Warshade Build
It's not bad, though if you plan on doing pure human, I would probably try to work in Essence Drain. Maybe by losing starless step or nebulous form, and switching some slots around. Hard targets will be tough on you, otherwise.
Quasar might be a bad idea as well, since you have all the toggles to deal with after crashing. You may want to look into getting the presence pool to keep fire off of your fluffies, so you can keep up their DPS better.
I'd also recommend Absolute Amazment on your stun cannon. It's not too expensive of a purple set, if price is an issue.
There are a few other changes I would make, but let's see what you think of those first (and see what others think)
I agree about Essence Drain. You want this puppy. Aside from the heal, it's a decent filler attack. Since it doesn't have a KB component you can use it to finish off a mob to set up Unchain Essence without knocking it out of the scrum. Also, ED takes melee sets so you don't have to mule those Kin Combats in Brawl.
You have no knockback protection. *Looks again* No. Knockback. Protection.
There's some debate over how much -kb is necessary. Some will argue that mag 8 is useless and to go for 12 or stay at 4.
Ok, three options:
1. Swap out a couple of your LotG recharges for Karma -kbs. Not what I would recommend really.
2. Swipe a couple of slots and add them to Shadow Cloak and/or Maneuvers and/or Combat Jumping.
3. (The easiest) swap the IO in Nebulous Form for a BotZ.
Once you run some trials and unlock Spiritual alpha you should have no trouble closing up that permaclipse hole.
"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
Argh, I can't believe I didn't notice the lack of kb protection. My favorite way to slot it into Warshades is just throwing the BotZ -KB IOs into the teleport powers. It's easy since you have 2 of them as auto powers, and you don't have to give up any LotG spots.
If you actually plan on using teleport as a travel, however, you may not want to go that route.
...I can't believe I didn't put KB protection in this. I'd like to see my defense get better in this build too. I'm also toying with the idea of going Tri-Form since I do like the idea of double mire and the admittedly cool visuals of the forms. That, and AoE damage seems pretty low on paper for a human-only WS. That would require me to avoid toggles though. I'll put together a tri-form build to compare to this one. Any example builds (PM them if you don't want to post them) would be greatly appreciated.
@Rorn ---- Blue Baron ---- Guardian
I spent some time reworking the human-only build. This version is very expensive, but the reward seems to be worth the cost. The recharge is just short of having the key powers permanent, but in return for that sacrifice the build is softcapped to Smashing and Lethal. I also put in mag 12 knockback protection. Any obvious problems with this build? The AoE will be lacking a bit, but Extracted Essences should help out.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
War Watcher Purple: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Presence
Hero Profile:
Level 1: Ebon Eye
- (A) Decimation - Accuracy/Damage
- (40) Decimation - Damage/Endurance
- (43) Decimation - Damage/Recharge
- (43) Decimation - Accuracy/Endurance/Recharge
- (43) Decimation - Accuracy/Damage/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (5) Gladiator's Armor - TP Protection +3% Def (All)
- (5) Aegis - Psionic/Status Resistance
- (A) Enfeebled Operation - Accuracy/Recharge
- (17) Enfeebled Operation - Accuracy/Endurance
- (17) Enfeebled Operation - Accuracy/Immobilize
- (25) Enfeebled Operation - Endurance/Immobilize
- (45) Enfeebled Operation - Immobilize/Range
- (45) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Damage Increase IO
- (50) Endurance Reduction IO
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (9) Kinetic Combat - Damage/Recharge
- (11) Kinetic Combat - Damage/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (13) Kinetic Combat - Damage/Recharge
- (13) Kinetic Combat - Damage/Endurance/Recharge
- (A) Obliteration - Damage
- (27) Obliteration - Accuracy/Recharge
- (29) Obliteration - Damage/Recharge
- (29) Obliteration - Accuracy/Damage/Recharge
- (31) Obliteration - Accuracy/Damage/Endurance/Recharge
- (31) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Defense/Endurance
- (25) Luck of the Gambler - Defense
- (27) Luck of the Gambler - Recharge Speed
- (A) Kinetic Combat - Accuracy/Damage
- (19) Kinetic Combat - Damage/Endurance
- (19) Kinetic Combat - Damage/Recharge
- (23) Kinetic Combat - Damage/Endurance/Recharge
- (37) Lockdown - Accuracy/Hold
- (37) Lockdown - Chance for +2 Mag Hold
- (A) Kinetic Combat - Accuracy/Damage
- (21) Kinetic Combat - Damage/Endurance
