-
Posts
1942 -
Joined
-
Just publishing this to give people ideas ... ^_-
No ... there is no Hasten. I don't need it ...
And before you ask, (Prestige) Sprint, slotted with a single Run IO, is my "travel" power ... with Hover+GvE Jump Pack (afterburners: ON!) and Raptor Pack supplying alternative travel options in some locales. This does not pain me like it would most other players with less patience (apparently), especially since there are so many more zoning options now than simply taking the PTA Tram (SG Base teleporters, Pocket D teleport, Wentworth's teleport, Mission teleport, etc.). I may not be the FIRST to the mission door all that often ... but I'm rarely the last ... simply because I know my way around (much like Superspeeders learn the routes through zones).
=====
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Topheavy Gs: Level 50 Technology Controller
Battlecry: Bottom's up!
Primary Power Set: Gravity Control
Secondary Power Set: Trick Arrow
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Crush- (A) Decimation - Accuracy/Damage: Level 27
- (7) Decimation - Damage/Endurance: Level 27
- (9) Decimation - Damage/Recharge: Level 27
- (9) Decimation - Accuracy/Endurance/Recharge: Level 27
- (17) Decimation - Accuracy/Damage/Recharge: Level 27
- (19) Decimation - Chance of Build Up: Level 25
- (A) HamiO: Endoplasm Exposure (Acc/Mezz +2)
- (A) Basilisk's Gaze - Accuracy/Hold: Level 27
- (3) Basilisk's Gaze - Recharge/Hold: Level 27
- (3) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
- (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
- (5) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
- (7) Lockdown - Chance for +2 Mag Hold: Level 30
- (A) Recharge Reduction IO: Level 50
- (46) Recharge Reduction IO: Level 50
- (46) Impeded Swiftness - Chance of Damage(Smashing): Level 10
- (46) Pacing of the Turtle - Chance of -Recharge: Level 20
- (A) Decimation - Accuracy/Damage: Level 27
- (37) Decimation - Damage/Endurance: Level 27
- (40) Decimation - Damage/Recharge: Level 27
- (42) Decimation - Accuracy/Endurance/Recharge: Level 27
- (42) Decimation - Accuracy/Damage/Recharge: Level 27
- (42) Force Feedback - Chance for +Recharge: Level 21
- (A) Accuracy IO: Level 50
- (25) Trap of the Hunter - Accuracy/Endurance: Level 27
- (31) Trap of the Hunter - Chance of Damage(Lethal): Level 20
- (34) Positron's Blast - Chance of Damage(Energy): Level 20
- (34) Pacing of the Turtle - Chance of -Recharge: Level 20
- (34) Impeded Swiftness - Chance of Damage(Smashing): Level 10
- (A) Basilisk's Gaze - Accuracy/Hold: Level 27
- (11) Basilisk's Gaze - Recharge/Hold: Level 27
- (11) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
- (13) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
- (15) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
- (15) Lockdown - Chance for +2 Mag Hold: Level 30
- (A) Flight Speed IO: Level 50
- (13) Flight Speed IO: Level 50
- (A) Run Speed IO: Level 50
- (A) Numina's Convalescence - Heal: Level 31
- (17) Numina's Convalescence - +Regeneration/+Recovery: Level 30
- (A) Basilisk's Gaze - Accuracy/Recharge: Level 27
- (19) Basilisk's Gaze - Recharge/Hold: Level 27
- (21) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
- (23) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
- (23) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
- (25) Lockdown - Chance for +2 Mag Hold: Level 30
- (A) Endurance Modification IO: Level 50
- (21) Endurance Modification IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Shield Breaker - Accuracy/Recharge: Level 27
- (43) Shield Breaker - Chance for Lethal Damage: Level 10
- (43) Analyze Weakness - Accuracy/Recharge: Level 31
- (43) Analyze Weakness - Chance for +ToHit: Level 30
- (45) Positron's Blast - Chance of Damage(Energy): Level 20
- (45) Touch of Lady Grey - Chance for Negative Damage: Level 21
- (A) Stupefy - Accuracy/Recharge: Level 29
- (27) Stupefy - Endurance/Stun: Level 29
- (27) Stupefy - Accuracy/Endurance: Level 29
- (29) Stupefy - Stun/Range: Level 29
- (31) Stupefy - Accuracy/Stun/Recharge: Level 29
- (31) Force Feedback - Chance for +Recharge: Level 21
- (A) Recharge Reduction IO: Level 50
- (29) Recharge Reduction IO: Level 50
- (A) Siphon Insight - Chance for +ToHit: Level 30
- (A) HamiO:Endoplasm Exposure
- (33) HamiO:Endoplasm Exposure
- (33) Damage Increase IO: Level 50
- (33) Damage Increase IO: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 38
- (36) Positron's Blast - Damage/Endurance: Level 38
- (36) Positron's Blast - Damage/Recharge: Level 38
- (36) Positron's Blast - Damage/Range: Level 38
- (37) Positron's Blast - Accuracy/Damage/Endurance: Level 38
- (37) Achilles' Heel - Chance for Res Debuff: Level 10
