Combat

Legend
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  1. If it hasn't been mentioned, I have had some sucess fighting Romulus first, then wiping out the rooftops. Their are just a lot more mobs in a tighter area on the roofs, so it is easier to kill them quickly.
  2. Their are also ways to turn othen various defender sets into tanks. However, they all miss having mez protection.

    Here's some examples:

    Dark:

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    Defense:
    25.6% to psy
    20% to all else

    Resistence:
    Smashing/Lethal: 66.5%
    Negative: 63.6%
    Psionic: 71.6%
    Energy: 33.8%

    -Tohit: Extreme
    -Damage: From -37.5% to approx. 90%

    Storm:
    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |152536318C21430A192A14A40D0B382CB5D6EAE674B1673F2 0FF06F8AFDFA7B440E|
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    Defense:
    20.5% to psy
    14.9% to all else

    Resistence:
    Smashing: 74%
    Lethal: 66.5%
    Energy: 62.6%
    Fire/Cold: 51.8%
    Psionic: 25.9%

    -Tohit: 37.5%
  3. Another thing about Howling Twilight is that it has -3000% regeneration in PvP, which is probably just a decimal error, because most -regeneration powers have less regen in PvP. However, regen and willpower toons will hate you for it, because it basically turns off their regeneration, and nerfs their recharge as well.

    History Note:

    At one point, another decimal error occured in Howling Twilight, also a PvP error. Instead of being a mag 2 stun, it became a mag 20 stun, effectively stunning anyone not in a god mode with a mez shield on.
  4. [ QUOTE ]
    I'd like to see the events:
    * That caught the attention of the Rikti in the first place and angered them to war.


    [/ QUOTE ]
    That'd be a Nemesis plot. And no, I'm not even joking. He went to their dimension and mutated them into the appearance they have today. They actually used to look like ordinary humans, but the Lost prove that one can turn into a Rikti. Why did he do it? Who knows.
  5. Ruluruu, the god. Everything about him/her/it/androgynous being of mythical origin
  6. Technically, you could get yourself something like 67ish knockback protection (5 resistance, 5 defense, 5 kinetic crashes, acro). The build I used was a sonic/energy defender. Not much use besides caging, however.
  7. I would also mention end drain as a weakness. Fire has no resistance to end drain, and running the multiple toggles (FS, PS, BA, Tough, Acro) with the -recovery can quickly make you defenseless. On bosses mobs with end drain, it can become very hard to kill them before running dry.
  8. I'm thinking about bringing some vidoes for the next version. I had about 5 hours of videos before I switched to a different computer, and lost them all. Once I have enough, I'll post them for you. The videos should make it easier to understand this style of play. For example, unsurpressed fly is nice, but I don't think you know what it can do unless you see it. I will probably put the videos on youtube however, so they will be low quality (unless I can find a better place to put them).
  9. Okay, 139 views and not a single reply that wasn't me? Not even a that sucked?
  10. Oops, forgot to list the build I use. Here's the build I use in PvP:

    Hero Plan by Mids' Hero Designer 1.20
    http://www.honourableunited.org.uk/mhd.php

    Combat's Warshade: Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Medicine

    Hero Profile:
    Level 1: Ebon Eye -- HO:Nucle(A)
    Level 1: Absorption -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(45)
    Level 2: Gravity Shield -- S'fstPrt-ResKB:30(A), ImpSkn-Status:30(45)
    Level 4: Gravimetric Snare -- HO:Endo(A)
    Level 6: Dark Nova -- Flight-I:50(A), Flight-I:50(45)
    Level 8: Starless Step -- Acc-I:50(A)
    Level 10: Penumbral Shield -- ImpSkn-Status:30(A)
    Level 12: Sunless Mire -- Acc-I:50(A), Acc-I:50(13), RechRdx-I:50(13), RechRdx-I:50(15), RechRdx-I:50(15)
    Level 14: Shadow Cloak -- LkGmblr-Rchg+:53(A), LkGmblr-Def:53(46)
    Level 16: Twilight Shield -- ImpSkn-Status:30(A), Aegis-Psi/Status:53(46)
    Level 18: Gravity Well -- HO:Nucle(A), HO:Nucle(31), HO:Perox(34), HO:Perox(36), HO:Endo(37), RechRdx-I:50(37)
    Level 20: Black Dwarf -- ResDam-I:50(A), ResDam-I:50(37), ResDam-I:50(40)
    Level 22: Stygian Circle -- EndMod-I:50(A), EndMod-I:50(50)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
    Level 26: Gravitic Emanation -- HO:Endo(A), HO:Endo(42), HO:Endo(43), RechRdx-I:50(43), RechRdx-I:50(43)
    Level 28: Inky Aspect -- Acc-I:50(A)
    Level 30: Maneuvers -- LkGmblr-Rchg+:53(A), LkGmblr-Def:53(46)
    Level 32: Dark Extraction -- HO:Nucle(A), HO:Nucle(33), HO:Nucle(33), RechRdx-I:50(33), RechRdx-I:50(34), RechRdx-I:50(34)
    Level 35: Tactics -- EndRdx-I:50(A), ToHit-I:50(36), ToHit-I:50(36)
    Level 38: Eclipse -- Acc-I:50(A), Acc-I:50(39), ResDam-I:50(39), ResDam-I:50(39), ResDam-I:50(40), RechRdx-I:50(40)
    Level 41: Vengeance -- DefBuff-I:50(A)
    Level 44: Aid Other -- IntRdx-I:50(A)
    Level 47: Aid Self -- IntRdx-I:50(A), IntRdx-I:50(48), Heal-I:50(48), Heal-I:50(48), RechRdx-I:50(50), RechRdx-I:50(50)
    Level 49: Resuscitate -- IntRdx-I:50(A)
    ------------
    Level 1: Brawl -- P'ngS'Fest-Stun%:30(A)
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- IntRdx-I:50(A)
    Level 1: Dark Sustenance
    ------------
    Level 6: Dark Nova Bolt -- HO:Nucle(A), HO:Nucle(19), HO:Nucle(21)
    Level 6: Dark Nova Blast -- HO:Nucle(A), HO:Nucle(19), HO:Nucle(21)
    Level 6: Dark Nova Emanation -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(7), Posi-Dmg/Rchg:50(9), Posi-Dmg/Rng:50(11), Posi-Acc/Dmg/EndRdx:50(17)
    Level 6: Dark Nova Detonation -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(7), Posi-Dmg/Rchg:50(9), Posi-Dmg/Rng:50(11), Posi-Acc/Dmg/EndRdx:50(17)
    Level 20: Black Dwarf Strike -- HO:Nucle(A), HO:Nucle(23), HO:Nucle(25), T'Death-Dam%:40(27), Mako-Dam%:53(29), ImpSwft-Dam%:30(31)
    Level 20: Black Dwarf Smite -- HO:Nucle(A), HO:Nucle(23), HO:Nucle(25), P'ngS'Fest-Stun%:30(27), Mako-Dam%:53(29), T'Death-Dam%:40(31)
    Level 20: Black Dwarf Mire -- Acc-I:50(A), Acc-I:50(5), RechRdx-I:50(5), RechRdx-I:50(3), RechRdx-I:50(3)
    Level 20: Black Dwarf Drain -- Acc-I:50(A)
    Level 20: Black Dwarf Step -- EndRdx-I:50(A)
    Level 20: Black Dwarf Antagonize -- Empty(A)
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+18% Enhancement(Accuracy)[*]+27.5% Enhancement(RechargeTime)[*]+Knockback (Mag -8)[*]+MezResist(Confused) (Mag 110%)[*]+MezResist(Held) (Mag 110%)[*]+MezResist(Immobilize) (Mag 110%)[*]+MezResist(Sleep) (Mag 110%)[*]+MezResist(Stun) (Mag 110%)[*]+MezResist(Terrorized) (Mag 110%)[*]+6.5% Recovery[*]+20% Regeneration[*]+3.15% Resistance(Fire)[*]+3.15% Resistance(Cold)[*]+3% Resistance(Psionic)[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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    |-----------------------------------------------------------------------------|
    </pre><hr />
  11. Combat

    Kheldian Guides

    Here's a link to my Revised Guide to Warshade PvP: http://boards.cityofheroes.com/showf...amp;PHPSESSID=

    Its current as of I9.
  12. [/list]Level 35: Unchain Essence <ul type="square">[*] (A) Accuracy IO[/list]Level 38: Eclipse <ul type="square">[*] (A) Accuracy IO[*] (39) Accuracy IO[*] (39) Resist Damage IO[*] (39) Resist Damage IO[*] (40) Resist Damage IO[*] (40) Recharge Reduction IO[/list]Level 41: Aid Self <ul type="square">[*] (A) Interrupt Reduction IO[*] (42) Interrupt Reduction IO[*] (42) Healing IO[*] (42) Healing IO[*] (43) Recharge Reduction IO[*] (43) Recharge Reduction IO[/list]Level 44: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 47: Super Jump <ul type="square">[*] (A) Jumping IO[/list]Level 49: Acrobatics <ul type="square">[*] (A) Endurance Reduction IO[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Pounding Slugfest - Disorient Bonus[/list]Level 1: Sprint <ul type="square">[*] (A) Celerity - +Stealth[/list]Level 2: Rest <ul type="square">[*] (A) Interrupt Reduction IO[/list]Level 1: Dark Sustenance
    ------------
    Level 6: Dark Nova Bolt <ul type="square">[*] (A) Decimation - Chance of Build Up[/list]Level 6: Dark Nova Blast <ul type="square">[*] (A) Special:Nucleolus Exposure[*] (29) Special:Nucleolus Exposure[*] (31) Special:Nucleolus Exposure[*] (31) Devastation - Chance of Hold[*] (31) Pacing of the Turtle - Chance of -Recharge[/list]Level 6: Dark Nova Emanation <ul type="square">[*] (A) Special:Nucleolus Exposure[*] (21) Special:Nucleolus Exposure[*] (23) Special:Nucleolus Exposure[*] (25) Pacing of the Turtle - Chance of -Recharge[*] (27) Recharge Reduction IO[/list]Level 6: Dark Nova Detonation <ul type="square">[*] (A) Special:Nucleolus Exposure[*] (23) Special:Nucleolus Exposure[*] (25) Special:Nucleolus Exposure[*] (27) Pacing of the Turtle - Chance of -Recharge[*] (29) Recharge Reduction IO[/list]Level 20: Black Dwarf Strike <ul type="square">[*] (A) Special:Nucleolus Exposure[*] (11) Special:Nucleolus Exposure[*] (9) Special:Nucleolus Exposure[*] (7) Touch of Death - Chance of Damage(Negative)[*] (5) Mako's Bite - Chance of Damage(Lethal)[*] (3) Impeded Swiftness - Chance of Damage(Smashing)[/list]Level 20: Black Dwarf Smite <ul type="square">[*] (A) Special:Nucleolus Exposure[*] (11) Special:Nucleolus Exposure[*] (9) Special:Nucleolus Exposure[*] (7) Touch of Death - Chance of Damage(Negative)[*] (5) Mako's Bite - Chance of Damage(Lethal)[*] (3) Pounding Slugfest - Disorient Bonus[/list]Level 20: Black Dwarf Mire <ul type="square">[*] (A) Accuracy IO[*] (15) Accuracy IO[*] (15) Recharge Reduction IO[*] (13) Recharge Reduction IO[*] (13) Recharge Reduction IO[/list]Level 20: Black Dwarf Drain <ul type="square">[*] (A) Doctored Wounds - Heal[*] (21) Numina's Convalescence - Heal[*] (19) Numina's Convalescence - Heal/Recharge[*] (19) Doctored Wounds - Heal/Recharge[*] (17) Accuracy IO[*] (17) Accuracy IO[/list]Level 20: Black Dwarf Step <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 20: Black Dwarf Antagonize <ul type="square">[*] (A) Accuracy IO[/list]

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    Recharge: Another way you could build would be for recharge from set bonuses. Dwarf form powers will be kept at 3 slots in this build (all three Nucleus HOs). There will be a lot of extra pool powers taken, for the set bonuses. Unfortunetely this build will take slots away from powers that need it, something very bad for a Warshade.

    Hero Plan by Mids' Hero Designer 1.20
    http://www.honourableunited.org.uk/mhd.php

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

    Hero Profile:
    Level 1: Shadow Bolt <ul type="square">[*] (A) Special:Nucleolus Exposure[/list]Level 1: Absorption <ul type="square">[*] (A) Aegis - Psionic/Status Resistance[/list]Level 2: Gravimetric Snare <ul type="square">[*] (A) Special:Endoplasm Exposure[/list]Level 4: Orbiting Death <ul type="square">[*] (A) Special:Nucleolus Exposure[/list]Level 6: Dark Nova <ul type="square">[*] (A) Flight Speed IO[*] (7) Flight Speed IO[/list]Level 8: Gravity Shield <ul type="square">[*] (A) Impervious Skin - Status Resistance[/list]Level 10: Starless Step <ul type="square">[*] (A) Accuracy IO[/list]Level 12: Sunless Mire <ul type="square">[*] (A) Accuracy IO[*] (27) Accuracy IO[*] (29) Recharge Reduction IO[*] (29) Recharge Reduction IO[*] (50) Recharge Reduction IO[/list]Level 14: Penumbral Shield <ul type="square">[*] (A) Impervious Skin - Status Resistance[/list]Level 16: Shadow Cloak <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (40) Red Fortune - Defense[*] (40) Red Fortune - Defense/Endurance[*] (40) Red Fortune - Defense/Recharge[*] (42) Red Fortune - Endurance[*] (42) Red Fortune - Defense/Endurance/Recharge[/list]Level 18: Gravity Well <ul type="square">[*] (A) Special:Nucleolus Exposure[/list]Level 20: Black Dwarf <ul type="square">[*] (A) Resist Damage IO[*] (39) Resist Damage IO[*] (39) Resist Damage IO[/list]Level 22: Grant Invisibility <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (36) Red Fortune - Defense[*] (37) Red Fortune - Defense/Endurance[*] (37) Red Fortune - Defense/Recharge[*] (37) Red Fortune - Endurance[*] (39) Red Fortune - Defense/Endurance/Recharge[/list]Level 24: Invisibility <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (34) Red Fortune - Defense[*] (34) Red Fortune - Defense/Endurance[*] (34) Red Fortune - Defense/Recharge[*] (36) Red Fortune - Endurance[*] (36) Red Fortune - Defense/Endurance/Recharge[/list]Level 26: Stygian Circle <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 28: Gravitic Emanation <ul type="square">[*] (A) Stupefy - Accuracy/Recharge[*] (31) Stupefy - Accuracy/Endurance[*] (33) Stupefy - Endurance/Stun[*] (33) Stupefy - Accuracy/Stun/Recharge[*] (33) Stupefy - Stun/Range[/list]Level 30: Maneuvers <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 32: Twilight Shield <ul type="square">[*] (A) Impervious Skin - Status Resistance[/list]Level 35: Dark Extraction <ul type="square">[*] (A) Special:Nucleolus Exposure[*] (43) Special:Nucleolus Exposure[*] (43) Special:Nucleolus Exposure[*] (43) Recharge Reduction IO[*] (45) Recharge Reduction IO[*] (45) Recharge Reduction IO[/list]Level 38: Eclipse <ul type="square">[*] (A) Accuracy IO[*] (45) Recharge Reduction IO[*] (46) Recharge Reduction IO[/list]Level 41: Tactics <ul type="square">[*] (A) To Hit Buff IO[*] (42) To Hit Buff IO[/list]Level 44: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (46) Recharge Reduction IO[*] (46) Recharge Reduction IO[/list]Level 47: Vengeance <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (48) Red Fortune - Defense[*] (48) Red Fortune - Defense/Endurance[*] (48) Red Fortune - Defense/Recharge[*] (50) Red Fortune - Endurance/Recharge[*] (50) Red Fortune - Defense/Endurance/Recharge[/list]Level 49: Inky Aspect <ul type="square">[*] (A) Accuracy IO[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Pounding Slugfest - Disorient Bonus[/list]Level 1: Sprint <ul type="square">[*] (A) Unbounded Leap - +Stealth[/list]Level 2: Rest <ul type="square">[*] (A) Interrupt Reduction IO[/list]Level 1: Dark Sustenance
    ------------
    Level 6: Dark Nova Bolt <ul type="square">[*] (A) Decimation - Chance of Build Up[*] (11) Decimation - Accuracy/Damage/Recharge[*] (13) Decimation - Accuracy/Damage[*] (15) Decimation - Accuracy/Endurance/Recharge[*] (17) Decimation - Damage/Recharge[/list]Level 6: Dark Nova Blast <ul type="square">[*] (A) Decimation - Accuracy/Damage/Recharge[*] (13) Decimation - Accuracy/Damage[*] (15) Decimation - Damage/Endurance[*] (17) Decimation - Damage/Recharge[*] (19) Decimation - Accuracy/Endurance/Recharge[/list]Level 6: Dark Nova Emanation <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage/Endurance[*] (7) Positron's Blast - Accuracy/Damage[*] (9) Positron's Blast - Damage/Endurance[*] (5) Positron's Blast - Damage/Recharge[*] (3) Positron's Blast - Damage/Range[/list]Level 6: Dark Nova Detonation <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage[*] (9) Positron's Blast - Damage/Endurance[*] (11) Positron's Blast - Damage/Recharge[*] (5) Positron's Blast - Damage/Range[*] (3) Positron's Blast - Accuracy/Damage/Endurance[/list]Level 20: Black Dwarf Strike <ul type="square">[*] (A) Special:Nucleolus Exposure[*] (21) Special:Nucleolus Exposure[*] (19) Special:Nucleolus Exposure[/list]Level 20: Black Dwarf Smite <ul type="square">[*] (A) Special:Nucleolus Exposure[*] (21) Special:Nucleolus Exposure[*] (23) Special:Nucleolus Exposure[/list]Level 20: Black Dwarf Mire <ul type="square">[*] (A) Accuracy IO[*] (23) Accuracy IO[*] (25) Recharge Reduction IO[*] (31) Recharge Reduction IO[*] (31) Recharge Reduction IO[/list]Level 20: Black Dwarf Drain <ul type="square">[*] (A) Special:Nucleolus Exposure[*] (25) Special:Nucleolus Exposure[*] (27) Healing IO[/list]Level 20: Black Dwarf Step <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 20: Black Dwarf Antagonize <ul type="square">[*] (A) Accuracy IO[/list]------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+8% DamageBuff[*]+4.5% Max Endurance[*]+18% Enhancement(Accuracy)[*]+88.8% Enhancement(RechargeTime)[*]+3% Enhancement(Stun)[*]+44.2 (4.13%) HitPoints[*]+MezResist(Confused) (Mag 110%)[*]+MezResist(Held) (Mag 110%)[*]+MezResist(Immobilize) (Mag 124.3%)[*]+MezResist(Sleep) (Mag 110%)[*]+MezResist(Stun) (Mag 110%)[*]+MezResist(Terrorized) (Mag 110%)[*]+7.5% Recovery[*]+8.19% Resistance(Fire)[*]+8.19% Resistance(Cold)[*]+3% Resistance(Psionic)[/list]


