Various WS questions.


Athanatosis

 

Posted

Orbiting Death looks like it has the potential to be awesome. Is this true? I really want it to be. I don't care if I have to wait for it, I just want to know it's something to look forward to. My biggest peeve with PBAoE damage toggles is that the radius is too small but not only does Orbiting Death look 10x cooler than the rest of them, it's got a great large radius.

Do any of the passive or toggle abilities of human form effect dwarf or nova form?

At lower levels, should I use any slots on human powers? Or should they all go to Nova powers and then dwarf powers?

What is the Kheldian damage cap?

What are the most important things to remember/keep in mind when playing a WS for the first time? I'm going for Tri-Form for starters. Then I may move on to human/dwarf or maybe even just human somewhere down the line. I know it will take practice and experience to learn how to do it well, and I'm willing to be patient.


 

Posted

Put all your slots in Nova and its attacks until 21, then put them all in Dwarf and its powers after that until at least the mid 30s. As a first time Warshade, the forms are the most powerful and straightforward. Orbiting Death does indeed look awesome. But it's not too useful unless you heavily slot it and those slots are better spent elsewhere. The best human form powers for a triformer are those that require few if any slots - Stygian Circle, Shadow Cloak, etc..

I think Kheld's have a 400% damage cap (like defenders, tankers, etc.), but long ago there were rumors that it was 450%.


PRTECTR4EVR

 

Posted

Quote:
Originally Posted by Athanatosis View Post
Orbiting Death looks like it has the potential to be awesome. Is this true? I really want it to be. I don't care if I have to wait for it, I just want to know it's something to look forward to. My biggest peeve with PBAoE damage toggles is that the radius is too small but not only does Orbiting Death look 10x cooler than the rest of them, it's got a great large radius.
It has the nickname "orbiting debt" because it's so awesome that it'll give you excess aggro! With a build set up to survive that and make full use of of it though, it is really amazing. Especially cause you're in PBAoE range for a lot of WS powers.

Quote:
Originally Posted by Athanatosis View Post
Do any of the passive or toggle abilities of human form effect dwarf or nova form?
Just the inherent. Nova and warshade will do more damage when teaming with blasters/scrappers, and have more resists with defenders/tankers, etc etc. Other than that, you only have click toggles to lean on. You can activate hasten then switch, for example. You can't start hasten while in form though.

Quote:
Originally Posted by Athanatosis View Post
At lower levels, should I use any slots on human powers? Or should they all go to Nova powers and then dwarf powers?
This was answered a bit already. You are spread so thin, I suppose it depends on your power picks and when you plan to respec. If possible, I would respec shortly after 20 and slot up your dwarf powers. Respecing lets you put your earlier slots into the dwarf attacks (or Nova if you really want to).

Quote:
Originally Posted by Athanatosis View Post
What is the Kheldian damage cap?
400

Quote:
Originally Posted by Athanatosis View Post
What are the most important things to remember/keep in mind when playing a WS for the first time? I'm going for Tri-Form for starters. Then I may move on to human/dwarf or maybe even just human somewhere down the line. I know it will take practice and experience to learn how to do it well, and I'm willing to be patient.
I'm not so sure I am fit to answer this. Just for giggles though, I throw out what helped me. Super speed reduces threat levels and makes you ready to run. Haha! Also, run in Dwarf mode a lot at least until Eclipse. Early survivability is different than most other ATs, so staying alive might take some work before some key powers or sets.


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

Posted

As a rule, only click powers (and the inherent) carry over into the forms. Ally buffs carry over as well. The inherent has become a huge factor (before i13 it didn't carry over).
Orbiting Death is very good, but it's probably best not to take it right away, as it does aggro things to you exceptionally well . Later on, it allows you to focus your attacks on Lts+, as minions will get chewed down, especially if you've also got inky aspect running.
As soon as you can get Nova, slot those powers, they exceed your human only powers by far. After you get Dwarf form, you can (at your discretion) split your slots between the forms, but really, as long as you team, Nova is usually your dominant form. Personally, Dwarf is the last form I slot powers on ( I slot the form immediately tho).
The Kheldian damage cap is 400%, or +300% (100% being your base damage). Warshades are one of the few ATs/powersets that can potentially self cap (double mire + nova form).
For a first time WS, honestly, the best thing is to experiment. Different tactics work with different teams (definitely team tho), and in different situations. There's really no other AT/powerset that plays quite like them. In general, count to 2 after the tank engages a spawn. That will save you from unwanted aggro, but there will still be sufficient enemies to buff from. Also, going from Dwarf/Nova TO human is faster than going FROM human to either form, or from form to form. Tri-form is your best bet in the long run, there is really no benefit to not going that route, save preference.


