Nooby WS looking for suggestions on build


Dechs Kaison

 

Posted

Hello all,

Looking forward to a new challenge so i made a WS. This is close to the build that i have now that works ok. Since I feel like a WS noob, I would appreciate any suggestions. Respecing it to take advantage of the third tier spiritual that I just slotted. As far as IOs, cost is not an issue.

Thanks in advance.

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Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership

Hero Profile:
Level 1: Ebon Eye -- Dmg-I(A)
Level 1: Absorption -- S'fstPrt-ResDam/Def+(A)
Level 2: Gravimetric Snare -- GravAnch-Immob(A), GravAnch-Immob/Rchg(3), GravAnch-Hold%(3), GravAnch-Immob/EndRdx(5), GravAnch-Acc/Immob/Rchg(5)
Level 4: Orbiting Death -- HO:Nucle(A)
Level 6: Dark Nova -- GSFC-Build%(A), P'Shift-End%(7)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Sunless Mire -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45), Sciroc-Acc/Rchg(45)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Shadow Cloak -- LkGmblr-Rchg+(A)
Level 18: Gravity Well -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(23)
Level 20: Black Dwarf -- P'Shift-End%(A), ResDam-I(21), ResDam-I(21), GA-3defTpProc(50)
Level 22: Stygian Circle -- Efficacy-EndMod/Rchg(A)
Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 26: Gravitic Emanation -- Amaze-Stun(A), Amaze-EndRdx/Stun(27), Amaze-Stun/Rchg(27), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(29), FrcFbk-Rechg%(31)
Level 28: Inky Aspect -- Acc-I(A)
Level 30: Essence Drain -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 32: Dark Extraction -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), S'bndAl-Build%(34)
Level 35: Stygian Return -- RechRdx-I(A)
Level 38: Quasar -- Oblit-Dmg(A), Oblit-%Dam(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42)
Level 41: Eclipse -- Aegis-ResDam/Rchg(A), TtmC'tng-ResDam/Rchg(42), RctvArm-ResDam/Rchg(43), Acc-I(43)
Level 44: Maneuvers -- LkGmblr-Rchg+(A)
Level 47: Tactics -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Spiritual Total Core Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Dark Sustenance
Level 1: Shadow Step -- Zephyr-ResKB(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 10: Shadow Recall -- Zephyr-ResKB(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
------------
Level 6: Dark Nova Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(31), Decim-Acc/Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(45)
Level 6: Dark Nova Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Dmg/Rchg(46), Decim-Acc/Dmg/Rchg(46), Decim-Build%(46)
Level 6: Dark Nova Detonation -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(34), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(36)
Level 6: Dark Nova Emanation -- Posi-Dam%(A), Posi-Acc/Dmg(37), Posi-Dmg/EndRdx(37), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(39)
Level 20: Black Dwarf Antagonize -- Empty(A)
Level 20: Black Dwarf Drain -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(31), Nictus-Acc/Heal(48), Nictus-Heal(48)
Level 20: Black Dwarf Mire -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(17), Oblit-%Dam(17), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-Acc/Dmg/Rchg(39)
Level 20: Black Dwarf Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 20: Black Dwarf Step -- Empty(A)
Level 20: Black Dwarf Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11)


 

Posted

Skipping Unchain Essence is a huge mistake, it's one of your most damaging attacks. You might also want to consider picking up Nebulous Form with the new buff making it an instant panic button (for those situations when you lag a bit and press eclipse at the wrong time, et cetera.)

Personally, I used to have inky aspect on my build but playing tri form, it drops every time you switch forms and it has a painfully long immobilizing activation time so it's no good to try to turn it on during a fight.

5 slotting gravimetric snare just for the purple recharge bonus is sort of questionable, especially considering that you can try to fit an armageddon in one of your Mire's for the same bonus without wasting slots. I see that you put an obliteration in dwarf mire for the s/l bonus which is justifiable- 32.5% s/l defense is a good goal to have, but my build settles for 30%... Keep in mind you can't get everything just where you want it on a tri form build, but you have capped resistances via perma eclipse to make up for it.

Sunless Mire should not be used as a strictly s/l mule. This is one of your essential powers that is not only an AOE attack, but with the right recharge can keep you at 300% damage consistently in addition to its' Dwarf counterpart....


I know some people on this board are not in favor of worrying about s/l defense, but I personally feel like it makes a huge difference in my survivability... Here is a bar no cost build I came up with that has higher recharge, ~30% s/l defense, and without gimping any of your essential powers that make warshades awesome.

edit: In terms of incarnates- Spiritual Alpha, Clarion Destiny, and Reactive Interface are the ones I would most *highly* recommend, with 100% focus on recharge, status protection, and DoT as applicable. I also like Void Judgement for thematic purposes and once Issue 20.5 launches I think that Nemesis Lore pets should be mandatory for everyone.

