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Posts
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Warshades do tend to take alphas extremely well though.
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When I said "one" I meant "Tanker", not "Granite".
As for last night's LGTF? No. On a team that badass herding would only slow things down.Heck, we didn't even have a real tank, the closest we had was a damage-oriented Brute.
Now if only the damn Weakened Hamidon didn't make my pets go bananas... -
I actually like it when the Tank herds, as long as it doesn't take forever. Watching a Granite slowly crawl through the room is snore-inducing. Watching one quickly bounce about with combat jumping, I can handle that. Piles up the mobs nice and tight for my AoEs (especially fun on my Warshade).
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For the S/L variety (yes it -is- worth getting high S/L defense because of the sheer amount of pure or partial S/L damage out there compared to everything else), Kinetic Combat is good, though the price has skyrocketed since i13.
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Knockup is indeed enhanced by Knockback enhancements for powers that take it, such as Levitate.
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once you start the snipe animation you will have no stealth bonus.
[/ QUOTE ]Are you sure? I swear I've seen Stalkers stay Hidden while charging their horribly long 8 second snipes. -
3 Membranes would be ideal, of course.
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+4s = 1.979
[/ QUOTE ]I'm pretty sure I'm the only freak in the game who starts twitching and shivering unless I have a 95% chance to hit the Rikti on the Mothership. -
It's funny how Ninjitsu and Super Reflexes don't seem to get anywhere near this amount of flak for having clicky mez protection. Even though Shields has the strongest one of the three, providing protection against the most effects, as well as Defense Debuff resistance.
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Happens occasionally. I don't remember any examples of this before i13 though; pretty much on the first day, I heard a hero mention seeing a Mastermind in team search, and I've seen a Brute myself.
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Charges. Charges. Charges. Give them charges, not timed durations.
Okay, I realize passive attribute buffs like Time Lord, Cimeroran or Pain Specialist wouldn't work this way.
But bonus experience/inf/prestige/recipe/salvage/merit/whatever on mission completion should be X number of mission completions, not timed. Unless you log off for a month or so, the bonus will likely wear off before you complete one mission.
Same goes for the various Teleport powers, such as the base teleporter, or auction house teleporter. -
Ack, how'd I miss this? A belated happy birthday to you, Mech! And many, many more to come.
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On a slightly serious note, it'd be nice if they could fix it so different weapon modles get different effects and sounds. Hitting someone with a baseball bat, only to produce sparks and a ripping metal sound is like...eh?
[/ QUOTE ]Hit FX are not tied to weapon models, they're tied to powers. This is also why you can't customize Spines. -
Invul is a great set. Aim for high defense, and get Tough, to get the most out of it.
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Claws:
I recommend 4 parts of Kinetic Combat (skip the proc) and one Accuracy IO in each single target melee attack you take; in Slash, add an Achilles Heel proc, and in Follow Up, add a Gaussian's Build Up proc. -
Mmm. But no self-heal or damage debuffs.
Having said that, both are great. And I do admit Freezing Rain is a godly power. -
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/Stone
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attacks are weak
[/ QUOTE ]Does not compute. Stone Melee on a high-recharge build puts out such ridiculously huge amounts of single target DPS it could be considered broken. Moreso on Brutes, naturally, but /Stone Tankers aren't slouches either. -
Better than the Villain version. Black Scorpion dies when someone looks at him funny, and Ghost Widow bugs and falls comatose halfway through (stands in one spot without responding and stays there).
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Invulnerability:
For the single target melee attacks, 4 pieces of Kinetic Combat (leave out the proc) and an Accuracy IO. If you feel that a little lacking, add a Nucleous Exposure to the 6th slot. -
Warshades are fairly complex to slot well, and I'm still undecided whether one should be frankenslotted to conserve slots, or aim for global recharge set bonuses for maximum efficiency...
Having said that, a quick tip for soloing: Invite fillers when you can. Warshades actually solo better when the spawns are team-sized because of how their self-buffs work.
I solo my own Warshade on Unyielding. I'm mostly in Dwarf Form when soloing - I've had horrible Endurance issues in Dwarf before I frankenslotted Drain and Mire though, how are you doing for endurance?
In case they're helpful, here's my slotting for Black Dwarf Drain and Black Dwarf Mire:
Black Dwarf Drain:
2 Nucleous Exposures
2 Golgi Exposures
1 Doctored Wounds Heal/Rech
1 Hecatomb Dam/Rech
Black Dwarf Mire:
Armageddon Acc/Dam/Rech
Obliteration Acc/Dam/End/Rech
Obliteration Acc/Dam/Rech
Scirocco's Dervish Acc/Dam/End
Multi-Strike Acc/Dam/End
Multi-Strike Dam/End/Rech -
Crab Spider:
Thunderstrike sets in Channelgun and Longfang.
Achilles Heel proc in Suppression.
Rearrange slots so you can fit a Gaussian's Synchronized Fire Control set in TT: Leadership. (Also applies to Widow)
Drop the melee attacks and pick up a Patron pet to go with the spiderbots from your secondaries. -
On Thugs:
My Call Thugs slotting:
Blood Mandate Acc/Dam
Blood Mandate Acc/Dam/End
Sovereign Right Acc/Dam
Sovereign Right Acc/Dam/End
Explosive Strike Chance for Smashing Damage
My Call Enforcers slotting:
Blood Mandate Acc/Dam
Blood Mandate Acc/Dam/End
Sovereign Right Acc/Dam
Sovereign Right Acc/Dam/End
Touch of Lady Grey Chance for Negative Damage
Achilles Heel Chance for Resistance Debuff
My Call Bruiser slotting:
Blood Mandate Acc/Dam
Blood Mandate Acc/Dam/End
Sovereign Right Acc/Dam
Sovereign Right Acc/Dam/End
Force Feedback Chance for Recharge Buff
Explosive Strike Chance for Smashing Damage
My Gang War slotting:
Sovereign Right Resistance Bonus
Edict of the Master Defense Bonus
Call to Arms Defense Bonus
Expedient Reinforcement Resistance Bonus
I honestly would drop the pistol attacks and look up a more productive use of your endurance, such as Antidote, Patron powers and/or Vengeance (to use before Elixir of Life, since you're gonna click someone's corpse to use that anyway). The personal pistol attacks cost a ton of endurance (and Poison is already endurance-hungry) while providing ignoreable amounts of damage compared to what your pets put out; you're more efficient spending time spamming debuffs around.
On Mercs:
Put a Lady Grey damage proc in your Soldiers and Spec Ops (I'm not sure how useful it'd be in the Commando since a lot of his attacks don't even do defense debuffs). Give the Soldiers an Achilles Heel proc too; actually, copy my Enforcer slotting for them.
Get the Force Field Generator.
Drop the personal attacks and pick up the shield from Mace Mastery.
Having done the previous two, should you choose to do so, consider picking up Provoke.