- (21) Kinetic Combat - Damage/Recharge
- (23) Kinetic Combat - Damage/Endurance/Recharge
- (40) Touch of the Nictus - Accuracy/Healing
- (40) Touch of the Nictus - Chance for Negative Energy Damage
- (A) Endurance Modification IO
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Absolute Amazement - Stun
- (31) Absolute Amazement - Stun/Recharge
- (33) Absolute Amazement - Accuracy/Stun/Recharge
- (33) Absolute Amazement - Accuracy/Recharge
- (33) Absolute Amazement - Endurance/Stun
- (A) Disorient Duration IO
- (A) Ragnarok - Damage
- (46) Ragnarok - Damage/Recharge
- (46) Ragnarok - Accuracy/Damage/Recharge
- (46) Ragnarok - Accuracy/Recharge
- (50) Ragnarok - Damage/Endurance
- (A) Expedient Reinforcement - Accuracy/Recharge
- (34) Expedient Reinforcement - Accuracy/Damage
- (34) Expedient Reinforcement - Damage/Endurance
- (34) Expedient Reinforcement - Accuracy/Damage/Recharge
- (36) Expedient Reinforcement - Endurance/Damage/Recharge
- (37) Soulbound Allegiance - Chance for Build Up
- (A) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Defense
- (36) Luck of the Gambler - Recharge Speed
- (A) Reactive Armor - Resistance/Endurance
- (39) Reactive Armor - Resistance/Recharge
- (39) Reactive Armor - Resistance/Endurance/Recharge
- (39) Reactive Armor - Resistance
- (A) Mocking Beratement - Taunt
- (42) Mocking Beratement - Taunt/Recharge
- (42) Mocking Beratement - Accuracy/Recharge
- (42) Mocking Beratement - Taunt/Range
- (A) Rectified Reticle - To Hit Buff
- (45) Rectified Reticle - To Hit Buff/Recharge
- (A) Decimation - Accuracy/Damage
- (48) Decimation - Damage/Endurance
- (48) Decimation - Damage/Recharge
- (48) Decimation - Accuracy/Endurance/Recharge
- (50) Decimation - Accuracy/Damage/Recharge
- (A) Endurance Reduction IO
------------
Level 2: Swift
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (3) Regenerative Tissue - +Regeneration
- (A) Jumping IO
- (A) Performance Shifter - EndMod
- (3) Performance Shifter - Chance for +End
- (A) Kinetic Combat - Accuracy/Damage
- (7) Kinetic Combat - Damage/Endurance
- (15) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Shadow Step
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Run Speed IO
- (A) Empty
Level 10: Shadow Recall
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
------------
Set Bonus Totals:
- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 26.31% Defense(Melee)
- 36.31% Defense(Smashing)
- 36.31% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 7.25% Defense(Energy)
- 7.25% Defense(Negative)
- 6% Defense(Psionic)
- 6.63% Defense(Ranged)
- 6% Defense(AoE)
- 6.3% Max End
- 39% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 70% Enhancement(RechargeTime)
- 5% FlySpeed
- 148.6 HP (13.87%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Confused) 2.5%
- MezResist(Held) 5.25%
- MezResist(Immobilize) 17.35%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 8% (0.13 End/sec) Recovery
- 30% (1.34 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 1.88% Resistance(Negative)
- 3% Resistance(Psionic)
- 5% RunSpeed
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@Rorn ---- Blue Baron ---- Guardian
Only looking at the second build posted.. I don't have much time so I'll just run down a few things.
-The 4 pieces of expedient reinforcement to put into EE are acc/dam, acc/rech, acc/dam/rech, and end/dam/rech. The last 2 slots should go to SA: dam/rech and SA: chance for build up. You'll get a better regen bonus than that 5th ER was giving you and much better enhancement values to match.
-Your endurance use is kinda high and your recovery isn't good enough to offset it against nothing but a few hard targets-
Long story short, you'll be sucking wind and doing everything you can to get a blue inspiration, waiting for waves of adds like they're life support at the end of the ITF. Your endurance won't sustain your toggles and your attack chain, and that's bad.
-Why did you build your s/l defense 5% past the softcap? I would never recommend doing that, especially considering how low your recharge is as a result (and the aforementioned recovery issue.)
-You'll want Shadow Blast WAY earlier in your career, it's one of your 2 bread and butter attacks along with g well. You'll also want to get way better damage enhancement out of both of those attacks... I slot S Blast with Apocalypse and G Well with Hecatomb.
Hoorb... Aside from the fiddling details of -KB and Essence Drain, I'm preferring your first build.
My overall impression/opinion is that you are sacrificing too much core performance to pursue set bonuses. Specifically:
Gravimetric Snare - Not a very good power, really. Worth taking to mule Gravitational Anchors in, and then only if you're shopping for the cheap purples.