 

Posted

Quote:
Originally Posted by Athanatosis View Post
Orbiting Death looks like it has the potential to be awesome. Is this true? I really want it to be. I don't care if I have to wait for it, I just want to know it's something to look forward to. My biggest peeve with PBAoE damage toggles is that the radius is too small but not only does Orbiting Death look 10x cooler than the rest of them, it's got a great large radius.
Orbiting death becomes truly incredible if you are able to spend the money making it so.

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Do any of the passive or toggle abilities of human form effect dwarf or nova form?
as others have said simply put no.
unfortunately this includes the new mutation booster.

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At lower levels, should I use any slots on human powers? Or should they all go to Nova powers and then dwarf powers?
Depends on if your going human-form only or a hybrid build.

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What is the Kheldian damage cap?
I wish it were 400, but the damage cap is 300%.

Quote:
What are the most important things to remember/keep in mind when playing a WS for the first time? I'm going for Tri-Form for starters. Then I may move on to human/dwarf or maybe even just human somewhere down the line. I know it will take practice and experience to learn how to do it well, and I'm willing to be patient.
I don't really do tri-form, but from what I have done I highly recommend that you read the bind guides. Learning how to properly bind your Kheldian is important.


------
Snixnix - Humanform Warshade
Various others.
@debtlover

 

Posted

Quote:
Originally Posted by Athanatosis View Post
Orbiting Death looks like it has the potential to be awesome. Is this true? I really want it to be.
Orbiting Death can be extremely awesome if you slot it AND you have someone else on your team grabbing aggro (see: Tanker). In Team-8 situations especially, all you really need to do is position yourself by the Tanker, let them (and their aura(s)) draw everything into aggro range ... and you jump in right alongside them. Orbiting Death is incredibly endurance efficient at outputting damage ... just not very quickly. But against a dogpile of mobs, you can be cranking out hundreds and hundreds of points of damage for less than -1 Endurance per damage tick. That's not negligible.

AND ... your Orbiting Death damage throughput can be dramatically enhanced by use of your human form Mire power. With a Tanker sucking up all of the aggro into a PBAoE position, you can EASILY take advantage. Furthermore, staying beside the Tanker also nets you (and your team) the greatest possible return on investment in Inky Aspect (PBAoE Stun) and on Eclipse. Inky Aspect will dramatically help out your Tanker because it'll neutralize all of the "local" Minions, meaning that the Tanker won't have to be soaking their damage on top of everything else ... which in turn dramatically improves Tanker survivability while reducing pressure on your team's healing resources. You and your Tanker then are able to concentrate your attention onto the LTs and Bosses FIRST ... leaving any Minions to be wiped out/mopped up by your PBoAEs and team AoEs.

Orbiting Death + Inky Aspect + Eclipse on a team with a tanker grabbing aggro is incredibly powerful. Stacking Inky Aspect with Oppressive Gloom from Dark Armor(!) results in reliable stuns of Minions, LTs and Bosses ... making your deployment of Orbiting Death even more useful for slaughtering opponents wholesale, rather than retail.

Orbiting Death doesn't do a whole lot of damage per tick ... but those damage ticks quickly add up to being some extremely impressive damage throughput. It's actually a very endurance efficient way to deal damage.

Quote:
Originally Posted by Athanatosis View Post
Do any of the passive or toggle abilities of human form effect dwarf or nova form?
Click powers only.
Procs with a duration (Numina, for example) will persist through the form shift, but without the underlying power remaining active, the duration will expire.

Quote:
Originally Posted by Athanatosis View Post
At lower levels, should I use any slots on human powers? Or should they all go to Nova powers and then dwarf powers?
Recommend Nova and Dwarf powers first, with two notable exceptions.

Stygian Circle gets priority over EVERYTHING ELSE until you've given it all the slots it's going to get. Do Not Pass GO. Do Not Collect 200 INF.