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    +Regen: The last IO build IÂ’m going to show you is a +regen and +hp build. This build tries to make Dwarf as survivable as possible, as well as boosting the survivability of Human and Nova. There are many other ways to build with IOs, but these are some examples of what you could do.

    Hero Plan by Mids' Hero Designer 1.20
    http://www.honourableunited.org.uk/mhd.php

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

    Hero Profile:
    Level 1: Ebon Eye <ul type="square">[*] (A) Devastation - Accuracy/Damage[*] (39) Devastation - Damage/Endurance[*] (39) Devastation - Damage/Recharge[*] (40) Devastation - Accuracy/Damage/Recharge[*] (40) Devastation - Accuracy/Damage/Endurance/Recharge[/list]Level 1: Absorption <ul type="square">[*] (A) Aegis - Psionic/Status Resistance[/list]Level 2: Gravimetric Snare <ul type="square">[*] (A) Special:Endoplasm Exposure[/list]Level 4: Orbiting Death <ul type="square">[*] (A) Special:Nucleolus Exposure[/list]Level 6: Dark Nova <ul type="square">[*] (A) Flight Speed IO[*] (7) Flight Speed IO[/list]Level 8: Starless Step <ul type="square">[*] (A) Accuracy IO[/list]Level 10: Stealth <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 12: Sunless Mire <ul type="square">[*] (A) Accuracy IO[*] (31) Accuracy IO[*] (31) Recharge Reduction IO[*] (33) Recharge Reduction IO[*] (33) Recharge Reduction IO[/list]Level 14: Penumbral Shield <ul type="square">[*] (A) Impervious Skin - Status Resistance[/list]Level 16: Gravity Shield <ul type="square">[*] (A) Impervious Skin - Status Resistance[/list]Level 18: Shadow Cloak <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (36) Luck of the Gambler - Defense[/list]Level 20: Black Dwarf <ul type="square">[*] (A) Resist Damage IO[*] (37) Resist Damage IO[*] (39) Resist Damage IO[/list]Level 22: Stygian Circle <ul type="square">[*] (A) Endurance Modification IO[/list]Level 24: Gravity Well <ul type="square">[*] (A) Special:Nucleolus Exposure[/list]Level 26: Gravitic Emanation <ul type="square">[*] (A) Stupefy - Accuracy/Recharge[*] (33) Stupefy - Endurance/Stun[*] (34) Stupefy - Accuracy/Endurance[*] (34) Stupefy - Stun/Range[*] (34) Stupefy - Accuracy/Stun/Recharge[/list]Level 28: Inky Aspect <ul type="square">[*] (A) Rope A Dope - Accuracy/Recharge[*] (50) Rope A Dope - Endurance/Stun[/list]Level 30: Grant Invisibility <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 32: Dark Extraction <ul type="square">[*] (A) Special:Nucleolus Exposure[*] (40) Special:Nucleolus Exposure[*] (42) Special:Nucleolus Exposure[*] (42) Recharge Reduction IO[*] (42) Recharge Reduction IO[*] (43) Recharge Reduction IO[/list]Level 35: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (43) Recharge Reduction IO[*] (43) Recharge Reduction IO[/list]Level 38: Aid Other <ul type="square">[*] (A) Interrupt Reduction IO[/list]Level 41: Aid Self <ul type="square">[*] (A) Interrupt Reduction IO[*] (45) Interrupt Reduction IO[*] (45) Healing IO[*] (45) Healing IO[*] (46) Numina's Convalescence - +Regeneration/+Recovery[*] (46) Regenerative Tissue - +Regeneration[/list]Level 44: Eclipse <ul type="square">[*] (A) Accuracy IO[*] (46) Accuracy IO[*] (48) Resist Damage IO[*] (48) Resist Damage IO[*] (48) Resist Damage IO[*] (50) Recharge Reduction IO[/list]Level 47: Twilight Shield <ul type="square">[*] (A) Impervious Skin - Status Resistance[/list]Level 49: Shadow Blast <ul type="square">[*] (A) Special:Nucleolus Exposure[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Dark Sustenance
    ------------
    Level 6: Dark Nova Bolt <ul type="square">[*] (A) Devastation - Accuracy/Damage[*] (7) Devastation - Damage/Endurance[*] (9) Devastation - Damage/Recharge[*] (5) Devastation - Accuracy/Damage/Recharge[*] (3) Devastation - Chance of Hold[/list]Level 6: Dark Nova Blast <ul type="square">[*] (A) Devastation - Accuracy/Damage[*] (9) Devastation - Accuracy/Damage/Endurance/Recharge[*] (11) Devastation - Damage/Endurance[*] (5) Devastation - Damage/Recharge[*] (3) Devastation - Accuracy/Damage/Recharge[/list]Level 6: Dark Nova Emanation <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage[*] (11) Positron's Blast - Damage/Endurance[*] (13) Positron's Blast - Damage/Recharge[*] (15) Positron's Blast - Damage/Range[*] (17) Positron's Blast - Accuracy/Damage/Endurance[/list]Level 6: Dark Nova Detonation <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage[*] (13) Positron's Blast - Damage/Endurance[*] (15) Positron's Blast - Damage/Recharge[*] (17) Positron's Blast - Damage/Range[*] (19) Positron's Blast - Accuracy/Damage/Endurance[/list]Level 20: Black Dwarf Strike <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage[*] (21) Mako's Bite - Damage/Endurance[*] (23) Mako's Bite - Damage/Recharge[*] (25) Touch of Death - Chance of Damage(Negative)[*] (19) Mako's Bite - Chance of Damage(Lethal)[/list]Level 20: Black Dwarf Smite <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage[*] (21) Mako's Bite - Damage/Endurance[*] (23) Mako's Bite - Damage/Recharge[*] (25) Mako's Bite - Accuracy/Endurance/Recharge[*] (27) Mako's Bite - Chance of Damage(Lethal)[/list]Level 20: Black Dwarf Mire <ul type="square">[*] (A) Accuracy IO[*] (27) Accuracy IO[*] (29) Recharge Reduction IO[*] (29) Recharge Reduction IO[*] (31) Recharge Reduction IO[/list]Level 20: Black Dwarf Drain <ul type="square">[*] (A) Special:Nucleolus Exposure[*] (36) Special:Nucleolus Exposure[*] (36) Healing IO[*] (37) Healing IO[*] (37) Healing IO[*] (50) Recharge Reduction IO[/list]Level 20: Black Dwarf Step <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 20: Black Dwarf Antagonize <ul type="square">[*] (A) Accuracy IO[/list]------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+15% DamageBuff[*]+18% Enhancement(Accuracy)[*]+41.3% Enhancement(RechargeTime)[*]+3% Enhancement(Stun)[*]+124.5 (11.6%) HitPoints[*]+MezResist(Confused) (Mag 110%)[*]+MezResist(Held) (Mag 123.2%)[*]+MezResist(Immobilize) (Mag 116.6%)[*]+MezResist(Sleep) (Mag 110%)[*]+MezResist(Stun) (Mag 110%)[*]+MezResist(Terrorized) (Mag 110%)[*]+7.5% Recovery[*]+52% Regeneration[*]+3.15% Resistance(Fire)[*]+3.15% Resistance(Cold)[*]+3% Resistance(Psionic)[/list]


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    And thatÂ’s the guide! I hope you enjoy reading through it, and you might even learn something. Please comment after reading it!
  13. [u]Index- [u]
    I- The Intro
    II- Powers
    III- All about PvP
    a. Zone PvP
    b. Arena PvP
    IV- What to do Against Each Archtype
    a. Controllers
    b. Defenders
    c. Scrappers
    d. Blasters
    e. Tankers
    f. Peacebringers
    g. Other Warshades
    h. Brutes
    i. Corrupters
    j. Dominators
    k. Stalkers
    l. Masterminds
    V- What can Inventions do for you?



    [u]I. Intro- [u]
    Since you are reading this guide, you probably have a level 50, or you won't be able to make Keldhians. Because I am assuming you have one, congrats on making that coveted level! Keldhians are considered "Advanced Mode" by many players, as they are extremely difficult to play, but when mastered, they have great potential. This guide is to help people fight in a Player versus Player environment, as Warshades are doubly hard to play in PvP.

    [u]II. Powers: [u]


    Now, before I start talking about PvP and strategies, I'll talk about the powers. After the description and power information, I'll give a ranking (from 1 to 5) about how good the power is in PvE, Zone PvP, and Arena PvP, and give some slotting recommendations. IÂ’m sorry I couldnÂ’t find any numbers for the sets, but IÂ’ll usually tell if the damage is weak or strong in the description. If you donÂ’t need to know about the powers, feel free to skip to a later section of the guide.

    [u]Umbral Blast Powers- [u]
    Nearly all Umbral Blast powers slow the enemy. A WarshadeÂ’s human form ranged modifier is .65, and melee is .85 I think.

    Shadow Bolt: This is a fairly useless power, in both PvP and PvE. Its low damage won't hurt anybody in PvP, but you have to choose between this and Ebon Eye at level 1. I usually chose EE, because I love that animation.
    End Cost: 3.12
    Accuracy: 75%
    Recharge: 1.5 seconds
    Cast: 1
    PvE: ** (you made need to take it to get through the lower levels
    Zone PvP: *
    Arena PvP: *
    PvP slotting suggestion: Leave at one level 50 accuracy IO

    Ebon Eye: ThereÂ’s a choice between this and Shadow Bolt at level 1. This has higher damage and slower recharge, and the other has lower damage faster recharge. Either way, you won't get much use out of either after the low levels. This one has probably the coolest blast animation in the game.
    End Cost: 5.2
    Accuracy: 82.5
    Recharge: 4 seconds
    Cast Time: 1.67 seconds
    PvE: *** (it is either this or SB)
    Zone PvP: **
    Arena PvP: **
    PvP slotting suggestion: 1 Level 50 Accuracy IO, unless you plan to be in human form a lot

    Gravimetric Snare: A low DoT immobilize power. Since nearly everybody in PvP has Combat Jumping, it will be useless as an immobilize power there. I use it mainly to slow jumpers and ground flyers. In PvE I use it with Orbiting Debt to rack up damage at low levels.
    End Cost: 7.8
    Accuracy: 75%
    Recharge: 4 seconds
    Duration and Magnitude: 20.1 seconds, Mag 3
    Cast Time: 1.67
    PvE: ***
    Zone PvP: **
    Arena PvP **
    PvP slotting suggestions: 1-2 Accuracy

    Dark Nova: A staple of any Warshade build I make, DN will be a lifesaver at low levels. It is your damage dealing form, and you will spend levels 6-20 nearly entirely in it. Note that it also gives unsuppressed and fast fly, something only found in it. Its attacks recharge rather fast and deal good damage. You can't use Human or Dwarf form powers while in Nova however, and passives are cut off. However, click powers stay on.
    End Cost: 0.26/second
    +Recovery: 15%
    Damage Buff: 45%
    Flight Speed: 64 fps
    +Tohit: 9%
    PvE: *****
    Zone PvP: *****
    Arena PvP: ****
    PvP slotting suggestions: 2 Flight IOs, 0-3 Tohit buff

    __________________________________________________ ______________________
    [u]Nova Form Powers- [u]

    Dark Nova Bolt: A nice attack, basically a beefed up Shadow Bolt. Has the same recharge and End Cost, but a much higher damage. The least used of the Nova powers though.
    End Cost: 3.12
    Accuracy: 75%
    Recharge: 1.5 seconds
    Cast: 1.5
    PvE: ***
    Zone PvP: ***
    Arena PvP: ***
    PvP slotting suggestions: 1 Accuracy IO (slots needed elsewhere)

    Dark Nova Blast: Kind of like Ebon Eye, this power is much stronger than Dark Nova Bolt, and will be used a lot in PvP and PvE. It has about the same stats as Ebon Eye, except for much higher damage.
    End Cost: 5.2
    Accuracy: 82.5
    Recharge: 4 seconds
    Cast Time: 1.67 seconds
    PvE: *****
    Zone PvP: *****
    Arena PvP: *****
    PvP slotting suggestions: 3 Nucleus, or the Devastation set

    Dark Nova Emanation: The best power for PvE, and the second best for PvP. It deals around the same damage as Dark Nova Blast, and is AoE. It takes longer to recharge than the Blast and Bolt though, and its range is 40 feet less.
    Accuracy: 75%
    End Cost: 11.9
    Recharge: 12 seconds
    Cast Time: 1.5
    Arc: 45 degrees
    PvE: *****
    Zone PvP: *****
    Arena PvP: *****
    PvP slotting suggestions: Use PositronÂ’s blast set if its available, if not use 2 Accuracy IOs, 3 Damage

    Dark Nova Detonation: Another AoE attack, this one is slightly weaker, but still quite powerful. It has a slightly longer recharge than Emanation, and higher end cost, but makes up for it by having the same (100 feet) range as Bolt and Blast.
    Accuracy: 75%
    End Cost: 15.2
    Recharge: 16 seconds
    Cast Time: 2.5 seconds
    PvE: *****
    Zone PvP: *****
    Arena PvP: *****
    PvP slotting suggestions: Same as Emanations
    __________________________________________________ ______________________

    Shadow Blast: As with the other human form blasts, I'd say this isn't very good. You could take it in the lower levels, but by the time you could get it you should already have Nova. It deals about half the damage of SB. Very skippable
    Accuracy: 75%
    End Cost: 8.53
    Recharge: 8 seconds
    Cast Time: 1.67 seconds
    PvE: *
    Zone PvP: *
    Arena PvP: *
    PvP slotting suggestions: If you take it, 1 accuracy IO

    Starless Step: This is an enemy teleport power. While not very useful in PvE do to the fact that won't pull bosses and if it misses you've got the mob on you, it is very effective in player versus player. Most players never see the teleport coming the first time you do it, and it can be a good way to get a reluctant enemy onto a stack of traps. Only a few things resist teleport, such as Electricity tanks and Sturdy inspirations (which must be applied beforehand, which won't help if youÂ’re caught by surprise).
    Accuracy: 75%
    End Cost: 15
    Recharge: 20 seconds
    Range: 200 feet
    Interrupt time: 2 second
    PvE: *
    Zone PvP: ****
    Arena PvP: ***
    PvP slotting suggestions: 2-3 Accuracy, 1-2 Range

    Sunless Mire: One of the best reasons to play a Warshade, this is for all extents and purposes Soul Drain from Dark Melee. For every mob you it, you get a slight tohit and damage boost. With a lot of mobs, you get a large boost, and with less, you get a smaller boost. That makes it better for PvE and Zone combat than for the Arena, but its still a nice boost.
    Accuracy: 90%
    End Cost: 15.6
    Recharge: 120 seconds
    Duration: 30 seconds
    Tohit buff: 4.5%
    Damage buff: 11.3
    PvE: *****
    Zone PvP: *****
    Arena PvP: ***
    PvP slotting suggestions: 2-3 Accuracy, 3 Recharge

    Dark Detonation: A useless power, to be frank. It is far weaker than the Nova version, and causes more knockback than that version does. It also deals pathetic damage, and has half the range of its Nova counterpart.
    Accuracy: 75%
    End Cost: 15.6
    Recharge: 16 seconds
    Range: 50 feet
    Cast Time: 1.67 seconds
    PvE: *
    Zone PvP: *
    Arena PvP: *
    PvP slotting suggestions: 1 accuracy IO, if you take it.

