Iscariot's Guide to the Triform Warshade
Execellent guide!
Very well done!
I do believe you undervalue Stygian Return a bit. True, as self-rez powers go it's not the best. Unlike Rise of the Phoenix it does not affect its target(s) in any way, so you end up rezzing into an alert, undamaged mob who can beat you back down.
However... During the animation you are immune to attacks and can queue other powers. So the best way to use Stygian Return if the fight is still raging is to immediately queue up Black Dwarf and rez straight into Dwarf form.
It's a Quality of Life power that makes you more independant.
"He may be arrogant, but he happens to be correct" - Ellis
"The server is full of crazies" - New_Dark_Age
Rainbow Arcana / Diamond D: Legion of Freedom - Virtue
lof.guildportal.com
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I do believe you undervalue Stygian Return a bit. True, as self-rez powers go it's not the best. Unlike Rise of the Phoenix it does not affect its target(s) in any way, so you end up rezzing into an alert, undamaged mob who can beat you back down.
However... During the animation you are immune to attacks and can queue other powers. So the best way to use Stygian Return if the fight is still raging is to immediately queue up Black Dwarf and rez straight into Dwarf form.
It's a Quality of Life power that makes you more independant.
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You make a good point. I'm actualy considering working this power back into my build, but in my experience you need an alert team to keep the aggro off of you long enough to get your powers going and get back in the game. If you're on such a team, chances are good you won't die in the first place. If you're not, Stygian Return may be a waste of a power or even cause more debt.
I'd say it really depends on your normal teaming you have with your Kheld - if you're commonly teamed with friends and SGmates, then I can see this being a good QoL power. If you tend to do at least half pick-up groups, it might be something you could stand to skip.
That's been my experience anyway, YMMV.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
This is a very nice guide, and one of the few recent ones. I needed it, too, as my main Ill/Rad controller just hit 50 this weekend (WOOT! After 16 mos of playing too many alts!), so I now have my first chance to play a Kheld.
The only criticism is that it could use some numbers: I would like to know how much resistance, how much damage, how long is the recharge, etc. (Is the Hero Planner accurate? If so, use those numbers.)
Thanks for your good work!
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Just an addendum: Shadow Cloak provides Immobilization Protection, and +Perception, in addition to +Stealth.
Thanks for the addendum - I don't PvP much as a rule, so I tend to forget that Shadow Cloak has those features, which are IMO a much bigger deal in PvP.
As for numbers, that'll have to be left to someone smarter/with more time than I. The planner I use does not have the correct numbers, though I'm sure that at least one of the popular planners out there probably does.
Of course, once I7 comes out those numbers may need to be changed anyway. Probably not as radically as some, since Warshades use far more resistance than defense as mitigation, but still.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
/bumped, to make this guide slightly easier to find since the AT guides don't seem to have been updated recently.
Comments welcome.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
This guide has a lot of great information. Trying to get enough on Tri-form WS is hard when most of the guides seem to be Human only or dual form.
In addition to my suggestion above (which would require a whole bunch of testing and a lot of time), how about some sample builds? I understand that there are many more options with Khelds than other ATs, so builds are more a matter of personal taste. However, it would be nice to have one or two builds to start with, to give us a base, and we can vary it from there.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I appreciate the feedback, but I won't be posting builds. Even for a defined subset (tri-form) of this AT, there's still a great deal of variation in both powers and especially slotting.
I don't like posting builds because my powers, the levels at which I chose those powers, and the slotting of those powers are all based on my playstyle and goals for the character. Someone copying or even emulating my build would do poorly if they don't play as I do.
For example, not everyone cares about having Shadow Cloak before level 15 - I took it early so I'd always have stealth and recall for doing Cavern of Transcendence Trials.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
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For example, not everyone cares about having Shadow Cloak before level 15 - I took it early so I'd always have stealth and recall for doing Cavern of Transcendence Trials.