Boxing *and* Kick - Presumably for the Kinetic Combat bonuses? As TwoHeadedBoy pointed out, you're already over the cap. You realise of course that if you ever RSK down to Posi TF level that your attack chain will be Boxing, Kick and Ebon Eye?
Provoke - Also muled I assume. If you just take Black Dwarf instead you get a better taunt that you can slot the same set in, plus several other "free" attacks that you can mule other goodies in, (like those Kin Combats in Brawl that make me a sad panda) with an "oh ****" button at no extra charge.
Orbiting Death - This is more subjective, but IMO either go all out with this power or drop it altogether. As it's slotted now, it's chewing through your endurance and delivering nothing useful in return. OD is a lovely spot for Armageddons or another set of Obliterations.
--> Your permaclipse hole has opened up from four seconds to fourteen. Incarnate buffs can't close that. With Hasten and T4 Spiritual Core Paragon you're still at ninety-one seconds recharge. Minus Hasten (which is also not perma) that gapes open to twenty-six seconds. <--
"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
Yea my build is human form only but it takes dwarf for the set mules.
edit: I didn't have too much time but I assumed his Eclipse was perma w/ spiritual core paragon. If not, definitely wanna take care of that.
Wow, I hadn't even noticed but I had Shadow Cloak turned off when I was building for the softcap. That made my defense numbers look lower on my screen. When I was working furiously toward set bonuses I also failed to pay attention to my endurance recovery. If I drop my defense to 32.5% I may be able to get my recharge higher and salvage some slots for Orbiting Death - which I took to help with the lack of AoE damage.
As far as taking Boxing and Kick, I wanted Weave but Tough was not all that useful in my mind. Dropping the fighting pool and Provoke might allow me to take Dwarf and use it for set mules as well as keeping aggro off my Extracted Essences.
@Rorn ---- Blue Baron ---- Guardian
I'll just add that I agree with pretty much everything Rainbow and THB is saying. You need to worry about having enough recharge for perma eclipse long before you need to worry about getting anywhere near any sort of softcap for SL. Frankly, my current WS build has only 24% SL defense, and it does just fine.
With that in mind, I would implement some of the changes already suggested. Ditch Grav snare for, say, shadow bolt. Get decimation or apocolypse in there. Take some slots off of absorption, get rid of kick (or boxing, whatever) and get tough, move your +3% defense that was on absorption to tough. Move shadow blast waaaay earlier in your build. Replace your essence drains chance for neg energy damage to a healing enhancement (that should be more useful to you) and make that change to your fluffy slotting. Also, the best way to slot Eclipse is with 2 acc/dam HO's, and 2 recharge IOs. Get your recovery up a little more. If you don't have 170% recharge minimum by the time you're done making changes, you probably should make a few more.
Not a bad build. If it was me, I would focus on recharge and limiting endurance usage. Don't worry about your fluffies, 6 six slotting provoke for it? I wouldn't do it. Grab grant invisibility, place a LOTG 7.5% into it and set up the "fluffy/invisibility auto target bind". Provoke from the power pool isn't as effect as one would hope.
I would be careful using too many mules. The Warshades have a huge number effective powers, choosing powers that you don't intend to use simply for the IO perk isn't worth it in the long run. That pretty much goes with any build, I would say.
Grant invisibility and vegenence are the only two "mules" I use and its only for recharge purposes.
edit, I'm really curious on the knockback/knockdown question as to what is actually required to be effect and what would be considered overkill. I should look and see specifically what I have slotted, because I don't recall getting knocked off my feet very often...or even at all for that matter.
Not a bad build. If it was me, I would focus on recharge and limiting endurance usage. Don't worry about your fluffies, 6 six slotting provoke for it? I wouldn't do it. Grab grant invisibility, place a LOTG 7.5% into it and set up the "fluffy/invisibility auto target bind". Provoke from the power pool isn't as effect as one would hope.
I would be careful using too many mules. The Warshades have a huge number effective powers, choosing powers that you don't intend to use simply for the IO perk isn't worth it in the long run. That pretty much goes with any build, I would say. Grant invisibility and vegenence are the only two "mules" I use and its only for recharge purposes. edit, I'm really curious on the knockback/knockdown question as to what is actually required to be effect and what would be considered overkill. I should look and see specifically what I have slotted, because I don't recall getting knocked off my feet very often...or even at all for that matter. |
As far as knockback goes, there's no need for you to go looking it up. Mag 4 protects from about 80% of the effects in the game that cause knockback. To be completely protected, you need mag 12. Mag 8 is arguably useless as there are very few effects that mag 8 protects you from that mag 12 doesn't.