    Gravity Well: This is a very nice power. Besides being the strongest power yet in Human Form, it also has a mag 3 hold. In PvE I use it to stop Voids, Quantums, and other pesky enemies, while it PvP I use it for damage, as nearly everybody has acrobatics.
    Accuracy: 75%
    End Cost: 18.5
    Recharge: 20 seconds
    Duration and Mag: 13.4, 3
    Cast Time: 2.07 seconds
    PvE: *****
    Zone PvP: ****
    Arena PvP: *****
    PvP slotting suggestions: 2 Nucleus HOs, 3 Peroxisome HOs, 1 recharge IO

    Essence Drain: Useful as a backup heal, but this is a skippable power. Its a weaker version of its Dwarf counterpart, and will heal less because you will have less life.
    Accuracy: 75%
    End Cost: 15.6
    Recharge: 15 seconds
    Heal: 10%
    Cast Time: 1.93
    PvE: **
    Zone PvP: **
    Arena PvP: **
    PvP slotting suggestions: 1-2 accuracy IOs

    Gravitic Emanation: Unlike Detonation, this is completely different from its Nova counterpart. It isn't here for damage, its here for the disorient. While 99% of people have resistance to hold, very few squishies have disorient resistance. Oh, and its a cone that doesn't have a -accuracy component, and its extremely fast activating.
    Accuracy: 75%
    End Cost: 14.4
    Recharge: 45 seconds
    Duration: 13.4 seconds
    Cast: 1 second
    PvE: ****
    Zone PvP: *****
    Arena PvP: *****
    PvP slotting suggestions: Use 5 of the Stupefy set, and 1 recharge IO

    Unchain Essence: A nice novelty power that deals near Gravity Well damage in AoE. However, it can only be used from a defeated corpse.
    Accuracy: 75%
    End Cost: 26 seconds
    Recharge: 240 seconds
    Cast Time: 3.17 seconds
    PvE: **
    Zone PvP: **
    Arena PvP: **
    PvP slotting suggestions: 1 accuracy IO

    Dark Extraction: This power extracts a pet from a corpse. Unlike UE, this power completely changed the game for me. You can have up to two out at one time, and they are like mini-forms. Since they are a pet, they will keep firing while Dwarf is up, allowing you to finally deal damage while in that form.
    Accuracy: 75%
    End Cost: 26
    Recharge time: 240 seconds
    Duration: 200 seconds
    Cast Time: 3.2 seconds
    PvE: *****
    Zone PvP: *****
    Arena PvP: ****
    PvP slotting suggestions: 3 Nucleus HOs, 2-3 recharge IOs, or two accuracy IOs, 2 damage, 2 recharge
    Quasar: If you are familiar with blaster nukes, you know what this is all about. If you use both Mires beforehand, it is a very powerful nuke, but if you donÂ’t, the .65 human form ranged modifier will make it a very weak one. Like all nukes, it will drain all of your endurance, so it has limited potential in PvP.
    Accuracy: 105
    End Cost: 20.8 if you donÂ’t any thing, 100% if you do
    Recharge: 360
    Cast Time: 3 seconds
    PvE: ****
    Zone PvP: **
    Arena PvP: **


    [u]Umbral Aura Powers- [u]
    Most of these powers are toggles, and take endurance. You have 3 shields, a toggle damage aura, a stealth power, and a mez aura. All together, they will give an end drain of 1.97/sec, which is higher than your base recovery.

    Absorption: While it used to be a useless power, with IOs it is has become a great power. Not for what it actually does, but for what you can put in it.
    Resist to Neg and Energy: 11.3
    PvE: ****
    Zone PvP: ****
    Arena PvP: ****
    PvP slotting suggestions: Steadfast Protection –knockback IO, Impervious Skin’s mez resist IO

    Gravity Shield: The first of your shields, this one is the most useful, because it protects against the two most common forms of damage, smashing and lethal. It doesnÂ’t give amazing resistance, but youÂ’ll need it before Dwarf.
    End Cost: 0.26/sec
    Resist to Smashing and Lethal: 22.5
    PvE: ***
    Zone PvP: ***
    Arena PvP: ***
    PvP slotting suggestions: 1 end reduction IO, 2-3 resist IOs

    Orbiting Death: Commonly referred to as “Orbiting Debt”, this is a Player Based Area of Effect (PBAoE) power. While its active, it will deliver ticks of damage to the enemy. In PvE, it will aggro lots of enemies, usually causing death in low levels. It won’t make much of a difference in PvP. With I9, its damage becomes much better with the addition of proc IOs. It is a big end drainer.
    End Cost: 0.78/sec
    Time between ticks: 2 seconds
    Recharge: 4 seconds
    PvE: **
    Zone PvP: *
    Arena PvP: *
    PvP slotting suggestions: 2 accuracy IOs, as many procs from IO sets you can spare the slots for.

    Penumbral Shield: I like to think of it as Blaster repellant in PvP, as most blasters that do well in PvP are Fire and Cold. In PvE it isnÂ’t as useful, as very few enemies use fire and cold damage.
    End Cost: 0.26/sec
    Resist to Fire and Cold: 22.5
    Cast Time: 0.67 seconds
    PvE: **
    Zone PvP: ***
    Arena PvP: ***
    PvP slotting suggestions: 1 end reduction IO, 0-3 resist IOs

    Shadow Cloak: In PvE, it will make you hard to see, and invisible with super speed on. This is very handy for ghosting (invisible person running to back of mission, teleporting everyone else, and clearing only the back room) missions. In PvP, it wonÂ’t even make you hard to see for 90% of the population. It has use for the Luck of the Gambler recharge IO though. It also gives a perception boost, helping you to see stealthy foes.
    End Cost: 0.26/second
    Defense: 3.75%
    Perception: 60%
    Stealth: 35 feet in PvE, 389 feet in PvP
    -immobilize: 3.5
    PvE: ****
    Zone PvP: ***
    Arena PvP: ***
    PvP slotting suggestions: 1 LotG global recharge bonus IO

    Twilight Shield: Your last shield, this one is too Negative and Energy damage. While negative isnÂ’t that common (except in undead enemies), energy is the third most common form of damage in both PvE and PvP. Energy Stalkers in particular donÂ’t like this power.
    End Cost: 0.26/second
    Resist to Negative and Energy: 22.5
    Cast Time: 0.73
    PvE: ***
    Zone PvP: ****
    Arena PvP: ****
    PvP slotting suggestions: 1 end reduction IO, 0-2 resist IOs, SP –knockback

    Black Dwarf: While originally this power deals weak damage, it will start to shine later in the game, when you can have Dark Extraction helping you. The biggest thing I9 did to Black Dwarf is to bring procs into the game.
    End Cost: 0.26/second (that seems to be a common number, no?)
    Resist All(except psy): 37.5
    Max HP boost: 75%
    Mez Protection: 15.6, 100 to knockback effects
    PvE: *****
    Zone PvP: *****
    Arena PvP: *****
    PvP slotting suggestions: 3 resist IOs, 1 Impervious Skin mez resist IO

    __________________________________________________ ______________________
    [u]Black Dwarf Powers- [u]

    Black Dwarf Strike: The weaker of the two punches, this one deals minor damage. You will still need it, but it is less effective than its counterpart punch.
    Accuracy: 75%
    End Cost: 4.37
    Recharge: 3 seconds
    Cast Time: 1.2 seconds
    PvE: ****
    Zone PvP: ****
    Arena PvP: ****
    PvP slotting suggestions: Either 3 Nucleus HOs and 3 procs, or the Crushing Impact set

    Black Dwarf Smite: Though this power says it deals heavy damage, it actually deals very little. It is a little more powerful than Black Dwarf Strike, and together with Drain make a pretty good attack chain. It also has a 10% chance to stun, which is a great thing if you fight controllers or dominators a lot.
    Accuracy: 90%
    End Cost: 6.86
    Recharge: 6 seconds
    Chance to Disorient: 10%
    Magnitude: 2
    Duration: 5.4 against players
    Cast Time: 1.5 seconds
    PvE: *****
    Zone PvP: *****
    Arena PvP: *****
    PvP slotting suggestions: Follow the same advice as Strike

    Black Dwarf Mire: Together with Sunless mire, these two will buff your damage and accuracy a ton. In Nova, you will be 1 or 2 shotting some enemies, and even Dwarf will deal good damage. I usually start in human form with Shadow Cloak and SS on, but sometimes I teleport in with Dwarf (especially in PvP).
    Accuracy: 90%
    End Cost: 15.6
    Recharge: 120 seconds
    Duration: 30 seconds
    +Tohit: 3.75%
    +Damage: 15.6%
    PvE: *****
    Zone PvP: *****
    Arena PvP: ***
    PvP slotting suggestions: 2 accuracy, 3 recharge reduction IOs

    Black Dwarf Drain: A slightly damaging attack that also heals, this power is the only heal you get in Dwarf Form. Use it as much as possible, and remember that it also completes your Dwarf Form attack chain. For some reason, it also has a taunt component on it.
    Accuracy: 75%
    End Cost: 15.6
    Recharge: 15 seconds
    Heal: 19.7%
    Taunt: Mag 4
    PvE: ****
    Zone PvP: ****
    Arena PvP: ****
    PvP slotting suggestions: 5 of the Doctored Wounds set, 1 Accuracy IO

    Black Dwarf Step: A teleport power like the one you have in Human form. It has the same distance and endurance cost as the human form version and is slightly faster activating. If I had to choose between the two, IÂ’d pick this as my travel power.
    End Cost: 13
    Range: 300 feet
    Cast Time: 0.73 seconds
    PvE: ****
    Zone PvP: ****
    Arena PvP: ****
    PvP slotting suggestions: 1-2 end reduction IOs

    Black Dwarf Antagonize: Your basic taunt. Useful in PvE, but less so in PvP.
    Accuracy: 112.5
    End Cost: none
    Recharge: 10 seconds
    Duration: 8.24 seconds
    Magnitude: 4
    Cast Time: 1.67 seconds
    PvE: ****
    Zone PvP: *
    Arena PvP: *
    PvP slotting suggestions: 1 accuracy IO
    __________________________________________________ ______________________

    Stygian Circle: This power gives you health and end for every nearby defeated enemy (yet another corpse power). I like using this power right after using a double mired Nova. 3 minions should restore your life, and its up often, so slot for endurance recovery.
    End Cost: 15.6
    Recharge: 30 seconds
    Heal: 100%
    End: 20
    PvE: *****
    Zone PvP: *****
    Arena PvP: ****
    PvP slotting suggestions: 2-3 end mod IOs

    Nebulous Form: IÂ’ll admit, IÂ’m not a fan of phase shift powers. When you want to use it PvE, you probably will be about to die, and the 3 second animation has killed me more times than I want to admit. In PvP, where you can be killed in a couple of seconds, the situation is even worse. If you want a panic power, or a safe travel power, go Dwarf and use its teleport power.
    End Cost: 2.6/second
    Recharge: 60
    Duration: 30 seconds
    Cast Time: 3 seconds
    Jump Height: 1390%
    PvE: **
    Zone PvP: *
    Arena PvP: *
    PvP slotting suggestions: 1 end reduction IO

    Inky Aspect: This is another PBAoE aura. This one differs from OD in that it disorients foes nearby, instead of hurting them. However, for every foe hit you lose some life. The endurance cost is very low, and this will stack with GE, allowing you to stun lieutenants, but IÂ’m not sure on bosses. Like Gravitic Emanation, this power is great for fighting squishies, as most have little to no resistance to disorient.
    Accuracy: 75%
    End Cost: 0.08/second
    Duration: 8.05 seconds
    Magnitude: 2
    Damage (self): 4.17 per enemy, per tick
    Cast Time: 1.17 seconds
    PvE: ***
    Zone PvP: ****
    Arena: ****
    PvP slotting suggestions: 1-2 accuracy IOs, 0-3 Disorient IOs

    Stygian Return: IÂ’m one of those people that think powers that can only be used when you or a teammate dies are useless. This power is especially useless, as it has a limited radius to hit enemies (which means Blasters and other ranged ATs wonÂ’t even be hit by it), and because it will only heal you about a quarter of life per enemy.
    Recharge: 300 seconds
    Heal: 27%
    Endurance: 30
    Cast Time: 1.17 seconds
    Time of Invulnerability: 10 seconds
    PvE: *
    Zone PvP: *
    Arena PvP: *
    PvP slotting suggestions: 1 healing IO

    Eclipse: This is one of my favorite powers in the game. It has slightly less use in PvP, but is a still a good boost. What it does is steal some endurance and limit recovery of the opponent (in itself a useful ability), and gives you a bit (about half of what you get from shields) of resistance, with it stacking if you hit multiple foes. Since itÂ’s a click power, it carries over to forms, meaning Dwarf is even more resistant, and Nova is a somewhere between a tankmage and a resistant blaster.
    Accuracy: 75%
    End Cost: 0.52
    End Drain: 8
    End (self): 25
    -Recovery: 100%
    Resist(all): 11.3 per target
    PvE: *****
    Zone PvP: *****
    Arena PvP: ****
    PvP slotting suggestions: You go for end drain, and put 2 accuracy, 3 end mod, 1 recharge (all IOs), but I would go 1-2 accuracy, 3 resist, 1-2 recharge.


