Justaris

Mr. Justice 2011/PvP Bootcamp Mentor
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  1. Yes, the fourth DamRes is a waste. It's not nothing, but the slot could be better used elsewhere. That should more properly be 3 DamRes 3 EndMod - I think I copied that from my pre-ED build. Good catch.
  2. [ QUOTE ]
    Please stay away from adding emotes or sayings to your binds. Remember you will be changing forms a lot as a Peacebringer. Combat is fluid and the situation demands may change quickly. You may need to be blasting away one minute, and healing yourself up or activating build up the next. This is totally a personal choice, mind you, but your teammates will not be happy having to hear “Now I must enter NOVA FORM!!!” each time you shape shift.

    [/ QUOTE ]

    Very nice, concise guide to binds/macros as they apply to Kheldians. My only criticism was with this bit - while you're absolutely right that you do not want to include emotes or strings of text in your primary binds, this should not discourage those who wish to add a little flavor to their Kheldians from doing so.

    You should simply make two (or more) functionally identical binds, one without text for everyday use and another doing the same thing but including emotes and/or text for when you feel like adding a little flavor. To use the example in the guide, this would be:

    [ QUOTE ]
    /bind t “goto_tray 2$$powexec_toggle_on bright nova”

    [/ QUOTE ]

    for the everyday use and

    [ QUOTE ]
    /bind shift+t “goto_tray 2$$powexec_toggle_on bright nova$$local Now I must enter NOVA FORM!!!”

    [/ QUOTE ]

    for when you want a little more flavor.
  3. It does have a significant endurance cost, but that number does seem a little high based on my experience. I'm not really a numbers cruncher, so if you really want an answer on what the number really is, I suggest you post in the Kheldians forum and ask the question. There are plenty of people around who do a great deal of meticulous testing to find out stuff like this.
  4. Here are the promised builds. Over the course of making these I moved some powers around and changed the slotting of others, but you will notice some powers retain the same level and slotting in both sample builds. These are the ones that, in my experience, are integral to the Warshade. As stated before, please take theses as a suggestion only - neither of these are the build I use in live play exactly, though they are both close in certain respects.

    I hope this proves helpful. The first build uses the forms very specifically, slotting up the Nova form for damage and the Dwarf form primarily for tanking ability (aggro control). Both builds take Stamina rather late, as with Circle I don't really feel the need for it most of the time and only brought it back when I began to feel the pinch in AV battles.


    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Benedict
    Level: 50
    Archetype: Warshade
    Primary: Umbral Blast
    Secondary: Umbral Aura
    ---------------------------------------------
    01) --> Ebon Eye==> Acc(1)
    01) --> Absorption==> DmgRes(1)
    02) --> Gravity Shield==> EndRdx(2)DmgRes(3)DmgRes(3)DmgRes(5)
    04) --> Orbiting Death==> Acc(4)Dmg(37)Dmg(37)Dmg(43)
    06) --> Dark Nova==> EndMod(6)EndMod(15)EndMod(15)TH_Buf(17)
    08) --> Starless Step==> Acc(8)Acc(9)
    10) --> Hasten==> Rechg(10)Rechg(13)Rechg(36)
    12) --> Swift==> Run(12)
    14) --> Shadow Cloak==> DefBuf(14)
    16) --> Health==> Heal(16)
    18) --> Gravity Well==> Acc(18)Acc(19)Hold(19)Hold(37)Dmg(45)Dmg(46)
    20) --> Black Dwarf==> DmgRes(20)DmgRes(21)DmgRes(21)DmgRes(23)EndMod(23)EndMod(25)
    22) --> Stygian Circle==> EndRdx(22)Rechg(43)
    24) --> Sunless Mire==> Acc(24)Rechg(31)Rechg(36)
    26) --> Gravity Emanation==> Acc(26)DisDur(31)
    28) --> Nebulous Form==> EndRdx(28)
    30) --> Inky Aspect==> Acc(30)DisDur(31)
    32) --> Dark Extraction==> Acc(32)Rechg(33)Rechg(33)Rechg(33)Dmg(34)Dmg(34)
    35) --> Quasar==> Acc(35)Dmg(40)Dmg(42)Dmg(42)Rechg(42)Rechg(43)
    38) --> Eclipse==> Acc(38)Acc(39)DmgRes(39)DmgRes(39)Rechg(40)Rechg(40)
    41) --> Stamina==> EndMod(41)EndMod(48)
    44) --> Stygian Return==> Heal(44)
    47) --> Unchain Essence==> Acc(47)Dmg(50)Dmg(50)Dmg(50)
    49) --> Super Speed==> EndRdx(49)
    ---------------------------------------------
    01) --> Sprint==> Run(1)
    01) --> Brawl==> Acc(1)
    01) --> Shadow Step==> EndRdx(1)EndRdx(5)
    01) --> Dark Sustenance==> Empty(1)
    02) --> Rest==> Rechg(2)
    10) --> Shadow Recall==> IntRdx(10)
    ---------------------------------------------
    06) --> Dark Nova Blast==> Acc(6)Dmg(48)
    06) --> Dark Nova Bolt==> Acc(6)Dmg(17)Dmg(45)Dmg(45)
    06) --> Dark Nova Detonation==> Acc(6)Dmg(9)Dmg(11)Dmg(13)
    06) --> Dark Nova Emmanation==> Acc(6)Dmg(7)Dmg(7)Dmg(11)
    20) --> Black Dwarf Strike==> Acc(20)
    20) --> Black Dwarf Smite==> Acc(20)Dmg(46)Dmg(48)
    20) --> Black Dwarf Mire==> Acc(20)Rechg(34)Rechg(36)
    20) --> Black Dwarf Drain==> Acc(20)Rechg(46)
    20) --> Black Dwarf Step==> Range(20)
    20) --> Black Dwarf Antagonize==> Acc(20)Taunt(25)Taunt(27)Rechg(27)Rechg(29)Acc(29)
    ---------------------------------------------