- (A) Basilisk's Gaze - Accuracy/Recharge: Level 30
- (39) Basilisk's Gaze - Recharge/Hold: Level 30
- (39) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
- (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
- (40) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 44
- (40) Lockdown - Chance for +2 Mag Hold: Level 30
- (A) Accuracy IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (45) Recharge Reduction IO: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (48) Positron's Blast - Damage/Endurance: Level 50
- (48) Positron's Blast - Damage/Recharge: Level 50
- (48) Positron's Blast - Damage/Range: Level 50
- (50) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (50) Force Feedback - Chance for +Recharge: Level 21
- (A) Recharge Reduction IO: Level 50
- (50) Recharge Reduction IO: Level 50
Level 1: Brawl- (A) Empty
- (A) Celerity - +Stealth: Level 15
- (A) Recharge Reduction IO: Level 50
------------
Set Bonus Totals:- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 10% Defense(Energy)
- 10% Defense(Negative)
- 5% Defense(Ranged)
- 4.5% Max End
- 3% Enhancement(Stun)
- 5% Enhancement(Immobilize)
- 18% Enhancement(Accuracy)
- 61.3% Enhancement(RechargeTime)
- 42 HP (4.13%) HitPoints
- MezResist(Immobilize) 5.5%
- 18% (0.3 End/sec) Recovery
- 22% (0.93 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 1.58% Resistance(Toxic)
- 1.58% Resistance(Psionic)
Set Bonuses:
Decimation
(Crush)- MezResist(Immobilize) 2.75%
- 11.4 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
- 1.58% Resistance(Toxic,Psionic)
(Gravity Distortion)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Gravity Distortion)- 3% DamageBuff(All)
(Propel)- MezResist(Immobilize) 2.75%
- 11.4 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Crushing Field)- 5% Enhancement(Immobilize)
(Ice Arrow)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Ice Arrow)- 3% DamageBuff(All)
(Health)- 12% (0.51 HP/sec) Regeneration
(Gravity Distortion Field)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Gravity Distortion Field)- 3% DamageBuff(All)
(Acid Arrow)- 2.5% (0.04 End/sec) Recovery
(Acid Arrow)- 10% (0.42 HP/sec) Regeneration
(Wormhole)- 2.5% (0.04 End/sec) Recovery
- 19.1 HP (1.88%) HitPoints
- 3% Enhancement(Stun)
- 6.25% Enhancement(RechargeTime)
(Oil Slick Arrow)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(EMP Arrow)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(EMP Arrow)- 3% DamageBuff(All)
(Energy Torrent)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1439;744;1488;HEX;|
|78DAA5944B4F135114C7EF6528A5EDD007E5510AE58D501E1 536C6C7C2280A2181A|
|4319595DA0C75A013C70E99190A75236ADC697C4714DDFA01 E4A571E55E8D89F2F8|
|1CEE7453CFB9E756D83B49FFBF7BEEDCF39C99CEAC5C50195 B3DCB7878DCD41C273|
|B6E155CDB324DDDF667F45CBE6099D6422990B116F3BA562C 754E3A5EC658F7E1A9|
|8A436AD2D68A865BAAD8AD478E9C5F9A9F4F656C2377237BC EB6ADE5C85421AFDB7|
|AC14D551681B40521264C6321EFAAB436DC82EE3821614CEB DA75DD76F2C66244D8|
|5385A2E11873860909E317178D5C2A6D1B3735333B61D939D DC9CE688EABDBA5189|
|49A84DF43CEE455F6B0978038AB5913A87D45782D105E17A8 7F038831FBD08BB113|
|801A853D823D2E23F19F5578BA6A8FB02F507D40F80D68673 57F0009E6828B425E8|
|A320418632312EFE0968F8DBC0744D963508F8CEEA13A7BA9 CE7EAA33497526A9CE|
|E47D88DEC09E8097577A79E3226C6C8DE381F67511B6EB031 3A0245D9472492879F|
|9A8133F75E2A74E54EA24489D04A9131F240A90170FF4885C 2AC10377EA384DAB6E|
|446C79612B445B3C74996398F02CC730CF402332796457E4A 9A7E40D94BC8992375|
|1F21825AF857851192FDA295234108AB0DB281F55234D7619 B69A658A6645C16883|
|F000A1E7C1EF22E8E00F1174988633FC55CCF23978B548AF9 6DB60B4B1F82AE18E4|
|0DB5D81F67B047A022B60B4CAA9B452FA368223DAA5C212AA 82C60BD8EA902F4387|
|7CAD3A2B4C082F89129CEC96C5746F00FA58CF26618BB02DD 0BB43F85C85EDDDE26|
|89057DFAEE8F1D81E619F7020D08FB31D62FD34DBA7E03520 0B1DA097E88B82F7A9|
|AB216A6798F00BFE325232456A436C1DDF246C11B605C6760 834A56F106F54C61BA|
|540637258D547BEB4325C6C1A77E4DBC47CE01E64E9EA7F9F 1EE3E49738F4FBAFEB|
|A35AC9E6BBE407CDA0A441F82CAEAEA05C45F31AAE345CCDA 1E4D02C7F522B55844|
|E6241A7504EA39C41798087BCF8D1045054943A94204A0825 8C1245694289A3BC45|
|29FF05BAC00F4D|
|-------------------------------------------------------------------| -
Quote:I believe the reason why Inky Aspect stays up, while Orbiting Death does not is due to the Primary/Secondary divide when it comes to mezz effects turning things off or just merely suppressing them. You'll note that all of your secondary toggles (bubbles, inky, etc.) stay on when mezzed ... while all your primary toggles (ie. Orbiting Death) get shut off.I do wonder if IA stays up and running due to the fact it feeds off of your own HP.
And yes, you can use Inky Aspect and Orbiting Death together to stun and damage.