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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: Ebon Eye -- Empty(A)
Level 1: Absorption -- S'fstPrt-ResDam/Def+(A)
Level 2: Gravimetric Snare -- EndRdx-I(A)
Level 4: Gravity Shield -- GA-3defTpProc(A)
Level 6: Dark Nova -- P'Shift-End%(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Maneuvers -- LkGmblr-Rchg+(A), Ksmt-ToHit+(43)
Level 12: Sunless Mire -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-%Dam(15), Oblit-Dmg(17)
Level 14: Shadow Cloak -- LkGmblr-Rchg+(A)
Level 16: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17)
Level 18: Gravity Well -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(19), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(21), Hectmb-Dam%(21)
Level 20: Black Dwarf -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(25)
Level 22: Stygian Circle -- Numna-Regen/Rcvry+(A)
Level 24: Nebulous Form -- EndRdx-I(A)
Level 26: Unchain Essence -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(27), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(29), Ragnrk-Dmg/EndRdx(29)
Level 28: Gravitic Emanation -- Amaze-Stun(A), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(31), Amaze-Acc/Rchg(31), Amaze-ToHitDeb%(33)
Level 30: Essence Drain -- RgnTis-Regen+(A)
Level 32: Dark Extraction -- C'Arms-Acc/Rchg(A), C'Arms-+Def(Pets)(34), C'Arms-Acc/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(36)
Level 35: Quasar -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
Level 38: Eclipse -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(40)
Level 41: Stygian Return -- RechRdx-I(A)
Level 44: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 47: Invisibility -- LkGmblr-Rchg+(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Dark Sustenance
Level 1: Shadow Step -- Zephyr-ResKB(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 10: Shadow Recall -- Winter-ResSlow(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A)
------------
Level 6: Dark Nova Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(33), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(34), Apoc-Dam%(34)
Level 6: Dark Nova Bolt -- HO:Nucle(A)
Level 6: Dark Nova Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 6: Dark Nova Emanation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Acc/Dmg/EndRdx(5), Posi-Dam%(23)
Level 20: Black Dwarf Antagonize -- Zinger-Taunt(A), Zinger-Taunt/Rchg(7), Zinger-Taunt/Rchg/Rng(11), Zinger-Acc/Rchg(11), Zinger-Taunt/Rng(40), Zinger-Dam%(42)
Level 20: Black Dwarf Drain -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(42), Heal-I(42)
Level 20: Black Dwarf Mire -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(46)
Level 20: Black Dwarf Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 20: Black Dwarf Step -- Zephyr-ResKB(A)
Level 20: Black Dwarf Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50)



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Posted

Thank you, TwoHeadedBoy, for your response and build. I am happy to take any advice i can get. Will be playing around some more with the build today at work.


 

Posted

Both of those builds need to give some more loving to Dark Extraction... That's pretty much an "always 6-slot" power.

I'm not a big fan of Unchain Essence myself. You can hop into Nova form and do more damage with its two AoE's, without requiring the body or the hefty recharge time. That's more of "if I have room for it, I'll add it" than a need.

Inky Aspect works ok, it's just not really necessary. Another "if I have room" power.

I like rowley's original build better except:
-Switch Positron's Acc/Dam in Nova Emanation to the Dam/Rech
-Orbiting Death is going to be pretty useless like that
-A set of Oblits would go nicely in Sunless mire, and should take more precedence than putting them in Quasar (you can move those rectified reticle to nova)
-I wouldn't put the FF +rech in Gravitic Emanation, but rather in Nova Detonation or Emanation
-Swap that accuracy in Eclipse (or add a slot) to get a little more resistance value; you want to be at 85% resistance with 5 enemies hit, but right now you're at 82%
-Gravity Well would like a tiny bit more slotting if you can find it


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Posted

The best 4 slotting for Eclipse, imho, is 2 Nucleos and 2 Rech IOs. At least until the HO exploit is fixed.


 

Posted

Quote:
Originally Posted by Grouchy_Ladybug View Post
The best 4 slotting for Eclipse, imho, is 2 Nucleos and 2 Rech IOs. At least until the HO exploit is fixed.
Good money says that will never be fixed.

Edit: wait, do Nucleos actually work there? Mids shows no enhancement to resistance with them...


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Posted

Quote:
Originally Posted by Microcosm View Post
Both of those builds need to give some more loving to Dark Extraction... That's pretty much an "always 6-slot" power.