    The second build focuses more on human form, slotting the Dwarf form more for survival than for aggro management and backing off some on the Nova form damage to afford more slots for human control and damage powers. Again, these are samples of what I consider to be good Warshade builds, but your experience may and should differ.

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Arnie
    Level: 50
    Archetype: Warshade
    Primary: Umbral Blast
    Secondary: Umbral Aura
    ---------------------------------------------
    01) --> Ebon Eye==> Acc(1)
    01) --> Absorption==> DmgRes(1)
    02) --> Gravity Shield==> EndRdx(2)DmgRes(3)DmgRes(3)DmgRes(5)
    04) --> Orbiting Death==> Dmg(4)Dmg(37)Dmg(37)
    06) --> Dark Nova==> EndMod(6)EndMod(15)TH_Buf(15)TH_Buf(17)
    08) --> Starless Step==> Acc(8)Acc(9)
    10) --> Hasten==> Rechg(10)Rechg(13)Rechg(36)
    12) --> Swift==> Run(12)
    14) --> Shadow Cloak==> DefBuf(14)
    16) --> Super Speed==> EndRdx(16)
    18) --> Gravity Well==> Acc(18)Dmg(19)Dmg(19)Hold(37)Rechg(45)Rechg(46)
    20) --> Black Dwarf==> DmgRes(20)DmgRes(21)DmgRes(21)DmgRes(23)EndMod(23)EndMod(25)
    22) --> Stygian Circle==> EndRdx(22)Rechg(29)EndMod(43)
    24) --> Sunless Mire==> Acc(24)Rechg(31)Rechg(36)Rechg(45)
    26) --> Gravity Emanation==> Acc(26)KB_Dist(29)DisDur(31)
    28) --> Nebulous Form==> EndRdx(28)
    30) --> Inky Aspect==> Acc(30)DisDur(31)DisDur(43)
    32) --> Dark Extraction==> Acc(32)Rechg(33)Rechg(33)Rechg(33)Dmg(34)Dmg(34)
    35) --> Quasar==> Acc(35)Dmg(40)Dmg(42)Dmg(42)Rechg(42)Rechg(43)
    38) --> Eclipse==> Acc(38)Acc(39)DmgRes(39)DmgRes(39)Rechg(40)Rechg(40)
    41) --> Unchain Essence==> Acc(41)Dmg(48)Dmg(48)Dmg(50)Dmg(50)Rechg(50)
    44) --> Stygian Return==> Heal(44)
    47) --> Health==> Heal(47)
    49) --> Stamina==> EndMod(49)
    ---------------------------------------------
    01) --> Sprint==> Run(1)
    01) --> Brawl==> Acc(1)
    01) --> Shadow Step==> EndRdx(1)EndRdx(5)
    01) --> Dark Sustenance==> Empty(1)
    02) --> Rest==> Rechg(2)
    10) --> Shadow Recall==> IntRdx(10)
    ---------------------------------------------
    06) --> Dark Nova Blast==> Acc(6)
    06) --> Dark Nova Bolt==> Acc(6)Dmg(17)
    06) --> Dark Nova Detonation==> Acc(6)Dmg(9)Dmg(11)Dmg(13)
    06) --> Dark Nova Emmanation==> Acc(6)Dmg(7)Dmg(7)Dmg(11)
    20) --> Black Dwarf Strike==> Acc(20)
    20) --> Black Dwarf Smite==> Acc(20)
    20) --> Black Dwarf Mire==> Acc(20)Rechg(34)Rechg(36)Rechg(48)
    20) --> Black Dwarf Drain==> Acc(20)Heal(27)Heal(27)Heal(45)Rechg(46)Rechg(46)
    20) --> Black Dwarf Step==> Range(20)
    20) --> Black Dwarf Antagonize==> Acc(20)Taunt(25)
    ---------------------------------------------


    One final note - there've been a number of posts about Hami-Os in the Kheldian forums lately. I do not have any advice about slotting using Hami-Os, because I do not have enough myself to have personal experience using them to great effect in Warshades (though the benefits are obvious to me).

