Warshade help
What I need is something with a bit more oomph when it's up against a single target/small spawn, especially mezzers. This is for psuedo-soloing, IE I'm on a team but there aren't any teammates nearby to help out, or they are busy.
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*As for ways to buff Dwarf form, nothing slot-wise immediately comes to mind...I need to revamp the slotting on mine actually, it's been the same since before the changes to the dwarf mire.
The four things that keep my Dwarf form viable are...
#1: Very high global recharge rate.
#2: 4 slots of ToD focusing on acc, recharge, and damage along with 2 slots of Numinas focusing on healing and recharge on the dwarf heal power.
#3: A single performance shifter chance for +endurance slotted into the Dwarf form itself.
#4 Obliteration 5 slotted into Black Dwarf Mire for faster recharging aoe damage and improved overall damage. (Warning this itself will eat alot of endurance but you will finish fights faster and save endurance through shorter combat)
Even with all four of these (or perhaps because of it meaning more recharge = more endurance used) I find myself running low on endurance after a couple minutes but thats when I drop to human to throw out Eclipse for the endurance recovery (I have it slotted with 2 efficacy adapters acc/recharge and acc/recharge/end mod I believe).
Good luck.
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.
Times like these are when I use Gravitiv Emanation to perma-stun enemies. With smaller spawns, it's even more manageable than normal. Let's me do stuff like duo with a lowbie blaster and then take on some malta missions without harm.
*As for ways to buff Dwarf form, nothing slot-wise immediately comes to mind...I need to revamp the slotting on mine actually, it's been the same since before the changes to the dwarf mire. |
I'm leery to add more recharge to Dwarf Mire, simply because it is the main thing that drains my end... Was considering the Theft of Essence proc in Dwarf Drain... Would that be a decent investment, paired with a Perf Shifter in the form power? Or would that be a waste of a slot and I should just focus on acc/heal/rech for Drain?
Hmm, perhaps I could drop Fitness (I know, I know.... but I like to have it for those times when there are no bodies around, like AVs and GMs.... although I'm usually in Nova then... options, options) to pick up GE and another attack or two, or something... Since Miracle/Numina uniques are procs, would putting them in Stygian mean they'd proc every time I use it, or just every time I use it and it heals me? BC if they'd work upon every use, then I could just fire Stygian whenever I need them reapplied, bodies or no bodies.
Blasphemy, I know, but I don't actually have Grav Emanation. Never found a taste for the power, despite knowing how good it is. It's just not for me.
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I'm leery to add more recharge to Dwarf Mire, simply because it is the main thing that drains my end... Was considering the Theft of Essence proc in Dwarf Drain... Would that be a decent investment, paired with a Perf Shifter in the form power? Or would that be a waste of a slot and I should just focus on acc/heal/rech for Drain? |
/macro s.c. "powexec_toggleoff black dwarf$$powexec_name stygian circle$$goto_tray 1"
Put the macro in slot ten of your dwarf tray, and whenever you get low on endurance (or hit points, for that matter) hit the macro, let the circle animation start and then hit the key you bound for toggling dwarf form.
Hmm, perhaps I could drop Fitness (I know, I know.... but I like to have it for those times when there are no bodies around, like AVs and GMs.... although I'm usually in Nova then... options, options) to pick up GE and another attack or two, or something... Since Miracle/Numina uniques are procs, would putting them in Stygian mean they'd proc every time I use it, or just every time I use it and it heals me? BC if they'd work upon every use, then I could just fire Stygian whenever I need them reapplied, bodies or no bodies. |
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
I got a lot of help when I posted, heres the link, hope it helps
http://boards.cityofheroes.com/showt...65#post2873565
Alright, I think I worked out something I can go with. Lots of filler powers, since other than Mire, Eclipse, Stygian Circe, and Dark Extraction (With an occasional Quasar, hence it's slotting) I only really use forms, so those powers go the primary slots. I think it'll be relatively cheap, with 9 purples and 4 HOs. I used HOs, because they give full SO slotting to more than one aspect. Only Purples come close to that, and I either can't slot more than one of them (In the case of Acc/Dams) or because they don't exist (in the case of Resist/End). This build does come near to perma-Eclipse, with Hasten on auto. Stygian has the +recov uniques, so I can fire it when needed. Should help with recovery issues when in Dwarf.
