Experimental respecs for my Kheldians


AIB

 

Posted

I just wanted to share this because it's an idea I hadn't tried out before and I thought other people might be curious. I'm pretty sure this is something Microcosm probably did like a year ago, but he was also notorious for being twelve steps ahead of everyone so I won't beat myself up over it.

I did this respec for my Warshade this morning after planning it out for a few days. Once Bionut made me aware of the Agility alpha ability enhancing defense and recharge I collected some things to craft the t3 version. This power isn't available in mids yet but a good way to view the subsequent numbers is to equip a branch of spiritual for the 33% recharge buff and nerve for the 20% defense buff, switching back and forth accordingly.

Anyways, onto what exactly I tried to do. First I thought I'd be able to keep my s/l defense softcapped while building energy/negative defense up to the 32.5 mark. This proved to be too much, so I decided to go for 32.5% s/l/e/n defense across the board. I know I've told people not to try for e/n defense in the past, and that's because it's very hard to do without gimping some other aspect of your build. It took me quite a while in Mids to figure out how to get this to work out right.

Let's talk pros and cons. Energy damage is very common in the end game, so being able to be softcapped to it with 1 small purple means I'm likely to stay softcapped to it during Incarnate trials with all the buffs that are flying around (or two small purples.) This should be a great survivability multiplier for high end content.

Now for the cons. The best way I found to reach this goal was to use Reactive Armor sets instead of Kinetic Combats. The bad thing about not having 45% s/l defense is that I am more susceptible to defense cascading from lethal damage (notorious for defense debuffs.) I also lost a lot of the HP bonuses from Kinetic Combats, which I tried to make up for by building up extra regeneration.

The next things I wanted to work back into my build were Provoke and Essence Drain. The attack chain I was running on my s/l softcapped build was Well>Eye>Blast>Eye which is the highest DPS available to a Warshade, but I decided to switch back to the Drain>Blast>Well>Blast chain to help improve my survivability due to lower defense to s/l and lower HP. The DPS is slightly lower but it's not a spectacular difference (I'll post maths if anyone wants to see it.)

My Peacebringer is still missing three pieces of Armageddon and 2 pieces of Ragnarok, but I put most of the bids in today. I splurged and paid a flat 2 billion on the market to get one of the Panacea procs posted for my Warshade so I had to leave some lowball bids. My PB will be done in a couple of days so I'll post more about the philosophy when that happens.. Suffice to say that it is very similar to the philosophy applied to my Warshade.

In the meantime I'm going to post both of the builds for people to look over. Since they are both still in the experimental stage and there's a good chance that I'll respec them around I don't feel like I'm compromising on my "never post a final build" philosophy.

Another thing to mention is that these builds, coincidentally enough, both ended up best suited to "pure human form." This doesn't mean I'm going back on how I view taking Dwarf for set mules- For an s/l softcapped build, which I very well might go back to, it's the smartest way to do it.

Before I forget, there's another neat thing about this Warshade build. It's able to run ~50% resistance to s/l/e/n damage without an Eclipse target to speak of. Pretty convenient.

Edit: Another note. You might notice the 6 slotted Expedient Reinforcements in dark Extraction and Photon Seekers. You might not like it. I don't like it either. If anyone has a plan on how to get my 2 pieces of SA back in there, well that'd be cool.


Peacebringer build (edited to link to the right build- Thanks new dawn)

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Warshade build:

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Posted

Both builds look like a Warshade to me. Also are you sure about this? Attack chain will turn out alright?


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by New Dawn View Post
Both builds look like a Warshade to me. Also are you sure about this? Attack chain will turn out alright?

Oh I might have accidentally copied the wrong data chunk, let me double check

Yea here are the attack chain numbers w/ Saturated Sunless Mire, t4 Reactive and my slotting

From my previous build (running G Well>Eye>Blast>Eye)

640 (2.244 c)
221.6 (1.848 c)
336.7 (1.848 c)
221.6 (1.848 c)

1419/7.788 is 182.2 plus 92.36 every 2s from Orbiting Death so 182.2+46.18= 228.38 DPS.

With this new build (Drain>Blast>Well>Blast) w/ saturated Mire and my slotting

225.4 (2.112 c)
348.2 (1.848 c)
640 (2.244 c)
348.2 (1.848 c)

1561.8/8.052 is 193.96 plus 90.02 every 2s from Orbiting death so 193.96+45.01=238.97 DPS

Actually according to my math the new attack chain is higher DPS. Microcosm said the Eye one was higher so I always took his word for it.