As far as damage throughput goes ... Orbiting Death is a slow but efficient way to do damage to groups of hostiles (in PBAoE). Yeah, the damage per target is low (unenhanced) ... but once you start dogpiling on the targets in your PBAoE (see: Tanker Auras) the damage output in aggregate climbs pretty high per tick, while not increasing the endurance cost and still leaving you free to attack for yet more damage. Your human form Mire however can dramatically improve that damage throughput (for 30 seconds), and getting Fulcrum Shifted by a Kineticist turns Orbiting Death into a moderately powerful damage aura. I've seen numbers go as high a -45 damage per tick with Fulcrum Shift going in Team-8 conditions with a Tanker. That's nothing to sneeze at when you're doing over 20 DPS "for free" per target(!) (max targets: 10) every 2 seconds. So like a great many PBAoE damage auras, Orbiting Death is a "waste" against a single target ... and remarkably effective against hordes of targets ... saving your team the time and effort of beating down every single last hostile using other means.
And since you're doing this in human form, there's no shifting required in order to use Stygian Circle as your group moves from dogpile to dogpile.
The basic point though is ... if you want Orbiting Death to be "worth it" you've got to invest in it, and use it in the situations and circumstances that "allow" you to leverage it (and Inky Aspect!) to your best advantage (ie. stay beside the Tanker). Also consider that running Orbiting Death/Inky Aspect alongside a Dark/Dark scrapper or tanker running *their* damage and stun auras means that the two of you will be inflicting perma-stun on Bosses ... just by being near them (together) ... and that your combined damage auras will be scouring down absolutely EVERYTHING around you, dramatically improving kill speeds for your group while you (two) move about with relative impunity as your team simply mops up anything that doesn't run away fast enough.
No, Orbiting Death is not the be-all-end-all sort of "only power you'll ever need" on your warshade in human form. But ... it is an important tool in your toolkit, and it is something which you are perfectly capable of leveraging to great effect in the context of team with buffers and debuffers working over anything and everything you come across. Do not dismiss this power out of hand, just because its output/efficiency looks "lousy" against a single target (as do most AoE attacks, btw). -
Here's a question regarding Siphon Insight's proc:
Slot the Siphon Insight proc into Flash Arrow for Trick Arrow.
Is the chance to proc checked per use of the power, or per target affected?
If the check is per target affected ... can you get Siphon Insight to proc multiple times per use of Flash Arrow?
Note that since the Siphon Insight proc affects self only, it does not prematurely draw aggro by immediately alerting mobs affected by Flash Arrow of your presence (although they may still prefer you by default once aggroed since you were the first to debuff them).
Related Question:
Slot Analyze Weakness proc into Acid Arrow for Trick Arrow.
Is the chance to proc checked per use of the power, or per target affected?
If the check is per target affected ... can you get Analyze Weakness to proc multiple times per use of Acid Arrow? -
Here's a question regarding Siphon Insight's proc:
Slot the Siphon Insight proc into Flash Arrow for Trick Arrow.
Is the chance to proc checked per use of the power, or per target affected?
If the check is per target affected ... can you get Siphon Insight to proc multiple times per use of Flash Arrow?
Note that since the Siphon Insight proc affects self only, it does not prematurely draw aggro by immediately alerting mobs affected by Flash Arrow of your presence (although they may still prefer you by default once aggroed since you were the first to debuff them).
Related Question:
Slot Analyze Weakness proc into Acid Arrow for Trick Arrow.
Is the chance to proc checked per use of the power, or per target affected?
If the check is per target affected ... can you get Analyze Weakness to proc multiple times per use of Acid Arrow?
Paging Luminara ... paging Luminara ... -
Here's a corollary question regarding Siphon Insight's proc:
Slot the Siphon Insight proc into Flash Arrow for Trick Arrow.
Is the chance to proc checked per use of the power, or per target affected?
If the check is per target affected ... can you get Siphon Insight to proc multiple times per use of Flash Arrow?
Note that since the Siphon Insight proc affects self only, it does not prematurely draw aggro by immediately alerting mobs affected by Flash Arrow of your presence (although they may still prefer you by default once aggroed since you were the first to debuff them).
Related Question:
Slot Analyze Weakness proc into Acid Arrow for Trick Arrow.
Is the chance to proc checked per use of the power, or per target affected?
If the check is per target affected ... can you get Analyze Weakness to proc multiple times per use of Acid Arrow? -
Why is it possible to slot Singularity for Intangibility?
It's not like your Singularity can cast Dimension Shift anymore ... -
-
I've got a Grav/Trick Arrow controller up to 28 ... and although I miss my MIND controls (confusion, mass comedy, sleeps, holds, teleki-whattheheckisthat?-nesis) from my Mind/Kin controller, it's primarily a matter of using a very different toolkit. The playstyle for Grav is radically different from Mind/Kin ... even though both primaries and secondaries are about as "clickfest" as you can get.
The thing about Gravity/* is that you simply have to play to its strengths (which are inobvious to a brute force player) and leverage those strengths through intelligent slotting and invention sets. Oddly enough, Trick Arrow makes for a pretty decent secondary for Gravity, since Trick Arrow makes "everything ELSE better" at what they do. It's not a power levelling build by any means (*cough* Fire/Kin *cough*), but the combination of Grav/TA does have within it some pretty powerful synergies ... if you're patient enough to look for and know how to exploit them.
Still think that Dimension Shift at 12 is pretty darn pointless. If you take this power at level 12, the amount of use(ful use) you'll get out of it is pretty darn minimal ... whereas Wormhole is one of those "where have you been all my life?!?" kinds of powers.
The simple fact is though that perhaps more than any other primary, Gravity/* needs to lean on its secondary to help fill in the gaps. A significant chunk of Gravity's damage output comes in the form of Damage over Time, which doesn't exactly help with the KILL IT! KILL IT *NAOW*! pacing that the game encourages (especially in teams). That damage is also Smashing Damage, which is the second most resisted damage type in the game (only Lethal is more consistently resisted).