    [u]Warshade Inherent Powers- [u]

    Dark Sustenance: You gain power from having teammates near you. You will gain damage from Blasters and Scrappers, and resistance from Defenders and Tankers. Note that since this is a passive power, it wonÂ’t work in forms. This is what makes Keldhians good at team PvP, though if you are a Solo Artist this wonÂ’t help much.
    Damage: 20%
    Resist: 10%
    PvE: ***
    Team PvP: *****
    Solo PvP: *

    Shadow Step: A teleportation power. This power will make you the fastest traveler in the game. You get this at level 1, so you are the first Heroes to get a travel power. Like I said in the Black Dwarf power section, this is generally worse than its Dwarf counterpart, as it is less safe and is slower because of the cast time difference. Teleport is the fastest travel power, and isn’t stopped by slows or immobilizing. A handy bind for both types of teleport is this: /bind lshift+lclick,”powexec_name teleport”. This will make you use Teleport when you press the left shift key and the left mouse button which is far easier than clicking the power in the tray.
    End Cost: 13
    Range: 300
    Cast Time: 1.67
    PvE: ****
    Zone PvP: ****
    Arena PvP: ***
    PvP slotting suggestions: 1-2 end reduction IOs

    Shadow Recall: If you are familiar with Recall friend, you will know this power. It is almost an exact replica. For those that arenÂ’t familiar with it, it is a zone range power the summons a teammate. It has a long interrupt time, so it is unwise to use mid-battle. The best to use it is to ghost a mission (described in SCÂ’s description).
    End Cost: 20
    Range: 10000
    Cast Time: 1.93 seconds
    Interrupt Time: 4 seconds

    [u]Some Pool Powers [u]

    Hasten: I really like Hasten as a Warshade, because it works in forms and gets the Mires and Eclipse up quicker.
    Recharge: 450 seconds
    Duration: 120 seconds
    +Recharge: 70 seconds
    End drain (self): 15 after 120 seconds
    PvE: *****
    Zone PvP: *****
    Arena PvP: *****
    PvP slotting suggestions: 2-3 recharge IOs

    Tactics: This power isnÂ’t necessary for PvE, but for PvP its essential, because it and Shadow Cloak allow you to see most Stalkers.
    End Cost: 0.2/second
    +Tohit: 9%
    +Perception: 0.62
    PvE: **
    Zone PvP: ****
    Arena PvP: ****
    PvP slotting suggestions: 1 end reduction IO, 0-3 tohit buff IOs

    Stamina: Not necessary for a Warshade, but definitely a nice bonus.
    Recovery: 25%
    PvE: ***
    Zone PvP: ***
    Arena: ***
    PvP slotting suggestions: 2 end mod IOs


    [u]III. All about PvP: [u]

    Player versus Player is not a nice world. It isnÂ’t fair, people carry breakfrees, use inspirations, and hide in their base when they think they are about to die. Do not expect someone to be nice, to let you kill them easily.

    [u]a. Zone PvP[u]: Zones are where most light PvPing happens. Most people that fight in zones donÂ’t have a PvP build, though some do FoTM (Flavor of the Month) builds, like Fire/Energy and Ice/Energy Blasters and Ice/Energy Tanks. All the zones have side-missions, like going to meteors to find materials and make a Shivan shard. Some zones are great for badgehunting, and some have badges needed for villainside Accolades. It is generally a good idea to leave badgers and Accolade hunters alone, as attacking them will cause large amounts of verbal assault in the broadcast channel, which makes everyoneÂ’s play worse. Granted, it is annoying when they camp inside their base in SirenÂ’s Call. Many people do PvP missions to level fast, as the mission rewards for defeating these missions are larger than regular missions. These missions arenÂ’t available in RV, but higher level people should be able to do Warburg missions. The missions themselves either buff damage or resistance by 1% per mission or debuff the enemiesÂ’ damage and resistance by the same amount.

    Bloody Bay: The first zone that you can fight in is Bloody Bay. Anyone from 15 up can come here, and the level everyone will be set to is 25. That means that if you are using IOs, they will be lost if they arenÂ’t less than level 28. Also, any power obtained after 25 will be lost. This zone is usually not very populated. Another thing to note is slots arenÂ’t canceled out, so all the slots in the powers are still working, even if the slots were added after level 25.

    The Mission: The mission everyone is trying to do is to make a Shivan Shard. This gives a powerful (Elite Boss rank) temporary pet that is used a lot to help people fight Elite Bosses and Archvillains. To get a Shivan Shard, one must first travel to the 6 meteors and pick up a part of meteor from each. You are given a temporary power from the scientist at each base, and must use it without being interrupted on each meteor. When one tries to do this however, several Shivans from minion to boss rank will spawn, and attempt to stop you if you are not stealthy or invisible to them. The Shivans give the Man/Woman in Black badge when you kill enough of them. The other badge available to this zone is the Radiated badge, given for being in that zone for 5 hours. After you get the 6 meteor fragments, you will have to travel to a Firebase. These are not on the map, and it can take a while to find them. I recommend taking each of the turrets down to minimal life, and then killing each quickly. If you donÂ’t do this, some might respawn while youÂ’re trying to kill them, and then you will have to try again. After all the turrets are down, check the computer, then use the machine inside to get your Shivan Shard. Now just go to the scientist and sheÂ’ll give you your pet.

    The PvP: Player versus Player in this zone is generally 1 on 1, due to lack of people in the zone. Since most builds donÂ’t get their biggest guns until later, this place is good for learning the ropes of fighting. Your best weapons will be Gravity Well and Nova Form, as the Dwarf form powers wonÂ’t be slotted yet, unless you have used the respec cheat or are exemplaring down. I like to fly in from above, drop a few shots off to lower them, then zoom in to hold them with Gravity Well. Another trick is to use Starless Step and teleport them close, allowing you to use Gravity Well and catch them unawares. Your worst enemies will be dominators at this stage (controllers would be dangerous too, but since this is a Hero vs. Villain zone they wonÂ’t be fighting you), with corrupters being very dangerous as well. See the What to Do Against Each Archtype section for more information.

    SirenÂ’s Call: This is the second zone youÂ’ll fight in, and definitely one of the most popular ones. You can easily get lag in this zone, especially if you go near a hot spot. The minimum level for this one is 20, and everyone will be set to 30. Remember, donÂ’t use any IOs that are higher in level than 33, if you expect to get the bonuses (the enhancements still enhance, but any power bonuses are lost).

    The Mission: Your goal in SirenÂ’s Call is to make your side win in the hot zones. In my opinion, the Longbow are far stronger than the Arachnos, and so if there arenÂ’t many people control will usually shift to the Hero side. When one side has a significantly larger portion of the slider, a store will show up in their base. They will sell things for bounty, which can be gotten by either participating in a winning battle, or killing the opposite (with specific bounty targets being worth far more than ordinary people). The best of these rewards is the IR goggles, a temporary power that gives a large boost to perception. If you donÂ’t have tactics, this will usually allow you to see Stalkers. Other rewards include temporary travel powers and tier 2 inspirations. Sometimes people go to SirenÂ’s Call to get a badge, needed for an Accolade villainside, and so will sit in their base, completely protected from attacks. When they become bounty targets, in really slows the game down.

    The PvP: Players will have all but their last power in their primary and their last two in their secondary. This means you will have several crucial powers that you didnÂ’t have before, namely Gravitic Emanation and Inky Aspect. This will allow you to do far better against the people that were hard on you in Bloody Bay. You will still have to be careful, and carry a lot (leave no more than 5 slots without them) of breakfrees. Good old Starless Step still works well at this level, and you should be able to catch most unawares with it. Instead of using GW after it, this time you will you Gravity Emanation. Even if GE doesnÂ’t hit, you have a chance to get them dizzy with Inky Aspect. During the 20s I like to pick up a lot of pool powers, with forerunners being Hasten and Tactics (and Assault before Tactics, unless I want the global recharge boost of LotG in Maneuvers). Vengeance is a good power, but useless if you arenÂ’t a team PvPer. Dwarf Form and Human form are your main forms at this level, with Nova being used for meleers and for when you want a quick kill. I stay in Dwarf until I engage and use DDM usually, because it is the safest way to travel. That is the way I travel in PvP for the rest of my journey.

    Warburg: In Warburg, you will have all but the patron and epic pool powers. While that doesn’t mean much to Villains, as the PPPs aren’t very good, it means that Heroes still aren’t at their strongest. Controllers and Dominators become deadlier, and non-regeneration Scrappers have a large boost in power. If you see Eluded! above a character it means that they are a Super Reflexes Scrapper or Stalker using Elude. Other “Last Stand” powers don’t give such a message, but that one is a good indicator to back off the fight for a while. You will be at 38 this time, and the minimum level to join is 30. That means that any sets you have over 41 lose their bonuses.

    The Mission: In Warburg you will have to journey underground and fight Arachnoids to get scientists. After freeing the scientists, will have to take them to their base (guarded by Rogue Arachnos troops) and they will give you a part of the code. You will need three of them to get a key. That key lets you go to one of the ammo depots and chose your ammo. There are three times: Chemical, Biological and Nuclear. After clicking the one you want, you will get the ability to fire off a rocket, giving you the weapon of your choice. Simply go to the rocket station and fire. Be warned that the place is infested with Stalkers, who like to kill people for their key. Of the nukes, I like Nuclear the best, but Chemical and Biological are the best for fighting AVs and EBs. Like Shivans, nukes (as they are all called) are used primarily for helping take down hard guys like AVs. Unlike Shivans, you can only get 1 of each type.

    The PvP: Combat in this area is tense, as many sets mature at these levels. The biggest addition to your arsenal is Dark Extraction, which will allow you to deal damage safely in Dwarf form. Another addition is Eclipse, one of my all time favorite powers. I like to use Eclipse in the middle of hard fight to make the opponent worry a little more about endurance, while I get near to reaching the Keldhian resistance cap of 85% while in Dwarf Mode. Sometimes I kill stray minions in the middle of a fight to get Dark Extractions up. The best mode in this zone is definitely Dwarf, as the attacks should be slotted up by now, and it is your most secure form, and with DE can actually deal good damage. Human will also see use at these levels, with Gravitic Emanation being used a lot, and Gravity Well being your main source of damage. Most of the builds I see at this level onward are Dwarf/Human, both because of the slotting difficulties of a triform build and because you can do quite enough damage without Nova. I still keep Nova for melee archtypes (though fighting people that use Spines will be hard), but it isnÂ’t necessary. Some people find it hard to let go of good old squiddy though.

    RecluseÂ’s Victory: This is my favorite zone to PvP in. Everybody will be level 50, which isnÂ’t really a big jump in power for Villains and Keldhians, but the other Hero archtypes will become a lot stronger, with the addition of epic power pools. The 40-50 levels are the time for slotting neglected powers and taking pool powers for a Warshade, allowing you to smooth out your weakness and increase your strengths. Corrupters will be the most dangerous of the Villain archtypes for you now, unless you arenÂ’t prepared for Stalkers. I also find some Dominators to be challenging (though some would say carrying a lot of breakfrees would make them easy), though the average dom will not be a particularly terrifying foe. In particular I hate Mind/Ice dominators, who spam Telekinesis and have powerboost to make their holds last for huge amounts of time (IÂ’ve seen them last for nearly a minute, or forever in the PvP world). Luckily, youÂ’re on the hero side, which is vastly stronger than the villain side, both for overpowered epics (Focused Accuracy, Power Build Up, Conserve Power, etc.), and for the way they mesh together in a team situation. My favorite villain to fight is a mastermind, though most are FF. If I manage to make a hit with one of my mires, most of the other one will hit. With Eclipse hitting 7 targets at least, more for /Traps, you will at least a 79.1% boost to resistance. If youÂ’ve kept Nova, the AoEs in that form will shred the MM, especially under the effects of a Mire or two.

    The Mission: Your mission in RV is to conquer pillboxes, which are heavily armed bases (4 +4 bosses). Once you defeat all them pillbox defenses, 4 new turrets will spawn under your control. Since there are badges for capturing them, some people will usually be switching a few of the bases back and forth between sides. When you get a majority of the bases, powerful AVs like Ghost Widow and Statesman will spawn. All of these give badges, but have very powerful attacks (and in GWÂ’s case, a mag 100 hold), that can oneshot most players. There are also very powerful pets that you can get, called Heavies, of which each side has 3. These massive, insanely powered pets (they are EB rank, and level 54), can almost take a pillbox by themselves. Besides there uses in killing other players (it usually takes another player with a Heavy to take one down), they can also be used to plow through mobs, allowing for good xp. There are also zone points that are rewarded whenever you capture or defeat a pillbox, are present when your side wins, or you kill other players and their sides Signature Heroes/Villains. If you have 1000 of them at the end of the zone control (whether your side is winning or not), you will get a miniature version of the Heavy. Though not as strong as the Heavy, it is quicker, and has the same attacks. For some reason, they seem to stay in the game when you log out.

    The PvP: If you go 1 on 1 at this level, you usually will come up about equal to the villains you fight. On team fights, the Heroes will have a definite advantage, due to reasons listed above. The people to beware of are Corrupters with fire/*, ice/*, */cold, and */Radiation. (both of whom have strong, fast animating single target attacks), and dominators with Mind/anything. Remember that any villain can hold you at this level, as every one of the nearly identical patron power pools gives a hold. The strongest of the PPPs is the Black Scorpion one, as both the hold and the disorient have –fly and –jump, and significant slow. While this won’t effect you if you don’t go Nova or if you teleport a lot while in Dwarf, it can make you a very slow person if you don’t use teleportation for most of your movement. This PPP can also make using Nova dangerous, as Stalkers and Brutes will be able to ground. Masterminds are still fun to fight against, but if not taken seriously and carefully can be dangerous. You will probably be using a lot more pool powers than in earlier levels, like Hasten (though I recommend you take it earlier), and Tactics. I take Stygian Return at 49 usually, just to annoy Stalkers who think they’ve won. Also, if they fight for reputation they won’t get any on the second kill, because you must 10 minutes before you can kill the same person and get reputation again.


    [u]b. Arena PvP:[u] Arena PvP is what I refer to as hardcore PvP. While most in the zones donÂ’t have cheap, super effective player versus player builds, nearly every serious fighter in the arena does. You also will be able to fight every archtype from level 1-50 in the arena, where as in the zones you can only fight other heroes in Warburg. In fact, you will generally fight other heroes, as villains, for some reason or another, believe they are underpowered and generally do not fight in the hardcore PvP of the arena. There are exceptions of course, such as Ice/Cold Corrupters and Mind/Ice dominators, but generally you will fight other heroes. If you are a duelist, then you will have to get used to fighting in small areas, including an abandoned office building and the monkey fighting place in Pocket D. Warshades will generally do better in the zones than in the arena, as most of their best abilities rely on having large amounts of enemies (supplied through nearby mobs in the zones), and in most arena PvP it is just you and your foe. Unless you fight a lot of non Mind/* controllers and masterminds, you generally will have to deal with mires and eclipse being weaker than usual. Some of the most common fights will be Fire/Energy and Ice/Energy blasters, Fire/Rad and Illusion/Rad controllers, Necro/dark masterminds, Spines/SR and Spines/Regen scrappers, and Rad/Psy defenders. For how to combat these combos, look in the What to Do Against Each Archtype Section.