Gravity Well is a good choice for slotting "as soon as is practical" due to its utility in allowing you to "take care of" Voids and Quantums when soloing. Starless Step + Gravity Well is an extremely safe way to deal with V and Q opposition ... and of those two, only Gravity Well "needs" extra slots.

Dark Extraction is also another power that you'll probably want to have slotted as much as you're willing to invest by level 33 or 34.

Quote:
Originally Posted by Athanatosis View Post
What are the most important things to remember/keep in mind when playing a WS for the first time? I'm going for Tri-Form for starters. Then I may move on to human/dwarf or maybe even just human somewhere down the line. I know it will take practice and experience to learn how to do it well, and I'm willing to be patient.
If you're going tri-form, the most important thing to remember is that you'll be coming BACK to your human form LATER. Spend your slots on Nova as soon as you can, then slot up Stygian Circle (and maybe Gravity Well too) ... then get to work slotting up your Dwarf. Once you've slotted up your Dwarf ... THEN is the time to circle back around and start filling out your Human powers. Usually this means that you'll be filling out your Human powers LATE ... as in levels 40+ and the like.

You really only "need" to heavily slot 3 of the 4 powers in Nova ... both AoEs and one of the single target attacks.

For Dwarf you "need" to heavily slot the two melee attacks, Mire, and the PBAoE drain/heal. Those four attacks will be getting used as fast and as often as they can recharge. Don't skimp on them.

It is also perfectly possible to have a successful Warshade build which does not have Hasten. I know. I play one.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Redlynne View Post
Stygian Circle gets priority over EVERYTHING ELSE until you've given it all the slots it's going to get. Do Not Pass GO. Do Not Collect 200 INF.
How many slots do you give to Stygian? I've always had either 1 or 2 on my build.


 

Posted

Quote:
Originally Posted by Square_One View Post
How many slots do you give to Stygian? I've always had either 1 or 2 on my build.
i go 5 for doctored wounds. gives some nice bonuses


------
Snixnix - Humanform Warshade
Various others.
@debtlover

 

Posted

Quote:
Originally Posted by Square_One View Post
How many slots do you give to Stygian? I've always had either 1 or 2 on my build.
Level 22: Stygian Circle
(A) Efficacy Adaptor - EndMod: Level 22
(23) Efficacy Adaptor - EndMod/Recharge: Level 22
(23) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 22
(25) Efficacy Adaptor - Accuracy/Recharge: Level 22
(25) Efficacy Adaptor - EndMod/Accuracy: Level 22
(27) Efficacy Adaptor - EndMod/Endurance: Level 22

Efficacy Adaptor offers set bonuses that are all useful to a Kheldian.

Now ... you may be looking at that slotting and thinking ... Level 22?!?

Well ... I've actually "run the numbers" through Mids' and as it turns out, there really isn't that much gain in throughput by going with higher level IOs. The gain is miniscule to marginal at best by raising the IO levels ... which of course limits the "Exemplar Range" of levels when you actually get to use all of those set bonuses (none of which suck, btw).

By slotting level 22 Efficacy Adaptor IOs, that means that you have those set bonuses working for you at Exemplar Level 19 ... which just so happens to be the cutoff point for a whole range of Flashback Arcs, not to mention the Synapse TF (limit 20). Being able to access all of those set bonuses at Exemplar Level 19-20, which also aid both your Nova and your Dwarf forms is (to me, anyway) "worth" the price of a fraction of a second in recharge time for Stygian Circle.

For all practical purposes, 2-3 Minions will usually refuel you pretty darn near back up to full green and full blue with this slotting. The recharge, even without Hasten is "fast enough" to use on every single spawn group you manage to beat down ... meaning downtime is severely curtailed by use of this slotting (which is a good thing!).


It's the end. But the moment has been prepared for ...

 

Posted

*shrug*

I guess it makes sense, for IO bonuses. I've always used 2 regular End Mod IO's. Heal is already 83% for me without any heal enhancement, I've got some global recharge, and the endurance cost of the power has never bothered me much. Perhaps if I didn't have the global recharge I have, I might add a Recharge IO.

There's good enough set bonuses in other sets that I'd rather use the slots elsewhere and get bonuses though that, enhancing a power that is in more need of it.


 

Posted

Quote:
Originally Posted by Debtlover View Post
i go 5 for doctored wounds. gives some nice bonuses
Now that I couldn't do, with no end mod. Going from needing 4-5 bodies to refill endurance to 2-3 is awesome, and imo the base heal amount is already good. What, 2 bodies are enough without any enhancement to refill health bar? It's been a while since I've played my WS.