I'm getting to work on version 3 of the build now, taking everyone's advice into account.
@Rorn ---- Blue Baron ---- Guardian
This is the newest version of the build, and probably the most expensive one yet. However, the use of a large number of purple sets allowed me to get better recharge and better slotting in many cases. This build will be one that I respec into after hitting level 50. I was also able to get (theoretically) perma Eclipse without Spiritual allowing me to pick up Cardiac for significantly better endurance management. I have the full leadership pool to buff up the team and my fluffies. Vengeance should be up all the time on iTrials and more difficult AV fights since at least one person seems to die every now and then. Defense numbers average at around 20% but it doesn't matter that much with everything being stunned and 85% resist to all. When it is most needed, purple inspirations (and possibly Vengeance) provide it easily enough. I even managed to put in a good amount of status protection/resistance. It looks like an awesome build to me, but so did the others. Yet again, I present it for your comments ; )
Edit: With Spiritual Core Paragon, Hasten and Mire become perma as well as allowing good overlap for Eclipse. Of course, in that scenario endurance management is a bit more questionable.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Warshade Human: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Hero Profile:
Level 1: Ebon Eye
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (3) Decimation - Damage/Recharge
- (5) Decimation - Accuracy/Endurance/Recharge
- (5) Decimation - Accuracy/Damage/Recharge
- (A) Aegis - Psionic/Status Resistance
- (40) Steadfast Protection - Resistance/+Def 3%
- (45) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Decimation - Accuracy/Damage
- (7) Decimation - Damage/Endurance
- (7) Decimation - Damage/Recharge
- (9) Decimation - Accuracy/Endurance/Recharge
- (9) Decimation - Accuracy/Damage/Recharge
- (A) Armageddon - Damage
- (42) Armageddon - Damage/Recharge
- (42) Armageddon - Accuracy/Damage/Recharge
- (42) Armageddon - Accuracy/Recharge
- (43) Armageddon - Damage/Endurance
- (48) Endurance Reduction IO
- (A) Apocalypse - Damage
- (11) Apocalypse - Damage/Recharge
- (13) Apocalypse - Accuracy/Damage/Recharge
- (13) Apocalypse - Accuracy/Recharge
- (15) Apocalypse - Damage/Endurance
- (15) Apocalypse - Chance of Damage(Negative)
- (A) Jumping IO
- (A) Karma - Knockback Protection
- (11) Luck of the Gambler - Recharge Speed
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Defense
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Hecatomb - Damage
- (19) Hecatomb - Damage/Recharge
- (19) Hecatomb - Accuracy/Damage/Recharge
- (21) Hecatomb - Accuracy/Recharge
- (21) Hecatomb - Damage/Endurance
- (23) Hecatomb - Chance of Damage(Negative)
- (A) Mako's Bite - Damage/Recharge
- (27) Mako's Bite - Accuracy/Endurance/Recharge
- (27) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (29) Mako's Bite - Damage/Endurance
- (29) Touch of the Nictus - Accuracy/Healing
- (37) Touch of the Nictus - Healing
- (A) Endurance Modification IO
- (48) Endurance Modification IO
- (50) Healing IO
- (A) Endurance Reduction IO
- (A) Absolute Amazement - Stun
- (31) Absolute Amazement - Stun/Recharge
- (31) Absolute Amazement - Accuracy/Stun/Recharge
- (31) Absolute Amazement - Accuracy/Recharge
- (33) Absolute Amazement - Endurance/Stun
- (A) Accuracy IO
- (50) Disorient Duration IO
- (A) Ragnarok - Damage
- (37) Ragnarok - Damage/Recharge
- (40) Ragnarok - Accuracy/Damage/Recharge
- (40) Ragnarok - Accuracy/Recharge
- (43) Ragnarok - Damage/Endurance
- (A) Expedient Reinforcement - Accuracy/Damage
- (34) Expedient Reinforcement - Accuracy/Damage/Recharge
- (36) Expedient Reinforcement - Accuracy/Recharge
- (36) Expedient Reinforcement - Endurance/Damage/Recharge
- (36) Soulbound Allegiance - Damage/Recharge
- (37) Soulbound Allegiance - Chance for Build Up
- (A) Luck of the Gambler - Recharge Speed
- (A) HamiO:Nucleolus Exposure
- (39) HamiO:Nucleolus Exposure