Let me know what you think, please!
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Hero Profile:
Level 1: Shadow Bolt -- Empty(A)
Level 1: Absorption -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(3), S'fstPrt-ResKB(3)
Level 2: Gravity Shield -- S'fstPrt-ResKB(A)
Level 4: Ebon Eye -- Empty(A)
Level 6: Dark Nova -- P'Shift-End%(A)
Level 8: Shadow Blast -- Empty(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 12: Sunless Mire -- Armgdn-Acc/Rchg(A), Oblit-Acc/Rchg(40), Sciroc-Acc/Rchg(42), Erad-Acc/Rchg(42)
Level 14: Shadow Cloak -- LkGmblr-Rchg+(A)
Level 16: Super Speed -- Winter-ResSlow(A)
Level 18: Gravity Well -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
Level 20: Black Dwarf -- P'Shift-End%(A), HO:Ribo(27), ImpArm-ResDam(29), ImpArm-ResDam/EndRdx(29)
Level 22: Stygian Circle -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc/Rchg(43), P'Shift-EndMod/Acc(43), Numna-Regen/Rcvry+(43), Mrcl-Rcvry+(45)
Level 24: Twilight Shield -- S'fstPrt-ResKB(A)
Level 26: Gravitic Emanation -- Amaze-EndRdx/Stun(A), Amaze-Acc/Rchg(45), Amaze-Acc/Stun/Rchg(45), Amaze-Stun/Rchg(46), Amaze-Stun(46)
Level 28: Unchain Essence -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(50), Posi-Dmg/Rchg(50)
Level 30: Starless Step -- Acc-I(A), RechRdx-I(50)
Level 32: Dark Extraction -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33), S'bndAl-Acc/Rchg(34), ExRmnt-Acc/Dmg/Rchg(34)
Level 35: Quasar -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Dmg(37)
Level 38: Eclipse -- P'Shift-Acc/Rchg(A), Efficacy-Acc/Rchg(39), Aegis-ResDam/Rchg(39), TtmC'tng-ResDam/Rchg(39)
Level 41: Maneuvers -- LkGmblr-Rchg+(A)
Level 44: Stealth -- LkGmblr-Rchg+(A)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- RechRdx-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Dark Sustenance
Level 4: Ninja Run -- Empty(A)
Level 10: Shadow Recall -- Jnt-EndRdx/Rng(A)
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Level 6: Dark Nova Bolt -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(21), Dev'n-Acc/Dmg(23), Dev'n-Dmg/EndRdx(23), Dev'n-Dmg/Rchg(25)
Level 6: Dark Nova Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(19), Dev'n-Acc/Dmg(21), Dev'n-Dmg/EndRdx(25), Dev'n-Dmg/Rchg(27)
Level 6: Dark Nova Emanation -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(31), Posi-Dmg/Rng(31), Posi-Dmg/EndRdx(31), Posi-Acc/Dmg(34)
Level 6: Dark Nova Detonation -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dmg/EndRdx(40), Posi-Acc/Dmg(40)
Level 20: Black Dwarf Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), HO:Nucle(13)
Level 20: Black Dwarf Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), HO:Nucle(13)
Level 20: Black Dwarf Mire -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Dmg(11)
Level 20: Black Dwarf Drain -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Rchg(15), Numna-Heal(15), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), HO:Nucle(19)
Level 20: Black Dwarf Step -- Jnt-EndRdx/Rng(A)
Level 20: Black Dwarf Antagonize -- Zinger-Acc/Rchg(A)
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Set Bonus Totals:
- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 83.8% Enhancement(RechargeTime)
- 51% Enhancement(Accuracy)
- 5% FlySpeed
- 172.7 HP (16.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Immobilize) 6.6%
- MezResist(Stun) 4.4%
- 28% (0.47 End/sec) Recovery
- 36% (1.61 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5.67% Resistance(Fire)
- 5.67% Resistance(Cold)
- 5% RunSpeed
I have posted this many times before, but I will again, if you see anything you like better in this build feel free to use it. I suggest checking both the set bonuses and the powers stats themselves and see if the numbers agree with what you might be willing to settle for.
