PrincessDarkstar

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  1. Quote:
    Originally Posted by CoyoteShaman View Post
    I read Plasma's guide and while I can see where a lot of it is still very relevant, a lot of it is also based on the idea that the inherent doesn't follow through the forms and things detoggle when mezzed. I'm certain those two changes make some significant differences in play styles. What have people noticed those particular points do to their tactics and build tendencies?

    EDIT: Oh, and also that the Dwarf now acts as a break-free.
    I haven't changed my build or style one bit based on the changes above, the inherant working in forms is a bonus, and not something Khelds tended to ever build for really. The human only people would call it a bonus but I don't think anyone ever really stuck to human only purely because of it. The toggle issue again was a human only issue but particuarly on Warshades those shields can become somewhat obsolete anyway.

    The biggest change for me was the new Black Dwarf Mire, it changed from a pure damage buff into an attack and has the side effect of being an even better buff, so I put more slots into Dwarf.
  2. PrincessDarkstar

    Elec/Shield/Body

    Having given up on my attempt to fit in Fire Mastery (I will not give up a travel power for Fire Ball) I have opted for Body Mastery and Physical Perfection, which is nice because Electrical Melee looks like a fairly endurance heavy set.

    Anyway the build I have is as follows (And when you account for mids missing 3.75% ranged defence from Phalanx Fighting the ranged defence is actually capped):

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lightning Rose: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dam%(13), T'Death-Dmg/EndRdx/Rchg(40)
    Level 1: Deflection -- HO:Cyto(A), HO:Cyto(3), LkGmblr-Rchg+(3)
    Level 2: Jacobs Ladder -- Armgdn-Dam%(A), Armgdn-Acc/Rchg(9), Armgdn-Dmg/Rchg(11), Armgdn-Dmg/EndRdx(11), Armgdn-Acc/Dmg/Rchg(19)
    Level 4: Battle Agility -- LkGmblr-Rchg+(A), HO:Cyto(43), HO:Cyto(50)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Thunder Strike -- Erad-Dmg(A), Erad-Acc/Rchg(13), Erad-Dmg/Rchg(15), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Dmg/EndRdx/Rchg(17), Erad-%Dam(19)
    Level 10: Active Defense -- HO:Membr(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(15)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Chain Induction -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(40), Hectmb-Dam%(43), T'Death-Dam%(43)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(25), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39)
    Level 22: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(23), LkGmblr-Rchg+(25), LkGmblr-Def(48)
    Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
    Level 26: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(27), Numna-Heal(27), Numna-EndRdx/Rchg(29), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(31)
    Level 28: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit(34), AdjTgt-Rchg(37)
    Level 30: Boxing -- Empty(A)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(42), LkGmblr-Rchg+(42)
    Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 47: Physical Perfection -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(48), Efficacy-EndMod(48)
    Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit

    My only issue is trying to work out an attack chain, as it isn't really something I am that good at. I am not that fussed about single target damage so am interested in an AoE attack chain and will only use Charged Brawl when I have to, and haven't used Chain Induction yet (Only lvl 13) but am hoping it does some useful AoE damage? (Or could I drop that for Fire Ball?).

    My thinking was opening with Chain Induction which is a quick attack and will allow AAO time to buff either Shield Charge or Lightning Rod, then start the chain, but what chain?
  3. Justaris does have a good point about guides, there are so many different ways of playing a Kheldian that a guide would need to be very broad and I think a co-op effort could be quite good.

    AlienOne's human only guide Warshade is a good start, and I started my own guide to Warshades a while ago but never really got around to finishing it so will look into that at some point (Though it is loosely based on Plasma's guide since that is still very relevant so I would like Plasma's permission before I show anyone it), then anyone who wants to contribute can do so before we finally publish? I have experience of pretty much every evolution of Warshade builds so my guide was going to be fairly broad and include some number crunching for each build, but getting a general approval would be good.

    As far as PB's go I will have to let someone else do a PB guide, and think they would be better seperated than as one.