 

Posted

The following set bonuses apply when slotting more than one of the enhancements from Efficacy Adapter in this set into a single power:

  • Two enhancements increases maximum Health by 1.13%.
  • Three enhancements increases Recovery by 1.5%.
  • Four enhancements improves your Regeneration by 10%.
  • Five enhancements improves the Damage of all your powers by 2.5%.
  • Six enhancements improves the Recharge of all your powers by 5%.

ALL useful to a Kheldian ... particularly tri-formers.

  • Efficacy Adaptor: Endurance Modification (22)
    • +28.2% End Mod
  • Efficacy Adaptor: Endurance Modification/Recharge (22)
    • +17.6% End Mod
    • +17.6% Recharge
  • Efficacy Adaptor: Endurance Modification/Recharge/Accuracy (22)
    • +14.1% End Mod
    • +14.1% Recharge
    • +14.1% Accuracy
  • Efficacy Adaptor: Recharge/Accuracy (22)
    • +17.6% Recharge
    • +17.6% Accuracy
  • Efficacy Adaptor: Endurance Modification/Accuracy (22)
    • +17.6% End Mod
    • +17.6% Accuracy
  • Efficacy Adaptor: Endurance Modification/Endurance Reduction (22)
    • +17.6% End Mod
    • +17.6% Endurance Reduction
Totals (before ED):
End Mod: +95.1%
Recharge: +49.3%
Accuracy: +49.3% (although this is irrelevant to Stygian Circle)
Endurance Reduction: +17.6% (nice when you're low on END before using Stygian Circle)


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Square_One View Post
Now that I couldn't do, with no end mod. Going from needing 4-5 bodies to refill endurance to 2-3 is awesome, and imo the base heal amount is already good. What, 2 bodies are enough without any enhancement to refill health bar? It's been a while since I've played my WS.
and 3 bodies to refill your end completely without having endmod in it.
*shrug*
playstyle differences.


------
Snixnix - Humanform Warshade
Various others.
@debtlover

 

Posted

Quote:
Originally Posted by Debtlover View Post
and 3 bodies to refill your end completely without having endmod in it.
*shrug*
playstyle differences.
On my WS, with 2 endmods in Stygian, I'm getting 34 end per mob. That'll fill it up with 3 mobs. (Actually not completely, since I have +end from IO's/Accolades)

I took the endmods out, and then got 20 per mob. Now I'd need to hit 5 to fill up completely.

I know the health varies between minion/leut/boss, but I don't think the endurance does. Could be mistaken though.


 

Posted

Don't forget to deduct the endurance cost of the power when used.

Thats 20x3=60-15.6=44.4 on three mobs 64.4 on four mobs, 84.4 on 5 mobs and finaly 104.4 or capped on 6 mobs, endurance reduction on your heal set will probably let you drop the last mob and cap on 5.

Slotting for endurance mod I feel is the much better choice but hey, i'm also the one who thinks slotting the only heavy hitter attack in human form with a hold set is crazy so make your own choices.


If you PL'd to 50 just to get an "epic" thinking you'd be �ber, you're going to be sorely disappointed with the HEATs, because the VEATs were designed so that anyone with one good finger and a braincell can rock the toggles.

 

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Level 18: Gravity Well

  • HamiO: Peroxisome Exposure (+2 Dam/Mezz)
  • HamiO: Peroxisome Exposure (+2 Dam/Mezz)
  • Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
  • Lockdown - Endurance/Recharge/Hold: Level 31
  • Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
  • Lockdown - Chance for +2 Mag Hold: Level 30


Try putting THAT in your Gravity Well ...
Have a look at what that does using Mids' ... <hint hint>


It's the end. But the moment has been prepared for ...

 

Posted

Thats not bad at all, It keeps the damage up for fast body creation.

I still prefer Hecatome 5 slotted.


If you PL'd to 50 just to get an "epic" thinking you'd be �ber, you're going to be sorely disappointed with the HEATs, because the VEATs were designed so that anyone with one good finger and a braincell can rock the toggles.

 

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Quote:
Originally Posted by Obsidian_Force2 View Post
Don't forget to deduct the endurance cost of the power when used.