Your build looks solid btw I'm just adding this as something to concider on slotting and sets
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Obsidian Force: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Fitness
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leaping
Hero Profile:
Level 1: Shadow Bolt
- (A) HamiO:Nucleolus Exposure
- (A) Steadfast Protection - Knockback Protection
- (A) HamiO:Nucleolus Exposure
- (A) Aegis - Psionic/Status Resistance
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (19) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Run Speed IO
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (21) Recharge Reduction IO
- (A) Obliteration - Accuracy/Recharge
- (21) Obliteration - Accuracy/Damage/Recharge
- (23) Obliteration - Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Miracle - +Recovery
- (23) Numina's Convalescence - +Regeneration/+Recovery
- (A) Hecatomb - Accuracy/Recharge
- (25) Hecatomb - Accuracy/Damage/Recharge
- (25) Hecatomb - Damage/Recharge
- (27) Hecatomb - Damage
- (27) Hecatomb - Chance of Damage(Negative)
- (A) Titanium Coating - Resistance/Endurance
- (29) Resist Damage IO
- (29) Resist Damage IO
- (31) Performance Shifter - Chance for +End
- (A) Efficacy Adaptor - EndMod
- (31) Efficacy Adaptor - EndMod/Endurance
- (31) Efficacy Adaptor - EndMod/Recharge
- (33) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Endurance Modification IO
- (A) Absolute Amazement - Accuracy/Recharge
- (33) Absolute Amazement - Accuracy/Stun/Recharge
- (33) Absolute Amazement - Stun/Recharge
- (34) Absolute Amazement - Stun
- (34) Absolute Amazement - Endurance/Stun
- (A) Positron's Blast - Accuracy/Damage
- (34) Positron's Blast - Accuracy/Damage/Endurance
- (36) Positron's Blast - Damage/Recharge
- (36) Positron's Blast - Damage/Range
- (36) Positron's Blast - Chance of Damage(Energy)
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Expedient Reinforcement - Accuracy/Recharge
- (45) Expedient Reinforcement - Accuracy/Damage
- (45) Expedient Reinforcement - Accuracy/Damage/Recharge
- (45) Expedient Reinforcement - Endurance/Damage/Recharge
- (46) Soulbound Allegiance - Damage
- (46) Soulbound Allegiance - Chance for Build Up
- (A) Armageddon - Accuracy/Recharge
- (46) Armageddon - Accuracy/Damage/Recharge
- (48) Armageddon - Damage/Recharge
- (48) Armageddon - Damage
- (48) Armageddon - Chance for Fire Damage
- (A) Efficacy Adaptor - Accuracy/Recharge
- (50) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (50) Aegis - Resistance/Recharge
- (50) Titanium Coating - Resistance/Recharge
- (A) Healing IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl
- (A) Empty
- (A) Unbounded Leap - +Stealth
- (A) Recharge Reduction IO
Level 4: Ninja Run
- (A) Empty
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Level 6: Dark Nova Bolt
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Accuracy/Damage/Recharge
- (3) Decimation - Damage/Recharge
- (17) Decimation - Accuracy/Endurance/Recharge
- (17) Decimation - Chance of Build Up
- (A) Apocalypse - Accuracy/Recharge
- (5) Apocalypse - Accuracy/Damage/Recharge
- (5) Apocalypse - Damage/Recharge
- (15) Apocalypse - Damage
- (15) Apocalypse - Chance of Damage(Negative)
- (A) Positron's Blast - Accuracy/Damage
- (7) Positron's Blast - Accuracy/Damage/Endurance
- (7) Positron's Blast - Damage/Range
- (13) Positron's Blast - Damage/Recharge
- (13) Positron's Blast - Chance of Damage(Energy)
- (A) Ragnarok - Accuracy/Recharge
- (9) Ragnarok - Accuracy/Damage/Recharge
- (9) Ragnarok - Damage
- (11) Ragnarok - Damage/Recharge
- (11) Ragnarok - Damage/Endurance
- (A) Touch of Death - Accuracy/Damage
- (37) Touch of Death - Accuracy/Damage/Endurance
- (37) Touch of Death - Damage/Recharge
- (37) Touch of Death - Chance of Damage(Negative)
- (A) Touch of Death - Accuracy/Damage