    Perhaps in the future, when I have a game system that's closer to 'cutting-edge' than 'obsolete' on the spectrum and much more time, I'll get into Hami raids, but at the moment it simply isn't something I do. I've seen many other seasoned players make comments on the ideal HO slotting for Kheldians and I defer to their expertise.
  5. Sorry, but no, for the reasons I gave when this request was made by someone else earlier in the thread. You're not me, you're not going to play the way I do, and your build should be a reflection of your playstyle, not mine.

    If you make a build of your own and either post it or PM me with it, I'll give you my feedback and work with you to make it better, but I'm not going to post Iscariot's build.

    Edit: Reconsidering what seems to be a request for a 'baseline' build to work from, I've decided to post a sort of barebones build that will give players a place to start. However, it's always been my concern that a player might respec into a build here and then find it doesn't fit the way they like to play (see "You are not me", above). Please, please, please do not do this. Kheldians have tremendous variety and copying my build is far more likely to cause disaster for you than success.

    That said, I should have a couple of sample builds posted to the guide by the end of the day.
  6. Justaris

    Kheldian Guides

    Actually, I did post a link both in the Kheldian Guides and in the Guide to Guides. For some reason it just never got picked up.
  7. No, actually you can only bind one power to a bind - this is a measure to prevent botting. If you try to bind two powers, the second overrides the first. In your example, it would work in human form, but in Dwarf your Dwarf Step would be interrupted as the game tried to activate your human teleport. I suggest you do it Bill's way.
  8. Justaris

    Kheldian Guides

    The guide I wrote is Issue 6 compliant. Nothing much changed for Kheldians in Issue 7, so if you're playing a Warshade you might check that one out. The link is in this very thread.
  9. [ QUOTE ]
    11. Gravmatic Emenation: Same as Novas, see Dark Detonation for my thoughts about it.


    [/ QUOTE ]

    This is wrong. Shadow Blast is a weaker version of Dark Nova Blast. Dark Matter Detonation is a weaker version of Dark Nova Detonation. Gravitic Emanation is not a weaker version of Dark Nova Emanation. It is a cone disorient power with minor damage. It is an additional mez power. I suggest you up its rating.


    Overall, though, this is a reasoned and well-thought-out treatise on Warshade PvP. I don't necessarily agree with how you assess some of the ATs, but the tactics you recommend will serve new PvP Warshades well as you hit how a majority of people play those ATs.
  10. I've done this before, but it does take some careful timing. It allows you to soak up alpha strikes very well in large teams, but I also like to use it to gather up enemies around me for Eclipse and double-Mire, especially when solo. You just have to make sure you don't try it with mezzing enemies. Although it would still be a good way to take a psi damage alpha for your team.
  11. I'm fairly certain the E:\keys part is your problem. All of your bind files should be in the City of Heroes\piggs\ directory. That's where the game looks for the bind files and trying to make it look elsewhere may be causing your problem. Since everything else looks good, I suspect you're going to need to move your text files. The bind would then be simply:

    /bind 5 "powexec_slot 5$$local you opened what?!$$bind_load_file buildup1.txt"

    And in the file buildup1.txt it would be:
    5 "powexec_slot 5$$local BSOD time!$$bindloadfile buildup2.txt"

    If you must make the source of the bind files something other than your City of Heroes/piggs/ directory, then you'll have to work out what you're doing wrong in the path commands you're giving. Good luck, either way.
  12. I'm glad to hear that. Just keep in mind that this guide is for a tri-form build - it doesn't necessarily hold up for an all-human, a forms, a Human/Nova or a Human/Dwarf build. But that said - I hope you enjoy your 'shade. There's nothing else quite like it.
  13. Justaris

    How to bind?

    /bind F11 "local Check me out! No, seriously, check me out...$$em flex"

    There you go. Of course, you can put in whatever phrase you had in mind, that's just me having fun. Just make sure that when you're done with your phrase you put in the $$em flex3" part. Spaces before the $$ are okay because the game will read them as part of the phrase. Space after the $$ will mess up the bind.
  14. I'm glancing back over this and realizing that I did mention in my original guide that Stealth had synergy with Warshade powers. Since it's mutually exclusive with Shadow Cloak, it should more properly be Invisibility, not Stealth, which is the power to have. Since this requires two picks and Super Speed only one, the Shadow Cloak/SS combo is probably the better bet unless you simply cannot deal with the increased movement rate caused by Super Speed.
  15. I meant stealth in the general sense, not Stealth the power. You make a good point about SS, but I generally can get by with just stealth (Shadow Cloak) while exemplared and use the NebForm/Shadow Cloak combination when at my natural level.

    Still, if you have nothing better to take, Super Speed is a good choice to combo with Shadow Cloak. I wouldn't take Stealth.
  16. I appreciate the feedback, but I won't be posting builds. Even for a defined subset (tri-form) of this AT, there's still a great deal of variation in both powers and especially slotting.