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I took it at 16 for the same reason, and was really annoyed that I autoexemped down to 15 for Positron. :-P
One note on your comment to take Stealth, I believe that its mutually incompatible with Shadow Cloak, i.e. you turn one on and the other turns off. So if you want full invisibility, Superspeed is a great choice, and Hasten carries over to other forms, nice when you are about to go into a tough fight.
Though beware, Shadow Shard Crystals (I think the name is something like that?) see through inviso and will start spawning their Unbound Nictus when you get near.
I meant stealth in the general sense, not Stealth the power. You make a good point about SS, but I generally can get by with just stealth (Shadow Cloak) while exemplared and use the NebForm/Shadow Cloak combination when at my natural level.
Still, if you have nothing better to take, Super Speed is a good choice to combo with Shadow Cloak. I wouldn't take Stealth.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
I'm glancing back over this and realizing that I did mention in my original guide that Stealth had synergy with Warshade powers. Since it's mutually exclusive with Shadow Cloak, it should more properly be Invisibility, not Stealth, which is the power to have. Since this requires two picks and Super Speed only one, the Shadow Cloak/SS combo is probably the better bet unless you simply cannot deal with the increased movement rate caused by Super Speed.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
OMG this guide rocks!
I have been really lost with my WS but this definitely helps! You rock!!
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The Ramblings of a Geek God
I'm glad to hear that. Just keep in mind that this guide is for a tri-form build - it doesn't necessarily hold up for an all-human, a forms, a Human/Nova or a Human/Dwarf build. But that said - I hope you enjoy your 'shade. There's nothing else quite like it.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
Good guide!
I have found Unchain Essence to be a lot of fun. I normally play on largish teams, so frequently have a tanker to bunch up the mobs. Then I focus on one mob, like a minion in the middle, and kill him. Then use Unchain Essence. I've found that you can use Unchain Essence, Stygian Circle, and Dark Extraction on the same mob, if you are alert Kill 'em, use his body as a bomb, then heal from the body, then turn the body into a pet LOL
2012 -- 35 years on the Net
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I'm glancing back over this and realizing that I did mention in my original guide that Stealth had synergy with Warshade powers. Since it's mutually exclusive with Shadow Cloak, it should more properly be Invisibility, not Stealth, which is the power to have. Since this requires two picks and Super Speed only one, the Shadow Cloak/SS combo is probably the better bet unless you simply cannot deal with the increased movement rate caused by Super Speed.
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Yes, you are allowed to pick Stealth, but then if you toggle it on, it toggles off Shadow Cloak, and vice versa.
I've found the superspeed/Shadow Cloak a great combo for scouting for and removing (via the TP Foe power) quants and voids, though sadly on the difficulties my friends and I usually play on the voids are often lts above my level so I can't TP them.
A tactic I've rarely seen mentioned if you want to negate a spawns alpha is turn on Shadow Cloak and Nebulous Form, go into the middle of the baddies, turn off Shadow Cloak, they see you because now you only have stealth level invisibility and shoot but can't hurt you because of Neb Form, THEN you turn off Neb Form, Mire, etc. This could be a good way to soak things like the Clockwork Kings big psi alpha, for example, or even just diffuse a dangerous spawns alpha strike so debuffs can be set up and such.
I've done this before, but it does take some careful timing. It allows you to soak up alpha strikes very well in large teams, but I also like to use it to gather up enemies around me for Eclipse and double-Mire, especially when solo. You just have to make sure you don't try it with mezzing enemies. Although it would still be a good way to take a psi damage alpha for your team.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
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A quick note on binds: If youre going to switch between the forms in battle, youre not going to want to go hunting for your powers. I recommend you place all your Dark Nova powers in tray 3, your Black Dwarf powers in tray 4, and use trays 1 and 2 for your human powers. You can then use binds to shift your form and your active power trays at the same time. Example:
/bind NUMPAD2 powexec_toggle_on Dark Nova$$goto_tray 3
/bind NUMPAD3 powexec_toggle_on Black Dwarf$$goto_tray 4
/bind NUMPAD1 powexec_toggle_off Dark Nova$$powexec_toggle_off Black Dwarf$$powexec_name Gravity Shield$$goto_tray 1
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First, thanks for the guide, and the original binds. My first(only) warshade used them extensively.