    Disclaimer: As much as I will be working on this guide it will still take a long time to get to a stage where I am happy to show it to others.
  4. PrincessDarkstar

    Kheldian naming?

    Quote:
    Originally Posted by New Dawn View Post
    This thread is a little old, like 2 years old, and yet someone recently down repped me on it, giving a personal opinion that serves no purpose. If they have something to dispute openly I'd prefer that.
    I wondered where this thread popped up from, didn't realise it was old.

    And as for down repping people that should be tracable to stop people doing it out of seemingly spite. Commenting on your avatar as a reason people up your rep seems a bit strange.

    Can you ask the moderators to have a look into it?

    Edit: On topic - My Warshade is called Princess Darkstar. I think Darkstar sounds quite Warshade like, but it was taken so I whacked Princess in front of it Being called Princess for short is quite strange though, I feel like a dog lol.
  5. Quote:
    Originally Posted by Scientist View Post
    One other suggestion on Mutio's build; frankenslot Eclipse with the various Resistance/Recharge IOs, those usually aren't too expensive since most Resistance powers are toggles. Gets you right up there to ED capped Resistance and Recharge with 4 slots. Maybe one Acc if you plan to buff off of AVs sometimes, where you don't have a whole crowd around you, but if you can get some decent global Acc from set bonuses save the slot.
    While that is what I do I am pretty sure at least one of the Res/Rech set IO's is quite expensive (50m+) because it is needed for a psi resist bonus by tanks.
  6. Just tested and Spirits don't zone either
  7. Quote:
    Originally Posted by Panikaze View Post
    Meh, my computer is damn laggy, I will try to do it and then I will try to record. My warshade is tri form with perma eclipse and ranged defense softcap, which helps ALOT against malta.
    That ranged defence will help you massively against the sappers, which are the real killers, I think the stun grenades are AoE but you can ignore them in Dwarf form, so you could be ok.

    Personally I have only tested one map so far (Aside from a quick test in beta) and that was against 8 man Nemesis set at +0 and without bosses. I didn't have the slightest problem on that level and didn't even have to use any kind of controls.

    At some point soon I will ramp it up to +1's, then go up until I start finding it hard and then learn some tactics there, before pushing on to +4's. I think I will do a few with bosses just so I know I can manage it, but will probably end up playing 8 man +2 mobs with no bosses in the long run.

    I like a challenge, but am generally happy enough staying within my limits as long as there is a lot to kill
  8. Quote:
    Originally Posted by Mutio View Post
    The proc is pretty tasty, and not nearly as expensive as other recipes in the same set. Does the proc damage multiply by your current damage modification from the mires? Because that would be boss.
    Sadly no, but it is something like 110 damage when it goes off, and has a 33% chance, thats 300+ damage each time you hit mire!
    Quote:
    Originally Posted by Mutio View Post
    As for your current slotting, I don't think I could justify not dropping at least 1 more Arma IO in there to get that 10% recharge rate, 10% is just so huge to miss by 1 slot. Also, oddly enough, the slotting you use doesn't have the proc at all?
    I already have 5 other purple sets giving me 10% so it would be wasted
  9. Working out the PB dps has made me rethink the AV soloing thing that I still haven't got around to looking at (I have my best thoughts at work then when I get home I tend to forget all the things I plan).

    With Radiant Strike being available every <2.8 seconds on a high recharge build, more than perma-Essence Boost, and Reform Essence able to heal 50% every 17 seconds a PB build for recharge and defence could do well against the same AV's I was thinking about putting my Warshade against.
  10. Quote:
    Originally Posted by Dr_Zemius View Post
    I can make the influence for it rather quick of I take the time to do so. But this looks awesome, when the bloody servers come back up I am respecing him. Hopefully i16 drops today =D
    It is i16 - the character creation screens have changed
  11. Quote:
    Originally Posted by LordXenite View Post
    I don't play Human-only, or heavy Human-form builds with my Kheldians, so I stayed away. However, I'd never advise any PB to give away a one-two combo punch that together with Build Up can help take out a target. RS+IS done right can end up either with a defeated foe whose body is tossed away, or a held foe who is close to being defeated so a blast or two finish them off. Even if it's a Boss, those two punches would soften him up quite a bit, so I'd never give up on that combination, especially not if I was going Human-only!
    I-Strike is one of those powers that is great for an opening move against a boss or dangerous LT/Minion (As you say, it is a great 1-2 combo, or maybe 1-2-3), so is worth taking if you have the room, but due to the animation time doesn't really have a place in an attack chain that would be used against a hard single target like an AV.