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (46) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Defense
- (A) Endurance Reduction IO
- (46) Endurance Reduction IO
- (A) Rectified Reticle - Increased Perception
- (48) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
------------
Level 2: Swift
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (17) Miracle - +Recovery
- (23) Regenerative Tissue - +Regeneration
- (A) Jumping IO
- (A) Performance Shifter - EndMod
- (25) Performance Shifter - EndMod/Recharge
- (25) Performance Shifter - Chance for +End
- (A) Empty
Level 1: Shadow Step
- (A) Empty
- (A) Empty
- (A) Empty
Level 10: Shadow Recall
- (A) Winter's Gift - Slow Resistance (20%)
------------
Set Bonus Totals:
- 13% DamageBuff(Smashing)
- 13% DamageBuff(Lethal)
- 13% DamageBuff(Fire)
- 13% DamageBuff(Cold)
- 13% DamageBuff(Energy)
- 13% DamageBuff(Negative)
- 13% DamageBuff(Toxic)
- 13% DamageBuff(Psionic)
- 9.75% Defense(Melee)
- 7.88% Defense(Smashing)
- 7.88% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 6% Defense(Energy)
- 6% Defense(Negative)
- 11% Defense(Psionic)
- 6% Defense(Ranged)
- 6% Defense(AoE)
- 4.5% Max End
- 69% Enhancement(Accuracy)
- 111.3% Enhancement(RechargeTime)
- 5% FlySpeed
- 136.5 HP (12.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 11.3%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 20% Perception
- 16% (0.27 End/sec) Recovery
- 52% (2.32 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 10.08% Resistance(Fire)
- 10.08% Resistance(Cold)
- 5% Resistance(Toxic)
- 3% Resistance(Psionic)
- 5% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1553;683;1366;HEX;| |78DAA5945B4F135110C7CFB65B4A4B292DBD01A5B454A0A5375A2EC60BB15148D40| |A4A8297C766A10BAC29855040498C111313AF2FFA8097F815FC6602D117132F7538| |F32F10F7D19336BFDD9933FF3367E69C9D7D38EDFA7275B72814F75455ABD7CBF7B| |48DFA8A56D1EDF38B865E5BD4050D77D318BBB6B5AAD5EC648A364DE55B4B4B7AAD| |6E6CEBB93BAB0B1B5AB57C857436FB8EFDD3FA3FFECB5B1B9A70CDADAD557333BAB| |66ED4969DF2657E5DD72B5EF978BDB66DD48D05A36A6CEE74346756745234D64517| |2D3F4EFFA72E81D150C51E21A10ACB7BF00353FD087E626E1DC52832C62226E8A1A| |08A448818514566D42ADF775D9842BA0A745BA0DB02DD56E8B642F701C55859D766| |3D67913AC3E7C10BE045666A9239D22F249F51AC8DD7B3D932EC736699AE1C38C27| |4E7C1023344BDB073ACB027592F480607E7A2387E08B9376780F7FA9CD66A134EB9| |56DB4FD688FD027F33FBFF800DE42BB82E3B14DB8EDAB5432FE301FDCC38ADDD81B| |53BD29C8F077C49F15EECD33BC4DA9D0930C9F40F83296630CD7C41B13EC4FA5658| |AFC700EF337B97C100E73BE0633EA2D880EC68C31288F19C11B030C0ECA2BC439CB| |708A12FAF28AE1BE7A0BBC479F4DD0067C059D4EE26F331C584B1FF700FD6C8335F| |932F02BDC828CF1F186326C6C109D4FC2CF30DC544B1EFE821FAF28D79E600FC0E1| |6A1398533427B8AE36CC4D1AF27A437C8B5B00E4E1254AB186A127D6AD24BF149F4| |3B89F82CFA9D45BF3B694E1AFB4DA36E59D047BE1C7CB9CF9493EFE4CCFBC997476| |E79687FA563A9A0074A96E71D9CD82CCA5D9EE72929F2CE052FF1BDDD3F1D873B70| |783AEE2DD7A3EB1DB8C7EC558FBF1FF4A32162D222ABD34899BC7993A560B28C992| |CE3264BC964993159E6D4E36F9050A4C5E11147F750E6769BBC0E781D613EE58DFF| |1845BA5A05AE56E32FE583179B| |-------------------------------------------------------------------|
@Rorn ---- Blue Baron ---- Guardian
New build looks great
Couple things, though--
You've overslotted Stygian circle, IMO. Throw a recharge in there, and use it whenever you need it. As long as you're killing fast enough, you should be able to use it whenever you need it. Inky aspect also doesn't need that second slot with the stun duration--it only extends the duration from 8 to 11 seconds. Also, I can see this thing getting more and more expensive, so if price is no object, I would recommend throwing a FotG: Chance for -Resist into orbiting death, in place of that end reduction. You're missing the second rectified recticle in tactics (I really wouldn't recommend using it as anything more than a set mule, slotted like that). Also....I notice you're missing Stygian Return. You're going to want that--it's the best rez in the game, and everyone dies at some point To fit that in, I would suggest losing the Aegis for a steadfast kb protection, putting those BotZ kb IOs back in, and getting rid of acro for the rez.