So if Castle would like to drop by and get a discussion going on Gravity ... it's strengths (yes, it has some), it's weaknesses (where do I begin?) ... then that would be wonderful. -
Warshade: Ms Terry
Battlecry: "Your soul is my chew toy!"
Peacebringer: Autumn Turning -
-
Quote:Yeah. For me, the real challenge was to find a way to make the forms different enough that they wouldn't be "stepping on each others' toes" as far as schtick and capabilities were concerned. It is, in fact, the reason why I chose to play a Warshade *first* (to 50 as it turns out) before trying my hand at a Peacebringer. With the Peacebringer, I just couldn't wrap my mind around the fact that the three (or four, if you count Light Form) form are essentially all doing the same thing with lots of overlap ... and the ancilliary effects (Defense Debuff and Knockback) just really weren't my cuppa tea. The Warshade however was OBVIOUSLY different in the different forms ... starting with the fact that you can't Fly without Nova. Where the Peacebringer has too much overlap (imo), the Warshade had plenty of "individuality" in its forms to make each one distinct, unique and special ... which made the Warshade easier for me to understand.@ Redlynne: Thank you for your build and even more so for your take on why you made your build. I've saved it and will be looking at it in the future or maybe even as the alternate build for the character. I like how wou choose to make each form stand on it's own, and that way you are useful no matter what form you are in.
And yeah, it is *nice* to have a build that can be EFFECTIVE in just about any team ... including teams of one! Where the Peacebringer feels like a hammer (and every situation is just yet another nail), the Warshade feels like a swiss army knife ... with a tool for every occasion. Even Starless Step makes for a very nice non-Line of Sight pulling tool for those situations where you've got a handy corner and don't feel like eating alpha ... even if your target is "too heavy" to move to you, you'll still "get their attention" and they'll come after you (right into the ambush prepared for them by your team!).
Peacebringers teach you tactics.
Warshades teach you strategy ... and logistics! -
Here's my tri-form Warshade build. It's a little bit off the beaten path ...
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1576;785;1570;HEX;|
|78DA6594594F135114C7EFB4334C4BA79B6DA1142805CB520 A85BE1895073762A28|
|14814F145C502034C528BE91404578CC61805D4C4C42D7E00 5F5D63FC1A46FD161A|
|7D72AD67B9B48D34E9F9CDFCEFF99F7B667A4F4797870D215 6F708C577209FB3EDC|
|913B9A23D9F9B31F563D3965998365DA37662DC2C16577421 44DBE6EAE491D959B3|
|605B4B66E6F8D9A9622E3FB91FDCA578657DD8FC6F7DDF623 1173C5498378B66A19|
|4D9BC30C61616F2998356A960DA76906E0E15962CDB9AB2F2 5669C54FCA880915A1|
|AE75CE2BD3E7E64B56614E44A1A5147CAFC123F0A7AC89878 098E87F441878CC784|
|2C83E65BC50840889C5AA4B8828486E711D24454ACA0E802A C479D09CB2B8F39743|
|88B8E8FD4DE8FBC3F84BE82F3330B955DC0097A67025ED39A C84C54D9074595C8F0|
|1B242D3715796DCFD24DD822C0F3551563C69920CC60AAC78 65B237021951A183DF|
|2F25FF84821BDF86ACA06C37F8C181CFDBF291F18910FFCCF 841EDC67F3AD075D1C|
|037422E25D447DB8519976025C2FD68913507EEDAB0CED820 44EF32EE1162F7092E|
|68AC5136D698A04297A15093949A86F8DD5E01AD596ACDF27 DDF31B021D65AA5B60|
|E5A1B6B6ADB17D8A14324BE32BE31BE13DAF73A70ABAB06DE 50CFA22349BBAF82D4|
|C992DAC94FD6B541C95D0F186905D19D25F8A0FF1ED9440FB FEB25A89096AF28CD1|
|5FA18CBB092912B1996061817606550AE0CB29465B4A83587 AF0C1F3152ABB8A127|
|9F18536B8E231F820465D173940FD73A0C7A8A71B5E640B59 3C30792260F84C6C3E|
|1E0E170F070A83C1C2A0F471D0F87B7EA121A1FD6406DA197 9CFC8AE07ACD7843A8|
|7FCBE042FEAD2E835D3E76F9D8156057805D2EB5721EB5D01 98127B53DC798266C9|
|F61980C76D56D7525D9956457925DDDECEA6697462E3EE121 1EF0140F788A073CC5|
|03DECB03DECB2EB5BA971A0A3971655B981121841B08B1468 25E4D17A16627FE4AC|
|E5AC9A6BF887795BF24F7D17A88E318C6202813787512C329 BC3D8D5739BC9AC230|
|8DB7E5F715B77F271E8D5D18766318C2B08649BA078207838 1C18BC187C18F21802|
|184A101430CC3330CE57FE96CD512|
|-------------------------------------------------------------------|
What makes this build so different from the more typical is the lack of Hasten and the widespread leveraging of Recharge Debuffing (via Pacing of the Turtle proc). There's "enough" recharge reduction in the build to allow powers to cycle "effectively" for attack chains without being wasteful (ie. powers sitting in the tray recharged but unused due to animation times). This makes the attack chains relatively efficient in terms of allocation of resources. And best of all, it makes use of only a single purple IO (for Dark Extraction), which makes it cheaper overall than many other builds to fund.
Human form ... CONTROLS(!) ...
Nova form ... BLASTS ...
Dwarf form ... SCRAPTANKS ...