    It is a copy of I think Total Focus and I skipped that from my energy brute when making an AV build.

    So decide where you want to focus your build before dropping powers.
  12. Quote:
    Originally Posted by Gilia View Post
    I think your build is just fine for leveling up, but once you get a little further along, and have another respec, I would consider dropping those melee attacks. Radiant Strike has an obnoxious knockback, and Incandescent Strike's animation is forever. They are good for quick bursts of damage, but their DPS isn't much more than your ranged attacks, and naturally you're safer with those. Without the melee attacks I would just push the Fitness pool up to earlier levels, and then use the later power picks to grab the stuff you wish you had.
    The rest of the advice in the post was good, but for dropping the melee attacks it really depends on what you want out of your PB (And what level you are).

    I have just ran the DPS calculations (Without Arcanatime) using 100% damage from enhancements and Radiant Strike comes out absolutely fantastic. Does it really animate in 1.07 seconds? If so it gives you 173 dps, which is more than twice any other power, and Gleaming Blast works out 2nd best at about 87 dps.

    If you were concentrating on a single target damage dealer then I really wouldn't consider dropping that power.

    I don't know how bad the KB is on it however, but I would definately keep Radiant Strike for AV's etc.
  13. Quote:
    Originally Posted by Dr_Zemius View Post
    Ok, then what would you slot for the Dwarf Mire along with the proc?
    Bloody mids taking forever to load!

    I currently have mine rather expensively slotted with:
    Level 20: Black Dwarf Mire -- Armgdn-Dam%:50(A), Armgdn-Dmg/EndRdx:50(19), Armgdn-Acc/Dmg/Rchg:50(40), Armgdn-Acc/Rchg:50(40), M'Strk-Dmg/EndRdx/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(46)
    Giving:-
    Accuracy: 77.36%
    Damage: 94.56%
    Endurance: 72.59%
    Recharge: 94.56%

    If I was going for the less expensive option I would probably pick:
    Level 20: Black Dwarf Mire -- Armgdn-Dam%:50(A), Oblit-Acc/Dmg/Rchg:50(19), Sciroc-Acc/Dmg/EndRdx:50(40), Oblit-Acc/Rchg:50(40), M'Strk-Dmg/EndRdx/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(46)
    Giving:-
    Accuracy: 85.71%
    Damage: 80.94%
    Endurance: 60.95%
    Recharge: 85.71%

    You sacrifice a bit of recharge and the set bonus but have much better endurance consumption so you can actually use it more without draining you too heavily, and the damage you lose it made up with the proc

    With any other power I wouldn't bother with this kind of advice but Black Dwarf Mire is one of the best PBAoE attack powers in the game since PSW has been nerfed!
  14. That build looks quite good but I would make one sacrifice if you love Dwarf, though it is an expensive sacrifice!

    I would drop the Obliteration set out of Black Dwarf Mire in favour of frankenslotting it for % rather than any set bonus'. I would also swap a slot from somewhere so you can 6 slot it and add the Armageddon proc!

    The reason for this is that Black Dwarf Mire is an exceptional attack power that you want to spam as often as possible, but Obliteration doesn't have enough endurance reduction for my liking, and that proc is just amazing when fired against 10 targets every 5 or 6 seconds! (So if it is the only purple you ever buy it will be worth it!).

