Questions about Shadow Meld and Resurgence
Im thinking of maybe taking shadow meld, so I can concentrate my other powers on increasing damage since I wont have an AoE power. Im wondering if its even worth taking, since the recharge is so long.
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The second reason (and a close second, which I didn't realize until I tried it) is Dark Blast. Good dmg, very fast recharge, fits/stack with the -hit debuff secondary in DM. I use 4 attack powers, Smite, MG, SL and Dark Blast. Smite gathers dust quite a bit, but Dark Blast is just great. With enough recharge you can sit at range and spam it in situations where Melee range is bad. It takes out Runners fantastically, and can even help you pull in situations where that is helpful.
In short (too late), go darkside and get Soul. Get Shadow Meld and Dark Blast, slot them, and be happy.
- Xyzor, Lightning.Rod, Kagyx - Rubber Mulch / Wholesale Candy - Freedom Server
Say, huh, what?!? Are we talking about the same Shadow Meld? Granted, my DM/Regen is built heavily for Recharge, but Shadow Meld recharges FAST. I think in my standard build, it is up every 35-40 seconds. So, with 15 seconds of activation, it has around 30 seconds, tops, of down time. I;d have to open mids and check my math, and I can't right now, but I'm sure someone will correct me if I am wrong. In short, Shadow Meld is AWESOME. It is the main reason to get Soul Mastery.
The second reason (and a close second, which I didn't realize until I tried it) is Dark Blast. Good dmg, very fast recharge, fits/stack with the -hit debuff secondary in DM. I use 4 attack powers, Smite, MG, SL and Dark Blast. Smite gathers dust quite a bit, but Dark Blast is just great. With enough recharge you can sit at range and spam it in situations where Melee range is bad. It takes out Runners fantastically, and can even help you pull in situations where that is helpful. In short (too late), go darkside and get Soul. Get Shadow Meld and Dark Blast, slot them, and be happy. |
Again, I have not run it live but I have seen some threads talking about Shadow Meld and read some different opinions on whether its worth it or not (I'm sure playstyle is probably the determining factor).
End Game- LVL 50 Scrapper-DM/INV
Ripjak- LVL 50 Defender-Rad/Rad
Extruder- LVL 50 Scrapper-DM/REG
Juicie- LVL 50 Blaster-ELEC/ELEC
Mind Sync- LVL 50 Controller-MIND/FF
Endmods in Resurgence increase the endurance you revive with, and the recovery buff after reviving. However, that recovery buff is already so absurdly huge that I doubt it would ever need to be slotted for. The proc would have one chance to fire when you activate the power, which again is wildly unnecessary due to the huge recovery buff.
I'd say just put a generic recharge enhancement in the power and call it a day.
Im thinking of maybe taking shadow meld, so I can concentrate my other powers on increasing damage since I wont have an AoE power. Im wondering if its even worth taking, since the recharge is so long. Im guessing not, but I thought I would ask for advice from others who might have taken it already.
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The primary downside to Shadow Meld is its activation time. It's actually pretty decent about providing its buff early-ish in the animation, but the activation is still a pretty long time to not be able to use other powers. So it's a bit risky to use reactively (you might die while activating it if you were badly hurt) and it cuts down on your DPS. However, I work around this by activating it proactively. Unlike some similar powers, Shadow Meld does not root you during activation, so you can activate it, run towards the enemy and probably be able to attack by the time you get there. Defeat a few foes before it expires and you'll be taking a lot less damage for the rest of the fight.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
This was the only thing I was worried about in my planned TW/Elec build because I hate not being first into a mob, but now I won't have to worry so much if I plan ahead
You have made my day, and possibly my week!
British by act of union, English by grace of God, Northern by pure good fortune!
The thing i like the least about shadowmeld is it's animation time. Losing 3 seconds of attacks is annoying to me... But where it works great is to use it as I charge into a spawn (the animation doesn't root you, thank God). I use it like a "burst survival" power to absorb the alpha. I use it on my MA/Fire toon, and there's really nothing I'm afraid of for the 15 seconds it's up... and very rarely is there still a threat after 15 seconds that's not controlled by the teams' taunters or controllers. My build is completely focused on recharge, so with only about 10 seconds of downtime I have it ready to charge 1st into pretty much every spawn on all but the fastest moving teams.
That said, with it being almost my only source of defense, I do die more on this toon then a lot of people would want in their scrappers. But Rise of the Pheonix turns that into a good thing.
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
Say, huh, what?!? Are we talking about the same Shadow Meld? Granted, my DM/Regen is built heavily for Recharge, but Shadow Meld recharges FAST. I think in my standard build, it is up every 35-40 seconds.
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Either that or the OP doesn't realize just how much of the 90 second base recharge gets taken out of Shadow Meld by just the modest amounts of Recharge needed to get Dark Melee running smoothly.
(Note: By running smoothly, I'm talking about using a 4th attack as a filler, not the Midnight Grasp->Smite->Siphon Life chain that a lot of us enjoy)
Beowulf -
Too many Alts, not enough 50's. Story of my life...
Thanks for all of the replies. Ive almost responded a couple of times, but I wanted to see the thread develop a bit more.
My main is a DM/WP scrapper and my funds at this time have allowed me to get my def to 40-45 on the top 6 and have a decent PSI def. Furthermore, I use spiritual alpha so I do have a good recharge. I can get shadow meld down to 29.5 seconds.
I guess what I was trying to say was addressed in some of your comments already. Can I kill enough bad guys so that when shadow meld drops off Im not going to get creamed. My fear is standing in a middle of a group, killing slower than Im use to killing. Soul Drain + Fireball = great killing speed.