With a Tanker on the team grabbing aggro, I can stay in human form and shadow the Tanker with Orbiting Death and Inky Aspect running ... making the Tanker's life so much easier while simultaneously dishing out a surprising amount of damage through Orbiting Death. This lets the Tanker (and the rest of the team) focus on the "heavy" threats (LTs and Bosses) first ... and if the tide of battle begins to shift against us, I can always shift to either Nova or Dwarf forms as needed to allow my team to regain the initiative.
With Shadow Cloak, Nebulous Form, a Stealth IO (in Sprint) and Shadow Recall ... I can help a team "ninja" a mission with a remarkably high degree of safety, even in lower level Task Forces.
And best of all, I can go full bore constant attack in Nova or Dwarf form and not have to worry (much at all) about endurance issues. Simply using the Black Dwarf Antagonize in the attack rotation is enough to bring my endurance usage very close to the break even point (if not slightly positive, situation depending) ... which allows me to Scrank quite effectively in Dwarf form (and have for multiple Task Forces where I was the only "tank" protecting 6-7 squishies). -
I have Orbiting Death on my Warshade, 6-slotted with Obliteration, and it actually outputs a "healthy" amount of damage. It's not a total "threat hog" now like it used to be in years past (*cough* Orbiting Debt *cough*) and thus doesn't override a Tanker's taunt aura(s) for aggro control. When soloing, I just leave OD (along with Inky) turned on and pay attention to the LTs and Bosses ... ignoring Minions. By the time I've disposed of a Boss, the Minions are usually dead from OD "scouring" them into the ground for me. Against LTs, any associated Minions are either half-dead when I turn my attention to them, or all dead after disposing of the first Minion.
And don't even get me started about how awesome Orbiting Death is when combined with Sunless Mire against Pet-level minions that attack you en masse. Rikti Monkeys are just scythed down around me like wheat at harvest time.
Best results are achieved when partnering with a Tanker who holds aggro. -
Your slotting in that last build has one too many +6.25% Recharge set bonuses in it, so you're losing one to the cap on that. Other than that, interesting modification.
As for Orbiting Death ... the beauty of it is what happens when you've got it slotted up AND you've got a tanker grabbing aggro (away from you) and you (human) Sunless Mire. With a full 10 foes in the Mire, you're getting +112.5% damage ... which then boosts Orbiting Death to 25.3 Negative Damage every 2 seconds to everything in a 20 ft radius around you for 0.68 END per second (when using the Obliteration slotting I have, which is pretty "low end" as far as these things go). That's basically Sunless Mire damage, in a larger radius, every 4 seconds ... not including the chance to proc the Smashing Damage.
It makes for an absolutely awesome "rip, tear, shred" power when used on teams (especially with a tanker grabbing all the aggro). Combined with Sunless Mire and Inky Aspect, you just scythe your way through minions at a phenomenal rate. Add your shields and Eclipse for even more (unmezzed) radius-o-destruction opportunity.
I've been on teams where Fulcrum Shift is getting kicked off ... and hot damn fresh from the oven! does Orbiting Death just crank out the damage like nobody's business! Watching damage ticks just EAT their way through everything around me ... it's like I'm smoking their lives away. And with Minions being stunned by Inky Aspect, and damaged by Orbiting Death, that leaves me free to concentrate my firepower on Bosses and LTs, who draw the Gravity Well/Gravitic Emanation combo to hold and stun them. Meanwhile, Orbiting Death is just devouring the souls of everything around me.
In a lot of cases, what I'll do if I've got Orbiting Death running is I'll blast a target (right next to me) until it's almost, but not quite dead ... and just let Orbiting Death finish them off for me. Saves me a ton of endurance that would otherwise get wasted on "overkilling" things.
And as you might imagine, Orbiting Death synergizes wonderfully with Tanker aggro auras on teams. Gets even better if you've got an Ice/* Tanker with Icicles running, so that the pair of you can get real close together and just strip the flesh from every (hostile) bone around you.
I've even used Orbiting Death to "pierce" the tier 9 powers of Paragon Protectors, when almost nothing can hurt them. Owing to the fact that it ticks so often, it has a "decent" chance of doing damage even through softcapped defenses on these NPC foes.
So Orbiting Death is not a "flashy" power ... like Quasar or Unchain Essence ... but it's a good, solid, steady damage dealer PBAoE. If you run Herostats or something similar to count up what your damage sources are, you might surprise yourself at seeing just how much throughput you get with Orbiting Death. In fact, I wouldn't be surprised to see that you can easily deal more damage with Orbiting Death ... over time when running missions ... than you will with either Quasar or Unchain Essence.
On the subject of Nebulous Form ... I find that its leaping property is almost totally useless. The Phase property however, is almost totally invaluable ... especially when combined with Shadow Cloak. There have been multiple times when the only person on the TF who can get into/past an excessively well defended position in a mission was my warshade ... because of Shadow Cloak+Nebulous Form. So when you need to "ninja" a mission to get to an objective (and do Shadow Recall 7 times), Nebulous Form comes in VERY handy. -
Frost Tactic:
When you've got a "dogpile" situation going on, where you've gathered up a whole bunch of hostiles around you and got them "trapped" in your PBAoE Aura o' Tauntage, I've found it extremely helpful to jump up ... in place. No lateral movement whatsoever, just jump. I don't have Combat Jumping or anything else to especially raise my jump height, so I just natively jump 12' high (known from jumping onto 3D ledges in my base from the ground).
Why is this useful?
Because the cone range on Frost is 10'-15' depending on slotting ... and because the attack results are computed at the time you click the attack.