    [u]IV. What to do Against Each Archtype [u]

    a. Controllers: Controllers are one of my least favorite people to fight. They are the reason you bring lots of breakfrees to every fight, just in case you need to escape from their holds. Their inherent doubles their damage if you get held (but not their pets), so you try to stay mez free for as long as possible. If I have the money, I usually put some mez resist IOs into the human form shields, especially if I donÂ’t use the shields in Human. Since the bonuses carry across forms, they can make Dwarf Form significantly harder to mez. I generally stay in Dwarf Form when I fight controllers, unless I can catch them by surprise with SS and either GW or GE. If I manage to hold/disorient them, I switch to Nova and blast away until I think the mez is about to wear off. Then I switch to Dwarf and continue pounding away. If you get lucky and Smite disorients them, take the time to switch to Nova and hopefully kill them. As long as you take these guys slowly, have plenty of breakfrees, and stay out of human/nova form when they arenÂ’t mezzed, you should be able to take them down. Remember, controllers have access to powerboost (which makes their holds twice as dangerous), and indomitable will, which gives them mez protection.
    Dangerous Combos:
    Mind/Rad: For telekinesis, psychic damage, fear and good debuffing
    Ice/Rad: For slows and good debuffing
    Fire/Rad: For good damage (Fire Imps), and debuffing
    Any */Storm: For slows, knockback, and hurricane

    b. Defenders: Defenders are dangerous because of their amazing debuffing skills, and because of a certain secondary that we have no resistance to (Psychic Blast). Slows can make even Nova Form move a crawl, and your powers will take a long time to recharge. Nearly all the defenders I see take Psychic Blast as a secondary, and so even in Dwarf Form you will have no protection against them. If you decide to go Nova or Human, be careful of holds and mezzing, as some defender sets get holds, and many of the blast sets have the ability to mez. What I tend to do is go for a quick kill, teleporting next to them in Human (or using Starless Step), and trying Gravity Well, or Gravitic Emanation if I know they have acrobatics. Once they are mezzed I use my hardest hitting attacks, and if I canÂ’t kill them before they can attack I switch to Dwarf Form (for the extra life and heal), and try to survive the 15 seconds that IÂ’m inable to mez them in. If I survive, I try the same tactic, mezzing and blasting in Nova. Some IO sets do give resistance to psychic damage, and there is a resistance set that gives both psychic resistance and defense.
    Dangerous Combos:
    Radiation/Psy: For great debuffing, ability to mez, and unresistable damage.
    Storm/Psy: For slows, hurricane, the ability to mez, and unresistable damage.

    c. Scrappers: If you use Nova, only spines and claws scrappers will be dangerous. If you are only Human or Dwarf, scrapper will be significantly more difficult. I recommend staying away from them if you can, as even Dwarf Form can be shredded quickly by a scrapper. Nova is the best form for them, as its shortest blast outranges the longest ranged scrapper attack by 20 feet. Remember though the most scrapper take SJ as a travel power, and they will be able to jump up high enough to hit you with Impale or Focus. Impale is particularly deadly when in Nova, as it will stop you from flying and immobilize you. If they hit you with it, go Dwarf and try to teleport away from them (you wonÂ’t be able to outrun them, and they can still give good damage to Dwarf). These guys shouldnÂ’t be very deadly, unless you get too close. If you see Eluded over their heads, stay away from them for about 3 minutes.
    Dangerous Combos:
    Spines/SR: For Elude, and strong ranged attack that has –fly
    Spines/Regen: For heals, passive regen and recovery, and Impale
    Claws/SR: For Elude and Focus (doesn’t have –fly though)
    Claws/Regen: For Focus, lots of heals, and passive regen and recovery

    d. Blasters: Blasters are a very difficult opponent for a Warshade. You will have to take them out quickly, as they can kill you easily in less than 5 seconds. Ice blasters are good at slowing you, making it more difficult to kill them, and they also have strong ranged attacks with a quick animation. Fire blasters have a little bit better single target damage, but no slows. Virtually all PvP blasters have /energy, and so have Boost Range, and strong melee attacks that can drop you out of whatever form you may be in at the time. With Boost Range, a snipe can hit you from over 200 feet away, allowing them to drop your life considerably before you even know it. Try for a quick mez, but if that doesnÂ’t work retreat. Some blasters choose /electric, which has slightly lesser blapping ability, but also has end drain.
    Dangerous Combos:
    Fire/Energy: For quick and strong ranged and melee attacks
    Fire/Elec: For quick and strong ranged and melee attacks, end drain
    Ice/Energy: For quick and strong and melee attacks, and slows
    Ice/Elec: Quick and strong ranged and melee attacks, slows, and end drain

    e. Tankers: Like scrappers, Tankers should be no problem if you have Nova. Even if they have fly, you should be at least as fast in Nova, and should have no trouble staying away from them, especially with no suppression. Just stay away and blast. If you see them do the obvious Hurl Boulder animation, switch to Dwarf so you arenÂ’t mezzed. Invulnerability and Stone Tanks have strong Tier 9s that make them very hard to kill. If you them use one stay away from them unless they are Granite. If they use Granite, just stay away and blast as usual, as they wonÂ’t be able to catch. DonÂ’t get caught in a punchfest, as neither Human nor Dwarf can out damage a good /Energy or /SS tanker, and neither will even come close to matching their resistances without Eclipse. If you are fighting a Fire/* tanker and you kill him, donÂ’t go near the corpse! Ice tanks are immune to slow (the side effect of your attacks), and can slow you and drain your endurance. The also have a tier 9 that is basically a phase shift that regenerates their life. You think youÂ’re about to kill them, and them BAM! They are back to full life.
    Dangerous Combos:
    Ice/Energy: Good damage, slows/end drain, Hibernate
    Ice/SS: Good damage, ranged attack, slow/end drain, Hibernate
    Invul/Energy: Strong tier 9, good damage
    Invul/SS: Strong tier 9, good damage and ranged attack

    f. Peacebringers: These guys are tough as a Warshade. They have a stronger Dwarf form than you, and are more self contained. Anything you can do, they generally can equal or top. You have the slight advantage of a better side effect on your attacks, and the big advantage of a ranged disorient. They have the big advantages of better melee attacks in Human, Conserve Energy, Build Up, good self heals in Human and Dwarf, and Essence Boost. Use Gravitic Emanation whenever they try to attack you in Human with their strong melee attacks, and in general try to get them to fight you Nova to Nova. Since your effects will make them both move slower and have their attacks take longer to recharge, you have to advantage in the damage and speed. DonÂ’t try to fight Human to Human unless you manage to get GE on them, as they will kill you quickly with BU and Radiant/Incandescent Strike. Most Peacebringers are content to fight Nova to Nova until they get hurt, and when they do they will switch to human or dwarf and try to heal. If they switch to human and try to use Essence Boost/Reform Essence, switch to Human yourself and go for a stun. If they go Dwarf, stay in Nova and keep firing. Sooner or later, theyÂ’ll have to switch back and fight you. Whatever you do, donÂ’t get in a Dwarf to Dwarf showdown, as the extra heal in their arsenal will make them stronger than you, and if they used Essence Boost before switching they will have more life than you. A lot of PBs use EB as soon as the fight starts, but even with EB IÂ’ve found I can reliably beat them Nova to Nova. They will probably use BU before Nova though, so make sure you stay away from the Bright Nova for 10 seconds before fighting it. This will be a long fight, but if you can force them to fight in Nova, you can win it.

    g . Other Warshades: Other Warshades will take a while to kill. If you can, try to mez them in human, but if that doesnÂ’t work switch to Nova and pile on the attacks. DonÂ’t let them pile on the attacks before you, because often the battle is decided by who can get more debuffs on the enemy, as the more you put on them the less they can put on you. If they immediately come at you in Nova, you probably can get GE on them, then switch to your own Nova to fight them. I like to switch to Dwarf first, as you wonÂ’t be stunned by their GE in it, and you might be lucky and have Smite stun them. Also, if you start Dwarf to Dwarf and you get the first attacks you are likely to beat them (though D on D fights take a long, long time).

    h. Brutes: Fight Brutes like you would fight a Tanker or Scrapper. Like most of the villain archtypes they get stronger as the fight gets on, with Fury letting them become stronger throughout the match. If you have Nova, use it on them to keep them from harming you. Even though your blasts do increase their fury, that won’t matter if they can’t hit you. The only ranged attacks I’ve seen brutes use are Hurl and Hurl Boulder, both of whom have a nearly 4 second animation time, plenty of time to switch to Dwarf and not take much damage. Since both attacks have –fly on them, you’ll have to play a game of keep away while in Dwarf, teleporting to stay away from them. Like tanks, some Dwarf powersets get powerful “Last Stand” tier 9s that can change the tide of battle. Unless it’s Granite, stay away from them while these powers are active.
    Dangerous Combos:
    Energy/Energy: For a good tier 9 and great damage
    Energy/Stone: For a good tier 9 and dangerous ranged attack
    Energy/SS: For a good tier 9, good damage, and a dangerous ranged attack

    i. Corrupters: Like blasters, corrupters can deal good damage, and they have several of the same sets. Like defenders, corrupters can debuff you well, and they also share some sets, as well as having several unique sets. I find Ice/Cold corrupters to be the most common, and they deal good damage, and have lots of –resistance, as well as making you move really slow, and have powers that seem to take forever to recharge. You want to take these guys out quickly, and that means either mezzing them with Human and then going Nova, or going Nova as soon as the fight starts. Sometimes I try to get a lucky Smite in Dwarf, but usually the corrupters take advantage of my slow movement and cast all sorts of nasty debuffs on me, as well as hurting me considerably with their blasts. Teleport can help this, but most corrupters move to fast to accurately teleport near them. Corrupters are probably the most dangerous villain to fight. Some */traps corrupters will try and teleport you into a maze of trip mines, but that’s won’t work if you notice them doing it and attack them mid-animation. If you find yourself with low life near a corrupter, be prepared to have all their attacks deal double damage.
    Dangerous Combos:
    Ice/Cold: For tons of slows, good damage, and considerable other debuffs
    Fire/Cold: For slows, good damage, and considerable other debuffs
    Sonic/Cold: For slows, good damage, good –resistance, and considerable other debuffs
    Ice/Radiation: For slows, good damage, and tons of debuffs
    Fire/Radiation: For good damage and tons of debuffs
    Sonic/Radiation: For good damage, lots of –resistance, and tons of debuffs

    j. Dominators Dominators are like a mix of controllers and blasters, with the typical villainside tendency to get better as the fight goes on. I suggest doing much of the round in Dwarf, hoping for Smite to disorient them. After they are disoriented, I switch to Nova and blast away, hopefully taking off a significant portion of their life before switching back to Dwarf to begin again. Note that if your facing a Mind/* dominator (as most good dommies seem to be) they will deal mostly psionic damage, meaning Dwarf wonÂ’t resist them. Mind dommies also have telekinesis, which can make them hard to hurt while in Dwarf, because of the repel. If you see them suddenly brighten up like a Christmas tree, get as far away from them as you can, as they have just Domination. While under Domination, they wonÂ’t be able to be disoriented by Smite, have considerably higher damage, and their holds will have twice the magnitude they would have before. Since a large portion of dominators in PvP are either */ice or */energy they will have powerboost, allowing them to easily hold you through dwarf. Their holds can last for 30 or more seconds, and while under domination it will be easy for them to kill you in that time.
    Dangerous Combos:
    Mind/Ice: For psy damage, telekinesis, slows and powerboost
    Mind/Energy: For good psy damage, telekinesis, and powerboost

    k. Stalkers: Stalkers are either easy, or impossible. If you see them, they are easy, as they have meager defenses, melee attacks, and low life. If you donÂ’t them however, they will kill you in 2 shots, and you will have no time to react. Also, they get several Elude-like powers, making them hard to kill if you donÂ’t have +tohit. If you are like most PvPers, you should be able to see them with Tactics and Shadow Cloak, and have plenty of accuracy to hit them. If you see them, fight them like a scrapper and go to the air, avoiding Impale and Focus. Most stalkers however are Energy, so they wonÂ’t have ranged attacks. However, if they catch you unawares an Energy stalker will stun you, then easily finish you off.
    Dangerous Combos:
    Anything

    l. Masterminds: Masterminds are by far my favorite to fight. Powers like Sunless Mire and Eclipse can be used to full effects against them, unlike against most enemies. I see a lot of /FF Masterminds, who think they are secure in their mez resistance and defense. They are wrong. I take two accuracy inspirations, teleport in as Human, and use Eclipse. Immediately afterward I use Sunless Mire, and then I switch to Dwarf and use its Mire. Then I simply switch to Nova, knowing the Mastermind will be in bodyguard, thinking heÂ’s safe. After a couple of damage-capped blasts from Nova, that illusion will be dispelled. When they try to blast at me, they will find that even Nova has reached the damage cap. Once the low level minions are down I aim for the Mastermind, using killing him easily. A warning though: these guys can and will kill you if you donÂ’t take them seriously. One with traps as a secondary will try and teleport you into a field on traps if arenÂ’t aware of them.
    Dangerous Combos:
    Robots/FF: Good damage, strong defenses, mez protection, pets mez
    Thugs/FF: Great damage, strong defenses, mez protection
    Mercs/FF: Good damage, strong defenses, mez protection, pets mez a lot
    */Traps: Boosted damage, traps good for teleporting into, mez protection


    [u]V. What can Inventions do for you? [u]


    Inventions have made a large impact on Warshades. They allow for a lot of difference between one character and another, even if they both took the exact powers at the same levels. If you felt powers took to long to recharge, you added sets that had +recharge in them. If you wanted more damage while in your forms, you added +damage. Listed below are some of the ways you could build you could build with enhancements. I will use HOs and ordinary IOs when I feel that it is necessary. The down side of these builds is that they will cost a ton of money. I suggest seeing the guide at this link for tips on getting rich: http://boards.cityofheroes.com/showf...=0#Post8490275

    The Proc Way: This way uses procs to add damage to weak attacks (Dwarf Form), and to add other effects to powers, such as giving Dark Nova Blast a chance to hold. Here is an example build:

    Hero Plan by Mids' Hero Designer 1.20
    http://www.honourableunited.org.uk/mhd.php

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

    Hero Profile:
    Level 1: Ebon Eye <ul type="square">[*] (A) Special:Nucleolus Exposure[/list]Level 1: Absorption <ul type="square">[*] (A) Impervious Skin - Status Resistance[*] (45) Aegis - Psionic/Status Resistance[/list]Level 2: Gravity Shield <ul type="square">[*] (A) Impervious Skin - Status Resistance[/list]Level 4: Gravimetric Snare <ul type="square">[*] (A) Special:Endoplasm Exposure[/list]Level 6: Dark Nova <ul type="square">[*] (A) Flight Speed IO[*] (34) Flight Speed IO[/list]Level 8: Starless Step <ul type="square">[*] (A) Accuracy IO[/list]Level 10: Penumbral Shield <ul type="square">[*] (A) Impervious Skin - Status Resistance[*] (46) Impervium Armor - Psionic Resistance[/list]Level 12: Sunless Mire <ul type="square">[*] (A) Accuracy IO[*] (33) Accuracy IO[*] (33) Recharge Reduction IO[*] (33) Recharge Reduction IO[*] (34) Recharge Reduction IO[/list]Level 14: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (46) Recharge Reduction IO[*] (46) Recharge Reduction IO[/list]Level 16: Shadow Cloak <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 18: Gravity Well <ul type="square">[*] (A) Special:Nucleolus Exposure[*] (37) Special:Endoplasm Exposure[*] (37) Special:Peroxisome Exposure[*] (37) Special:Peroxisome Exposure[*] (40) Special:Peroxisome Exposure[*] (43) Recharge Reduction IO[/list]Level 20: Black Dwarf <ul type="square">[*] (A) Resist Damage IO[*] (45) Resist Damage IO[*] (45) Resist Damage IO[/list]Level 22: Stygian Circle <ul type="square">[*] (A) Endurance Modification IO[/list]Level 24: Twilight Shield <ul type="square">[*] (A) Impervious Skin - Status Resistance[*] (50) Impervium Armor - Psionic Resistance[/list]Level 26: Gravitic Emanation <ul type="square">[*] (A) Special:Endoplasm Exposure[*] (34) Special:Endoplasm Exposure[*] (36) Special:Endoplasm Exposure[*] (36) Razzle Dazzle - Chance of Immobilize[*] (36) Pacing of the Turtle - Chance of -Recharge[/list]Level 28: Inky Aspect <ul type="square">[*] (A) Accuracy IO[/list]Level 30: Aid Other <ul type="square">[*] (A) Interrupt Reduction IO[/list]Level 32: Dark Extraction[LIST][*] (A) Special:Nucleolus Exposure[*] (48) Special:Nucleolus Exposure[*] (48) Special:Nucleolus Exposure[*] (48) Recharge Reduction IO[*] (50) Recharge Reduction IO[*] (50) Recharge Reduction[color=#FFC000] IO&lt;!--color--&gt;&lt;/f
  14. The Holy Trinity is completed! Now we have all three: The Shivan, The Nuke, and finally, The Heavy!

    TFs will never be the same. Farming for Heavies anyone?
  15. I believe Power Boost increases effects by 149% at 50, though I don't know the level it is at when you get it (I think it scales upward in power as you level).
  16. The sketch is based off of a character I made in game: The Bald Eagle.

    http://s203.photobucket.com/albums/a...0608071905.jpg

    I don't think it's particularily amazing, but it is pretty good for one of my pieces. I just thought I'd share it because it was my first one
  17. Thats...just...awesome.