    I don't like posting builds because my powers, the levels at which I chose those powers, and the slotting of those powers are all based on my playstyle and goals for the character. Someone copying or even emulating my build would do poorly if they don't play as I do.

    For example, not everyone cares about having Shadow Cloak before level 15 - I took it early so I'd always have stealth and recall for doing Cavern of Transcendence Trials.
  17. /bumped, to make this guide slightly easier to find since the AT guides don't seem to have been updated recently.

    Comments welcome.
  18. Just a couple of things you might want to add, especially since this guide is aimed at PB newbies. You don't mention that Kheldians can't take the Flight or Teleportation pools - I've seen more than a few PBs that had Teleport Foe or Recall Friend in their plan builds. PBs cannot get those powers.

    Quantum Flight will, after 45 seconds, begin exponentially increasing its endurance cost until it runs you out of Endurance. It thus cannot be run continuously and a PB player should know in advance that he/she must turn it off after a short while or completely run out of Endurance. A well-timed Conserve Power or Geas of the Kind Ones (Accolade power) can extend this beyond 45 seconds, but you'll still have to turn off the power eventually (or be turned off by it).

    That said, Quantum Flight is an instant-activation phase shift power. The Warshade power Nebulous form and the pool power Phase Shift both have activation delays before they kick in -- this does not, making it a very good panic button.
  19. Global: @Xander Harris

    CoH:
    Xander Harris, BS/SR Scrapper, 50
    Frostmight, Ice/Mace Tanker, 14

    CoV:
    Might O'Chondrion, Ice/Cold Corruptor, 10
  20. I agree with the above posters, I recommend you take your attacks earlier and take more of them. Also, you're probably going to want to get Stamina right at 20. Unless you're getting it for the +Perception and want to PvP right away, you can put off Focused Senses much later than you have it here. Also, you can put off Practiced Brawler a bit, the status protect it provides doesn't become critical until the mid-20s or so.

    Slotting-wise, you don't need near that many slots on Practiced Brawler. Before you get SOs and Stamina, the end cost is a bit high, so I can see one EndRedux and 1-2 Recharge. You really don't need the third, and after you have Stamina you might just scale it back to 2 recharge with no EndRedux. That's the slotting my BS/SR has.

    I strongly recommend you get your travel power right at 14 and that you work in some more attacks. Practiced Brawler and Focused Senses can both be pushed to the late 20s, allowing you to get Stamina at 20 and take some more attacks in the early 20s.

    I also recommend you take Parry, the defense buff it supplies you with is excellent and once you get a good attack chain going you can usually keep a double-Parry buff on yourself. It'll work wonders for your survivability.
  21. Thanks for the addendum - I don't PvP much as a rule, so I tend to forget that Shadow Cloak has those features, which are IMO a much bigger deal in PvP.

    As for numbers, that'll have to be left to someone smarter/with more time than I. The planner I use does not have the correct numbers, though I'm sure that at least one of the popular planners out there probably does.

    Of course, once I7 comes out those numbers may need to be changed anyway. Probably not as radically as some, since Warshades use far more resistance than defense as mitigation, but still.
  22. [ QUOTE ]
    I do believe you undervalue Stygian Return a bit. True, as self-rez powers go it's not the best. Unlike Rise of the Phoenix it does not affect its target(s) in any way, so you end up rezzing into an alert, undamaged mob who can beat you back down.

    However... During the animation you are immune to attacks and can queue other powers. So the best way to use Stygian Return if the fight is still raging is to immediately queue up Black Dwarf and rez straight into Dwarf form.

    It's a Quality of Life power that makes you more independant.

    [/ QUOTE ]

    You make a good point. I'm actualy considering working this power back into my build, but in my experience you need an alert team to keep the aggro off of you long enough to get your powers going and get back in the game. If you're on such a team, chances are good you won't die in the first place. If you're not, Stygian Return may be a waste of a power or even cause more debt.

    I'd say it really depends on your normal teaming you have with your Kheld - if you're commonly teamed with friends and SGmates, then I can see this being a good QoL power. If you tend to do at least half pick-up groups, it might be something you could stand to skip.

    That's been my experience anyway, YMMV.
  23. Storm is amazing as it is. You simply played with someone who didn't know how to use it and now have an incorrect understanding of how good the set is. Just because one idiot caused a teamwipe with it does not mean the problem is with the powerset. As for the "only join teams with empaths" thing, well, that's not exactly giving you a lot of credibilty posting on defender issues.
  24. So you've decided to make a Kheldian, or maybe you've played a Peacebringer and you're looking for a change now. There are several valid ways to build a Kheldian, but the tactics and slotting suggested in this guide are geared towards a tri-form approach, one utilizing both Nova and Dwarf from as well as the default human form.

