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I am serious. A Fiery Aura brute soloed the STF. Granted that does not answer this topic's question, but it does suggest that rolling Fiery Aura is not an invalid choice.
To be on topic:
Invuln and WP would be my top two. They are easy to use and easy to get very well rounded and practically unkillable vs. almost all game content.
DA would be next, not because it's potential is lower than WP or Invuln, but because it requires more skill, a lot more skill in some cases. A mistake with DA is often irreversible (outside of the tier 9, if I can include the tier 9, than DA is indeed at least as good as Invuln and WP).
Stone would be next. Stone Armor's survivability outside of Granite is very good once you soft cap Def to all but Fire/Cold. Back that up with modest Sm/Le/Fire/Cold resists, very solid regen, and an emergency heal that also can cap your HPs. It is possible with Aid Self this could lift above DA (the capped HP thing is pretty big, IME).
Shield and Ice would come next, I think I'd list Ice just edging out Shield, but it is close.
Finally we have Fiery Aura and Electric. -
Quote:Never. Traps is just that good. If you just want the concept and do not really care about the AT, I'd recommend the corruptor every time (unless the concept demands Gun Drone, which Traps doesn't get).Would you still suggest a Rad/Devices Blaster over a Rad/Traps Corruptor?
Traps has multiple pets which take some aggro and which can eat alphas so you do not have to. Traps gives you mez protection and goodly defense. Traps has humongous debuffs. You would notice the difference, but the differences will all be in Traps favor. -
Quote:Could you be more specific? My Mace tanker has no problems with Crowd Control or Shatter. Are you fighting level 49s?This I find quite annoying.. now that I have a few characters @ 50+1, I am having powers that originally caused Knockdown creating knockback which is definitely annoying on my Tanks and Brutes...
I can take my level 18 Electric controller and use Jolting Chain on level 17 enemies and they do no get knocked back, just down. -
Fiery Aura is so bad, a Fiery Aura brute just soloed the STF. That is pretty bad.
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Hmmm. That is nifty. Ageless could be a big lift for my dominator. Lessen the slows that can break perm-dom, +recharge to counter the slows even more, help keep my end bar full, help keep my defense high. Very good stuff.
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MMs can be pretty versatile when played to their fullest. They are also very easy at the base settings (and even several levels above base), so people may choose not to bother learning any of that extra versatility, since it is not normally needed.
I have been practicing speed running task forces with my 50 MM, Dem/Storm/Mu. Some are easier than others: STF, Apex, Kahn, and Cuda are easy, Tin Mage is harder but doable, ITF is OK, but mission 2 is hard at full speed, the new trials are nice and open, but Lambda part 3 can be rough (the trials however generally expose every ATs weaknesses at least once).
I am not sure how rough it will be on melee pets. The demons usually start from range and then close to melee, but I can often keep them at range with BG mode on or by giving them a quick follow me/passive command and then turning them back on defensive. -
Yes. The brutal sound loop still happens to many. I am very lucky, I only rarely get it and I do not recall crashing from it since I got my current computer (2 years now). But all those ACU/BCU sounds make me loop and I have seen several people complain and have seen a few people crash out and when they get back talk of sound-looping.
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My Singy has Blood Mandate: Acc and Acc/End as well as 3 Dam/Mez Hamis (Perox).
The set bonuses from Expedient Reinforcement are very good, so that is a strong contender as well (a lot of times I'll just use the 4 with damage, but I have used all 6 when I wanted the range defense). -
Quote:I'd stick with Rad blast. That being said, I love my Nrg/Dev. The ability to send someone (or many someones) flying back to the other side of the Caltrops just as they are about to finally get you is giggle inducing.Hmm, I see your point.. Maybe I should look into Energy Blast/ then...
Rad blast is truly a good set. Its DPAs are all right in line with Energy blast anyway. People poo poo the -defense, but all throughout leveling up it is very useful. All those to-hit debuffers are much easier to kill on a Rad blaster and they will help your teammates too (those scrappers and tankers trying to punch stuff while in melee of the Dark Servant or after getting hit with a Steel Strongman's mask will never know it was your Irradiate that made things easy, but you will know). People on the forums act way too much like defense debuffs are not useful. It is true, they are not useful all the time, but neither is KB, mezzing, to hit buffing, damage debuffs, etc.
Besides, that is just the secondary effect. The important thing is you will be melting faces with great attacks.