You'll have some free spots to play around with if you make those changes, so you can use those as free slots--maybe one into hasten, which would make it perma. You can also throw BotZ into SJ, so keep that in mind if you decide to lose acrobatics.
New build looks great
Couple things, though-- You've overslotted Stygian circle, IMO. Throw a recharge in there, and use it whenever you need it. As long as you're killing fast enough, you should be able to use it whenever you need it. Inky aspect also doesn't need that second slot with the stun duration--it only extends the duration from 8 to 11 seconds. Also, I can see this thing getting more and more expensive, so if price is no object, I would recommend throwing a FotG: Chance for -Resist into orbiting death, in place of that end reduction. You're missing the second rectified recticle in tactics (I really wouldn't recommend using it as anything more than a set mule, slotted like that). Also....I notice you're missing Stygian Return. You're going to want that--it's the best rez in the game, and everyone dies at some point To fit that in, I would suggest losing the Aegis for a steadfast kb protection, putting those BotZ kb IOs back in, and getting rid of acro for the rez. You'll have some free spots to play around with if you make those changes, so you can use those as free slots--maybe one into hasten, which would make it perma. You can also throw BotZ into SJ, so keep that in mind if you decide to lose acrobatics. |
I do have a question about the the proc going into Orbiting Death though. I was under the impression that procs which affect your enemies being in toggles would have a chance to affect you when they went off. Is that not the case? If not, wouldn't I get more mileage out of a damage proc?
@Rorn ---- Blue Baron ---- Guardian
New build looks great
Couple things, though-- You've overslotted Stygian circle, IMO. Throw a recharge in there, and use it whenever you need it. As long as you're killing fast enough, you should be able to use it whenever you need it. Inky aspect also doesn't need that second slot with the stun duration--it only extends the duration from 8 to 11 seconds. Also, I can see this thing getting more and more expensive, so if price is no object, I would recommend throwing a FotG: Chance for -Resist into orbiting death, in place of that end reduction. You're missing the second rectified recticle in tactics (I really wouldn't recommend using it as anything more than a set mule, slotted like that). Also....I notice you're missing Stygian Return. You're going to want that--it's the best rez in the game, and everyone dies at some point To fit that in, I would suggest losing the Aegis for a steadfast kb protection, putting those BotZ kb IOs back in, and getting rid of acro for the rez. You'll have some free spots to play around with if you make those changes, so you can use those as free slots--maybe one into hasten, which would make it perma. You can also throw BotZ into SJ, so keep that in mind if you decide to lose acrobatics. |
While expensive as posted, there's no reason you can't proceed immediately with the current slots layout. If you don't have the funds/merits to buy all the purples up front, you can always slot lesser sets and upgrade. I played around with Mids alternate slotting feature, and with the purples removed, the build you've posted will still kick perma-butt with Posi's, Crushing Impacts and Decimations, just not quite as hard.
Psst... Inky Aspect: Two endoplasms. *nods*
"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
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I have the Return to Battle vet power, which also sets off all the large inspirations when it rezzes it. I'd argue that it is the best rez in the game. I didn't feel that I needed two self rez powers because of that. Tactics I pretty much have for iTrials to resist confusion. I fit it in on whatever characters I can.
I do have a question about the the proc going into Orbiting Death though. I was under the impression that procs which affect your enemies being in toggles would have a chance to affect you when they went off. Is that not the case? If not, wouldn't I get more mileage out of a damage proc? |
For trials...if you get Clarion, you're better off. If you aren't getting Clarion...you'll be making life harder for yourself for the rest of the game. Plus, you'll be missing that SL defense from the two Rectified Recticles.
The proc will only affect enemies, and it will considerably add to your aoe DPS.
In the end, I'm just offering suggestions. It's up to you wheter or not to listen to them.
I do have a question about the the proc going into Orbiting Death though. I was under the impression that procs which affect your enemies being in toggles would have a chance to affect you when they went off. Is that not the case? If not, wouldn't I get more mileage out of a damage proc?
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So if you have a click-power that recharges in less than 10 seconds, it's better to put it there. But on the other hand, when you're standing on fifteen friggin' piles of Knives of Artemis Caltrops and none of your powers are recharging, Orbiting Death with its proc will still be ticking away.