So what I do is select nearest target, jump as high as I can (12'), and when I'm at highest point of my jump straight up I click Frost to attack. This points a 10'-15', 90 degree cone DOWN at everything underneath me (slight skewage off straight down towards selected target) ... which when I've got a "dogpile on da wabbit!" situation going means I'm very likely to catch everything that was huddled up around me. This means that instead of attack a 90 degree "slice of pie" in front of me, I've instead attacked a pseudo-PBAoE of hostiles around where I was standing.
The "Frost Hop" maneuver is very simple to do, requires "n00bish" levels of manual dexterity/coordination, vastly improves the number of targets I can attack simultaneously with the cone, and does not require me to surrender my current position in order to find a better angle of attack. It's almost become a "no brainer" for me to use in combat, where every time I'm ready to use Frost ... I hop up in the air to blast the cone downwards, rather than staying on the ground to blast it sideways.
"He's intelligent, but not experienced. His pattern indicates ... two dimensional thinking." -
Quote:Why do you have the Leaping pool on a build with both Nova and Dwarf forms? It is quite literally a wasted power slot ... especially since you're getting Nebulous Form at 26 anyway (which is Phased almost-but-not-quite-that-superLeaping). Furthermore, you don't have either pre-req of Combat Jumping or Jump Kick in order to get Super Jump anyway, so you're even more literally throwing away a power pick with that one.@Redlynne, Thanks for sharing your build. It looks very interesting, and although I have a fair way to go yet before reaching lvl 50, it is still very interesting.
Level 24: Super Jump -- Jump-I(A)
And after looking over my build even more, I'm thinking that I'm probably going to want to drop Quasar after all and switch it out with Unchain Essence ... which I'd slot with an Acc/Mez HO so that I can use it for its stun property more than its damage property (cue Inky Aspect). -
One of the simpler ways I can think of to combat SPAM in the in-game email system is to make access to the in-game email system a 3 or 6 month veteran reward. Make it 3 months if you want to be extremely friendly to new players ... 6 months if you really really really need to deter the farmers.
Simple.
Easy.
Effective.
NOT BEING DONE. -
My Stygian Circle has a 6-slot Efficiency Adaptor (level 25) and all it needs is 3+ minions to bring me nearly back to full health and endurance. 4+ minions is "overheal" on it.
-
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Ms Terry: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Fitness
Hero Profile:
Level 1: Shadow Bolt -- Decim-Acc/Dmg:27(A), Decim-Dmg/EndRdx:27(46), Decim-Dmg/Rchg:27(48), Decim-Acc/EndRdx/Rchg:27(48), Decim-Acc/Dmg/Rchg:27(50), P'ngTtl--Rchg%:20(50)
Level 1: Absorption -- S'fstPrt-ResKB:10(A)
Level 2: Gravimetric Snare -- HO:Endo(A)
Level 4: Orbiting Death -- Oblit-Dmg:31(A), Oblit-Acc/Rchg:31(43), Oblit-Dmg/Rchg:31(45), Oblit-Acc/Dmg/Rchg:31(45), Oblit-Acc/Dmg/EndRdx/Rchg:31(46), Oblit-%Dam:30(46)
Level 6: Dark Nova -- Flight-I:50(A)
Level 8: Starless Step -- Acc-I:50(A)
Level 10: Swift -- Run-I:50(A)
Level 12: Sunless Mire -- RechRdx-I:50(A), RechRdx-I:50(13)
Level 14: Shadow Cloak -- LkGmblr-Rchg+:25(A)
Level 16: Health -- Numna-Regen/Rcvry+:30(A)
Level 18: Gravity Well -- BasGaze-Acc/Hold:27(A), BasGaze-Rchg/Hold:27(29), BasGaze-EndRdx/Rchg/Hold:27(29), BasGaze-Acc/EndRdx/Rchg/Hold:27(31), Lock-Acc/EndRdx/Rchg/Hold:31(31), Lock-%Hold:30(31)
Level 20: Black Dwarf -- ResDam-I:50(A), ResDam-I:50(21)
Level 22: Stygian Circle -- Efficacy-EndMod:25(A), Efficacy-EndMod/Rchg:25(23), Efficacy-EndMod/Acc/Rchg:25(23), Efficacy-Acc/Rchg:25(25), Efficacy-EndMod/Acc:25(25), Efficacy-EndMod/EndRdx:25(27)
Level 24: Stamina -- EndMod-I:50(A)
Level 26: Nebulous Form -- HO:Micro(A)
Level 28: Inky Aspect -- Acc-I:50(A)
Level 30: Gravitic Emanation -- HO:Endo(A)
Level 32: Dark Extraction -- ExRmnt-Acc/Rchg:35(A), ExRmnt-Acc/Dmg:35(33), ExRmnt-Acc/Dmg/Rchg:35(33), ExRmnt-EndRdx/Dmg/Rchg:35(33), S'bndAl-Acc/Dmg/Rchg:50(34)
Level 35: Stygian Return -- Heal-I:50(A)
Level 38: Eclipse -- Acc-I:50(A), RctvArm-ResDam/Rchg:40(39), ImpArm-ResDam/Rchg:40(39), TtmC'tng-ResDam/Rchg:50(39), Aegis-ResDam/Rchg:50(40)
Level 41: Quasar -- HO:Nucle(A)
Level 44: Gravity Shield -- ResDam-I:50(A), ResDam-I:50(45)
Level 47: Penumbral Shield -- ResDam-I:50(A), ResDam-I:50(48)
