Coffin Queen
Sorry, I thought this was a MtG post that found its way onto the CoH forums...carry on.
I gave up on Magic after they released the 4th damn expansion and half the cards were the same. Money sinks become apparent after a while.
Anyways! Had a typo in the above, it's not KNOCKBACK that one Controller on the team mitigates, it's most DISORIENTS. Most enemy Disorient is only Mag 1 or Mag 2, so one Controller'll stop the generic kind. Means Crey Minions can't drop your shields on you.
Far's I can tell, the only power availble to Shades that'll mitigate knockback in Human form is Leaping's Acrobatics. I didn't bother getting it, as most stuff is easily locked down. Can't knock you back if they can't move.
"I'm flying free with my beautiful butterfly wings!" ~ Randy Marsh
I have since updated this after many MANY attempts for a smooth run. I'm a perfectionist, I guess.
What I've settled on is this: maximizing your Mire, Unchain Essence, Quasar, and Dark Extraction potential.
Basically you want stuff in one place (AoE knockback actually hurts your survivability) stunned from your Inky Aspect. Then ya kick off a Mire, kill a minion with Gravity Well and Shadow Blast, then Unchain Essence to kill most of the Minions and maybe a Lt. or two. Alternatively you could Mire and immediately Quasar. Or follow Unchain Essence up with Quasar for a double nuke.
Obviously you want to team. More enemies means a bigger buff from your Mire, and more teammates means a bigger buff through the Kheldian link.
Keep in mind this when teaming: you get around 20% damage from an offensive AT, 20% resistance from a defensive, and Controllers give you mez protection. Two Controllers, three defensive ATs, and the other two offensive ATs seems to be the ultimate setup for you to go a-nuking.
The rest of the build's geared for buffing the nukes or keeping you going til they light up. This will solo pretty damn well after pets, but you still do best teamed. Just make sure to keep an eye on your green and blue bars. Essence Drain and Stygian Circle will buy you the time you need to kill a group, and then another Circle will totally recharge your Endurance and HP. You should be in perpetual motion if you're doing this right. I usually had to slow down for teammates.
Fight fire with fusion, baby.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Warshade
Primary: Umbral Blast
Secondary: Umbral Aura
---------------------------------------------
01) --> Shadow Bolt==> Acc(1) Dmg(3) Dmg(3) Dmg(5) EndRdx(43)
01) --> Absorption==> DmgRes(1)
02) --> Gravity Shield==> EndRdx(2) DmgRes(50) DmgRes(50) DmgRes(50)
04) --> Orbiting Death==> Acc(4) EndRdx(5) EndRdx(17) Dmg(34) Dmg(37) Dmg(40)
06) --> Shadow Blast==> Acc(6) Dmg(7) Dmg(7) Dmg(9) Rechg(9) EndRdx(43)
08) --> Hasten==> Rechg(8) Rechg(11) Rechg(11)
10) --> Swift==> Run(10)
12) --> Sunless Mire==> Acc(12) Acc(13) Rechg(13) Rechg(15) Rechg(15)
14) --> Health==> Heal(14) Heal(42) Heal(43)
16) --> Assault==> EndRdx(16) EndRdx(17)
18) --> Gravity Well==> Acc(18) Rechg(19) EndRdx(19) Dmg(23) Dmg(23) Dmg(27)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Stygian Circle==> EndRdx(22) EndRdx(48)
24) --> Essence Drain==> Acc(24) Rechg(25) EndRdx(25) EndRdx(27) Dmg(42) Dmg(42)
26) --> Unchain Essence==> Acc(26) Rechg(29) Rechg(29) Dmg(31) Dmg(31) Dmg(31)
28) --> Inky Aspect==> Acc(28) DisDur(46) DisDur(46) DisDur(46)
30) --> Tactics==> EndRdx(30) EndRdx(40) TH_Buf(45) TH_Buf(45) TH_Buf(45)
32) --> Dark Extraction==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Rechg(34) Rechg(34)
35) --> Quasar==> Dmg(35) Dmg(36) Dmg(36) Rechg(36) Rechg(37) Rechg(37)
38) --> Eclipse==> Acc(38) Acc(39) Rechg(39) Rechg(39) Rechg(40)
41) --> Aid Other==> Heal(41)
44) --> Aid Self==> Heal(44)
47) --> Stygian Return==> Heal(47) Heal(48) Heal(48)
49) --> Resuscitate==> EndRdx(49)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Empty(1)
01) --> Shadow Step==> EndRdx(1)
01) --> Dark Sustenance==> Empty(1)
02) --> Rest==> Rechg(2)
10) --> Shadow Recall==> Rechg(10)
---------------------------------------------
---------------------------------------------
"I'm flying free with my beautiful butterfly wings!" ~ Randy Marsh