Thats 20x3=60-15.6=44.4 on three mobs 64.4 on four mobs, 84.4 on 5 mobs and finaly 104.4 or capped on 6 mobs, endurance reduction on your heal set will probably let you drop the last mob and cap on 5.

Slotting for endurance mod I feel is the much better choice but hey, i'm also the one who thinks slotting the only heavy hitter attack in human form with a hold set is crazy so make your own choices.
Slotting your only heavy hitter with a hold set is foolish unless your going for a control build.
I've had no problems with doctored wounds. The bonus to recharge to me is worth the lack of end recovery slotted in a skill that already gives a crap ton of endurance per activation.


------
Snixnix - Humanform Warshade
Various others.
@debtlover

 

Posted

I think I'm running with 5 from the purple Hold set (one of them being the damage proc) and the Hecatomb Damage. I'd take Red's though, and switch the +2 mag proc with the purple smashing proc, I love the 33% chance damage procs :P


 

Posted

Just ta chime in:

You do want to dump all your slots into Nova AoE powers early on...

UNTIL you hit level 12. At that point, I'd throw the next four slots into Sunless Mire (giving it five slots total). Even with Duals that helps your Mire/Nova nuking bigtime, and come 22 it's all the slots you need on Mire.

I usually go 2 Acc, 3 Rech SOs til I've got IO sets.

Also if you didn't know, doing a veteran or earned respec will let you dump slots from level 3+ onto your Forms instead of having the early slots stuck in Human powers. That's just how the Respec power choice/slotting works, and the devs say they're not likely to ever "fix" it. It's not a bug, in their eyes. That lets you fully max your Nova AoEs by level 11. Which is coincidentally right when you want your 13 and 15th level slots going next into Mire.

P.S. For Gravity Well, I'd check out: the Acc/Dmg/End/Rech and Acc/End/Rech Mako's Bites, the Acc/Hold/End/Rech Lockdown, and three Dmg/Mez Hamidon Origins. Max damage and mez, pretty dang good recharge, end redux, and accuracy.

How about that, eh?


"I'm flying free with my beautiful butterfly wings!" ~ Randy Marsh

 

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Quote:
Originally Posted by BloodPython View Post
P.S. For Gravity Well, I'd check out: the Acc/Dmg/End/Rech and Acc/End/Rech Mako's Bites, the Acc/Hold/End/Rech Lockdown, and three Dmg/Mez Hamidon Origins. Max damage and mez, pretty dang good recharge, end redux, and accuracy.

How about that, eh?
Substantial waste due to ED Caps biting you hard, while at the same time passing up a +3% Damage set bonus (Lockdown) and a 20% chance to HOLD Bosses. Not what I'd call all that efficient a way of frankenslotting (ymmv).


It's the end. But the moment has been prepared for ...

 

Posted

I think its good.

I only really dislike the slotting of gravity well with pure holds sets as it is the only real heavy damage option in human form outside of nuking.

Yes this includes the human blasts and especialy the consistantly overated pbaoe damage field most commonly (and correctly) called Orbiting Debt.


If you PL'd to 50 just to get an "epic" thinking you'd be �ber, you're going to be sorely disappointed with the HEATs, because the VEATs were designed so that anyone with one good finger and a braincell can rock the toggles.

 

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Quote:
Originally Posted by Obsidian_Force2 View Post
especialy the consistantly overated pbaoe damage field most commonly (and correctly) called Orbiting Debt.
Slotted up Orbiting Death is ridiculously effective, efficient and deadly to your opponents ... especially if someone else can grab (and hold) aggro. Orbiting Death is also strongly enhanced by Mire(s) and in large groups can easily reach towards 200+ DPS for literally less than 1 End/sec.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Redlynne View Post
Slotted up Orbiting Death is ridiculously effective, efficient and deadly to your opponents ... especially if someone else can grab (and hold) aggro. Orbiting Death is also strongly enhanced by Mire(s) and in large groups can easily reach towards 200+ DPS for literally less than 1 End/sec.
Can you explain this more? DPS usually isn't used when talking about AoE damage.

Looking at a build of mine on Mid's, OD in it has 67% Damage enhancement, and when both Mire's are activated for 7 mobs each (large mob, and say you just double mired), it lists OD as doing 27 Damage per tick, or ~13 damage a second.

Do you mean that it is doing, say, 130 DPS to a 10-mob group as a whole?