(of course, Warshades can easily tp off Caltrops, but other slows/same effect, blah blah)
But Eclipse doesn't do any damage, does it? What benefit is the /Dam side of the HO bring?
|
From ParagonWiki:
Multiple Types Exploit Buff enhancements work the same as debuff enhancements of the same type. The calculation the game uses is Scale * Strength, where Scale is positive for powers that Buff and negative for powers that Debuff, and Strength is increased by enhancements. For example, the game sees Tactics as applying a 1 scale ToHit change, and Radiation Infection as applying a -2.5 scale ToHit change. Both ToHit Buff and ToHit Debuff enhancements boost the ToHit aspect of those powers; the two powers are simply coded in the database to only permit one or the other to be slotted. Since Hamidon Origin Enhancements have multiple types, it is possible to place a buff or debuff enhancement into a power in which it is not permitted, so long as one of the other enhancement types is allowed. For example, Fallout, which does not allow Defense Buff or ToHit Buff enhancements, can accept Membrane Exposure, which will provide ToHit Buff, Defense Buff, and Recharge enhancement. The "Detailed Info" display will confirm Fallout's defense and tohit debuffs are enhanced. This bug can also be used to enhance Defense Buff in certain powers by 33.33% instead of 20% by using a Enhance Defense Debuff HO, and enhance Damage Resistance in certain powers by 33.33% instead of 20% by using an Enhance Damage HO. Enhancements listed in the same row of the below table are equivalent, and differ only by which powers the enhancement is permitted in. |
Since Eclipse is the only accurate resist power in the game, the Nucleo 'exploit' doesn't even show in Mids.. It follows the same rule though: Damage enhances Damage Resistance, so this slotting lets you cap your resists with 5 targets.
This thread is incredibly helpful for those of us working on a human-form only WS concept. Thanks for the advice guys, this answered a ton of the questions I had!
But Eclipse doesn't do any damage, does it? What benefit is the /Dam side of the HO bring?
|
the best way to slot Eclipse is with 2 acc/dam HO's, and 2 recharge IOs.
|
I agree with what you are saying, his/her "best" would not work in my all human build at all.
This is what works for me:
Efficay Adaptor: End Mod/Recharge
Invention: Resist Damage
Performance Shifter: End Mod/Acc
Titanium Coating: Resistance/Recharge
Aegis: Resistance/Recharge
I agree with what you are saying, his/her "best" would not work in my all human build at all.
This is what works for me: Efficay Adaptor: End Mod/Recharge Invention: Resist Damage Performance Shifter: End Mod/Acc Titanium Coating: Resistance/Recharge Aegis: Resistance/Recharge |
I don't have Mids up right now but based on what I'm seeing, you're spending an extra slot for (I think) the same or less resistance per target. I never find Eclipse needs slotting for end mod, and I would want much better accuracy values than you are getting.
I have started to grow bored with my Peacebringer, and want to try my hand at a Warshade instead. I've read the legendary MFing Warshade guide, but feel that I'd rather be a human only shade instead. With all the tricks a Warshade can do, it already seems active enough without shifting in and out of forms. If shifting ever does get a shorter animation, I might change my mind about that. For now though, human form seems to be the way to go for me. This is the build I came up with. I started making it hoping for both defense and recharge. What I ended up with seems like it could be much, much better than what it is. I'm used to slotting for my many melee characters, so I think I'm not used to the shiny sets Warshades can use :P. Anyway, I was hoping all ye Warshade gurus could help make this build better. I'm not terribly concerned about price, as if I get a character to IO levels I like it enough to make it the best it can be. What I want this thing to do is teleport into a spawn, kill them all, repeat. With or without a team and with little concern for glancing at the green and blue bars. So I'm aiming for perma-Eclipse, as many essences out at once as possible, and decent defense. Anyway, here it is:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
War Watcher: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Hero Profile:
Level 1: Ebon Eye
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (3) Decimation - Damage/Recharge