Edit: I had a brain fart. I just realized that the reason the Eye chain turns out to be higher damage is because it's a slightly faster chain which means more proc chances.

As for calculating the PB's DPS it would be hard to quantify w/ Inner Light because of the decaying buff making it complicated but the best chain is Blast>Bolt>R Strike.

I'll check the data chunks now and edit the right one in if I made an error.


 

Posted

When I put both ya builds in excel I had to quantify that Inner Light. Its not really a decaying buff. Treat it as two buffs applied at the same time, one lasts 10s and one lasts 30s. Either way me likes it.

My concern was with any possible gap in the attack chain. It would be too much of a headache (as I have one) to look at it now especially as its after midnight. More so interested in if there is a gap in the WS chain at all and if so by how much time. Without Mids updated at this time of night and me a care bear with a sorehead, I'd have to leave it till the morning to work it out myself.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by New Dawn View Post
When I put both ya builds in excel I had to quantify that Inner Light. Its not really a decaying buff. Treat it as two buffs applied at the same time, one lasts 10s and one lasts 30s. Either way me likes it.

My concern was with any possible gap in the attack chain. It would be too much of a headache (as I have one) to look at it now especially as its after midnight. More so interested in if there is a gap in the WS chain at all and if so by how much time. Without Mids updated at this time of night and me a care bear with a sorehead, I'd have to leave it till the morning to work it out myself.

There's no gap in the attack chain.


 

Posted

Good stuff... I took a look at it and was looking at the number totals, and I couldn't help but make a few tweaks to get you past the 32.5% mark for Ranged as well, since you were so close...

Granted, the changes lost you 4 HP, 4% Endurance recovery, 10% recharge, 2.5% Fire & Cold resistance, 4 seconds on your Hasten recharge, and upped your end usage by 0.39/s, but I think the defense gain for Ranged damage (especially considering Novas) was worth it.

Of course, that's entirely subjective, and may not be what you're going for. However, it's pretty damn close!

Also, I for the rest of the Kheldian community that might be wanting to build something like this, but doesn't have an extra 10-12 billion (according to Freedom's current market prices for what you have in that build) lying around to do it, I went ahead and used the same power choices and slotting and created an alternate build that maintains all the same defense percentages (in some cases higher percentages), and costs closer to 3 or 4 billion. In addition, it has a 23% higher regeneration rate and 20 more HP to make up for the fact that Eclipse is no longer close to perma (the player would have to rely on those defenses a lot more).

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"Cheaper" build:

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I realize this may not be what you're going for, but it's food for thought, and there may be a few other Khelds out there that could benefit from something like this, so I included what I did with your build in my new guide...

All in all, really good build! I look forward to seeing what you do with it from here!

"Alien"


Quote:
Originally Posted by Infernus_Hades View Post
The way you play changes your IO slotting..


76 characters and Twenty-four 50s later, I still love this game.
AlienOne's Human-Form Warshade Guide (Old guide+New guide = 12,000+ views!)

 

Posted

Bah, I already lost over 10% recharge on this build from my previous spec, I don't think I'd be able to run my attack chain with any less than what I have. Also even w/ the Agility alpha my recovery is just barely where it has to be for prolonged single target fights.

I appreciate the input but ranged defense to me isn't worth it for those sacrifices, as 32.5% to s/l/e/n is going to cover me against the majority of the attacks in the game regardless of their position.


 

Posted

Yeah, I think that's the main difference... I'm always thinking in terms of multiple target (mass) fights, and you're thinking in terms of single-target (AV) fights.

Anyway, the main thing I wanted to do there is encourage some open-minded thought in the Kheldian community about possible reasons for going certain directions in a build.

These are exactly the sort of discussions that got me into creating builds myself nearly 3 years ago...

"Alien"


Quote:
Originally Posted by Infernus_Hades View Post
The way you play changes your IO slotting..


76 characters and Twenty-four 50s later, I still love this game.
AlienOne's Human-Form Warshade Guide (Old guide+New guide = 12,000+ views!)

 

Posted

Quote:
Originally Posted by AlienOne View Post
Yeah, I think that's the main difference... I'm always thinking in terms of multiple target (mass) fights, and you're thinking in terms of single-target (AV) fights.