    Edit: I would also swap the normal damage IO from Black Dwarf Drain into an endurance reduction IO. Your standard attack chain in Dwarf won't need the heal so you don't 'need' the damage, but when you do use that heal a lot it is very endurance heavy.
  15. Quote:
    Originally Posted by _Dawun_ View Post
    It can be done and it is worth the effort but most people with builds and ideas don't post them here. Check out the pvp forums.
    Agreed. The PvP forums will probably be able to help you out a lot more than any of us since I don't know anyone who seriously pvp's here.

    I would think the best way would be to make a high recharge human only build and put a lot of effort into the self heals and a few of the big hitters. You would have to pick the dying targets, finish them off, run away and heal. Kinda like a stalker without hide and less squishy
  16. PrincessDarkstar

    Orbiting Death.

    Quote:
    Originally Posted by LordXenite View Post
    Do Inky Aspect and Orbiting Death get in each-others way? I remember being told once, never tried it myself, that when both IA and OD were on, enemies were either stunned by the one or taking damage by the other but not both at the same time... can anyone confirm/deny this?
    I know that this was bugged once upon a time, OD didn't cause damage on anything that Inky had stunned, and conversely I think Inky didn't supress when you were stunned.

    I think it has been fixed but can't confirm sadly.
  17. Quote:
    Originally Posted by Phylaxis View Post
    Well I enjoyed using the Dwarf form when I first got it so I figured I should make it stronger for more tanking, and I also liked the Human form skills so I was aiming for Scrap/Tanker playstyle. I wasnt sure about the Nova skills because Ive never really played a blaster before.
    If you are going to focus on Human/Dwarf then I wouldn't even bother taking Nova to be honest, if you spend the slots on Nova then it is awesome, but without the slots you may as well leave it out.

    The thing I noticed most obviously was White Dwarf Sublimation, I would 6 slot that with heal/end/rech because it is a great survival tool.

    Other than that I think your slotting is a bit 'strange' you are using full sets wherever possible which isn't usually the best choice unless you are going for certain bonus'.

    What is you slotting strategy for this build? Are you trying to add in recharge?/Defence? If you aren't sure then I would say recharge is what you should aim for, but that is fairly expensive so it depends on your budget.

    With recharge the good bonus' come after 5 slots, so you don't necessarily have to 6 slot everything.

    Unfortuantely I am not a PB expert, so can't say a great deal about the power picks (It has been a long time since I played a PB) and will leave that to someone else.
  18. Quote:
    Originally Posted by Cynical_Gamer View Post
    I'm at 25 with a Warshade that's focusing on Dwarf form with Human form as a buff mule. Doing pretty damn well. Not at all like the the poor ******* that was my PB (RIP Phantom Edge, your struggle is at an end).
    If your PB was also trying to focus on Dwarf form I can see why you prefer your Warshade, their human form powers help the forms a lot more than with a PB.

    But if you are planning on staying in Dwarf a lot then I would advice looking for some movement speed increases when you slot it up, they really help (Or bring a kin like I do!)
  19. I have only noticed the autofire bug in Atlas Park where it is 100% of the time, everywhere else seems ok for me. But it is definately a known bug.
  20. It has been a good while since I played a PB so I will leave advice on what to slot up to other people, but I would say 32 is the ideal time to start level 35 slotting IO's. Some people slot early, and I don't bother until 50, but if you are thinking about budgetting then 32 is the best time imho.

    The level 35 IO's give better % bonus' than the level 50 SO's, and last forever, plus they are not all that expensive (Especially if you know a vet who has them all memorised to save you the recipe costs). So I would definately move to normal IOs at that point.

    If you are feeling a bit more adventurous it would probably work out better to start frankenslotting at that level rather than normal IO's. I wouldn't go for set bonus' until level 50 (Because those sets tend to be more expensive) but 2 Acc/Dam IO's will work out better than 1 Acc and 1 Dam, and the more aspects enhances IO gives the better % you will get.

    So if you were advised to slot an attack with 2 Dam, 1 Acc and 1 Rech, you could look at 3 Dam/Acc/Rech for probably better bonus' then stick an EndRdx on the end and be better for it.

    Also with frankenslotting you are often using the less desirable recipes, so they tend to be even cheaper than normal IO's.