As to a point where you fall in love... well, I'd throw out Caltrops and Irradiate and then likely fall in love. But I have this thing for constant damage ticks above a whole spawns head (I really should play some type of Plant control someday). -
In the time you posted, I made an edit to my previous post and added an example of what the short export looks like. That sample contains my changes. I'd also likely not use the Panacea set in Black Dwarf Drain, but I am not well versed on Dwarf play so I left it be.
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That looks a lot better to me. There are still some things I would choose to do differently, but you look decently functional now.
For future build posting I recommend using Short Forum Export AND unchecking both boxes in the Set Bonuses section. They just make the post painfully long.
For example:
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Hero Profile:
Level 1: Shadow Bolt -- Dev'n-Hold%(A)
Level 1: Absorption -- S'fstPrt-ResKB(A)
Level 2: Gravity Shield -- Aegis-Psi/Status(A)
Level 4: Orbiting Death -- HO:Centri(A)
Level 6: Dark Nova -- P'Shift-End%(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Super Speed -- Clrty-Stlth(A)
Level 12: Sunless Mire -- Oblit-Dmg/Rchg(A), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(15), Oblit-Dmg(15)
Level 14: Shadow Cloak -- LkGmblr-Rchg+(A)
Level 16: Stealth -- LkGmblr-Rchg+(A)
Level 18: Gravity Well -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21), Dmg-I(21), Dmg-I(46)
Level 20: Black Dwarf -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(23), TtmC'tng-ResDam/EndRdx/Rchg(23), P'Shift-End%(25)
Level 22: Stygian Circle -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(25)
Level 24: Nebulous Form -- EndRdx-I(A)
Level 26: Gravitic Emanation -- HO:Nucle(A), HO:Endo(29), HO:Perox(50)
Level 28: Inky Aspect -- HO:Endo(A)
Level 30: Unchain Essence -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(34)
Level 32: Dark Extraction -- ExRmnt-Acc/Rchg(A), ExRmnt-+Res(Pets)(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33)
Level 35: Quasar -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36)
Level 38: Eclipse -- P'Shift-Acc/Rchg(A), TtmC'tng-ResDam/Rchg(39), Aegis-ResDam/EndRdx(39), ImpArm-ResDam/Rchg(39), ImpArm-ResDam(40)
Level 41: Stygian Return -- RechRdx-I(A)
Level 44: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 47: Maneuvers -- LkGmblr-Rchg+(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
Level 50: Spiritual Boost
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Level 1: Brawl -- Empty(A)
Level 1: Dark Sustenance
Level 1: Shadow Step -- EndRdx-I(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 10: Shadow Recall -- Range-I(A)
Level 2: Swift -- Run(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), P'Shift-End%(43)
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Level 6: Dark Nova Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(17), Decim-Acc/Dmg/Rchg(34), Decim-Build%(37)
Level 6: Dark Nova Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(27), Dev'n-Acc/Dmg/EndRdx/Rchg(40), Dev'n-Hold%(48), Ruin-Dmg/Rchg(46)
Level 6: Dark Nova Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 6: Dark Nova Emanation -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(36), Posi-Acc/Dmg(37), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(40)
Level 20: Black Dwarf Antagonize -- Zinger-Taunt(A), Zinger-Taunt/Rchg(45), Zinger-Taunt/Rchg/Rng(45), Zinger-Taunt/Rng(45)
Level 20: Black Dwarf Drain -- HO:Nucle(A), Panac-Heal/EndRedux(7), Panac-Heal/EndRedux/Rchg(7), Panac-Heal/+End(11), Panac-Heal/Rchg(11), Panac-EndRdx/Rchg(50)
Level 20: Black Dwarf Mire -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(29), Oblit-%Dam(34)
Level 20: Black Dwarf Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 20: Black Dwarf Step -- Zephyr-ResKB(A)
Level 20: Black Dwarf Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(46) -
Recharge bonuses are important to improve a Warshade, but if you sacrifice the functionality of key powers then it does not matter how fast they recharge. Using a badly slotted power more often is not always the way to go. You want to shoot for the recharge bonuses, but you do not want to sacrifice actually slotting the powers for good effect.