- (39) Touch of Death - Accuracy/Damage/Endurance
- (39) Touch of Death - Damage/Recharge
- (39) Touch of Death - Damage/Endurance
- (A) Obliteration - Accuracy/Recharge
- (40) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge
- (42) Obliteration - Chance for Smashing Damage
- (A) Touch of Death - Accuracy/Damage
- (42) Touch of Death - Accuracy/Damage/Endurance
- (42) Touch of Death - Damage/Recharge
- (43) Touch of Death - Damage/Endurance/Recharge
- (43) Numina's Convalescence - Heal/Recharge
- (43) Numina's Convalescence - Heal
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Perfect Zinger - Accuracy/Recharge
Set Bonus Totals:
- 20.5% DamageBuff(Smashing)
- 20.5% DamageBuff(Lethal)
- 20.5% DamageBuff(Fire)
- 20.5% DamageBuff(Cold)
- 20.5% DamageBuff(Energy)
- 20.5% DamageBuff(Negative)
- 20.5% DamageBuff(Toxic)
- 20.5% DamageBuff(Psionic)
- 2.25% Max End
- 87% Enhancement(Accuracy)
- 110% Enhancement(RechargeTime)
- 5% FlySpeed
- 116.5 HP (10.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 13.5%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 6.9%
- MezResist(Terrorized) 2.5%
- 22.5% (0.38 End/sec) Recovery
- 54% (2.41 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 13.2% Resistance(Fire)
- 13.2% Resistance(Cold)
- 3% Resistance(Psionic)
- 5% RunSpeed
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.
Level 20: Black Dwarf Strike
(A) Crushing Impact - Accuracy/Damage: Level 31
(34) Crushing Impact - Damage/Endurance: Level 31
(34) Crushing Impact - Accuracy/Damage/Recharge: Level 31
(36) Crushing Impact - Accuracy/Damage/Endurance: Level 31
(36) Crushing Impact - Damage/Endurance/Recharge: Level 31
(36) Pacing of the Turtle - Chance of -Recharge: Level 20 (* optional)
Level 20: Black Dwarf Smite
(A) Crushing Impact - Accuracy/Damage: Level 31
(37) Crushing Impact - Damage/Endurance: Level 31
(37) Crushing Impact - Accuracy/Damage/Recharge: Level 31
(37) Crushing Impact - Accuracy/Damage/Endurance: Level 31
(40) Crushing Impact - Damage/Endurance/Recharge: Level 31
(40) Pacing of the Turtle - Chance of -Recharge: Level 20 (* optional)
Level 20: Black Dwarf Mire
(A) Obliteration - Damage: Level 31
(42) Obliteration - Accuracy/Recharge: Level 31
(42) Obliteration - Damage/Recharge: Level 31
(42) Obliteration - Accuracy/Damage/Recharge: Level 31
(43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
(43) Obliteration - Chance for Smashing Damage: Level 30 (* optional, but damn useful)
Level 20: Black Dwarf Drain
(A) Touch of the Nictus - Healing: Level 31
(19) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 31
(19) Touch of the Nictus - Accuracy/Healing: Level 31
(21) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 31
(27) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 31
Level 20: Black Dwarf Step
(A) Winter's Gift - Slow Resistance (20%): Level 10
Level 20: Black Dwarf Antagonize
(A) Perfect Zinger - Chance for Psi Damage: Level 21
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This is the slotting I use myself, including all the procs, on a build without Hasten. If you're pressured for slots, you can drop the Turtle procs. Performance is ... Scranktroller-ish ... even when I've only got Dwarf Form 2-slotted for two common 50 resist IOs.
If I need to conserve Endurance, I simply make sure to use my Antagonize attack on every other cycle of my attack chain in opposition to my Drain attack since Antagonize costs zero End to cast, and with the Zinger proc can do damage to a target AoE. My entire build runs around 65% global recharge (or so) and everything recharges "just in time" to keep the attack chains flowing with remarkably little time wasted anywhere. Everything just synchronizes beautifully. The Drain attack is powerful, using Touch of the Nictus, and keeps my Green Bar nice and full.