I'm not a big fan of Unchain Essence myself. You can hop into Nova form and do more damage with its two AoE's, without requiring the body or the hefty recharge time. That's more of "if I have room for it, I'll add it" than a need.

Inky Aspect works ok, it's just not really necessary. Another "if I have room" power.

I like rowley's original build better except:
-Switch Positron's Acc/Dam in Nova Emanation to the Dam/Rech
-Orbiting Death is going to be pretty useless like that
-A set of Oblits would go nicely in Sunless mire, and should take more precedence than putting them in Quasar (you can move those rectified reticle to nova)
-I wouldn't put the FF +rech in Gravitic Emanation, but rather in Nova Detonation or Emanation
-Swap that accuracy in Eclipse (or add a slot) to get a little more resistance value; you want to be at 85% resistance with 5 enemies hit, but right now you're at 82%
-Gravity Well would like a tiny bit more slotting if you can find it
I don't think dark extraction requires more slots than I've given it. As it is right now, I have 4 fluffies up about 90% of the time during the escaped prisoners phase of BAF.

I never said not to use the nova aoes, but that doesn't change that fact that unchain essence does massive damage. It's also an aoe stun, so pretty much whatever it doesn't kill will be stunned. I would call it an essential warshade power. If you are having trouble locating a dead body, set up a bind to target the nearest dead body and fire unchain essence.

I'm a fan of dropping 4 Reactive Armor's in dwarf and eclipse- It puts you at ED capped resistance for each and adds some s/l defense. With the build I posted, Eclipse has a good overlap from set bonuses anyways so I didn't need to worry about ED capping the recharge.



I don't really see the sense in using the perf shifter +endurance IO in Nova and Dwarf if they require an extra slot. It's nice to just drop in the default one but you really shouldn't have to worry about running out of endurance or needing any extra, ever... With a high recharge build, stygian circle is up so often, not to mention eclipse also fills your endurance all the way up.


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
I don't think dark extraction requires more slots than I've given it. As it is right now, I have 4 fluffies up about 90% of the time during the escaped prisoners phase of BAF.
A) That's not possible. Even at the recharge cap, which you are not at, you cannot keep 4 fluffies out 90% of the time. For the build you posted, if we add in Spiritual Core paragon and you summoned a fluffy absolutely instantly every time it recharged, you will have 4 out for 4.004 seconds before your first one expires.

B) For your build, I was referring to the 34.8% damage slotting in the fluffies, not its recharge.

Quote:
I never said not to use the nova aoes, but that doesn't change that fact that unchain essence does massive damage. It's also an aoe stun, so pretty much whatever it doesn't kill will be stunned. I would call it an essential warshade power. If you are having trouble locating a dead body, set up a bind to target the nearest dead body and fire unchain essence.
It's got nothing to do with not being able to target a body. It's damage per activation time is lower than Dark Nova Emanation, and, on top of that, its recharge is prohibitively long.

Or, to look at it a different way, I could use it every time it is available on your build for 4.08 damage/recharge+activation per target hit. I could replace it with Human Dark Detonation (not that I like it) and get 15.2 damage/recharge+activation per target hit. The fact that it has the chance to stun and does the damage all at once is the perk of this power. But you cannot rely on it for human aoe damage, if that is your intent, nor will it help your single target chain if you actually have a chain slotted.

You call it essential, I call it highly skippable; to each his own.


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Posted

Quote:
Originally Posted by Microcosm View Post
Good money says that will never be fixed.

Edit: wait, do Nucleos actually work there? Mids shows no enhancement to resistance with them...
Yes. Five slots worth of SOs in two enhancements. I think the only reason it isn't in mids is that Eclipse is the only accurate resist power in the game.


 

Posted

Quote:
Originally Posted by Grouchy_Ladybug View Post
Yes. Five slots worth of SOs in two enhancements. I think the only reason it isn't in mids is that Eclipse is the only accurate resist power in the game.
Well kudos on an interesting find. Using these actually makes it possible to cap your resists with 4 enemies instead of the standard 5.


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Posted

Quote:
Originally Posted by Microcosm View Post
Well kudos on an interesting find. Using these actually makes it possible to cap your resists with 4 enemies instead of the standard 5.
Oh shi-

Well, time to update the guide.


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Posted

Quote:
Originally Posted by Microcosm View Post
Well kudos on an interesting find. Using these actually makes it possible to cap your resists with 4 enemies instead of the standard 5.
Ok, so um, it looks like, using those + fully slotting resist shields + tough + Shield Wall unique + Cardiac alpha, I can hit 85% resist against a single target with eclipse...