Second, here's my modified versions. H turns everything off and lshift+lbutton is Shadow Step. M turns off the forms, and after every press turns on another shield. N is nova, J is dwarf with lshift+lbutton as Black Dwarf Step
H "gototray 1$$powexectoggleoff Orbiting Death$$powexectoggleoff Penumbral Shield$$powexectoggleoff Twilight Shield$$powexectoggleoff Gravity Shield$$powexectoggleoff Dark Nova$$powexectoggleoff Black Dwarf$$bind lshift+lbutton powexecname Shadow Step"
J "gototray 9$$powexectoggleon Black Dwarf$$bind lshift+lbutton powexecname Black Dwarf Step"
M "gototray 1$$powexectoggleon Penumbral Shield$$powexectoggleon Twilight Shield$$powexectoggleon Gravity Shield$$powexectoggleon Shadow Cloak$$powexectoggleoff Black Dwarf$$powexectoggleoff Dark Nova$$bind lshift+lbutton powexecname Shadow Step"
N "gototray 8$$powexectoggleon Dark Nova$$bind lshift+lbutton nop"
It would REALLY be nice to see this guide put up in the Guide to Guides, this was excellent and very helpful.
Did something slightly different with my binds - I do swap trays as usual (using 1=nova, 2=human, 3=dwarf,) and I use shift+click as a teleport....
Which, of course, is slightly more difficult with a 'shade, as we have two different names for Teleport, depending on if you're in human or dwarf form.
My binds:
wsbinds.txt
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NUMPAD1 "powexectoggleon Dark Nova$$goto_tray 7"
NUMPAD2 "powexectoggleoff Dark Nova$$goto_tray 8$$powexectoggleoff Black Dwarf$$bind_load_file c:\binds\wshumantp.txt"
NUMPAD3 "powexectoggleon Black Dwarf$$goto_tray 9$$bind_load_file c:\binds\bdwarftp.txt"
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For setting up Human form with Shadow Step:
wshumantp.txt
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lshift+click "powexec_name Shadow Step"
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And dwarf:
bdwarftp.txt
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lshift+click "powexec_name Black Dwarf Step"
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I used to have Shadow Cloak loaded with human form, too, but dropped that - I mire in dwarf first, then human, then TP up, swap to Nova, and start blasting... I want as many double-mired blasts as I can, and that second or two of loading the cloak, well... I could be creating carnage.
And yeah, I know, the other binds do the same in their own way - I tend to want to keep the lines simpler so I can see what's going on without them getting too long.
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...
For setting up Human form with Shadow Step:
...lshift+click "powexec_name Shadow Step"
...
lshift+click "powexec_name Black Dwarf Step"
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Could you not just bind them both to the LSHIFT+CLICK?
LSHIFT+CLICK "powexec_name Black Dwarf Step$$powexec_name Starless Step"
Seems to be easier, and if I recall, one can bind two powers (max) to a bind.
-FB
"Look how many pages of crap are in this thread already!" -r0y to all threads on these forums.
No, actually you can only bind one power to a bind - this is a measure to prevent botting. If you try to bind two powers, the second overrides the first. In your example, it would work in human form, but in Dwarf your Dwarf Step would be interrupted as the game tried to activate your human teleport. I suggest you do it Bill's way.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
Can you post your build so those of us who don't like to think very much have a template to work off of?
Sorry, but no, for the reasons I gave when this request was made by someone else earlier in the thread. You're not me, you're not going to play the way I do, and your build should be a reflection of your playstyle, not mine.
If you make a build of your own and either post it or PM me with it, I'll give you my feedback and work with you to make it better, but I'm not going to post Iscariot's build.