As you can see, I've configured my Dwarf around the notion of leveraging my Slow attribute(s) in order to "crash" my target's recharge as a(n additional) means of damage mitigation. The results are very broadly similar in performance to what my Ice/Ice Tanker is capable of producing.
The bottom line is that if you want your Dwarf to be "strong" you've got to invest your slots in it. Difficult to have "powerful" attacks when you're only 4-slotting your attacks.
The bottom line is that if you want your Dwarf to be "strong" you've got to invest your slots in it. Difficult to have "powerful" attacks when you're only 4-slotting your attacks.
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The main thing I looked for with my build beyond recovery and recharge was +HP. Since Eclipse caps my resists, the only other ways to increase survival are Def, Regen, and +HP. I think defense would be nigh impossible with a tri-form build, as other than Steadfast's bonus, I'd be running at base defense in forms. I'd end up spreading slots too thin, even if I just went for s/l defense. So that leaves Regen and HP. Regen is nice with defense based sets or builds with decent defense, because every miss means more HP coming back to you. Since Defense is not a viable option, Regen won't help as much. HP, on the other hand, bolsters what regen I already have, as well as acting as pseudo-resistance, as it will take more hits to take me down. With accolades, I'm running about scrapper level HP outside of dwarf, and in dwarf I have HP over tanker base, similar to a basic WP tanker build (2261, to be precise). That combined with a more reliable Drain and not running out of end so fast should seriously help in those moments when my only option is to dwarf it out.
I also picked up Gravitic Emanation as an alpha helper. Haven't done the actual respec yet, but from what I've read, it should help with buying me time. Perhaps I could set up a macro so that it activates when I drop from dwarf, giving me a little space to activate Hasten/Stygian/Extraction and jump back into dwarf. Also grabbed Unchain, since if I'm turning a dead body into a pet, I might as well get some boom out of it too.
Glad to see you guys like what I got going. Any other tweaks you guys would make, or do you think I should go for it with this build?
End and Recharge are a bit weaker, but with global recharge and recovery, I don't see much of an issue with them.
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And given that the OP is concerned with sustaining attack chains beyond the obligatory 3 minions, it's something I'd watch for.
Personally, I've found that any build which doesn't include (much) endurance reduction in it always has "long haul" sustainability problems. These might not show up in PuGs or TFs where there can be at least some downtime between mobs ... but on Rikti Mothership Raids where there's essentially NO downtime for half an hour? Gotta be close to breaking even on Endurance Consumption there or else you're wheezing for Catch A Breath way too often.
And given that the OP is concerned with sustaining attack chains beyond the obligatory 3 minions, it's something I'd watch for. |
Also, remember that ship raids also have lots and lots of folks. Recovery buffs are available, and you can take the time to step back for a few seconds, generally. Plus, with lots of folks killing, lots of bodies are all around, meaning I can fill my end bar every 30s or less, so staying power is much easier. The concern here is psuedo-soloing, when I'm separate from teammates that could help me out, trying to take on tougher mobs that I can't reliably take down with Nova, like the hard hitting, high resistance Shadows. I'm not going to be running around in Dwarf only, I just want to be able to rely on Dwarf for when I need it.
Nothing wrong with knowing your playstyle and adjusting your build accordingly.
The theft of essence proc in dwarf drain will go off rarely, and when it does it will only add what - ten endurance points? You'll barely even notice that. You should listen to Obsidian Force. The Performance Shifter Proc in dwarf form will go way more towards keeping your end bar full. Five-slotting Obliteration in your Mire will ensure that more bodies are on the floor around you to fuel your stygian circle. Just use this macro for when you get to around 1/4 on your blue bar: /macro s.c. "powexec_toggleoff black dwarf$$powexec_name stygian circle$$goto_tray 1" Put the macro in slot ten of your dwarf tray, and whenever you get low on endurance (or hit points, for that matter) hit the macro, let the circle animation start and then hit the key you bound for toggling dwarf form. Yes. Drop fitness. About the only thing stamina is good for on a tri-form is resting up after the battle. You don't need it, and the three slots would be much better spent on GE and whatever else you skipped. |
I use a tri-form and without fitness i would never have end. I'm a lvl 36 and when I use my human form I would last two seconds without end, and I only have two toggles.