    Time to get my Stony up to Granite.
  18. [ QUOTE ]
    There's actually a cool tactic force fielders with force bubble or stormers with hurricane can pull that makes Recluse quite a bit simpler. On the building behind Recluse and the towers, you'll find a narrow ledge. NOT the platform with the low wall around it, the little ledge just below that. It's wide enough to stand on, but that's about it. Have your tank pull Recluse to that ledge once the towers are down. Your FFer or stormie then positions himself (gotta be able to fly for this) so that Recluse is directly between them and the drop to the ground. Fire up hurricane or force bubble. When Recluse spawns his huge cadre of bane spiders, down they go! IT'S RAINING MEN! HALLELUJA! It takes a certain amount of attention and precision on the part of the tanker and the FFer/stormie, but it's not hard as long as you take it seriously and aren't screwing around taking stupid chances. Makes the bane spiders completely trivial.

    [/ QUOTE ]

    Thanks for the advice. If I happen to team with a Stormie, or Forcefield I'll try that strategy. I believe it should also work with Repel from a Kineticist, or perferably (cause we don't won't someone to die), a Gravity controller's Singularity.
  19. You are right, a team with a large amount of those that I said would be lesser picks could work, and in fact thrive. You could do this TF without Tanks if you had a good enough team. I'm just suggesting the sets that I have found more useful, and in more ways.

    Also, any team with 6 Defenders/Controllers should do well. I can just imagine 8 Stormies or 8 Forcefielders completing this TF. It would probably not be easy, but it is possible.
  20. This is a guide to help you to complete the hardest TF in the game (though not the longest).

    The Team
    The beginnings to winning this TF start with the team. Ideally, everybody will be 50, as you will get a lot of debt in these missions, especially the last one. There are many good ways to set up a team, so I'll just try and set up some good guidelines to go by.

    The Tank: The best Tank for the job would be a Stone Tank, followed by an Invunerability Tank. Resistances are key for fighting the AVs in the last mission. All are +4, which means that they can cut through defense easier than resistance. In particular, Recluse has a huge accuracy buff from the yellow tower, which makes it very hard for him to miss. Combined with his large amount of +4 bosses, he makes it very hard for defense based characters to survive. Now, I'm not saying the other types of tanks couldn't go against him and suceed with sufficent help, I'm just saying that it would require a lot more help for them to do it. I haven't done the TF with an Ice tanker, but I suppose alternating Hibernate and Phase Shift, with Orange inspirations when neither is up could work.

    The Damage: You'll want at least 1 Blaster or Scrapper to actually do the damage. You probably want more than that, though no more than 3, so you have enough slots for support toons and the tank. Any Blaster or Scrapper will do, as they basically all do the same task: Deal lots and lots of damage.

    The Defender: The best defenders for this TF are Dark Miasma, Kinetic, and Radiation defenders. The they are the best because of -regen, and powerful buffing and debuffing potential. Empathy defenders should be considered because of their potential to help the tank with Recluse, and for Fortitude, CM (essential when fighting GW and other stunning AVs), and RA/AB. FF and Sonic defenders are good at improving the teams defense, which helps a lot with the high damage dealing AVs. Sonic can also debuff resistance, also helpful against AVs. The worst defender is Storm. The AVs like to run, and are very resistant to slows, though not knockback. Note however, that any Defender can be useful. Sonics and Forcefields can take the load off the force of the blows of the +4 AVs, and can make an invincible team. Stormies and Forcefielders are particularily useful for keeping the mobs off the towers. Leadership is very helpful to have on all support toons, as 4 or more stacked Tactics, Assualt, and Maneuvers can make a team far better all around.

    The Controllers: Controllers are very importent to the Task Force. Their buffs and holds are essential when fighting AVs. The most importent things to look for in a controller are -regen and +recovery. The best controller for this TF is a radiation controller, because of their impressive debuffs and the amount of -regen they put out. Other controller types with -regen are /kinetic and /Trick Arrow. Fire/ Controllers would be the best for damage, and Ice/ and Stone/ would be the best for control. Illusion controllers have a big advantage that helps on teams with no tank, or a tank that can barely surive. Phantom Army is a power that summons three pets that can't be hurt, and have a taunting aura. They are good for taking Recluse aggro, and stopping other high damage AVs from hurting the team.

    The Team makeup:

    1-2 Tanks
    1-3 Damage Dealers
    3-6 Support Characters

    Mission 1:

    In the first mission, you will have to destory about 30 web parts, and fight on an AV. Just go through regular combat and destory all the web parts you see for the first part of the mission. After all the parts are destroyed, you will see a cutscene of Arbiter Sands talking. Go back up to fight him. He has a lot of men around him, and he's +1, so you will want to come prepared. Fight the minions first, and have the tank keep him busy. After all the baddies around him are dead, start pounding him. He should be easy. If he's not, you might want to seriously reconsider doing the rest of the TF.

    Mission 2:

    The title for this mission is Capture Dr. Aeon. The title is deceiving, you won't actually fight him. After going through a small portion of the mission, you will see a cutscene of him talking, and you will go to a different portion of the map. There you will fight 4 AVs, which I believe to be +2. The only difficulty you might have at this point if you have a good team is the psionic damage of some of AVs. Also, some of the AVs have powerful, and annoying nukes with mezzing effects. After you beat all four, find your way out of the mission.

    Mission 3:

    The villain respec mission. The first thing you'll want to do is fight your way to the door. It is very helpful to have a teamate who has Invis/TP so they can get the team past the mission. Inside, there is a group of villains trying to get there respec mission done, but they don't have to be fought. When you get the the final chamber, you'll want to clear the CoT first. Watch out for Tree aggro, as that thing can hit hard. After all the Circle of Thorns are dead, try to kill the thorns as quickly as possible. When they are down, start beating down the tree. Make sure the most survivable person gets the Nexus, as you'll need someone who can stay alive when your fighting Dr. Aeon.

    Mission 4:

    The first thing you will need to do is defeat the Real Security Chief. This can either take a few minutes or a long time, so be patient. When you finally find and kil- I mean "arrest" the real one, head on to the door. Ice Mistral is very close to the door, so try not to aggro her before everyone is there. She isn't that tough, but she is annoying with her Ice Storm and Blizzard slowing everyone. After her comes Silver Mantis I believe, who is generally easy, though she can still hurt hard like any AV. The next one is Wretch I think. He is your general AV, except for the end. Make sure to have everyone have mez protection though Dispersion Bubble, Clear Mind, or some other means. He does a Nuke that stuns anyone without protection (which is every squishy except for ones with the psionic epic power pool). The next AV is your standard one, so just beat her down like you would the rest of the Archvillains. Dr. Aeon, however, is a different story. Make sure you are fully buffed up, and that the tank (or whoever is the most survivable) has the temporary power that makes him harmable. Dr. Aeon summons lots of clones, and these clones are EB level. They have various annoying powers, and kill really deliver the hurt. Just ignore them, and concentrate on killing the AV. They will all die when he does, and he can still make more while your killing them, so don't attack them.

    Mission 5:

    Ok, this is the big one. I'll break it down by each AV, and tell you how to single pull them.

    The Single Pull: Usually using a snipe, have a teammember use there longest ranged power on one of the AVs. Have the rest of the team besides the tank far back, so they can fight without attracting the others. Before the AV kills the member who fired the pull, have the tank taunt them away from him. The tank then pulls them back to the rest of the team, and the beatdown proceeds. If you pull two or more, run away and try again. Fighting two or more of the hardest hitting AVs in the game at the same time isn't worth it, and usually results in a team wipe.

    Ghost Widow:

    Ghost Widow is one the hardest Archvillains you will have to face. Her main powers to watch out for are her heal, which is melee range and very powerful, and her hold, which can hold stone tanks in granite. The strategy I usually to take her down is to have the tank (having lots of mez protection cast upon him) taunt her, and stay away from her. As long as the person she is trying to kill is away from her, she will spam her blast, hold, and immobilize. She will never heal, even if there are multiple people in melee range pounding on her. She does pack quite a punch if she ever looses aggro on the tank, so the tank must be constantly vigilant. Use the powers you would usually use on an AV, especially the -regen. Powers that debuff defense are also useful here, as she is a +4 AV. In fact, all the AVs in this mission are +4, so you'll want to have plenty of accuracy bonuses and defense debuffs for all of them.

    Cap'n Mako

    Cap'n has only one big power to get over: His Elude. Every time his health drops below about 25% he will use it. The version of Elude he has must have a either a very short recharge or no recharge. He can use it right after dropping it. Fortitude and Tactics are helpful here, as are any powers that increase accuracy. Shivans are especially useful against him, as they both debuff defense and do massive damage.

    Scirroco:

    Scirroco will be a lot easier than the previous AVs listed. He does deal more damage than either of them though, an in AoE form. Be very careful of his nuke, that he will use several times during the fight. It will stun any person without protection, so make sure everyone has some sort of protection. He also has several Tornadoes out, that can knockback and deal good damage, as well as stun you.

    Black Scorpian:

    Black Scorpian is the easiest AV in this mission by far. Compared to the others, he's a pushover. Just fight him like you have fought every other AV in this TF, and you should sail right through him.

    After fighting all 4 of them, a cutscene will occur. Lord Recluse will appear and start being buffed by the towers. I'm gonna skip talking about the Flier (which gives a badge, Heat Seeker) and talk about him.

    Lord Recluse:

    Lord Recluse can be either very easy, or very hard. A good tank is very importent that this part. Have the tank buffed up with as many defense and regeneration buffs as you can, and have anybody with a good heal to follow him and keep him healthy. The tank must distract LR from the team taking down the towers, so that they won't be killed by him or his large amount of +4 bosses. The towers should be taken out in this order: Red, Yellow, Green, with Blue optional. The towers should be killed as quickly as possible, as LR can do 3000+ damage a pop to a tanker with high resistances, and extremely accurately with them up. He also will be nigh unkillable without taking out the green one. While fighting the towers, Arachnos repairmen will try to repair it. They can do so extremely quickly, so kill them when you see them. When the towers are down, its time to fight the hardest AV in the game. If you have Shivans and Nukes, nows the time to use them. Vengeance is a nice optional extra. When he summons 20 or so +4 bosses, kill them extremely quickly. His regeneration is still very quick. As always, buff up and beat down till he's dead. When's he's down, you'll get your choice of Hamidon Enhancements (currently not working), or a rare recipe. Also, you'll get the Peerless badge for beating him and the Saving the World badge for beating the TF. The Diplomat badge will come from beating all his subordinates.

    Have a good time with your shiny new SHOE!


    Extras: If you are having trouble beating any of the AVs, take some time and get Shivans and Nukes. These will make it far easier to fight them. Also, stocking up at Pocket D on inspirations will always help beat him. Mako especially can be lowered down a couple notches by bringing a lot of accuracy inspirations.
  21. Question: Can two or more procs happen at once (ex: a lethal and a smashing one in Quills)?
  22. Combat

    Kheldian Guides

    Mine is now updated for I9
  23. I finely took the time to update my guide. I added some builds and took the time to explain each power more throughly. Currently it takes up 16 pages on a Word Document, so it is quite long.



    A Warshade's Guide to PvP: By Combat (Issue 8 appliable)



    Index
    i - Introduction
    ii - Basic General Strageties
    (a) Arena
    (b) Zones
    iii - Indepth Analysis of each Archtype
    (a) Masterminds
    (b) Brute
    (c) Stalker
    (d) Corrupter
    (e) Dominater
    (f) Controller
    (g) Scrapper
    (h) Tanker
    (i) Defender
    (j) Blaster
    (k) Blapper
    (l) Peacebringers
    (m) Other Warshades
    iv- Zone Guides
    (a) Bloody bay
    (b) Siren's Call
    (c) Warburg
    v - Some Tips and tricks
    vi - Run-down of Powers with PvP in Mind
    vii- Builds

    i - Introduction

    So you've gotten your first character to 50, and decided to make a Warshade. First off, congratulations for getting to 50! Now, for all those that are looking to PvP with this new "Epic Archtype", I give you a guide to help you suceed. Before we start, I want to warn you that everything in here is my opinion, and you don't have to agree with what I say.



    ii - Basic General Strategies

    Here are some strategies I have come of with. There will be two sections, one for the Arena and one for the PvP zones. I haven't gone to Warburg or RV yet with my Warshade, so my experiences there are rather limited.


    Subsection A: The Arena

    The Arena is a place for Heroes and Villains to duke it out one one one, or team with others too defeat the opposing team. There are two types of Arena Battles, Normal and Gladiator, in which you fight with pets that function like MM pets do.



    Knowledge: Always try and know your surroundings. Sometimes knowing what mobs or players are where can save your life, and a trip to the hospital. Since Warshades have to adapt to their opponents, finding out the powersets and playstyle may make or break the game. In the Arena you cannot run away, so you must know where your opponent is at all times in order to avoid them.


    Disorienting: This is not actually about making your opponent be disoriented in game, it's more of a psychological effect. By attacking from differnent angles, and quickly leaving, you cause your opponent to become anxious. He's then more likely to make small but fatal errors. This applies to PvP zones as well.



    Subsection B: PvP zones

    PvP zones are maps designed for PvP fights. All PvP zones have an objective that you and your opponents compete against to complete. You have to be very careful in PvP zones, as you do not when or where an opponent can attack you.




    The Element of Surprise: One of the biggest advantages in PvP zones is the element of surprise. This is because sometimes a high power character can kill you in 1 or 2 shots, or hold you and kill you slowly if its a holder. Because it is so important, you must NEVER let the opponent get it. Always try to come from the sky, in Nova Form as most people tend to look on only the horzontal plane. Helped by your Stealth power, and used well with Teleporting powers. Silly them


    Escape Route: There are two things that can affect combat, before the fighting starts. One of these is the
    entrance, which is discussed above. The other is your escape route. Every opponent can prove a dangerous one, so always have an exit planning in case you don't want to pay the hospital bills. The safest way to escape is to switch to Dwarf and TP away, and the fastest is Human forms TP (which has better range than the Dwarf's one).


    Teamwork: This comes into factor in the Arena, but only really becomes a factor in the PvP zones. Opponents may have teamates near, so that easy looking Dominater over there may be surrounded by Stalkers just waiting for you to come into their grasp. However, teamates can also work to your favor. Remember that the next to the lure and bait trick works on you. The most important thing while teaming though is that you gain boosts while in Human Form for every not Keldhian on the team. You can get up to 140% +damage, 70% +resistance, or 8 Mag Resistance, depending on wether you have defenders and tanks, blasters and scrappers, or controllers on your teams.



    iii - Indepth Analysis of Each Archtype

    Masterminds: MMs will try to hide behind their army of henchmen. They will often make their henchmen go into Bodyguard mode, which makes all damage coming to them be cut into 7 or 8 little slices, with each pet taking 1 slice and the MMs taking 2 slices. While they are in BG mode their pets will not attack you until you attack them, so you have the advantage. So if the pets attack you first, you know the MM is an easy target. Otherwise drop in and use Sunless Mire in Human Form, then switch to the Dwarf form to use it again. Then simply change to Nova and Scatter/Detonate them all. Since the MM will likely still be in BG mode every pet will take even more damage then they usually would from this attack. This is called a Double Mire, a strategy that can prove deadly to most MMs. It is helped by Eclipse, which increases your resistance to everything by mezzes and psychic attack, and will allow you to survive the minions weak but rapid fire attacks. The one thing you hope for when fighting a Thug MM is for them to use Gang War. Double Mire + Eclipse anybody? Even better is using their dead henchmen against them. Summoning a pet out of a defeated henchman, then using it to kill the rest with your corpse bomb, and finally Circling up to full life and endurance is something that I long to do to some unexpecting MM. Sometimes */traps MMs will try and TP-Foe you into an array of traps, designed to hold and greatly damage you. If they manage to do so you will likely die. If you don't die immediatly try an tp out of there. If you can switch to Dwarf Form for the resistances. This goes with the Element of Surprise thing I talked about earlier. A long lasting battle for you, but a winnable one. MMs who try to Tank in Defense Follow will have a surprise coming to them when they fight you. A Double Mired Nova will shred the MMs minions with hard hitting Cones.

    Brutes: Brutes are surprisingly easy to you. Simply switch to Nova and you should be able to beat them without much trouble, since they won't usually be able to hit you very much, as most of their attacks are close ranged. If they have Fly they also have surpression, so you can defeat them in the air as well. Just don't go down and melee them in Human or Dwarf Forms. They will kill you their with their Fury, and much harder hitting attacks.