For example:
I do not know enough about Warshade Nova/Dwarf forms to truly analyze, but I have trouble believing using six slots on Dark Nova Blast is a good call unless a lot of that is for damage. I know Gravity Well should be slotted as an attack on a human form, but I imagine the same must apply even on a build that uses the other forms. -
WM/EA - strong and pretty
Is there a problem with the other thread you have on this same subject? -
Quote:I am not sure the Interface tech is that nuanced. It would have to add a different amount of damage based on the damage of each power.Do you have a source on that? Do we know this as a fact? From what I've heard about the Interface incarnate slot, I would just as quickly link the fiery embrace change to that newer incarnate tech than the addition of a new condition check in every power.
I am not 100% positive I am correct. I do believe I remember there being instances where individual powers had to be fixed though, but I could be misremembering. -
Cold/Sonic is indeed a powerhouse. Going for recharge, as you did, is very important, as you want to get back the better debuffs as much as possible.
Screech is generally a better pick than Shout for a teaming attack chain. Even though Shout has the better damage, its long animation hurts your debuff stacking as well as preventing you from reacting for longer if something untoward happens during its animation. Shout is still a functional and useful power, but Screech is important as well (and it is also a useful control, very helpful when soloing).
Sleet is not an attack and is better slotted with common IOs, or a mix of some sets, procs, and recharge. With your levels of global recharge, your slotting is not a problem if you really want those bonuses, but I really like having a proc or two in Sleet.
I'd rather slot Summon Disruptor with Expedient Reinforcements instead of the purple set. Not a big deal, but when I focus on recharge I tend to really focus.
When I built mine, I had a different focus. I was going for cheap and well rounded. I went for +hps and tried to get a variety of defenses built (focusing on Sm/Le/Ran/AoE). I had to sacrifice recharge though, which helped me keep it cheap.
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Quote:I do agree it would have been better to be right rather than wrong.Would we have preferred if you used the right term rather than a wrong one?
Is that a trick question?
You are still wrong. The extra damage from Fiery Embrace does not take place outside of the power itself. It is coded into every attack power tankers, brutes, and scrappers use. -
Interface + Caltrops seems like it could be good. Lore + ways to help protect the pets also seems like it has potential.
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Werner's post's numbers make a lot of sense when I compare it to my in game needs on my Fire/Ice/Earth tanker and my Fire/WP/Wpn Scrapper.
The tanker easily has much more time to react, although in my case the scrapper does have a good deal more offensive output, but when it goes bad, choosing FSC instead of flee and drop a purple or two can be a death sentence very, very fast. Choosing wrong on the tanker usually allows me more opportunity to correct the error. -
My Kin/Elec defender cannot budge the pylon even after copying to test and respeccing in VS. I tried a bunch of different combinations of attack/debuff mixes. Of course that may say more about defenders and/or Kinetics than Electric blast in this type of test.
Maybe a Kin/Sonic defender could take down a Pylon?
It would be interesting to compare an Elec/Traps to a Fire or Sonic /Traps.
Edit: It seems odd how buffs transfer to VS. Without using any FS or Siphon, VS would deal 52 damage for its entire duration. If I stacked a bunch of FS and Siphon and then cast VS I could get its damage up to 64 and then I would watch as the buffs wore off me, but the VS kept kicking out 64 damage for its entire duration. My own Charged Bolts damage would start off at 69 and then kick up to 128 (IIRC). I'll have to check more into the buff thing. -
Quote:It should be noted that when DPS really matters, VS is at the top of reliability. Unlike a lot of other pets, that AV will not kill him and he will not be targeting other stuff since usually the AV is the only thing left (although more and more content makes this less true as frequent ambushes or multiple AVs exist in many fights anymore).I don't have time to do (or look for) the math but if you factor in sparky(and ignore its stupidity) Elec's single target damage is actually a slgight bit ahead of NRG blast. But its rightly noted that Voltaic Sentinel is REALLY unreliable.
But for running through missions, VS will never replace Blaze's ability to choose a target and make it go away (Tesla Cage does fill that role decently, however). -
Quote:Fiery Embrace does not use any pet mechanics. Every tanker, brute, and scrapper attack simply has an extra line of damage which only applies when Fiery Embrace is active.Now, as to what Fiery Embrace does, it adds Pet Fire Damage to all attacks. This can actually have some... interesting... consequences.
One of those is that if you are your damage cap and you trigger Fiery Embrace, you'll actually go over the damage cap for the attacking power since Fiery Embrace activates as a Pet Damage class attack, separate from the original attack.
That extra bit of damage is generally 45% of the base value of that attack, is Fire damage, and is fully enhanceable and buffable (which means the enhancements you slot in the power and any damage buffs amplify the fire damage, just like they amplify the rest of the power).