Anyway, the main thing I wanted to do there is encourage some open-minded thought in the Kheldian community about possible reasons for going certain directions in a build.

These are exactly the sort of discussions that got me into creating builds myself nearly 3 years ago...

"Alien"

Well for me, fights against multiple targets are sort of a "given" and something that I tend to be good at without devoting too much thought or posting into. Like I said the typed defenses are covering me against almost all of the attacks likely to be fired at me- I can tank and/or mez very large groups at a time, and melt +4x8 spawns at a very comfortable pace. Worrying about single target performance is more challenging on a Warshade since it is meant to be our greatest "weakness," and that's probably why I seem more interested in posting about that.


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
Actually according to my math the new attack chain is higher DPS. Microcosm said the Eye one was higher so I always took his word for it.

Edit: I had a brain fart. I just realized that the reason the Eye chain turns out to be higher damage is because it's a slightly faster chain which means more proc chances.
It always depends on the proc chances of a given build, of course. Looking at just base damage w/ reactive radial, the best dps chain (obscene recharge) is GWell>Bolt>Blast>Bolt. Other chains can be quite close and not require as much recharge or have some other perk, like the heal in the GWell>Blast>Drain>Blast chain. I tend to prefer that chain myself as it loses very little damage but keeps a steady, though small, stream of hp coming at times you can't necessarily use stygian circle. GWell>Eye>Blast>Eye can work well too, as can GWell>Bolt>Blast>Eye.*

Oh, and I have indeed looked at this type of build before, though in a slightly different way. When I am able to softcap only one type of defense, I go s/l. When I can do two, I try to do M/R, as that will actually cover more than s/l/e/n. If I do three, it's always M/R/A. I had a dwarf build before the BotZ nerf that had all three positions to 32.5% (one small purple away from cap); after the nerf it required two small purps for ranged/aoe, at which point I gave up on the build. I am looking to revamp my current warshade build as well, though, in light of Agility's interesting combo of benefits, so I might do something similar this time around.

One other thing, Orbiting Death with Reactive does not do as much damage as Mid's tells you, unfortunately It's messed up with all damage auras currently. OD would do something closer to ~18ish dps off the top of my head.

*Anytime we use Eye, you could put in GravSnare as they have identical damage/activation.


The Inspiration Maker's Guide [i12] UPDATED with POPMENUS and Movement Binds!
A Flash in the Dark: The Electric/Ninjitsu Stalker [i23]
Kheldian Inspiration Macros UPDATED with POPMENUS and Movement Binds!
Guide to the Katana~Ninja Blade/Electric [i23]

 

Posted

Quote:
Originally Posted by Microcosm View Post
It always depends on the proc chances of a given build, of course. Looking at just base damage w/ reactive radial, the best dps chain (obscene recharge) is GWell>Bolt>Blast>Bolt. Other chains can be quite close and not require as much recharge or have some other perk, like the heal in the GWell>Blast>Drain>Blast chain. I tend to prefer that chain myself as it loses very little damage but keeps a steady, though small, stream of hp coming at times you can't necessarily use stygian circle. GWell>Eye>Blast>Eye can work well too, as can GWell>Bolt>Blast>Eye.*

Oh, and I have indeed looked at this type of build before, though in a slightly different way. When I am able to softcap only one type of defense, I go s/l. When I can do two, I try to do M/R, as that will actually cover more than s/l/e/n. If I do three, it's always M/R/A. I had a dwarf build before the BotZ nerf that had all three positions to 32.5% (one small purple away from cap); after the nerf it required two small purps for ranged/aoe, at which point I gave up on the build. I am looking to revamp my current warshade build as well, though, in light of Agility's interesting combo of benefits, so I might do something similar this time around.

One other thing, Orbiting Death with Reactive does not do as much damage as Mid's tells you, unfortunately It's messed up with all damage auras currently. OD would do something closer to ~18ish dps off the top of my head.

*Anytime we use Eye, you could put in GravSnare as they have identical damage/activation.

I haven't read this post yet. I'm waiting for a trial to que... But I just need to say,



Welcome back! We missed you prematurely!