Edit: Reconsidering what seems to be a request for a 'baseline' build to work from, I've decided to post a sort of barebones build that will give players a place to start. However, it's always been my concern that a player might respec into a build here and then find it doesn't fit the way they like to play (see "You are not me", above). Please, please, please do not do this. Kheldians have tremendous variety and copying my build is far more likely to cause disaster for you than success.
That said, I should have a couple of sample builds posted to the guide by the end of the day.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
So you've decided to make a Kheldian, or maybe you've played a Peacebringer and you're looking for a change now. There are several valid ways to build a Kheldian, but the tactics and slotting suggested in this guide are geared towards a tri-form approach, one utilizing both Nova and Dwarf from as well as the default human form.
You should realize that human form powers (including pool powers) cannot be used while in the forms. Some players drop one or both of the forms, which relieves the "slot-crunch" many Kheldian players feel. The slot crunch refers to the fact that a tri-form player has many more powers than a standard AT hero but the same number of slots to spread around.
A quick note on binds: If youre going to switch between the forms in battle, youre not going to want to go hunting for your powers. I recommend you place all your Dark Nova powers in tray 3, your Black Dwarf powers in tray 4, and use trays 1 and 2 for your human powers. You can then use binds to shift your form and your active power trays at the same time. Example:
/bind NUMPAD2 powexec_toggle_on Dark Nova$$goto_tray 3
/bind NUMPAD3 powexec_toggle_on Black Dwarf$$goto_tray 4
/bind NUMPAD1 powexec_toggle_off Dark Nova$$powexec_toggle_off Black Dwarf$$powexec_name Gravity Shield$$goto_tray 1
"Human-only" and "Forms specialist" warshade builds do exist and can be successful, but I don't have the experience with those variants to comment in-depth. In my opinion, tri-form grants the greatest power and versatility, and is a lot of fun to play. Now, on to the powers.
Dark Sustenance the Warshade version of the Kheldian teamlink inherent, Dark Sustenance grants a damage bonus for every blaster & scrapper, a resistance bonus for every defender and tanker, and a mez resistance for every controller. The bonus is small, but noticeable when you have multiple heroes of the right type on the team. For example, on a team with five blasters you will notice youre doing decidedly more damage.
Triform Rating: 3/5
Available at level: Inherent
Recommended Slotting: N/A
Other Notes: Dark Sustenance works only in human form.
Shadow Step Teleport
Triform Rating: 3/5
Available at level: 1 (automatic, you dont choose to take this power)
Recommended Slotting: 1-2 End Redux
Other Notes: Some people dont enjoy using TP for travel, but using a bind to help chain the TPs together can make it much easier. One such bind is /bind SHIFT+LBUTTON powexec_name Shadow Step.
Shadow Recall Recall Friend
Triform Rating: 4/5
Available at level: 10 (automatic, you dont choose to take this power)
Recommended Slotting: 1 Interrupt Reduction
Other Notes: Thisll make you especially popular between levels 10-14, when you have two travel powers (counting Nova form) and Recall Friend, while your teammates have sprint.
Umbral Blast
Shadow Bolt One of the two starting blast powers, following the standard fast/light vs slow/heavy setup seen in most other powersets. This power is the quick, light damage one. Ultimately you wont use either of these much later on, so its more personal preference than anything else.
Triform Rating: 2/5
Available at level: 1
Recommended Slotting: 1 Acc
Other Notes: None
Ebon Eye - One of the two starting blast powers, following the standard fast/light vs slow/heavy setup seen in most other powersets. This power is the slower, slightly more damaging one. Ultimately you wont use either of these much later on, so its more personal preference than anything else.
Triform Rating: 2/5
Available at level: 1
Recommended Slotting: 1 Acc
Other Notes: Shoot death from your eyes! My personal preference of the two.
Gravimetric Snare This power is a single-target immobilize. Recall that immobilize powers do not stop enemies from shooting at you, but can force them into using ranged attacks.