    You should realize that human form powers (including pool powers) cannot be used while in the forms. Some players drop one or both of the forms, which relieves the "slot-crunch" many Kheldian players feel. The slot crunch refers to the fact that a tri-form player has many more powers than a standard AT hero but the same number of slots to spread around.

    A quick note on binds: If you’re going to switch between the forms in battle, you’re not going to want to go hunting for your powers. I recommend you place all your Dark Nova powers in tray 3, your Black Dwarf powers in tray 4, and use trays 1 and 2 for your human powers. You can then use binds to shift your form and your active power trays at the same time. Example:

    /bind NUMPAD2 “powexec_toggle_on Dark Nova$$goto_tray 3”
    /bind NUMPAD3 “powexec_toggle_on Black Dwarf$$goto_tray 4”
    /bind NUMPAD1 “powexec_toggle_off Dark Nova$$powexec_toggle_off Black Dwarf$$powexec_name Gravity Shield$$goto_tray 1”

    "Human-only" and "Forms specialist" warshade builds do exist and can be successful, but I don't have the experience with those variants to comment in-depth. In my opinion, tri-form grants the greatest power and versatility, and is a lot of fun to play. Now, on to the powers.


    Dark Sustenance – the Warshade version of the Kheldian ‘teamlink’ inherent, Dark Sustenance grants a damage bonus for every blaster & scrapper, a resistance bonus for every defender and tanker, and a mez resistance for every controller. The bonus is small, but noticeable when you have multiple heroes of the right type on the team. For example, on a team with five blasters you will notice you’re doing decidedly more damage.
    Triform Rating: 3/5
    Available at level: Inherent
    Recommended Slotting: N/A
    Other Notes: Dark Sustenance works only in human form.

    Shadow Step – Teleport
    Triform Rating: 3/5
    Available at level: 1 (automatic, you don’t choose to take this power)
    Recommended Slotting: 1-2 End Redux
    Other Notes: Some people don’t enjoy using TP for travel, but using a bind to help chain the TPs together can make it much easier. One such bind is /bind SHIFT+LBUTTON “powexec_name Shadow Step”.

    Shadow Recall – Recall Friend
    Triform Rating: 4/5
    Available at level: 10 (automatic, you don’t choose to take this power)
    Recommended Slotting: 1 Interrupt Reduction
    Other Notes: This’ll make you especially popular between levels 10-14, when you have two travel powers (counting Nova form) and Recall Friend, while your teammates have… sprint.


    Umbral Blast

    Shadow Bolt – One of the two starting blast powers, following the standard fast/light vs slow/heavy setup seen in most other powersets. This power is the quick, light damage one. Ultimately you won’t use either of these much later on, so it’s more personal preference than anything else.
    Triform Rating: 2/5
    Available at level: 1
    Recommended Slotting: 1 Acc
    Other Notes: None

    Ebon Eye - One of the two starting blast powers, following the standard fast/light vs slow/heavy setup seen in most other powersets. This power is the slower, slightly more damaging one. Ultimately you won’t use either of these much later on, so it’s more personal preference than anything else.
    Triform Rating: 2/5
    Available at level: 1
    Recommended Slotting: 1 Acc
    Other Notes: Shoot death from your eyes! My personal preference of the two.

    Gravimetric Snare – This power is a single-target immobilize. Recall that immobilize powers do not stop enemies from shooting at you, but can force them into using ranged attacks.
    Triform Rating: 3/5
    Available at level: 2
    Recommended Slotting: 1 Acc, 1 Immob
    Other Notes: This is a good early power for dealing with Quantums & Voids, as it allows you to separate out a group with some practice. However, once you get powers like Gravitic Emanation & Gravity Well, you no longer need to use this for that purpose.

    Dark Nova – Your first form power, granting you four more blast powers ‘free’.
    Triform Rating: 5/5
    Available at level: 6
    Recommended Slotting: 1-2 ToHit Buff, 2-3 Endurance Modification
    Other Notes: This is your primary damage-dealing form as a tri-former and will grant you a great deal of destructive power early-on. You are a ‘glass cannon’ while in this form and should play as though you were a blaster while in Nova form. Those used to a Hover/Fly bind may have some trouble getting used to Nova form, which is all-Fly, all the time.

    Shadow Blast – A more powerful blast power than those first available
    Triform Rating: 1/5
    Available at level: 6
    Recommended Slotting: If you take it, 1 Acc, 2-3 Damage, 2-3 Recharge
    Other Notes: If you’re playing a tri-form ‘shade, this power is somewhat redundant since you’re better served slotting Dark Nova Blast.

    Starless Step – Teleport Foe
    Triform Rating: 5/5
    Available at level: 8
    Recommended Slotting: 1-2 Acc
    Other Notes: This power is an excellent way to pull Quantums/Voids out and away from their friends so that you can finish them off fast, sometimes without even giving them a chance to fire a shot. It has excellent synergy with Gravity Well.