So someone please explain to me how this works, a tri-form without end.
Wow, I never thought I would see the day when someone say's you don't need fitness for stamina.
I use a tri-form and without fitness i would never have end. I'm a lvl 36 and when I use my human form I would last two seconds without end, and I only have two toggles. So someone please explain to me how this works, a tri-form without end. |
Stygian Circle is good enough for me. Stamina won't work in with the forms anyway...and if I need some endurance while in human form, there's usually bodies around to Stygian from. If there's not, then I wasn't using the endurance I had very effectively, was I?
there's usually bodies around to Stygian from. If there's not, then I wasn't using the endurance I had very effectively, was I?
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But what he said abouve is exactly, perfectly correct. If your not making bodies fast enough your not playing agrressively enough. Bodies are a WS resource you actually have to create.
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.
I just have Swift, because I hate base run speed. (I also got lots of +Run Speed bonuses, so Dwarf isn't so slow :P)
For endurance, I have +End set bonuses. With Portal Jockey and Atlas Medallion, I have 122.6 endurance. So I have more endurance to use and, because recovery is a % thing, my +Recovery bonuses have even more effect, and it all works in forms.
This coupled with some end reduction in everything means it's not ever an issue.
I went for this because sometimes there just aren't bodies. I want to be able to stay in for the long haul against tough single enemies, which tend to be the weak point of Warshades. This allows me to go on indefinitely in such situations, since I wouldn't be using my more expensive AoE powers or Dark Extraction or anything.
If your Human form is NOT built around a "toggle up" strategy (3 bubbles, Inky Aspect, Orbiting Death) ... then it's perfectly possible to "get by" without Stamina.
If you DO however have a "toggle up" Human build ... you NEED Stamina.
It's really that simple.
I also like taking Hurdle, rather than Swift, for synergy with Ninja Run and Nebulous Form.
Alright, I've had my warshade at 50 for a few years now, and have gone through a few builds on her. So I know what powers I like/dislike/haven't given enough time.
What I need is something with a bit more oomph when it's up against a single target/small spawn, especially mezzers. This is for psuedo-soloing, IE I'm on a team but there aren't any teammates nearby to help out, or they are busy.
I know I can just jump into Dwarf form, but that feels anemic to me, even with Dwarf Mire to help with +dam. Plus, I find myself running out of end in dwarf, and if I don't kill the spawn fast enough, the heal isn't enough to keep me alive.
Now, generally, I'll stealth in via Super Speed and Shadow Cloak, Eclipse, then Mire, and swap into Nova for aerial indestructible death, dropping afterwards to Stygian and get a Pet and fire Hasten. I usually keep dwarf around for when a tank (or back up tank) is needed, because of the aforementioned anemic damage and endurance woes.
What I want is to see Dwarf be more functional for me, for when I need it. I was on a mission with some friends and we split up to save some hostages. With my Stealth abilities, no problem there. But when it came to killing the guys guarding them, the fight just took so much longer than I would have liked. I was going through all my blues just to keep fighting, and they were still managing to kill me >.<. I know the big part of the problem was that they were Black Swans shadow minions, so tohit debuffs and high negative resists were hurting me, but I find this happening even against "normal" mobs. If I have to fight in Dwarf for more than a minute or so, I'm hurting by the time I'm done, often dead. Small, hard hitting mobs are the worst, because I don't get much damage boost out of Mire and Dwarf Drain just doesn't heal me enough.
Basically, what I'm looking for are slotting options and/or playstyle tips to make my Dwarf experience better. I know Dwarf isn't as tough as a tank, or as hard hitting as a scrapper, but I find my tanks hitting harder and my scrappers lasting longer. Is there anything I can do to make this more fun, short of drop Dwarf form and just stay with the team, hoping mezzes don't hit when I don't have a break free?