Triform Rating: 3/5
Available at level: 2
Recommended Slotting: 1 Acc, 1 Immob
Other Notes: This is a good early power for dealing with Quantums & Voids, as it allows you to separate out a group with some practice. However, once you get powers like Gravitic Emanation & Gravity Well, you no longer need to use this for that purpose.
Dark Nova Your first form power, granting you four more blast powers free.
Triform Rating: 5/5
Available at level: 6
Recommended Slotting: 1-2 ToHit Buff, 2-3 Endurance Modification
Other Notes: This is your primary damage-dealing form as a tri-former and will grant you a great deal of destructive power early-on. You are a glass cannon while in this form and should play as though you were a blaster while in Nova form. Those used to a Hover/Fly bind may have some trouble getting used to Nova form, which is all-Fly, all the time.
Shadow Blast A more powerful blast power than those first available
Triform Rating: 1/5
Available at level: 6
Recommended Slotting: If you take it, 1 Acc, 2-3 Damage, 2-3 Recharge
Other Notes: If youre playing a tri-form shade, this power is somewhat redundant since youre better served slotting Dark Nova Blast.
Starless Step Teleport Foe
Triform Rating: 5/5
Available at level: 8
Recommended Slotting: 1-2 Acc
Other Notes: This power is an excellent way to pull Quantums/Voids out and away from their friends so that you can finish them off fast, sometimes without even giving them a chance to fire a shot. It has excellent synergy with Gravity Well.
Sunless Mire A point-blank AOE that buffs your Accuracy and Damage based on the number of foes hit.
Triform Rating: 5/5
Available at level: 12
Recommended Slotting: 1 Acc, 2-3 Recharge
Other Notes: This power is essentially identical to the Dark Scrapper power Soul Drain. Stacked with Black Dwarf Mire, you can gain a very strong damage and accuracy buff for a few seconds. Called double-Mire, this is a favorite tactic among tri-form shades.
Dark Matter Detonation A targeted AOE blast power
Triform Rating: 1/5
Available at level: 12
Recommended Slotting: If you take it, 1 Acc, 2-3 Damage, 2-3 Recharge
Other Notes: Like Shadow Blast, this is a power that is also represented in Nova form. Since Nova form has an inherent bonus to accuracy as well as several other damage powers, it makes more sense for the tri-former to spend slots there rather than here.
Gravity Well A powerful melee attack and hold
Triform Rating: 5/5
Available at level: 18
Recommended Slotting: 1 Acc, 1-2 Hold Duration, 2-3 Recharge, 2-3 Damage
Other Notes: Play with the power and work out the slotting that fits your playstyle best. Having a hold power gives you a great solution for Quantums/Voids, allowing you to neutralize them while you take them out. Great with Starless Step.
Essence Drain A health drain attack (self- healing power + attack)
Triform Rating: 1/5
Available at level: 18
Recommended Slotting: If you take it, 1 Acc, 2-3 Heal
Other Notes: Generally, if youre taking enough damage to use this power, youd be better off switching to Dwarf form or falling back its a melee power and though human-form Warshades use it to good effect, in my experience your survivability is greater going right into Dwarf form.
Gravitic Emanation A cone-attack with minor damage and strong disorient
Triform Rating: 4/5
Available at level: 26
Recommended Slotting: 1 Acc, 1-2 Disorient Duration
Other Notes: This is another good control power, useful if Gravity Well misses or if you have multiple foes you want to neutralize (such as a Quantum and a Sapper, for example)
Unchain Essence Targets a fallen (dead) enemy for an AOE damage attack
Triform Rating: 2/5
Available at level: 26
Recommended Slotting: 1 Acc, 2-3 Damage, 2-3 Recharge
Other Notes: Unchain Essence is fun, but rather situational. Firstly, you have to either set up a bind or manually target the fallen enemy in order to use the power, and you must throw the power before the body fades. The damage is significant, but not in my opinion worth the trouble. If you have some way of keeping your foes clustered, the utility of the power goes up significantly.