    Sunless Mire – A point-blank AOE that buffs your Accuracy and Damage based on the number of foes hit.
    Triform Rating: 5/5
    Available at level: 12
    Recommended Slotting: 1 Acc, 2-3 Recharge
    Other Notes: This power is essentially identical to the Dark Scrapper power Soul Drain. Stacked with Black Dwarf Mire, you can gain a very strong damage and accuracy buff for a few seconds. Called double-Mire, this is a favorite tactic among tri-form ‘shades.

    Dark Matter Detonation – A targeted AOE blast power
    Triform Rating: 1/5
    Available at level: 12
    Recommended Slotting: If you take it, 1 Acc, 2-3 Damage, 2-3 Recharge
    Other Notes: Like Shadow Blast, this is a power that is also represented in Nova form. Since Nova form has an inherent bonus to accuracy as well as several other damage powers, it makes more sense for the tri-former to spend slots there rather than here.

    Gravity Well – A powerful melee attack and hold
    Triform Rating: 5/5
    Available at level: 18
    Recommended Slotting: 1 Acc, 1-2 Hold Duration, 2-3 Recharge, 2-3 Damage
    Other Notes: Play with the power and work out the slotting that fits your playstyle best. Having a hold power gives you a great solution for Quantums/Voids, allowing you to neutralize them while you take them out. Great with Starless Step.

    Essence Drain – A health drain attack (self- healing power + attack)
    Triform Rating: 1/5
    Available at level: 18
    Recommended Slotting: If you take it, 1 Acc, 2-3 Heal
    Other Notes: Generally, if you’re taking enough damage to use this power, you’d be better off switching to Dwarf form or falling back – it’s a melee power and though human-form Warshades use it to good effect, in my experience your survivability is greater going right into Dwarf form.

    Gravitic Emanation – A cone-attack with minor damage and strong disorient
    Triform Rating: 4/5
    Available at level: 26
    Recommended Slotting: 1 Acc, 1-2 Disorient Duration
    Other Notes: This is another good control power, useful if Gravity Well misses or if you have multiple foes you want to neutralize (such as a Quantum and a Sapper, for example)


    Unchain Essence – Targets a fallen (dead) enemy for an AOE damage attack
    Triform Rating: 2/5
    Available at level: 26
    Recommended Slotting: 1 Acc, 2-3 Damage, 2-3 Recharge
    Other Notes: Unchain Essence is fun, but rather situational. Firstly, you have to either set up a bind or manually target the fallen enemy in order to use the power, and you must throw the power before the body fades. The damage is significant, but not in my opinion worth the trouble. If you have some way of keeping your foes clustered, the utility of the power goes up significantly.

    Dark Extraction – Summons a pet (Extracted Essence) from a fallen (dead) enemy
    Triform Rating: 5/5
    Available at level: 32
    Recommended Slotting: 1 Acc, 2 Damage, 3 Recharge
    Other Notes: This is currenly the only pet in the game which can exist in multiple. You can usually have two out at all times if you have at least two recharges in the power. The EEs are like mini-Nova forms, using all four Nova form powers. They are not much tougher than you are in Nova form and should not be thought of as controller-type pets (which are usually quite tough). They do provide excellent supplementary damage, which is especially handy when you’re brawling it out in Dwarf form.

    Quasar – A blaster-style nuke power with typical endurance crash afterwards
    Triform Rating: 4/5
    Available at level: 32
    Recommended Slotting: 1 Acc, 3-4 Damage, 2-3 Recharge
    Other Notes: This power, like all nuke powers, does a great deal of damage – it’s generally best to double-Mire before using it to get the most bang for your buck. Also, using Quasar is much safer after you have Eclipse to protect you from any retaliation, as you cannot shift forms without at least a small amount of endurance.


    Umbral Aura

    Absorption – Passive Energy/Negative Energy damage resistance
    Triform Rating: 2/5
    Available at level: 1
    Recommended Slotting: 1 Damage Resistance
    Other Notes: Absorption doesn’t provide much resistance and generally isn’t worth spending slots on, given its low base protection.

    Gravity Shield – The first of the three toggle shields, resistance to Smasing/Lethal
    Triform Rating: 4/5
    Available at level: 2
    Recommended Slotting: 1 End Redux, 3-4 Damage Resistance
    Other Notes: I recommend setting up your form-shifting binds so that you always toggle on Gravity Shield when you shift into human form. S/L is the most common damage type in the game and keeping this on while in human form will help out quite a bit.

    Orbiting Death – A constant Damage-over-Time PbAOE toggle
    Triform Rating: 3/5
    Available at level: 4
    Recommended Slotting: 0-1 Acc, 2-4 Damage
    Other Notes: Also known as “Orbiting Debt” among Warshades, Orbiting Death is not especially useful when it first becomes available. In the late game, once you have shields, Eclipse, double-Mire and other tools at your disposal, however, OD begins to come into its own and can be useful – more useful than your other level 4 choice, Gravimetric Snare. It’s also useful as a DoT curtain in PvP to interrupt Stalker’s Assasin Strikes.