- (5) Decimation - Accuracy/Endurance/Recharge
- (5) Decimation - Accuracy/Damage/Recharge
- (7) Devastation - Chance of Hold
Level 1: Absorption- (A) Aegis - Psionic/Status Resistance
Level 2: Gravimetric Snare- (A) Enfeebled Operation - Accuracy/Recharge
- (11) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (13) Enfeebled Operation - Accuracy/Immobilize
- (13) Enfeebled Operation - Accuracy/Endurance
- (15) Enfeebled Operation - Endurance/Immobilize
- (15) Enfeebled Operation - Immobilize/Range
Level 4: Orbiting Death- (A) Obliteration - Damage
- (17) Obliteration - Accuracy/Recharge
- (43) Obliteration - Damage/Recharge
- (45) Obliteration - Accuracy/Damage/Recharge
- (45) Obliteration - Accuracy/Damage/Endurance/Recharge
- (45) Obliteration - Chance for Smashing Damage
Level 6: Shadow Blast- (A) Decimation - Accuracy/Damage
- (17) Decimation - Damage/Endurance
- (19) Decimation - Damage/Recharge
- (19) Decimation - Accuracy/Endurance/Recharge
- (21) Decimation - Accuracy/Damage/Recharge
- (21) Devastation - Chance of Hold
Level 8: Hasten- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
Level 10: Maneuvers- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense/Endurance
- (23) Luck of the Gambler - Defense
Level 12: Sunless Mire- (A) Obliteration - Damage
- (25) Obliteration - Accuracy/Recharge
- (25) Obliteration - Accuracy/Damage/Endurance/Recharge
- (27) Obliteration - Damage/Recharge
- (27) Obliteration - Accuracy/Damage/Recharge
- (29) Obliteration - Chance for Smashing Damage
Level 14: Shadow Cloak- (A) Luck of the Gambler - Recharge Speed
Level 16: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
Level 18: Gravity Well- (A) Kinetic Combat - Accuracy/Damage
- (33) Kinetic Combat - Damage/Endurance
- (33) Kinetic Combat - Damage/Recharge
- (33) Kinetic Combat - Damage/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Endurance/Recharge
- (34) Unbreakable Constraint - Chance for Smashing Damage
Level 20: Assault- (A) Endurance Reduction IO
Level 22: Stygian Circle- (A) Performance Shifter - EndMod/Recharge
- (34) Performance Shifter - EndMod
Level 24: Nebulous Form- (A) Jumping IO
Level 26: Gravitic Emanation- (A) Stupefy - Accuracy/Recharge
- (37) Stupefy - Endurance/Stun
- (40) Stupefy - Accuracy/Endurance
- (40) Stupefy - Stun/Range
- (40) Stupefy - Accuracy/Stun/Recharge
Level 28: Unchain Essence- (A) Positron's Blast - Accuracy/Damage
- (29) Positron's Blast - Damage/Endurance
- (31) Positron's Blast - Damage/Recharge
- (31) Positron's Blast - Damage/Range
- (31) Positron's Blast - Accuracy/Damage/Endurance
Level 30: Inky Aspect- (A) Disorient Duration IO
Level 32: Dark Extraction- (A) Expedient Reinforcement - Accuracy/Recharge
- (42) Expedient Reinforcement - Accuracy/Damage
- (42) Expedient Reinforcement - Damage/Endurance
- (42) Expedient Reinforcement - Accuracy/Damage/Recharge
- (43) Expedient Reinforcement - Endurance/Damage/Recharge
- (43) Soulbound Allegiance - Chance for Build Up
Level 35: Quasar- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Chance for Smashing Damage
Level 38: Eclipse- (A) Reactive Armor - Resistance
- (39) Reactive Armor - Resistance/Recharge
- (39) Reactive Armor - Endurance/Recharge
- (39) Reactive Armor - Resistance/Endurance/Recharge
Level 41: Stygian Return- (A) Recharge Reduction IO
Level 44: Vengeance- (A) Luck of the Gambler - Recharge Speed
Level 47: Dark Detonation- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (48) Positron's Blast - Damage/Range
- (50) Positron's Blast - Accuracy/Damage/Endurance
- (50) Positron's Blast - Chance of Damage(Energy)
Level 49: Starless Step- (A) Accuracy IO
Level 50: Spiritual Core Paragon------------
Level 2: Swift
- (A) Empty
Level 2: Health- (A) Numina's Convalescence - +Regeneration/+Recovery
- (46) Miracle - +Recovery
- (50) Regenerative Tissue - +Regeneration
Level 2: Hurdle- (A) Empty
Level 2: Stamina- (A) Endurance Modification IO
- (46) Endurance Modification IO
- (46) Performance Shifter - Chance for +End
Level 1: Brawl- (A) Kinetic Combat - Accuracy/Damage
- (7) Kinetic Combat - Damage/Endurance
- (9) Kinetic Combat - Damage/Recharge
- (11) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Dark SustenanceLevel 1: Shadow Step
- (A) Jaunt - Endurance/Range
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 4: Ninja RunLevel 10: Shadow Recall
- (A) Winter's Gift - Slow Resistance (20%)
------------------------
Set Bonus Totals:
@Rorn ---- Blue Baron ---- Guardian