Dark Extraction Summons a pet (Extracted Essence) from a fallen (dead) enemy
Triform Rating: 5/5
Available at level: 32
Recommended Slotting: 1 Acc, 2 Damage, 3 Recharge
Other Notes: This is currenly the only pet in the game which can exist in multiple. You can usually have two out at all times if you have at least two recharges in the power. The EEs are like mini-Nova forms, using all four Nova form powers. They are not much tougher than you are in Nova form and should not be thought of as controller-type pets (which are usually quite tough). They do provide excellent supplementary damage, which is especially handy when youre brawling it out in Dwarf form.
Quasar A blaster-style nuke power with typical endurance crash afterwards
Triform Rating: 4/5
Available at level: 32
Recommended Slotting: 1 Acc, 3-4 Damage, 2-3 Recharge
Other Notes: This power, like all nuke powers, does a great deal of damage its generally best to double-Mire before using it to get the most bang for your buck. Also, using Quasar is much safer after you have Eclipse to protect you from any retaliation, as you cannot shift forms without at least a small amount of endurance.
Umbral Aura
Absorption Passive Energy/Negative Energy damage resistance
Triform Rating: 2/5
Available at level: 1
Recommended Slotting: 1 Damage Resistance
Other Notes: Absorption doesnt provide much resistance and generally isnt worth spending slots on, given its low base protection.
Gravity Shield The first of the three toggle shields, resistance to Smasing/Lethal
Triform Rating: 4/5
Available at level: 2
Recommended Slotting: 1 End Redux, 3-4 Damage Resistance
Other Notes: I recommend setting up your form-shifting binds so that you always toggle on Gravity Shield when you shift into human form. S/L is the most common damage type in the game and keeping this on while in human form will help out quite a bit.
Orbiting Death A constant Damage-over-Time PbAOE toggle
Triform Rating: 3/5
Available at level: 4
Recommended Slotting: 0-1 Acc, 2-4 Damage
Other Notes: Also known as Orbiting Debt among Warshades, Orbiting Death is not especially useful when it first becomes available. In the late game, once you have shields, Eclipse, double-Mire and other tools at your disposal, however, OD begins to come into its own and can be useful more useful than your other level 4 choice, Gravimetric Snare. Its also useful as a DoT curtain in PvP to interrupt Stalkers Assasin Strikes.
Penumbral Shield Second of the toggle shields, resistance to Fire/Cold/Toxic
Triform Rating: 2/5
Available at level: 10
Recommended Slotting: If you take it, same as Gravity Shield
Other Notes: Fire, Cold and Toxic damage arent that common in the game as of now, and ultimately you can gain better resistance by switching into Dwarf form. It is worth noting that this power is your Toxic resistance, but in the long term this isnt a power I would keep as a tri-former.
Shadow Cloak - Stealth
Triform Rating: 4/5
Available at level: 14
Recommended Slotting: 1-2 Defense
Other Notes: This power grants stealth. Combine it with Super Speed, Stealth or Nebulous Form to gain true invisibility for slipping past enemies during TFs or just when youre rather not fight that particular spawn.
Twilight Shield The final toggle shield, resistance to Energy/Negative Energy
Triform Rating: 2/5
Available at level: 16
Recommended Slotting: If you take it, same as Gravity Shield
Other Notes: While Energy/Negative Energy is a more common damage type, I still recommend using Dwarf form to take damage thats what its there for. Those Warshades who choose not to take Dwarf form will probably want all three shields.
Black Dwarf Your second form, granting six powers for free
Triform Rating: 5/5
Available at level: 20
Recommended Slotting: 3-5 Damage Resistance, 1-3 Endurance Modification
Other Notes: This is your tank form, but you should realize that this damage resistance does NOT extent to the Nictus damage of Quantums and Voids. Still, you should be able to soak up damage from most other enemies without much trouble. While you can fulfill the survive damage requirement for tanking, be aware that you do not have Gauntlet and will probably have trouble holding large amounts of aggro for a team.