    Stalkers: Stalkers are some of the hardest to beat characters in the PvP game. If you can, try and get IR goggles to see them before they kill you. Two Stalkers can kill you through the base resistances of the Dwarf with about 1 hit each. I suggest Human Form for these guys, with the +Perception stealth and the ability to use IR goggles and Tactics. Your stealth is useless for you in this fight, as the Stalker's Hide will also grant +Perception. Orbiting Death and Inky Aspect can be be useful here, as it can hit anyone Stealthed or not in its range. This can stop Stalkers from using their strongest attack, AS. However they can still manage to hit criticals with their other attacks. If you see a stalker in Human Form you might be able to pop some Insights and switch to Nova. If you can manage this you can defeat them just as you did the Brute, though they do have more ranged attacks that can knock you down. Unlike most Villain fights, this one is a battle of attrition, not surprise or quickness. With your stealth and Tactics you can see Stalkers through Hide, and if I'm not mistaken, through Hide + Stealth. Warshades are among the few classes who can do that.

    Corrupter: Some corrupters can do great burst damage, and slow you down considerably as well as debuff you in other ways. Fighting Corrupters can be a matter of who hits first. Gravity Well or Dark Emenation are your friends here, as they can hold them long enough to kill them in Nova Form. They also have the ability to get many holds, and can hold you in the Human or Nova forms easily. You can fight these guys in any Form you want, but I recommend Dwarf Form for its resistances and heal. Corrupters also get very good debuffing powers in the Ice set.

    Dominaters: Dominaters can screw you up big time in PvP if you play them wrong. They can easily break the Dwarfs mez resistances with Domination, so using him is almost not an option. I like to hold them with GW before switching to Nova to finish them off. Dominaters have weak attacks, so Nova Form is recommened for most of the fight. However, under Domination their attacks will be vastly more powerful, and Dominaters do get high damaging melee attacks in their secondary in high levels. Psionic Dominaters in particuar have a very nastly power called Drain Psyche that can greatly improve their regeneration and recovery, among other things. If they start winning leave the fight ASAP so they have no chance of using Domination. Nova Form's Knockbacks are your friends in this fight, as is any mez.

    Controllers: By the time you fight them in Warburg most Controllers will have gotten their pets, and be able to deal tons of damage to you easily. They are a combination of Dominater and Corrupter, with slightly stronger holds then the dominater (not under domination) and about as good debuffing skills as the Corrupter. These guys should be considered EXTREMELY dangerous and taken carefully. If you can knockthem back with Nova then drop down to them in Dwarf. Try and keep him healing himself or not fighting, as these guys can stop you in your tracks. However, controllers do not have resistance to their own powers. A well placed Gravity Well or Dark Emenation will allow you time to kill them, as they do not have much life. At 40+, controllers are even more devestating. They can, and will, use the epics powers they get to 2 hit you, and be resistant to GW. Again, the longer you fight with them, the more chance of a loss, as they stack holds and debuffs upon until you finally submit, even if you are in Dwarf. Any for appliable with severe caution. If they do manage to hold you they will basically critical on EVERY hit so you should try and stop that from happening whatever the cost. Bringing BFs will increase your survivability greatly, and you always want to have 10+ BFs in your inventory. In team fights, beware of Illusion and Mind controllers confusion. Unlike other effects, it can stack in PvP, and make it very hard to target your opponents.

    Scrapper: A scrapper should be fought like you would fight a Brute. A Spines scrapper will be your mortal enemy though, because he will try and use Impale on you, stopping your flying, and damaging you greatly. It will also immobilize you, making you prey to the Scrapper. If they do somehow drop you out of flight try and Dwarf Form them. Overall stay out of longterm melee brawls with them and you will be fine.

    Tankers: Tankers have the best resistances of any Archtype in the game. This makes them incredibly hard to kill with any Form, and especially Dwarf form because of its weaker resistances and attacks. Nova Form is suggested for these guys, as it will deal the best damage to them and be pretty immune to their attacks. On a side note, some tankers have powers like Hurl that cause you to drop like a rock out of the sky. If they can get to fall they can usually out damage Dwarfy and easily defeat Human Form ( KO Blow anyone?). Though most Tank attacks are weak, they can land incredibly damaging attacks. Many Tanks Secondaries have powers like Siesmic Smash or Knock Blow, and Energy has 2 very strong powers in Energy Transfer and Total Focus. Simply play them safe and try and to stop them from meleeing you and you should be fine. Most of Tanks anti air powers are very slow, allowing you to get several hits on them before tping to a safe distance away.

    Blasters: Blasters are ranged high damage dealers. They can out-damage the Nova, so its use here is limited at best. If you can get a GW on them they usually can be taken down without threat. Suggested Form here is either Human or Dwarf form. The most dangerous Blasters are either Ice/* or */Energy, for their fast firing times and powerful boosting abilites. Don't get into a fight against a Boost Ranged, Power Boosted, Built Up Ice/Energy Aiming for you. If you try you will be shredded. Most Blasters in PvP are Fire/* or Ice/* (because of the quick fireing times) and either */Energy, */Ice or */Electric.

    Blappers: While Blappers are actually Blasters they play incredibly differently. While Blasters tend to stay back and simply try and shoot you down Blappers try and 2 shot you with the very strong melee attacks of some Blaster Secondaries. Most Blappers are either */Electricity or */Energy. I suggest trying to Nova them, as both Human and Dwarf are vulnerable to them (Human because of squishy-ness, Dwarf because of Blappers tendencies to drop toggles).

    Peacebringers: Peacebringers have many self heals, and the same Forms as you have. They will be able to outdamage your Nova through Build-Up, so none of that. If you can catch them in Human you should immediatly try to GW them, then switch to Nova after Mireing them to try and get a bit of damage on them. If you can get Mire on them you will beat them Human to Human, but their Incandescant Strike can easily put you between a rock and a hard place. Dwarf to Dwarf you will probably lose, simply because their heal is better. Their heal is better because it never misses, and heals more than yours. Try to switch when they switch, and stay away from Built Up Nova or Human Forms. A quick DE will render them helpless, so you can end it quickly. This will not be a quick fight, but it is achieveable.

    Other Warshades: Against other Warshades you will find your own skills used against you. They will try and GW you in Human Form, or shoot you with Nova Form. Our weakness (as in theres) is in fighting Nova to Dwarf. If you see them try and go Dwarf Form, immediatly go Nova and start blasting like crazy. If you try and go Nova to Nova you will likely be equally matched. They might try to go to Human Form and Snare you, stopping you from flying in Nova Form. To beat yourself you will need to be quick to change and to take advantage of any weakness. Warshade's will be highly resistant to Negative Energy and Smashing damage, which will mean you will deal far less than them.

    iv Zone Guides (up to Warburg)

    A- Your Bloody Bay Bonsii

    A zone for those of 15 or up, the local fauna of this zone are Masterminds, Stalkers, Scrappers, and Blasters. You will also find the occasional Badger or Shivan Collector. Everyone will be automatically sidekicked or exemplared to 25. Stalkers present a higher risk here then anywhere else, because of the lack of +perception powers in this level range. A good zone for learning the basics of zone PvP.

    Things to note in this zone:

    Meteors- Used by those Shivan inclinced. Common Stalker Hunting Grounds.

    Firebases: Heavily defended bases used in Shiva Collecting

    Villain base: Once was able to be seiged by Heroes. Many Heroes camped inside of the hospital, killing villains as they spread. 1 safe spot remains inside the base for any Hero to find. Many battles fought on its shores.

    Hero Base: Possible for Stalkers to infiltrate, better defended the Villain Base.

    Things to watch out for: Stalkers, Masterminds.

    Things to Do: At this zone you can get a Shivan, a very powerful EB-level pet, collect badges, and, of course fight. To collect Shivans, you must start by talking to the Scientist. He will give you an ore collecter, which you must use on each of the meteors. One thing to note is that once you gather one or more of the ores, you will turn green. Also, anyone Villain could attack you and take all your pretty ores for himself. After you collect the meteor ore, you must take out all the defenses of a Firebase. Then you must click on the first computer, which should say "Firebase defenses inactive". Then you go to the second computer and collect your prize.

    Siren's Call Silent Commenter

    A higher level zone then BB, this zone is for those higher then 20. All people in the zone will be level 30. Most popular zone before I7, still many people fight there. All species of Fauna arrive here at one time or another.

    Things of Note:

    Hotspots: Many fights rage between the Longbow and Arachnos in this zone. Longbow usually win. This is a good place for Warshades because of the amount of mobs there, and the healing NPCs.

    Stores: Winning side will have the ability to buy from stores, depending on bounty. Best buys IR goggles, and medium size inspirations.

    Boss mobs: Good for getting the badge for Elites.

    Things to watch out for: Stalkers, Masterminds, a few Dominaters

    Things to do: Gather bounty. You can do this by being near a fight that is won, or fighting Heros. If you kill the highest bounty collector of the other side, you will get a lot of Bounty. The highest collector's location will be updated periodically on the map. You can also badge hunt or fight.

    Your helper to the Wacky World of Warburg

    Available to those past 30, this zone is sparsely populated. You will see many Nuke collecters, and a few Scrappers, Controllers, and Blasters. This zone's population of Stalkers is very low. Everyone can attack all non-teammembers.

    Things of Note:

    The Web- Mass of tunnels underneath zone. Used by Nuke collecters, and Stalkers who want to kill Nuke Collectors.

    The Globe- In the center of the map, used for duels. Common Stalker grounds. Some use the Globe to duel, but I don't particularily understand this, as they could always go to the Arena.

    The Beach: Near the Hero base, this is where most large-scale battles take place.

    The Launch Pad: Where you go to get your rocket. Largest population of Stalkers in area.

    Things to do: Fight, collect badges, get a rocket. To collect a rocket you must kill the group guarding a scientist, then lead him back to his base. Repeat 3 times to get three codes. Then go to a payload, which will give you a Launch Code for the corrsponding rocket. As with BB, if you get killed while holding Codes or Launch Codes, the killer will get yours. The Launch Code must be used in five minutes.

    Things to watch out for: Experienced Players of any type.

    v - Tips and Tricks
    [list]

    "Bombing" - This is a term I have coined for diving down in Nova Form, just to deliver one attack, then pulling back up, out of range.


    Double Mired Nova - This will mainly be used when fighting MMs though can be used whenever. This is just a stealthed jump in while in Human Form, hit Mire, switch to Dwarf, hit Mire again, Nova Form. Helped tremendously by Eclipse in the later levels. Also, rather then switching to Nova you can Quasar, but this is mostly used on Masterminds.


    Corpse Bombing- To SS a minion off the streets, kill him, then use his as a bomb, using Dark Extraction.


    In Battle Pitstop - To draw and quickly kill a minion or henchman while in battle, then use Stygian Circle. Also can use to summon pet. If a henchman, you can blow the corpse up.


    Teamate Quick-Save - This is just a quick Shadow Recall of teamate while they are in danger.


    Oppenent TP- Trapping - Remember how I told that sometimes MMs would try to TP-Foe into traps? Well you can do that too To do so simply get the power Starless Step. Presto, you can TP-Foe someone into your teamates waiting hands (or your own, but you don't need to pull with SS). It is best to teleport them onto a corpse, and use the corpse to bomb them.




    vi- Rundown of Powers with PvP in Mind

    For Reference I use I simple 5 point scale :






    Now for the Powers: Inherent first

    1. Absorbation: A pretty useless power as far as PvP is concerned. Rare attack types and not very much resistant. Might be useful for passive knockback protection in Issue 9. I consider this power inherent because you are forced to have it at level 1.

    Slotting: 1 Resistance
    Combat Log: Very rarely will this power prove useful. It delivers unimpressive resistance on a passive scale. You will never thank god for it, or even probably remember you have it.

    2. Dark Sustenence: A great power when teaming, makes your human form stronger for every nearby teamate.

    Slotting: Nothing (can't slot)
    Combat Log: This power will help you tremendously in teams. If you team with Tankers or Defenders, you'll get a human form offense bonus. If you team with Blasters or Scrappers, you'll get a defense bonus. Teaming with Controllers is the most helpful I think because it gives you mez protection. If you are on big teams, it might be better to stay Human 90% of the time.


    3. Shadow Step: Your travel power, and a pretty good one for PvP too (as players can't stop by immobilizing you, which often have -jump and -fly effects)

    Slotting: 1-3 Range, 1-3 Endurance
    Combat Log: This will be your main method of moving around. This is the fastest travel power, but also the most tedious, because you constantly have to click. It is best to set up a bind for this and Black Dwarf Step. The should look something like this: /bind "lshift powexec_name Shadow Step".

    4. Shadow Recall: Pretty usefull for saving a teamate, but not anywhere near something you'll use a lot.

    Slotting: 1 Interupt Reduction
    Combat Log: I have used this many a time to help a teammate in need. The most use you'll get of this in a PvP zone is to quickly gather your team, or to try and TP an ambushed friend. Far more helpful in PvE for level 1-10, because you can drastically speed up your group with it.

    Umbral Blast: Umbral Blast powers slow the enemy slightly.

    1. Shadow Bolt: May be marginally useful but not much.

    Slotting: 1-2 Accuracy
    Combat Log: You'll have a choice between this and Ebon Eye at level 1. I chose Ebon Eye because I like Hard and Slow more than Soft and Fast, and because EE lets you shoot lasers out of your eyes, and whats cooler than that? Slightly lowers your opponent's speed.

    2. Ebon Eye: A staple of your Human Attack Chain, this is a must.

    Slotting: 1-2 Accuracy, 3 Damage
    Combat Log: I chose this at level one because it dealt more damage, and because of the animation. Neither this or SB will get a ton of use in the higher levels, but EE has some use.

    3. Gravimetric Snare: Usefull for grounding Flyers and stopping SJers, this power can ruin an escapees day.

    Slotting: 1-2 Accuracy
    Combat Log: This power immobilizes your opponent, but its best use is for the -jump and -fly it provides. It probably won't immobilize many people, as most PvPers will have Combat Jumping.

    4. Dark Nova: Get it, slot it, love it! This is 1/3d of your power. Think about that before you talk.

    Slotting: 1-3 Fly
    Combat Log: This is an incredible power. It will provide you with most of your offensive muscle. Though squishier than your Human or Dwarf forms, it can kill most enemies in two shots. It will provide a more leisurely form of travel for you (button clicking gets old) and a safer way. In higher levels, it gets even more powerful with the Mires and Eclipse (which turns the Nova into a Tank-Mage). You will be in this form 3/4 of the time in low levels. In order to improve its unsurpressable Fly, you must slot in Dark Nova.

    5. Shadow Blast: Another Must for Human, this attack is stronger and slower then EE. Not needed, but doesn't hurt.

    Slotting: 1-2 Accuracy, 3 Damage
    Combat Log: Stronger than EE, this is the strongest attack besides your hold you get in Human. Use this and EE to deliver most your damage until GW.

    6. Starless Step: A semi-usefull power for teams, not great, but you'll like it when you need it. Used for ambushing oppenent.

    Slotting: 1 Range, 1 Accuracy
    Combat Log: This power teleports a foe. It requires an accuracy check, and can't teleport bosses or above. Useful in PvP for setting up traps for an opponent. Only trouble with this is the limited range, because your opponent can usually see you when you use it.

    7. Sunless Mire: A +damage and +acc buff, that can be stronger then BU. What else can I say?

    Slotting: 1-2 Accuracy, 3 Recharge
    Combat Log: This is one of the reasons you want to be a Warshade. Combined with Nova, you can devastate mobs and players quickly. Use with Dwarf Mire and Eclipse for best results.

    8. Dark Detonation: A targetted AoE attack, meh. Nova has something exactly like this, that does more damage and costs less end.

    Slotting: 1-2 Accuracy
    Combat Log: I'd like this power if you didn't have a far better alternative in Dark Nova Detonation. Since you already have a better version, there is little reason to take this.

    9. Gravity Well: A Supreme Damage melee hold. Whats not to love?

    Slotting: 2 Accuracy, 3 Damage/3 Hold, 1 Recharge (This will likely be the one power I tell you to six slot)
    Combat Log: This is a very good power. It delivers good damage in a DoT, and holds. The hold is useful for squishies, allowing you to take out Blasters and Defenders with ease. The only problem with it is its melee range, but usually you can get in range. Controllers get an Epic that resists holds, so the effect against Controllers in low in high levels. Not very good for melee fighters, except for the damage, which is rarely resisted. This power won't do much against Dark Armor fighters.