Anyways, its something I want to try and see how it feels. I appreciate all the feedback.
BTW: here is the build Im working on. Feel free to critique.
Thanks!
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Darklore': Level 50 Mutation Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Smite -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(39)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(7), Aegis-ResDam/Rchg(15), Aegis-ResDam(34), Aegis-ResDam/EndRdx(39)
Level 2: Mind Over Body -- Aegis-ResDam/Rchg(A), Aegis-Psi/Status(5), Aegis-ResDam(11), ImpArm-ResPsi(13), ImpArm-ResDam(37), ImpArm-ResDam/EndRdx(50)
Level 4: Fast Healing -- Mrcl-Rcvry+(A), Mrcl-Heal(17), Mrcl-Heal/EndRdx(19), Numna-Regen/Rcvry+(19), Numna-Heal(25), Numna-Heal/EndRdx(25)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(39)
Level 8: Siphon Life -- Empty(A), Empty(9), Empty(9), Nictus-Acc/EndRdx/Heal/HP/Regen(13), Nictus-Heal/HP/Regen/Rchg(45), Nictus-Acc/Heal(50)
Level 10: Indomitable Will -- Ksmt-ToHit+(A), LkGmblr-Rchg+(31), LkGmblr-Def(50)
Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def(43)
Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 16: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(37), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(48)
Level 18: Rise to the Challenge -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(31), Mrcl-Heal/Rchg(31)
Level 20: Dark Consumption -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(21), Armgdn-Dmg/Rchg(21), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(42)
Level 22: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(23)
Level 24: Super Jump -- Winter-ResSlow(A)
Level 26: Soul Drain -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(27), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 32: Midnight Grasp -- Empty(A), Empty(33), Empty(33), Hectmb-Acc/Rchg(33), Hectmb-Acc/Dmg/Rchg(37)
Level 35: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(36)
Level 38: Spring Attack -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(45), Erad-Acc/Dmg/Rchg(46), FotG-ResDeb%(48)
Level 41: Dark Blast -- Decim-Build%(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg(43), SipInsght-%ToHit(43)
Level 44: Shadow Meld -- RechRdx-I(A)
Level 47: Resurgence -- RechRdx-I(A)
Level 49: Strength of Will -- GA-3defTpProc(A)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Void Core Final Judgement
Level 50: Spiritual Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 1: Critical Hit
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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A few things about that build (I haven't got time for a full sweep through yet):
Procs in long recharge powers like Spring Attack are pretty wasted really, especially -res attacks which are only really useful against single hard targets, and you won't be using spring attack on an AV.
Iirc the best slotting on Siphon Life is 3 x Nucleolus HO's and 3 x Golgi HO's, I think that is better than ay set bonus' you may be getting.
And I think that if you are only going to 1 or 2 slot stamin/qr then you are better off with endmods rather than the procs. Possibly the same goes for adding heal into health instead of the proc there (Though I think mids calculates it wrong because it shows the proc as always on - which it won't be).
British by act of union, English by grace of God, Northern by pure good fortune!
yup, I thought I took the -res out already
The three slots in each in sipon life and midnight grasp are for the scrapper strike IOs. I want the def bonus.
As far as end goes, I thought I read before that the +end is better. Someone please correct me if I'm wrong there; either way works for me.
thanks for the advice!
As far as end goes, I thought I read before that the +end is better. Someone please correct me if I'm wrong there; either way works for me.
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Personally, I put a Perf Shifter EndMod and proc in each power, to get a reasonable amount of enhancement, plus the proc to help out when -recovery debuffed. The 2-piece set bonus is a nice benefit.
@Roderick
The Perf Shifter proc is better than an EndMod common in Stamina, in general. I think that the EndMod is better than the proc in Quick recovery.
Personally, I put a Perf Shifter EndMod and proc in each power, to get a reasonable amount of enhancement, plus the proc to help out when -recovery debuffed. The 2-piece set bonus is a nice benefit. |
British by act of union, English by grace of God, Northern by pure good fortune!
Im thinking of maybe taking shadow meld, so I can concentrate my other powers on increasing damage since I wont have an AoE power. Im wondering if its even worth taking, since the recharge is so long. Im guessing not, but I thought I would ask for advice from others who might have taken it already.
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However because it has a 15 second duration, this basically means Shad Meld only has a 15 second down time. Seriously. I basically click it hopping from group to group (secret: you can move during the animation time). It lets me i-cap (incarnate softcap) my toons that already are ~ 45% def. It is invaluable when running on incarnate trials or DA teams that don't have other def buffs, or when soloing same.
I'm pretty happy with it. Sometimes I miss the added AOE from APPs -- I have Fireball on my DM/SD for instance, and wouldn't give that up. If your goal is survivability and your have enough AOE in your primary, go SM.
Hello Scrappers,
I currently have a DM/WP/Blaze toon and Im thinking of training out of blaze for concept reasons. I am thinking of switching to the dark side in order to grab soul mastery for dark blast, saving me a power slot if I took darkness.
Im thinking of maybe taking shadow meld, so I can concentrate my other powers on increasing damage since I wont have an AoE power. Im wondering if its even worth taking, since the recharge is so long. Im guessing not, but I thought I would ask for advice from others who might have taken it already.
My other question is about Resurgence. If I have an extra powerslot left over Im thinking the recent change to the power, granting a 15 seconds of super protection, this could be great! If I slot this with a PS: Chance of Recharge will that ability be perma-active? Mids does not shows any benefit from placing endurance modifications in resurgence.
Thanks in advance!