PB to higher levels, I don't hear cries that they should be given endurance help.

    After 500+ hours on my Warshade, I wouldn't even consider adding some endurance drain to the attacks. Faster form changes though, has got to be up very high on the list of changes that would help the AT.
  22. Meh, reading the lefty, tolerance-dripping write-up seems like it'd be worse than passing a few zealots on the road.

    ...

  23. [ QUOTE ]
    I told her she was cute, but not that cute.

    [/ QUOTE ]

    Ouch!

  24. Hm, more power in the hands of the people, I wonder how that'll turn out.
  25. <QR>

    Anyone else think he talked a bit too much about the character creator? I think one thing that separates CoH from other MMO's is the sheer amount of different toons that you can make. Different AT's, different powersets for those, that all play in their own fasion. It gives great room for people to "find" the combination that clicks for them. (as well as stirring up that darn altitis!)