    Penumbral Shield – Second of the toggle shields, resistance to Fire/Cold/Toxic
    Triform Rating: 2/5
    Available at level: 10
    Recommended Slotting: If you take it, same as Gravity Shield
    Other Notes: Fire, Cold and Toxic damage aren’t that common in the game as of now, and ultimately you can gain better resistance by switching into Dwarf form. It is worth noting that this power is your Toxic resistance, but in the long term this isn’t a power I would keep as a tri-former.

    Shadow Cloak - Stealth
    Triform Rating: 4/5
    Available at level: 14
    Recommended Slotting: 1-2 Defense
    Other Notes: This power grants stealth. Combine it with Super Speed, Stealth or Nebulous Form to gain true invisibility for slipping past enemies during TFs or just when you’re rather not fight that particular spawn.

    Twilight Shield – The final toggle shield, resistance to Energy/Negative Energy
    Triform Rating: 2/5
    Available at level: 16
    Recommended Slotting: If you take it, same as Gravity Shield
    Other Notes: While Energy/Negative Energy is a more common damage type, I still recommend using Dwarf form to take damage – that’s what it’s there for. Those Warshades who choose not to take Dwarf form will probably want all three shields.

    Black Dwarf – Your second form, granting six powers for ‘free’
    Triform Rating: 5/5
    Available at level: 20
    Recommended Slotting: 3-5 Damage Resistance, 1-3 Endurance Modification
    Other Notes: This is your ‘tank’ form, but you should realize that this damage resistance does NOT extent to the Nictus damage of Quantums and Voids. Still, you should be able to soak up damage from most other enemies without much trouble. While you can fulfill the ‘survive damage’ requirement for tanking, be aware that you do not have Gauntlet and will probably have trouble holding large amounts of aggro for a team.

    Stygian Circle – A PbAOE which restores your health and endurance based on the number of fallen (dead) enemies in range around you.
    Triform Rating: 6/5
    Available at level: 22
    Recommended Slotting: 1-2 Recharge, 1 End Redux, 1-2 End Mod
    Other Notes: You can also enhance the heal if you have slots to spare, but in my experience you gain enough HP just from the base values. Once you get the hang of dropping into the middle of battle and using Circle, it’ll change your gameplay dramatically. I still find myself reaching for Stygian Circle on all my other characters – it’s one of the defining powers of the Warshade. Take it, love it.

    Nebulous Form – Phase shift and the equivalent of six-slotted Combat Jumping, shuts off automatically after 60 seconds.
    Triform Rating: 3/5
    Available at level: 24
    Recommended Slotting: 1 End Redux
    Other Notes: Combined with Shadow Cloak, this power will allow you to stealth past most obstacles, a useful ability on TFs or when soloing certain missions. You cannot interact with glowies while NebForm is active, but if you drop it and keep Shadow Cloak up you can still probably stealth an interaction. NebForm has a rather long activation time, so it’s not ideal as a panic button. If you survive past the activation, you’ve got 60 seconds of intangibility to bolt, but usually the only threats that’ll merit that are Q/Vs, who’ll probably have killed you by then. I recommend you think of this as a situational uber-stealth power.

    Inky Aspect – A toggle PbAOE aura which disorients foes near you, costing you ticks from your health.
    Triform Rating: 4/5
    Available at level: 28
    Recommended Slotting: 1-2 Acc, 1-2 Disorient Duration
    Other Notes: Inky Aspect’s health drain can be counteracted completely by the Health power from the Fitness pool. A single health SO in Health will allow you to break even – two will give you modest health regeneration while Inky is up. Inky Aspect makes a nice backup when pulling a Q/V in case your first attacks miss – it can also be stacked (albeit a bit unreliably) with Gravitic Emanation to disorient bosses.

    Stygian Return – A self-rez power which draws on living enemies near your body.
    Triform Rating: 2/5
    Available at level: 35
    Recommended Slotting: 1 Health
    Other Notes: This is in my experience a very situational rez power, even more so than most. A large group around you can rez you to full, but now you’re in the middle of a large group – whereas a single pull doesn’t give you much back, but supplies a relative safety. I’ve used this once or twice to recover in the middle of a frantic battle, but it requires some very quick moves to get back in the game before you’re defeated again. This power’s allowed me to save my team a few times, but it’s also doubled my debt. And it probably goes without saying, but if there’s a Q/V aggroed, just stay down.

    Eclipse – A PbAOE power similar to Mire, except that it buffs Damage Resistance rather than Damage/Accuracy. This buff carries over to your Nova and Dwarf forms once applied.
    Triform Rating: 5/5
    Available at level: 38
    Recommended Slotting: 1 Acc, 2-3 Damage Resistance, 2-3 Recharge
    Other Notes: With Eclipse up, you can fight in Nova form while shrugging off blows from your enemies, or fight in Dwarf form and stand toe to toe with pretty much anything. It’s worth noting that Eclipse does not provide mez protection, so if you’re fighting mezzers, use it and then go into Dwarf.