Level 49: Twilight Shield -- ResDam-I:50(A), ResDam-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:15(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Dark Sustenance
Level 1: Shadow Step -- Jnt-EndRdx/Rng:50(A)
Level 10: Shadow Recall -- EndRdx-I:50(A)
------------
Level 6: Dark Nova Bolt -- Decim-Acc/Dmg:27(A), Decim-Dmg/EndRdx:27(3), Decim-Dmg/Rchg:27(3), Decim-Acc/EndRdx/Rchg:27(5), Decim-Acc/Dmg/Rchg:27(5), P'ngTtl--Rchg%:20(7)
Level 6: Dark Nova Blast -- Acc-I:50(A)
Level 6: Dark Nova Emanation -- Posi-Acc/Dmg:27(A), Posi-Dmg/EndRdx:27(7), Posi-Dmg/Rchg:27(9), Posi-Dmg/Rng:27(9), Posi-Acc/Dmg/EndRdx:27(11), P'ngTtl--Rchg%:20(11)
Level 6: Dark Nova Detonation -- Posi-Acc/Dmg:27(A), Posi-Dmg/EndRdx:27(13), Posi-Dmg/Rchg:27(15), Posi-Dmg/Rng:27(15), Posi-Acc/Dmg/EndRdx:27(17), P'ngTtl--Rchg%:20(17)
Level 20: Black Dwarf Strike -- C'ngImp-Acc/Dmg:31(A), C'ngImp-Dmg/EndRdx:31(34), C'ngImp-Acc/Dmg/Rchg:31(34), C'ngImp-Acc/Dmg/EndRdx:31(36), C'ngImp-Dmg/EndRdx/Rchg:31(36), P'ngTtl--Rchg%:20(36)
Level 20: Black Dwarf Smite -- C'ngImp-Acc/Dmg:31(A), C'ngImp-Dmg/EndRdx:31(37), C'ngImp-Acc/Dmg/Rchg:31(37), C'ngImp-Acc/Dmg/EndRdx:31(37), C'ngImp-Dmg/EndRdx/Rchg:31(40), P'ngTtl--Rchg%:20(40)
Level 20: Black Dwarf Mire -- Oblit-Dmg:31(A), Oblit-Acc/Rchg:31(42), Oblit-Dmg/Rchg:31(42), Oblit-Acc/Dmg/Rchg:31(42), Oblit-Acc/Dmg/EndRdx/Rchg:31(43), P'ngTtl--Rchg%:20(43)
Level 20: Black Dwarf Drain -- Nictus-Heal:31(A), Nictus-Heal/HP/Regen/Rchg:31(19), Nictus-Acc/Heal:31(19), Nictus-Acc/EndRdx/Heal/HP/Regen:31(21), Nictus-Acc/EndRdx/Rchg:31(27)
Level 20: Black Dwarf Step -- EndRdx-I:50(A)
Level 20: Black Dwarf Antagonize -- Taunt-I:50(A)
------------
Set Bonus Totals:- 14.5% DamageBuff(Smashing)
- 14.5% DamageBuff(Lethal)
- 14.5% DamageBuff(Fire)
- 14.5% DamageBuff(Cold)
- 14.5% DamageBuff(Energy)
- 14.5% DamageBuff(Negative)
- 14.5% DamageBuff(Toxic)
- 14.5% DamageBuff(Psionic)
- 1.88% Defense(Smashing)
- 1.88% Defense(Lethal)
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 3.75% Defense(Melee)
- 1.25% Defense(Ranged)
- 6.75% Max End
- 59% Enhancement(Accuracy)
- 71.3% Enhancement(RechargeTime)
- 5% Enhancement(Heal)
- 80.3 HP (7.5%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 12.4%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 6.9%
- MezResist(Terrorized) 2.5%
- 8.5% (0.14 End/sec) Recovery
- 10% (0.45 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1572;780;1560;HEX;|
|78DA6594594F535110C7E7B6F7520AB72D58D6B2EF7BA12F4 6C5C48D98682012457|
|C51B1940B34C1625A4070C5688C51407D728B5FC235C6AF61 D46FA1D127D73A33FF|
|4B69A481F9DD3333FF73E69ECE746479C8265ADD4746F0D05 C3C939938154F6766E|
|3538EEF4422E9A4124EE148A671CC49A7577C44D4B0199D38 363DEDA432C925277A|
|F2FC643A3E377190D50BF5B9F890F35FFCC0623A5E7A2435E BA49DD44274F3C11E9|
|D9F9F8B1E4E2EA49C4C26A08B11672A9948A69C90AE861DDE 8DF74C5E08B8A933B3|
|0BC9D40C5571395DFC7F83CBC7276BD1234684FA1E2BFA9F0 04F15B167C00B83284|
|C8BA232544554C50F7EBA69BB1E76193B1926D145F6799166 797F7988EAA9FBB7A2|
|F70FF057D19705C84B5447B75865B93B592D8C18DD6697CF7 5F922EAB278ED774BF|
|0F7A9EB0E67156B1159A3B8475D36B0C29180AB0F94734615 F9581F72F5A171430E|
|BECB59A5EE5D947EF0C8FBD67E043E29EA3F033FB4DCFA9F1 E515DB6E5465465847|
|BF5B832E00A47CA518F55BEE691532BD6810D45D57DE08122 F25051C88555BA8555|
|36EA465779A36AB7FCEA41DCED35F6D5B86935B8927BB6D40 3579DFB15ACB3AF013|
|EB3E10B1FD04C8D5F816FC07745D37E8F6C71DD9685964CCD ADBAEB2ABBDAE032DB|
|70507B032F3BA8BD0DE831C4D911536C707AA75B44E75E14B 1C4BE1ED46AF4E06E7|
|A81658E44DD4814AE7EE0124706DCC8005C31A0D6CCB52CFF F18786F33D7E7E9120|
|8D9A79ED882668D42C7D91ECD17C85ADAF3E664A1BBB0DD5A 48AA099EB44CBC2707|
|8301C1E0C8789E130311C05188E8099D7BFB8B092FC8D5E22 F995A2F035F04651F4|
|16C046A1ED2A1BAA205441A84AA02A81AAD0CCF5A3153E47D 2A94D7120A16899021|
|C00AA82EDAA56A85AA16A85AA03AA0EA82C55A1C3C318F02E 0C781706BC0B03DE8D|
|01EF86CADC3ACB0C87BD12D95106942BCA2A14914A856F2B9 DC2F862BCF9AE98BAD|
|EE57EC8FCC78BD88E891965638CCBD36931676479569EE2F2 34292621CBECFB9C3A|
|B44B5A63B7983D6206C5AC4992AF984DB1185B4C404C504C4 84C8998B0980A31113|
|1CFC564FF019455D270|
|-------------------------------------------------------------------|
==========
This is my Warshade's current Tri-form build. The primary slotting goes into the forms, with whatever's left over being soaked up by the human form. My only major regret with this build is not having enough slots to crank up either Unchain Essence (not taken) or Quasar (taken) to meaningful levels of "Thoroughly Satisfying Kaboom!(tm)" through slotting.