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
I haven't read this post yet. I'm waiting for a trial to que... But I just need to say,



Welcome back! We missed you prematurely!
Heh, the forums always pull me back sooner rather than later (and TW, too, this time)


The Inspiration Maker's Guide [i12] UPDATED with POPMENUS and Movement Binds!
A Flash in the Dark: The Electric/Ninjitsu Stalker [i23]
Kheldian Inspiration Macros UPDATED with POPMENUS and Movement Binds!
Guide to the Katana~Ninja Blade/Electric [i23]

 

Posted

Quote:
Originally Posted by Microcosm View Post
Heh, the forums always pull me back sooner rather than later
I hope your impromptu memorial service helped.

Quote:
(and TW, too, this time)

Spoiler: Super Strength still wins.


 

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Originally Posted by TwoHeadedBoy View Post
I hope your impromptu memorial service helped.
It was actually rather funny, considering another game I was playing at the time


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Spoiler: Super Strength still wins.
My initial calculations say TW wins (brutes) by a lot, until the secondary is fire; when the secondary is fire, TW wins still because of it's extra -res, but it is quite a bit closer.


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Posted

"It was actually rather funny, considering another game I was playing at the time "

Nice.

Welcome back.


 

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Quote:
My initial calculations say TW wins (brutes) by a lot, until the secondary is fire; when the secondary is fire, TW wins still because of it's extra -res, but it is quite a bit closer.
I find that surprising, I haven't played TW yet but based on what I can tell the big AOE seems to be weaker than Foot Stomp, and I see nothing in the set that can make up for the loss of Rage.

Edit: Assuming FOTG in Burn and t4 reactive.


 

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Originally Posted by Microcosm View Post
It always depends on the proc chances of a given build, of course. Looking at just base damage w/ reactive radial, the best dps chain (obscene recharge) is GWell>Bolt>Blast>Bolt.
I thought I mentioned that to you a while ago and you said that even at the recharge cap there was no conceivable way to run that chain.
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Other chains can be quite close and not require as much recharge or have some other perk, like the heal in the GWell>Blast>Drain>Blast chain. I tend to prefer that chain myself as it loses very little damage but keeps a steady, though small, stream of hp coming at times you can't necessarily use stygian circle. GWell>Eye>Blast>Eye can work well too, as can GWell>Bolt>Blast>Eye.*
*Anytime we use Eye, you could put in GravSnare as they have identical damage/activation
I noticed that with Snare also but I believe the end cost is higher (?) and one of the biggest benefits of running the eye chain for me is that it freed up the power choice of Essence Drain and let me pick something else up. I ended up switching back to the Drain chain because like you said, the heal is very nice.

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Oh, and I have indeed looked at this type of build before, though in a slightly different way. When I am able to softcap only one type of defense, I go s/l. When I can do two, I try to do M/R, as that will actually cover more than s/l/e/n. If I do three, it's always M/R/A.
Hm I have tried to build for positional defense also and found that it ended up being more slot intensive and/or leading to not getting the procs//recovery/etc that I liked to have in my builds.

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I am looking to revamp my current warshade build as well, though, in light of Agility's interesting combo of benefits, so I might do something similar this time around.
Yeah I am definitely missing the added heal and stun duration from Spiritual but Agility is useful enough to me for it to be worth it.
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One other thing, Orbiting Death with Reactive does not do as much damage as Mid's tells you, unfortunately It's messed up with all damage auras currently. OD would do something closer to ~18ish dps off the top of my head.


 

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Originally Posted by TwoHeadedBoy View Post
I thought I mentioned that to you a while ago and you said that even at the recharge cap there was no conceivable way to run that chain.
I think you asked for a build you had which was no where near the recharge necessary. It requires a ridiculous amount of recharge, and I'm not sure it is at all feasible. At the recharge cap it should work though.

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I noticed that with Snare also but I believe the end cost is higher (?) and one of the biggest benefits of running the eye chain for me is that it freed up the power choice of Essence Drain and let me pick something else up. I ended up switching back to the Drain chain because like you said, the heal is very nice.
I don't have mids in front of me, but I think the difference is grav snare is DoT.

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Hm I have tried to build for positional defense also and found that it ended up being more slot intensive and/or leading to not getting the procs//recovery/etc that I liked to have in my builds.
It's cutting into my AoE abilities right now.