Stygian Circle A PbAOE which restores your health and endurance based on the number of fallen (dead) enemies in range around you.
Triform Rating: 6/5
Available at level: 22
Recommended Slotting: 1-2 Recharge, 1 End Redux, 1-2 End Mod
Other Notes: You can also enhance the heal if you have slots to spare, but in my experience you gain enough HP just from the base values. Once you get the hang of dropping into the middle of battle and using Circle, itll change your gameplay dramatically. I still find myself reaching for Stygian Circle on all my other characters its one of the defining powers of the Warshade. Take it, love it.
Nebulous Form Phase shift and the equivalent of six-slotted Combat Jumping, shuts off automatically after 60 seconds.
Triform Rating: 3/5
Available at level: 24
Recommended Slotting: 1 End Redux
Other Notes: Combined with Shadow Cloak, this power will allow you to stealth past most obstacles, a useful ability on TFs or when soloing certain missions. You cannot interact with glowies while NebForm is active, but if you drop it and keep Shadow Cloak up you can still probably stealth an interaction. NebForm has a rather long activation time, so its not ideal as a panic button. If you survive past the activation, youve got 60 seconds of intangibility to bolt, but usually the only threats thatll merit that are Q/Vs, wholl probably have killed you by then. I recommend you think of this as a situational uber-stealth power.
Inky Aspect A toggle PbAOE aura which disorients foes near you, costing you ticks from your health.
Triform Rating: 4/5
Available at level: 28
Recommended Slotting: 1-2 Acc, 1-2 Disorient Duration
Other Notes: Inky Aspects health drain can be counteracted completely by the Health power from the Fitness pool. A single health SO in Health will allow you to break even two will give you modest health regeneration while Inky is up. Inky Aspect makes a nice backup when pulling a Q/V in case your first attacks miss it can also be stacked (albeit a bit unreliably) with Gravitic Emanation to disorient bosses.
Stygian Return A self-rez power which draws on living enemies near your body.
Triform Rating: 2/5
Available at level: 35
Recommended Slotting: 1 Health
Other Notes: This is in my experience a very situational rez power, even more so than most. A large group around you can rez you to full, but now youre in the middle of a large group whereas a single pull doesnt give you much back, but supplies a relative safety. Ive used this once or twice to recover in the middle of a frantic battle, but it requires some very quick moves to get back in the game before youre defeated again. This powers allowed me to save my team a few times, but its also doubled my debt. And it probably goes without saying, but if theres a Q/V aggroed, just stay down.
Eclipse A PbAOE power similar to Mire, except that it buffs Damage Resistance rather than Damage/Accuracy. This buff carries over to your Nova and Dwarf forms once applied.
Triform Rating: 5/5
Available at level: 38
Recommended Slotting: 1 Acc, 2-3 Damage Resistance, 2-3 Recharge
Other Notes: With Eclipse up, you can fight in Nova form while shrugging off blows from your enemies, or fight in Dwarf form and stand toe to toe with pretty much anything. Its worth noting that Eclipse does not provide mez protection, so if youre fighting mezzers, use it and then go into Dwarf.
Dark Nova
Dark Nova Bolt A quick, light damage attack
Triform Rating: 4/5
Available at level: 6
Recommended Slotting: 1 Acc, 1-2 Damage
Other Notes: A decent attack to pull with early-on, though I prefer using Starless Step later in the game.
Dark Nova Blast The more powerful single-target blast
Triform Rating: 4/5
Available at level: 6
Recommended Slotting: 1 Acc, 2-3 Damage
Other Notes: None
Dark Nova Emanation A cone attack and your highest-damaging blast
Triform Rating: 4/5
Available at level: 6
Recommended Slotting: 1 Acc, 2-3 Damage, 2-3 Recharge
Other Notes: Not everyone is used to using cone powers if youre not familiar with them, take some time and focus on getting the most enemies in the cone as possible. It makes quite a difference.