The build does play however exactly how you'd envision it to ... as a controller/blaster/tanker combo, depending on form being used. It's also a heavily Slow oriented build, leveraging the Pacing of the Turtle procs for maximum advantage in slowing things down. The "lightweight" nova and human bolt powers both function remarkably well as "proc channelers" with their fast animation and even faster recharge times (2/3rds of a second!). With this much recharge from set bonuses, they're practically rapid fire and I can basically spam them without remorse. This allows me to be lighter on my feet/tentacles and react/move faster than if I were using the heavier attacks (eye/blast) and not have to give a second thought to recharge times, since they recharge "almost instantly" when used.
The human form is oriented very strongly around mez attacks (stun/hold/immobilize) primarily, backed up with Orbiting Death and Inky Aspect. Only when absolutely *buried* in opposition do I have to worry about the incoming damage from Inky Aspect. The rest of the time, the human form toggles work for me as a steady state wearing down combo that gives good returns. I use Orbiting Death to take down Paragon Protectors for instance when they pop their tier 9 protections, so long as someone else can hold the aggro away from me.
So far, the build has performed remarkably solid for me ... so there's probably some ideas in here you can "borrow" for your own Tri-form. -
My warshade has a running gag. When on PuGs, she talks about what the souls of the villains she's devouring (via Stygian Circle) "taste like" to her occasionally. It started out as just a lark, to relieve the tedium (always a good origin!) and then just grew from there while on a Task Force.
Their souls taste like ...- Freakshow: chicken
- Council: beerwurst
- Clockworks: car keys
- Carnies: cotton candy
- Hellions: red hots
- Banished Pantheon: day old bagels
- Malta: pop tarts
- Knives of Artemis: fish
- Warriors: microwaved peeps
- Tsoo: soy sauce
- Rikti: leftovers
- Nemesis: pennies
- Rularuu: pudding pops
- Circle of Thorns: ice cream
- Skulls: toast
- Vahzilok: mushrooms
- Crey: potato chips
Because of this, I changed my Battle Cry to something more appropriate to the running gag ...
Your soul is my chew toy! -
Is this supposed to deliver anything to me besides SPAM?
I very much get the feeling that clicking on the SPAM button for unwanted emails from gold farming services does not report them for moderation in any way. All it does is global ignore the sender, and at this point I'd need an ignore list of more than 1000 global users to hold the list of "GO AWAY!" users who have spammed my characters.
Any plots and plans to make the in-game email system do anything OTHER THAN deliver SPAM? -
[ QUOTE ]
On another note, how well does the Force Feedback +recharge special IO work in the two nova aoes?
[/ QUOTE ]
Each target hit gives a chance to proc the +Recharge. Once the +Recharge procs, the chance to proc is suppressed for 10 seconds, preventing stacking of the proc. This means that the best place to put this proc is in an AoE power that does knockback which has a relatively quick recharge (ie. 15 seconds or less, unenhanced) since it will then tend to proc almost every time the power is used, barring suppression due to it proccing "too quickly" ... -
[ QUOTE ]
the small "redwood" colored bookshelves can be used to make a lovely herringbone pattern floor.
[/ QUOTE ]
I personally use the Small Bookcase (from the Bookcases palette) in a front-to-front and back-to-back arrangement, which (as advertised) creates a lovely woodgrain pattern which can be seen from above and below. You also don't get any textures tearing this way, like you do with using cabinets, so you won't see any texture flickering as you move the camera around.
That said, it's an expensive proposition to build floors this way. An 8x8x4 ft cube of "upper floor" space will run you 1600 prestige ... which translates out to 25600 prestige to fill an entire 32x32x4 ft "block" of room space up in the air as a contiguous floor. That's 102.4k prestige to build a "complete" upper floor (with no holes in it) for a 2x2 sized room ... so it gets expensive in a hurry.
You can see an example of the results here and here from back when my base had a 2x2 control room with 3 levels of flooring in it and was featured in the City Scoop. Nowadays, I've got a 3x3 control room that's really a Death Trap that's a good deal more expansive than this old thing. -
"My sneakers do more damage than your sword."
- How to embarrass Katana Scrappers in one easy step -
[ QUOTE ]
I want a dragon uppercut to replace my Eagle's Claw.
[/ QUOTE ]
BAH!
Humbug!
I want Cammy's ... Cannon Drill and Cannon Spike and Frankensteiner moves in MA/*.