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Posted

Quote:
Originally Posted by Microcosm View Post
I think you asked for a build you had which was no where near the recharge necessary. It requires a ridiculous amount of recharge, and I'm not sure it is at all feasible. At the recharge cap it should work though.
I didn't send you a build, I just ran the idea of the chain by you and you said it wasn't possible to run. I'll have to dig up the PM.


 

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Ok, to give an update running the Peacebringer build posted here.

The only incarnate stuff I have on my PB is t3 Spiritual and a t1 reactive I scrounged together. I finished the build, and now I need to tell you guys something. Human Form Peacebringers aren't playable without Clarion. I know because I just tried it. Light Form pretends to give status protection, and I always assumed it was telling the truth, but it's lying to you. It doesn't do crap. Get Clarion or re-roll.

My Warshade can get by just fine without it because he can mez the crap out of everything and keep them that way in three seconds flat. I just did some tips on a team, ran into 54x8 Carnies, and spent half the time perma-held or stunned.... Not exactly the best way to test-run a new build.

So, moral of the story: If you want to play a human form Peacebringer and be able to enjoy it, you need Clarion. Period. Otherwise, you'll be held for the rest of your life, you'll rip all of your hair out, and you'll say to yourself "What is the point in this when I could just get my Warshade?"

I'll let you know how I feel about the performance of the build as soon as I save enough Astral merits up on my other characters to unlock my PB's Destiny slot and get him t3 Clarion. It's kind of hard to gauge performance without being allowed to even play my character.

Just wanted to edit to clarify that by "not playable" I don't mean completely worthless, but Clarion is going to be pretty necessary if you like to bum rush all mobs indiscriminately. The only inspirations I use on my Peacebringer are blues- I save them up for Light Form crash, so I suppose if you're willing to actively use Break Frees and plan ahead collecting them you would be okay without Clarion. I just personally would rather not have to rely on a second type of inspiration to optimize my character performance.


 

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Originally Posted by TwoHeadedBoy View Post
I find that surprising, I haven't played TW yet but based on what I can tell the big AOE seems to be weaker than Foot Stomp,
It's about the same damage --Whirling Smash is fractionally less, and half of its damage is lethal (other half smashing), which can make it seem less against certain targets. They have the same radius (15ft). But Whirling Smash has about 40% lower recharge, so you can use it a lot faster (in my experience). Plus you get two other 120degree cones. And the single-target chain is much better than SS alone (w/o Burn). My TW/SR brute was getting 236dps against a pylon w/o reactive.


 

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Originally Posted by Granite Agent View Post
It's about the same damage --Whirling Smash is fractionally less, and half of its damage is lethal (other half smashing), which can make it seem less against certain targets. They have the same radius (15ft). But Whirling Smash has about 40% lower recharge, so you can use it a lot faster (in my experience). Plus you get two other 120degree cones. And the single-target chain is much better than SS alone (w/o Burn). My TW/SR brute was getting 236dps against a pylon w/o reactive.
Whirling Smash also has much higher dpa than Foot Stomp. Really rage fixes the otherwise low dpa's of SS; Rage's affect on secondary/pool/epic powers, however, is much greater since they were balanced without rage in mind. That's part of why burn and gloom make SS/Fire so awesome. If it weren't for Burn and Gloom, SS/Fire really wouldn't be as much of a monster as it is.


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Posted

Quote:
Originally Posted by Microcosm View Post
*Anytime we use Eye, you could put in GravSnare as they have identical damage/activation.
It does cost more in endurance but that to me is the price for having an immob. They wouldn't have a useless immob come at a price, they (the devs) don't throw in gimmicky powers to suck with, well maybe one now and then for later ideas to improve on but it is rare. The Snare as an immob, is a flexibility just like all powers but this one adds limits. AVs don't resist immobs too well, just as it is with sleeps. This has team support value. Ranged attacks are weaker than melee attacks, add to, in melee all attacks are an option, at range only attacks of suitable range are an option, a kited AV could therefore be more sustainable. Mobs around you to leech from that other team mates won't be attacking. Ideally a human warshade Tanker that can keep AoEs off of blappers could be produced but even so providing a kiting opportunity for another taunter when the other alternative would be to fail is an option.

Peacebringers do -Fly in their attacks, and its very good, you can keep AVs grounded whilst a PB kites aerially. Human form taunt or a Group Flied Dwarf.

-Fly is often better than an Immob in my book when an apex is found.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.