Dark Nova Detonation Targeted AOE blast
Triform Rating: 4/5
Available at level: 6
Recommended Slotting: 1 Acc, 2-3 Damage, 2-3 Recharge
Other Notes: None
Black Dwarf
Black Dwarf Strike The quick, light melee attack
Triform Rating: 3/5
Available at level: 20
Recommended Slotting: 1 Acc, 1-2 Damage
Other Notes: All the Dwarf attacks are rather slow to recharge, so you may also want to consider slotting them for recharge and/or picking up Hasten if you plan to spend a great deal of time in Dwarf form. It takes many slots to make Dwarf form damage per second really effective I personally just try to get to a point where I can switch to human or nova form where I already have damage slotted up.
Black Dwarf Smite The slower, heavier melee attack
Triform Rating: 4/5
Available at level: 20
Recommended Slotting: 1 Acc, 2 Damage
Other Notes: See Black Dwarf Strike
Black Dwarf Mire Exactly the same as the power Sunless Mire
Triform Rating: 5/5
Available at level: 20
Recommended Slotting: 1 Acc, 2-3 Recharge
Other Notes: In prolonged battles in Dwarf form, this will help you keep aggro and will increase your DPS, but its best used in synergy with Sunless Mire to provide a double-buff to Damage and Accuracy. Pre-Eclipse, its often better to lead with Sunless Mire and then use the Dwarf version and use the double-buff to fight things out in Dwarf form. Post-Eclipse, I often lead with the Dwarf Mire, then drop into human to use Eclipse and Sunless Mire, before either using Quasar or switching to Nova form to lay down death.
Black Dwarf Drain Exactly the same as the power Essence Drain
Triform Rating: 3/5
Available at level: 20
Recommended Slotting: 1 Acc, 1-2 Recharge
Other Notes: Drain can be helpful in protracted battles, but isnt an especially impressive self-healing power if circumstances allow, its nearly always better to drop into human form and use Stygian Circle and then shift back. Exceptions include times when you have too much aggro to drop Dwarf form for even a moment and battles with Arch Villains in which there are no fallen enemies to fuel Stygian Circle.
Black Dwarf Step - Teleport
Triform Rating: 4/5
Available at level: 20
Recommended Slotting: 1 End Redux, 0-1 Range
Other Notes: Useful for tele-tanking, setting yourself up an ideal position for using Mire or human form powers such as Quasar. Also, Step can be used to set up a transformation, such as teleporting straight up and then triggering the change to Nova form. Enemies will generally follow you rather than firing from range, though this is a tricky tactic and takes practice.
Black Dwarf Antagonize Taunt
Triform Rating: 4/5
Available at level: 20
Recommended Slotting: 1-2 Acc, 2-3 Recharge, 2-3 Taunt Duration
Other Notes: Unlike Tanker taunts, Antagonize has a to-hit check. This, combined with your lack of Gauntlet and its rather slow recharge time, make it difficult for a Warshade alone to manage a teams aggro. Difficult, but not impossible.
That's a rundown of the Warshade powers, with my opinions as to how each of them stacks up in a tri-form build. If you decide not to play using one or both of the forms, then naturally your playstyle would differ and powers I've rated poorly here might be essential in that context. Take it for what it is.
This is already a long guide, but I'll say a few quick things on Pool Powers. First off, as a Kheldian you can't take Flight or Teleportation anyway. What about Hasten and Stamina? Hasten is useful, of course, but you must be in human form to activate it. Many times it'll be back up before you remember/get a chance to switch forms, so you can keep the slotting low (1-2 Recharges). Stamina, like all passives, does not work in the forms, making its utility questionable at best with a tri-form build. Would it help? A little, but between Stygian Circle and the build-in Endurance Recovery in the forms, you can do without it just fine.
Super Speed, Health and Stealth all have direct synergy with Warshade powers - other than those, I'd say pretty much just take something with the object of having fun with it.
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Iscariot's Guide to the Tri-Form Warshade, version 2.1
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