New build challenge to self: 45% s/l defense, 85% resist with one eclipse target, solid single target chain, three fluffies, perma eclipse.


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Posted

Wait... you mean I'm the first to do this?

O_O


 

Posted

Quote:
Originally Posted by Microcosm View Post
A) That's not possible. Even at the recharge cap, which you are not at, you cannot keep 4 fluffies out 90% of the time. For the build you posted, if we add in Spiritual Core paragon and you summoned a fluffy absolutely instantly every time it recharged, you will have 4 out for 4.004 seconds before your first one expires.

B) For your build, I was referring to the 34.8% damage slotting in the fluffies, not its recharge.
I can't say anything to this besides that my in game experience has been different than what you're explaining.. I guess I can run demorecord next time I do a BAF but I don't know how else to respond at the moment.

edit: I'm not sure how much of a difference it makes, but my warshade is also a villain and he uses Frenzy very often. And yes, I use the spiritual alpha.

Quote:
It's got nothing to do with not being able to target a body. It's damage per activation time is lower than Dark Nova Emanation, and, on top of that, its recharge is prohibitively long.
I have a lot of trouble following this logic... Your AOE attacks are Quasar, Unchain Essence, Nova Emanation, and Nova Detonation. I don't think any of these should be skipped because another does more damage... I like to use Judgement>Stack Mires>Quasar>Unchain essence>Dwarf Mire>Nova AOE's as my attack chain against big groups... Particularly on solo x8 maps, it absolutely destroys everything. If the difficulty is only at +1 or +2 just stacked mires, quasar, and unchain essence alone will effectively destroy everything most of the time.


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
I can't say anything to this besides that my in game experience has been different than what you're explaining.. I guess I can run demorecord next time I do a BAF but I don't know how else to respond at the moment.
If you really have figured out a way to get 4 fluffies out that much, please let us know. That would be a bug that I would like to 'test'

Quote:
I have a lot of trouble following this logic... Your AOE attacks are Quasar, Unchain Essence, Nova Emanation, and Nova Detonation. I don't think any of these should be skipped because another does more damage... I like to use Judgement>Stack Mires>Quasar>Unchain essence>Dwarf Mire>Nova AOE's as my attack chain against big groups... Particularly on solo x8 maps, it absolutely destroys everything. If the difficulty is only at +1 or +2 just stacked mires, quasar, and unchain essence alone will effectively destroy everything most of the time.
The problem is if you did Judgement>Stack Mires>Quasar>Dwarf Mire>Nova AoE'sx2 you would do more damage per time. You will simply clear spawns faster. The second problem is you will only be able to use Unchain on every third mob or so, unless you are taking forever to clear a mob. A lot of people like Unchain, but it's not consistent enough or omglookatthatdamage enough for my uses.


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Originally Posted by Microcosm View Post
If you really have figured out a way to get 4 fluffies out that much, please let us know. That would be a bug that I would like to 'test'
He does mention it's during BAFs. I wouldn't be surprised if there's enough overflow +recharge to cap him on it.


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Posted

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Originally Posted by Dechs Kaison View Post
He does mention it's during BAFs. I wouldn't be surprised if there's enough overflow +recharge to cap him on it.
Right, but at the cap he still can't have 4 out 90% of the time unless something is bugged.


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Originally Posted by Microcosm View Post
Right, but at the cap he still can't have 4 out 90% of the time unless something is bugged.
Pardon me while I expand the math, but I'm pretty sure he can...

Base recharge time is 240 seconds, which means a capped recharge value of 48 seconds (1/5 * 240). Activation time is 3.2 seconds. Duration is 200 seconds.

Time between summons becomes 51.2 seconds. Summon one, 51.2 seconds later summon two, 102.4 seconds in summon three, 153.6 seconds in summon the fourth. When you summon the fourth, there is still 46.4 seconds of the first one remaining. A total of 4.8 seconds in every 204.8 second span will be spent with only three fluffies.

That means, assuming capped recharge and perfect execution on part of the player, four fluffies can be active 97.65% of the time.


EDIT: I think we had this conversation once before, Micro. But at the time, you were proving me wrong when I had sworn I had five fluffies active at the same time. This is, of course, strictly impossible.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Pardon me while I expand the math, but I'm pretty sure he can...

Base recharge time is 240 seconds, which means a capped recharge value of 48 seconds (1/5 * 240). Activation time is 3.2 seconds. Duration is 200 seconds.

Time between summons becomes 51.2 seconds.
Arcanatime for dark extraction is 3.432, which makes time between summons 51.432.