    Edit: After those who know more about PB's than me give you build advice I can have a look at what they say and give you advice on how to frankenslot it if you are struggling with it.
  21. Quote:
    Originally Posted by Socorro View Post
    I'm curious as to what level my PB will be able to handle. I'm going to try the 8-Man setting (with bosses? Maybe...) immediately, then scale down from there if it's too rough, but I'm expecting to be able to handle it.
    From a few minutes testing with i16 on the test server I would say start with maybe 6 man +0 missions, then work up rather than the other way around.

    The first 8 man mission I took on caught me by surprise as I wasn't used to the tactics, and I think it will be easier starting low and building up rather than jumping right in at the deep end.

    I know Warshades can cope with 8 man missions (And PB's probably can too) but the tactics for me were very different from what I normally use on teams.
  22. Great advice from AlienOne, well worth listening to.

    Start off using Shadow Cloak in human form and get into position, open up with Gravatic Emination and stun everything, run in and Sunless Mire, swap to Nova and blast away. With a well slotted Gravatic Emination you can have the mobs stunned for ~20s and solo you won't have bosses anyway so that is no problem.

    Gravity Well can be used to take out anything particularly dangerous quickly because it is absolutely devastating when well slotted.

    The rest of the slots can go into Nova and Dwarf to make sure you can cause lots of damage (Nova) and take lots while still putting out respectable damage (Dwarf) depending on the situation.

    There are a few other ways to do it, but I find this the easiest, and against solo size groups Gravatic Emination is awesome and makes life so much easier.

    Edit: There is nothing wrong with using a human only build for soloing, the initial opener with Gravatic Emination will be the same, but the attacks will be a bit weaker than Nova. And Nova does have the great bonus of being able to fly, which is an absolute lifesaver at times.
  23. What JohnCarter said.

    Plus you have quite a few sets slotted completely but that is rarely the best choice, most sets give their most useful bonus with the 5th IO, aside from defence bonus'. So what is your slotting aim? Are you looking for recharge/defence/just good numbers?
  24. PrincessDarkstar

    Warshade Newbie

    Quote:
    Originally Posted by AlienOne View Post
    Only ran across one +2 con mob during that test, and that one took me 47 seconds. I'm sure I could take that time down significantly though, if I tried harder at it.
    Romans are the worst mobs when they start to outlevel you, going up against +2's my accuracy starts dropping dramatically.
  25. PrincessDarkstar

    Warshade Newbie

    Quote:
    Originally Posted by AlienOne View Post
    I don't believe you have a complete understanding of Unchain Essence. Using it will not KB more than 1 (maybe 2) enemies in the group (if that), unless the entire group cons grey to you. It has a "chance" to KB, just like all the other attacks. It's not like Quasar.
    Yeah you are right, I haven't used Unchain Essence for a long time so actually had to look at mids for the numbers, I assumed the chance to KB was 100% since it didn't mention otherwise.

    It is a power I will be respeccing into for i16 though.

    Quote:
    Originally Posted by AlienOne View Post
    I have proof of all my statements on video, if you'd like to see it, so you don't think I'm pulling some random statements out my butt, as some might think.

    "Alien"

    *EDIT*
    I just went on Test Server and timed myself with my human form on a few of the mobs up at the top of the wall in Cimerora....

    My fastest time was 11 seconds.

    And Unchain Essence didn't KB a single foe. in fact, it didn't even knock them down.

    And Quasar isn't even in my build.
    I have learned to trust you when you say things like this so I believe what you say, and that is about what I would have guessed a good human time is with a few pets (I assume you had pets out?), I tend to ignore the pets when doing my calculations, but remember one glorious time when me and 3 pets wiped out the Romans in the first attack (I assume their chance to build up proc had gone off on some nearby wanderers we killed before attacking the spawn).

    In general though I would think in this particular case Nova is still going to be faster since damage is all this is about really.

    Edit: Tomorrow if I get time before I go out I will check out the proper maths (Exluding pets) for both human only and Nova using similar slotting. They won't be far apart though, human isn't bad, its just not Nova