    Dark Nova

    Dark Nova Bolt – A quick, light damage attack
    Triform Rating: 4/5
    Available at level: 6
    Recommended Slotting: 1 Acc, 1-2 Damage
    Other Notes: A decent attack to pull with early-on, though I prefer using Starless Step later in the game.

    Dark Nova Blast – The more powerful single-target blast
    Triform Rating: 4/5
    Available at level: 6
    Recommended Slotting: 1 Acc, 2-3 Damage
    Other Notes: None

    Dark Nova Emanation – A cone attack and your highest-damaging blast
    Triform Rating: 4/5
    Available at level: 6
    Recommended Slotting: 1 Acc, 2-3 Damage, 2-3 Recharge
    Other Notes: Not everyone is used to using cone powers – if you’re not familiar with them, take some time and focus on getting the most enemies in the cone as possible. It makes quite a difference.

    Dark Nova Detonation – Targeted AOE blast
    Triform Rating: 4/5
    Available at level: 6
    Recommended Slotting: 1 Acc, 2-3 Damage, 2-3 Recharge
    Other Notes: None


    Black Dwarf

    Black Dwarf Strike – The ‘quick’, light melee attack
    Triform Rating: 3/5
    Available at level: 20
    Recommended Slotting: 1 Acc, 1-2 Damage
    Other Notes: All the Dwarf attacks are rather slow to recharge, so you may also want to consider slotting them for recharge and/or picking up Hasten if you plan to spend a great deal of time in Dwarf form. It takes many slots to make Dwarf form damage per second really effective – I personally just try to get to a point where I can switch to human or nova form where I already have damage slotted up.

    Black Dwarf Smite – The slower, heavier melee attack
    Triform Rating: 4/5
    Available at level: 20
    Recommended Slotting: 1 Acc, 2 Damage
    Other Notes: See Black Dwarf Strike

    Black Dwarf Mire – Exactly the same as the power Sunless Mire
    Triform Rating: 5/5
    Available at level: 20
    Recommended Slotting: 1 Acc, 2-3 Recharge
    Other Notes: In prolonged battles in Dwarf form, this will help you keep aggro and will increase your DPS, but it’s best used in synergy with Sunless Mire to provide a double-buff to Damage and Accuracy. Pre-Eclipse, it’s often better to lead with Sunless Mire and then use the Dwarf version and use the double-buff to fight things out in Dwarf form. Post-Eclipse, I often lead with the Dwarf Mire, then drop into human to use Eclipse and Sunless Mire, before either using Quasar or switching to Nova form to lay down death.

    Black Dwarf Drain – Exactly the same as the power Essence Drain
    Triform Rating: 3/5
    Available at level: 20
    Recommended Slotting: 1 Acc, 1-2 Recharge
    Other Notes: Drain can be helpful in protracted battles, but isn’t an especially impressive self-healing power – if circumstances allow, it’s nearly always better to drop into human form and use Stygian Circle and then shift back. Exceptions include times when you have too much aggro to drop Dwarf form for even a moment and battles with Arch Villains in which there are no fallen enemies to fuel Stygian Circle.

    Black Dwarf Step - Teleport
    Triform Rating: 4/5
    Available at level: 20
    Recommended Slotting: 1 End Redux, 0-1 Range
    Other Notes: Useful for “tele-tanking”, setting yourself up an ideal position for using Mire or human form powers such as Quasar. Also, Step can be used to set up a transformation, such as teleporting straight up and then triggering the change to Nova form. Enemies will generally follow you rather than firing from range, though this is a tricky tactic and takes practice.

    Black Dwarf Antagonize – Taunt
    Triform Rating: 4/5
    Available at level: 20
    Recommended Slotting: 1-2 Acc, 2-3 Recharge, 2-3 Taunt Duration
    Other Notes: Unlike Tanker taunts, Antagonize has a to-hit check. This, combined with your lack of Gauntlet and its rather slow recharge time, make it difficult for a Warshade alone to manage a team’s aggro. Difficult, but not impossible.


    That's a rundown of the Warshade powers, with my opinions as to how each of them stacks up in a tri-form build. If you decide not to play using one or both of the forms, then naturally your playstyle would differ and powers I've rated poorly here might be essential in that context. Take it for what it is.

    This is already a long guide, but I'll say a few quick things on Pool Powers. First off, as a Kheldian you can't take Flight or Teleportation anyway. What about Hasten and Stamina? Hasten is useful, of course, but you must be in human form to activate it. Many times it'll be back up before you remember/get a chance to switch forms, so you can keep the slotting low (1-2 Recharges). Stamina, like all passives, does not work in the forms, making its utility questionable at best with a tri-form build. Would it help? A little, but between Stygian Circle and the build-in Endurance Recovery in the forms, you can do without it just fine.

    Super Speed, Health and Stealth all have direct synergy with Warshade powers - other than those, I'd say pretty much just take something with the object of having fun with it.