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A total of 4.8 seconds in every 204.8 second span will be spent with only three fluffies.
Because this is a continuous cycle, its actually 5.728 (after fixing activation disparity) out of every 51.432 seconds, which is 11-12% time without 4 fluffies, or an 88-89% uptime. That is so close to 90% that it practically is, except it relies on the user being at the recharge cap constantly and executing Dark Extraction perfectly and no lag. The realities of it make something like a 60% uptime more realistic (even if a player managed to stay consistently at the cap), which certainly might 'feel' like 90% uptime, but hitting that 89% isn't going to happen, at least not consistently.

Quote:
EDIT: I think we had this conversation once before, Micro. But at the time, you were proving me wrong when I had sworn I had five fluffies active at the same time. This is, of course, strictly impossible.
Heh, I tend to have this conversation a couple of times a year it seems. I think, before you, Alien One had made a claim to 7 fluffies or something like that (think he saw his Orbiting Death balls too )


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Quote:
Originally Posted by Dechs Kaison View Post
Pardon me while I expand the math, but I'm pretty sure he can...

Base recharge time is 240 seconds, which means a capped recharge value of 48 seconds (1/5 * 240). Activation time is 3.2 seconds. Duration is 200 seconds.

Time between summons becomes 51.2 seconds. Summon one, 51.2 seconds later summon two, 102.4 seconds in summon three, 153.6 seconds in summon the fourth. When you summon the fourth, there is still 46.4 seconds of the first one remaining. A total of 4.8 seconds in every 204.8 second span will be spent with only three fluffies.

That means, assuming capped recharge and perfect execution on part of the player, four fluffies can be active 97.65% of the time.


EDIT: I think we had this conversation once before, Micro. But at the time, you were proving me wrong when I had sworn I had five fluffies active at the same time. This is, of course, strictly impossible.
I chain gun them off of nightstar, and I'm usually coming in with two on escaped prisoners since there's so many bodies to begin with (after the adds, which are the most warshade fun on BAF) I never go into escaped prisoners with less than 2. Every time extraction is about to come up, I run back over to Nightstar's body (if there isn't a corpse already conveniently placed at my toes.)

If for some reason I have less than two, there is always a couple of minutes after killing Nightstar and Mindwashed Prisoners Escaping to grab at least one off of her body before the phase starts, but ever since I got really used to the trial i find myself always going into it with two.


 

Posted

Quote:
Originally Posted by Microcosm View Post
The problem is if you did Judgement>Stack Mires>Quasar>Dwarf Mire>Nova AoE'sx2 you would do more damage per time. You will simply clear spawns faster. The second problem is you will only be able to use Unchain on every third mob or so, unless you are taking forever to clear a mob. A lot of people like Unchain, but it's not consistent enough or omglookatthatdamage enough for my uses.
I guess if you feel like unnecessarily switching forms, but for example... Farming Borea missions for shards in RWZ before issue 20, I set my difficulty at +1x8 to make sure I was always getting a potential shard drop. Whenever possible, I would stack mires>quasar>unchain essence and then move on to the next group. It was certainly always my attack chain on the first group, because I didn't have to wait for an atrociously long animation just to switch for nova, and I wouldn't have to toggle super speed back on. In that sense, it was the most ideal and fastest way to clear an entire group with 4 attacks.

I would still have to put up with the long and obnoxious dwarf animation when stacking mires, sure, but that's just yet another testament as to why we need form shift times a.) uninterruptable and b.) FASTER. If we could switch forms faster, I would probably agree with you that unchain essence isn't necessary. But we can't, and given that fact, I think it's absolutely essential to have a huge 1-2 shot with quasar>unchain essence.


 

Posted

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Originally Posted by Dechs Kaison View Post
Oh shi-

Well, time to update the guide.
I'd love that, the guide is pretty awesome.
Having tons of fun with my WS so far, but when he hits 50, I'll be sure to have 2-4bil's to spend on him!

Though what I'll aim for is more like 3 fluffies + permaeclipse, with focus on human/nova.
Most of the time I'm not using dwarf form anyways, as with a bit of recharge you can keep chaining AoE's from human and nova non-stop.

So far, human mire + dwarf mire seems like too much, things die too fast, hehe. Maybe later it'll change and I'll change my build too..


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Posted

Quote:
Originally Posted by Microcosm View Post
Well kudos on an interesting find. Using these actually makes it possible to cap your resists with 4 enemies instead of the standard 5.
Looks like in game it is stuck at about 62% enhancement with three lvl 50 Nucleolus's, meaning ~18% resistance per target hit. Still higher than regular dmg resist slotting, but not as high as it seems it should be.


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Posted

Cmon stop arguing about Eclipse and keep the builds comin' I have a 20 WS I'm leveling and need some orientation