For the heck of it I figured I'd post this Human Warshade build I'm currently running. Now, I intentionally did not make "teh uber" shade here, but rather one built on a theme that's also a hell of a lot of fun to play with. Namely I took every corpse power in there. I also went heavily offensive early on, I find that let me level her way faster than trying to build more defensively at low levels. If you're antisocial and don't team, you're never going to do well with this. You NEED the Kheldian's Link bonus to really scream through mobs.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Umbral Widow
Level: 50
Archetype: Warshade
Primary: Umbral Blast
Secondary: Umbral Aura
---------------------------------------------
01) --> Shadow Bolt==> Acc(1)Dmg(3)Dmg(3)Dmg(5)
01) --> Absorption==> DmgRes(1)
02) --> Gravimetric Snare==> Acc(2)Range(5)Immob(46)Immob(46)Immob(46)EndRdx(50)
04) --> Orbiting Death==> Acc(4)EndRdx(11)EndRdx(25)Dmg(27)Dmg(27)Dmg(29)
06) --> Shadow Blast==> Acc(6)Dmg(7)Dmg(7)Dmg(9)Rechg(9)Rechg(11)
08) --> Starless Step==> Acc(8)Acc(42)EndRdx(45)
10) --> Gravity Shield==> EndRdx(10)
12) --> Sunless Mire==> Acc(12)Acc(13)Rechg(13)Rechg(15)Rechg(15)EndRdx(45)
14) --> Hurdle==> Jump(14)
16) --> Health==> Heal(16)Heal(17)Heal(17)
18) --> Gravity Well==> Acc(18)Dmg(19)Dmg(19)Dmg(23)Rechg(23)Rechg(25)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Stygian Circle==> EndRdx(22)Heal(43)Heal(43)Heal(43)
24) --> Penumbral Shield==> EndRdx(24)
26) --> Twilight Shield==> EndRdx(26)
28) --> Inky Aspect==> Acc(28)DisDur(29)DisDur(31)DisDur(34)
30) --> Unchain Essence==> Dmg(30)Dmg(31)Dmg(31)Rechg(37)Rechg(40)Rechg(45)
32) --> Dark Extraction==> Acc(32)Dmg(33)Dmg(33)Dmg(33)Rechg(34)Rechg(34)
35) --> Quasar==> Dmg(35)Dmg(36)Dmg(36)Rechg(36)Rechg(37)Rechg(37)
38) --> Eclipse==> Acc(38)Rechg(39)Rechg(39)Rechg(39)DmgRes(40)DmgRes(40)
41) --> Aid Other==> Heal(41)Heal(42)Heal(42)IntRdx(48)IntRdx(48)
44) --> Stimulant==> IntRdx(44)IntRdx(48)
47) --> Resuscitate==> Rechg(47)
49) --> Stygian Return==> Heal(49)Heal(50)Heal(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Empty(1)
01) --> Shadow Step==> EndRdx(1)
01) --> Dark Sustenance==> Empty(1)
02) --> Rest==> Rechg(2)
10) --> Shadow Recall==> Rechg(10)
---------------------------------------------
---------------------------------------------
I ended up going with Stygian Return and Medicine just for the heck of it in the Epic Levels, mainly due to how useful they are on teams. Shades can port/rez, and I figured for a "free" power Return'd be handy on those rare occasions of a team wipe in a hazard zone. I just wanted to rip the life outta stuff to come back from the dead, really. Fit the theme.
Just be careful with Orbiting on teams that're light on Defenders or Tankers, you'll draw a crapload of hurt with that. I find with three defensive ATs on the team you can just stand there and take it with the tanks, even on big teams. Inky Aspect'll be a lifesaver when you start to hit mez mobs, I took that ASAP. Basic playstyle is to just kick on Orbiting, Inky, and the appropriate shields. Then I usually either port into the middle of the mob, or Step any problematic Voids into range of Gravity Well and Aspect. You want to Sunless Mire immediately, then kill a mob in the center fast as you can. I usually pop off Unchain Essence right before Dark Extraction if I need a new pet. Unchain'll blow em apart and stun them long enough for Extraction to totally animate. You don't need Accuracy on Unchain or Quasar if you always use a Mire before firing them. I put one on Eclipse just for the heck of it. Most times you don't even need the two Resistances there to hit your cap. Gravimetric is handy soft control, most stuff hurts more in melee than ranged. I find it super handy to Immobilize melee Bosses, say.
It's soloable on Heroic, but you want to get onto teams to really do well. Get enough people and you suddenly become the keystone for longterm damage output. Note the longterm there. Way tougher to kill the Human shade with capped Damage Resistance than a squishy Nova form or Blaster. You're going to get a lot of "how are you taking that much damage?" since most people have never seen a Kheldian use the Link that often.
One Controller teammate will stop most knockback, and two give you enough mez resistance to hardly ever get held (I even occasionally get stacked Holds on my SR scrapper, so it happens to the best of us). If they've got their AoE immobilize it just gets sick, since nothing can wander out of range of your Inky Aspect to wake up.
"I'm flying free with my beautiful butterfly wings!" ~ Randy Marsh