    10. Essence Drain: Same as the Dwarfs Siphon Life, take this for another heal.

    Slotting: 1-2 Accuracy, 2-3 Heal
    Combat Log: If you need another heal, take this one. I prefer Heal Self for a Human Heal, but this can be useful if you need more health quickly.

    11. Gravmatic Emenation: Unlike the Nova Form's Emenation, this is a disorient causing cone. Very useful, though it does cause knockback.

    Slotting: 1-2 Accuracy, 3 Disorient
    Combat Log: This power will hold any squishy except Controllers with Psionic Mastery. It lasts long enough for you to usually kill your opponent before it wears off.

    12. Unchain Essence: Explode a corpse, dealing Nukelike damage to all enemies around it. Not very useful in player versus player, unless fighting Masterminds.
    against non-Masterminds
    against Masterminds
    Slotting: 1-2 Accuracy, 3 Damage
    Combat Log: Corpses near your opponent are rare in PvP, unless its the corpse of a rival or teammate. Very good against MMs because there will be plenty of ammo to work with, and because its AoE, it will do great damage against the pets (as most MMs stay in Defensive Follow).

    13. Dark Extraction: A pretty cool power, summoning mini-Novas from a corpse. The only pet that you can have multiple of, worth getting in my opinion.

    Slotting: 1 Accuracy, 3 Recharge, 2 Damage (I lied, six slot this one too)
    Combat Log: These pets are high damaging, and very useful if you can find corpses to use them with. They won't revolutionize your combat, but they will add a lot to your damage (and they stay around when you switch forms, so your Dwarf can have a lot more firepower with them helping).

    14. Quasar: Leaves you defenseless. It deals high damage, but if you didn't kill them you are likely to be swiftly defeated. With Eclispe, might be good against MMs.

    for MMs
    Slotting: 3 Damage
    Combat Log: I'm not much of a fan of nukes in PvP. They drop all your toggles, and don't necessarily kill your opponent. That said, they can help if you have endurance inspirations. Against MMs in Gaurdian Mode, they are ultra deadly, usually leaving the MM mostly defenseless. The nuke has a +accuracy that is high enough to allow you to hit almost anything with it.

    Umbral Aura

    1. Gravity Shield: Might as well take it for a little smashing and lethal resistance. Which is always useful (I call this as first one, as it is the first choose able one)

    Slotting: 1 Endurance, 3 Resist
    Combat Log: This is a power you will want running whenever you are in Human mode. Most of the attacks in the game are Smashing and Lethal, and this resists both. The numbers are average, but good enough for a squishy.

    2. Orbiting Death: I like it. I protects me from stalkers and tha is always a good thing

    Slotting: 1 End, 1-2 Acc
    Combat Log: This is nice to have running before you get Shadow Cloak and Tactics. It won't always hit the Stalker, as they have great AoE Defense with Hide, but it will safe you sometimes.

    3. Penumbral Shield: Unlike Gravity Shield, this shield protects for ice and fire. These attacks are much rarer then smashing and lethal, so this is not always great.

    Slotting: 1 Endurance
    Combat Log: This shield won't be nearly as useful as GS, simply because Fire and Ice are rare damage types. Most useful against Ice Blasters, who are great damage dealers.

    4. Shadow Cloak: This power is great, but not for its stealth. Almost every single person in PvP will be able to see through this. However, this power does give +perception, which is a good thing. Combined with Tactics, you can see Stalkers.

    Slotting: 1-2 End
    Combat Log: After getting this and Tactics, your Stalker fears are pretty much over. Even with Hide and Stealth, you will be able to see them.

    5. Twilight Shield: I like this shield even less then the previous one. Even rarer form of energy, and another toggle. Meh, not needed or wanted. In Issue 9, you might get it for extra passive knockback protection (some IOs will give that type of benefit to armors)

    Slotting: 1 Endurance
    Combat Log: Consider getting this if you fight other Warshades or Energy Brutes or Stalkers a lot. Me, I found that it wasn't useful enough to take, but if you do get it it will provide good defenses to Energy and Negative Energy, especially with Aborbation

    6. Black Dwarf: The last 1/3rd of your power, the Black Dwarf is really good resistance and mez resistance. Another Get it, Slot it, Love it!

    Slotting: 3 Resist
    Combat Log: All of his attacks are slow and low damaging. It will be a pain to use him when you first get him, but when you give him 3 Resists he is good. Requires slotting quickly more than Nova, because he won't naturally be great.

    7. Stygian Circle: A heal that works on defeated foes corpses. It only takes 3 to fully heal and replenish your endurance. Very good.

    Slotting: 3 Recharge
    Combat Log: I like this power a lot. It heals an obscene amount of Health and Endurance for bosses, with a little less for minions and leutinants. 3 Minions will fully heal you. This power recharges quickly and will be useful to you forever.

    8. Nebulous Form: A phase shift that takes 4 seconds to activate. As we all know, in PvP 4 seconds is forever. Good on paper, bad in field

    Slotting: 1 Endurance
    Combat Log: I would like this power if it weren't for the animation time. It would make a good escape, but usually, when you are hurt bad enough to want to escape you will be killed while this power if activating.

    Inky Aspect: A low magnitude pulsing disorient that takes a minute amount of life and endurance to operate. Not an amazing power, but it can be crucial when you need it. Sometimes will stop Stalkers, but with Tactics you should be able to see them coming.

    Slotting: 1 Endurance, 2 Accuracy (Optional 2-3 Disorient)
    Combat Log: This is a good power because it stops Stalkers and Blappers very well. The pulse is quick enough to catch Stalkers before AS hits, but sometimes Blappers will get through.

    9. Stygian Return: Needs foes around to activate, and doesn't heal you completely with just one. "Can you please kill me again?"

    Slotting: If you get it, 1 Heal
    Combat Log: Might be useful if your opponent stands over your corpse and does a victory dance. It should disorient them, and give you enough time to kill them. But most foes will leave before you can activate this power, and melee folks usually have enough mez protection to resist it and kill you again.

    10. Eclipse: This is an awesome power. It gives you a boost to your resistances for every mob or player near, and drains some of their endurance. Very usefull power, and works after form-shifted.

    Slotting: 3 Recharge, 3 Resist (Oops, six slot again)
    Combat Log: This is the best part about being a Warshade. For nearly a minute, you can max out your resistances and gain hold protection on all your forms. Your squishy Nova will suddenly become as strong as your Dwarf, and with Double Mire will become nearly invincible.

    Nova:

    1. Dark Nova Fly: The only non supressed fly in game, and faster then the travel power.

    Slotting: Nothing (Can't slot)
    Combat Log: The only unsurpressable fly in the game. Very good for ariel fights, and for sneaking up on your foe. In order to make it faster, put Fly enhancers in Dark Nova.

    2. Dark Nova Bolt: Quick Single Target damage, this is a bread and butter of the single target Nova attacks.

    Slotting: 1-2 Accuracy (Damage if slots allow)
    Combat Log: I don't like quick weak attacks usually, but this power does enough damage to be useful.

    3. Dark Nova Blast: Slower then Bolt, but stronger. This attack is the second of the bread and butter Nova Single Targets.

    Slotting: 1-2 Accuracy, 3 Damage
    Combat Log: A very great attack, this does a ton of damage, and quickly too. Not much more to say, but slot it.

    4. Dark Nova Emenation: A cone attack that deal Blast damage over multiple targets. Great

    Slotting: 2 Accuracy, 2-3 Damage
    Combat Log: Does almost the damage of DNB, but in AoE. Great against MMs.

    5. Dark Nova Detonation: If bolt and blast were your single target bread and butter attacks, this and emenation are you AoEs.
    2 Accuracy, 2-3 Damage
    Combat Log: This and DNE will kill MMs very quickly. This does slightly less damage than DNE, but still a lot.

    Dwarf:

    1. Dark Dwarf Strike: Fast low damage attack.

    Slotting: 1-2 Accuracy (Damage could be added if extra slots)
    Combat Log: This attack is weak, but necessary for a good Dwarf.

    2. Dark Dwarf Smite: Slow, but harder hitting.

    Slotting: 1-2 Accuracy, 2-3 Damage
    Combat Log: A little bit better than the previous attack, it is still slow and weak. Does damage on scale with the weakest Nova attack.

    3. Dark Dwarf Drain: Moderate damage, but the heal is what you're looking for.
    Slotting: 2 Accuracy, 2-3 Heal/2-3 recharge

    Combat Log: Use this as often as you can. It heals a goodly amount of damage, and heals enough to keep you in the game.

    4. Black Dwarf Mire: A second Mire? Count me in

    Slotting: 2 Accuracy, 3 Recharge
    Combat Log: A signature power of the Warshade, this will make you one the best burst damage dealers in the game. I love this power, especially with Human Mire and Eclipse.

    5. Black Dwarf Step: Useful when you use it to safely travel or get away.

    Slotting: 1-3 Range, 0-3 Endurance
    Combat Log: This will be your way to escape safely.

    6. Black Dwarf Antagonize: A taunt. Useful in tanking, but not in PvPing.

    Slotting: 1 Accuracy (taunts aren't autohit in PvP)
    Combat Log: Unless you team a lot, you won't be using this power much. Taunts just aren't useful in PvP.

    *Note: All Dwarf powers have a slightly slow animation time and relatively low damage.


    Builds

    Note: These builds are just examples. These are not the best builds ever for PvP, and probably have mistakes in them.

    Build 1: 3-form Warshade with IOs

    Hero Plan by Mids' Hero Designer 1.151
    http://www.onthejazz.co.uk/hu/mhd.php

    Example Build: Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Speed

    Hero Profile:
    Level 1: Ebon Eye -- Acc/Dmg(A), Dmg/EndRdx(3), Acc/Dmg/Rchg(3), Acc/Dmg/EndRdx(50)
    Level 1: Absorption -- Psi/Status(A)
    Level 2: Gravity Shield -- Status(A), ResDam(5), ResDam/EndRdx/Rchg(17), ResDam/Rchg(29)
    Level 4: Shadow Bolt -- Hold%(A), Build%(5)
    Level 6: Dark Nova -- Stlth(A)
    Level 8: Shadow Blast -- Acc/Dmg/EndRdx(A), Dmg/EndRdx/Rchg(9), Acc/Dmg/Rchg(50), Dmg/Rchg(50)
    Level 10: Penumbral Shield -- ResPsi(A), ResDam(11), ResDam/Rchg(46)
    Level 12: Sunless Mire -- RechRdx-I(A), RechRdx-I(13), Acc-I(13)
    Level 14: Shadow Cloak -- Rchg+(A)
    Level 16: Twilight Shield -- ResDam/EndRdx(A), ResDam(17), ResDam/Rchg(45), ResDam/EndRdx/Rchg(46)
    Level 18: Gravity Well -- HO:Nucle(A), RechRdx-I(19), RechRdx-I(19), HO:Perox(29), HO:Perox(45), HO:Perox(45)
    Level 20: Black Dwarf -- ResDam-I(A), ResDam-I(21), ResDam-I(21)
    Level 22: Stygian Circle -- RechRdx-I(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Gravitic Emanation -- Acc/Rchg(A), EndRdx/Stun(27), Acc/EndRdx(27), Acc/Stun/Rchg(46), Stun/Rng(48), Acc/Stun/Rchg(48)
    Level 28: Inky Aspect -- Acc-I(A)
    Level 30: Unchain Essence -- Acc-I(A), Dmg-I(31), Dmg-I(31), Dmg-I(31)
    Level 32: Dark Extraction -- PetResDam(A), HO:Nucle(33), HO:Nucle(33), HO:Nucle(33), RechRdx-I(34), RechRdx-I(34)
    Level 35: Quasar -- RechRdx-I(A), RechRdx-I(36), Dmg-I(36), Dmg-I(36), RechRdx-I(37), Dmg-I(37)
    Level 38: Eclipse -- ResDam(A), ResDam/Rchg(39), Acc-I(39), EndRdx/Rchg(39), ResDam/EndRdx/Rchg(40), RechRdx-I(40)
    Level 41: Stygian Return -- RechRdx-I(A)
    Level 44: Gravimetric Snare -- Acc-I(A)
    Level 47: Essence Drain -- Acc-I(A)
    Level 49: Starless Step -- IntRdx-I(A)
    ------------
    Level 1: Brawl -- Knock%(A)
    Level 1: Sprint -- Run-I(A)
    Level 1: Dark Sustenance
    Level 2: Rest -- IntRdx-I(A)
    ------------
    Level 6: Dark Nova Bolt -- Acc/Dmg(A), Acc/Dmg/EndRdx/Rchg(42), Dmg/Rchg(43)
    Level 6: Dark Nova Blast -- Acc/Dmg(A), Dmg/EndRdx(15), Dmg/Rchg(42), Acc/Dmg/Rchg(43), Acc/Dmg/EndRdx/Rchg(43)
    Level 6: Dark Nova Emanation -- Acc/Dmg(A), Dmg/EndRdx(7), Dmg/Rchg(9), Dmg/Rng(25), Acc/Dmg/EndRdx(34), RechRdx-I(42)
    Level 6: Dark Nova Detonation -- Acc/Dmg(A), Dmg/EndRdx(7), Dmg/Rchg(11), Dmg/Rng(15), Acc/Dmg/EndRdx(37), RechRdx-I(40)
    Level 20: Black Dwarf Strike -- Dmg-I(A)
    Level 20: Black Dwarf Smite -- Acc-I(A), Dmg-I(48)
    Level 20: Black Dwarf Mire -- Acc-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 20: Black Dwarf Drain -- Acc-I(A)
    Level 20: Black Dwarf Step -- Range-I(A)
    Level 20: Black Dwarf Antagonize -- Taunt-I(A)

    Some totals: (likely off, as this build seems to have problems with Keldhians and IOs, they don't seem to count some types of enhancements)

    +Recharge: 26.3%. Very helpful to have nearly an SO of recharge slotted in all powers, especially since you have so little slots to spare

    Tohit: 11%. Again, useful when you can't spare slots (and you can't)


    Resistances:

    Smashing and Lethal: 32.5% while not in Dwarf or with Eclipse running
    Energy and Negative Energy: 43.8% while not under Dwarf or with Eclipse running
    Fire and Cold: 35.7% while not under Dwarf or with running
    Psionic: 16%
    Toxic: 25%

    Defenses:

    Energy: 5%
    Psionic: 1.88%
    Fire and Cold: 3.75%
    Melee and Ranged: 3.75%

    Build 2: Human/Dwarf

    Hero Plan by Mids' Hero Designer 1.151
    http://www.onthejazz.co.uk/hu/mhd.php

    Example Build 2: Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Speed

    Hero Profile:
    Level 1: Ebon Eye -- Acc/Dmg(A), Dmg/EndRdx(3), Dmg/Rchg(5), Acc/Dmg/Rchg(9), Acc/Dmg/EndRdx/Rchg(40), Build%(42)
    Level 1: Absorption -- Psi/Status(A), Status(50)
    Level 2: Shadow Bolt -- Hold%(A), Build%(3), Heal%(5)
    Level 4: Gravity Shield -- ResDam(A), ResDam/EndRdx(7), ResDam/Rchg(11), ResDam/EndRdx/Rchg(17)
    Level 6: Shadow Blast -- Acc/Dmg(A), Hold%(7), Dmg/Rchg(9), Acc/Dmg/Rchg(15), Acc/Dmg/EndRdx/Rchg(42), Build%(42)
    Level 8: Orbiting Death -- DoT%(A)
    Level 10: Penumbral Shield -- ResPsi(A), ResDam(11), ResDam/EndRdx/Rchg(15), ResDam/EndRdx(25)
    Level 12: Sunless Mire -- Acc-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Shadow Cloak -- <fo
  24. Does anyone think the United States is kind Fascist? I mean that there is a big line between the super rich and the average person, and they both seem to stay in their areas. And since most of the people in Congress are rich, they have a lot more control than the average Americans. And lets not forget the fact that if you want to run for President, you'll need a lot of money (for advertising and etc.).

    -Note: I don't want flames, though it is probably too sensitive a topic not to expect them.