TwoHeadedBoy

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  1. TwoHeadedBoy

    Maximum ST DPS

    I just PMed this to AIB but for anyone else who might have been wondering... I just discovered (because I am a neglectful person) the bars that can slide in mids for both Mires- you can adjust the number of targets hit and see the resulting damage numbers in the power graph so I was able to figure it out pretty easily.

    This is a comparison between my build and AIB's build, just going to copy over the message I sent him.

    Not sure if you know this already but I just realized it... When you select Sunless Mire, in the bottom left where it shows DPA there is a bar you can adjust that says "Foes Hit" you can set it to 10 and then open up your power graph (go to window on top>power graph) to view the damage numbers w/full mires....


    Assuming those numbers are accurate, my build with full human mire saturated, t4 reactive, and procs

    Gravity Well: 640 (2.244 cast)
    Ebon Eye: 221.6 (1.848 cast)
    Shadow Blast: 336.7 (1.848 cast)
    Ebon Eye: 221.6 (1.848 cast)

    so that's 1419.9 divided by 7.788 for 182.31

    Orbiting death w/ full mire, procs, reactive is doing 92.36 every 2 seconds,so 46.18 damage per second added

    182.31+46.18= 228.49 DPS

    Your build with both Mires saturated, t4 reactive, and your procs as you have them slotted... (Assuming you have both mires saturated the first time you hit dwarf mire, which you won't so the number will be slightly high for the first time through but after that it should be accurate.)

    Need to open up your power graph and change the first drop box to "powers taken" to see dwarf attacks.

    Dwarf Mire: 324.7 (.924 cast)
    Smite: 360.6 (1.716 cast)
    Strike: 289.1 (1.452 cast)
    Smite: 360.6 (1.716 cast)
    Strike: 289.1 (1.452 cast)

    1624.1 divided by 7.26 for 223.70 DPS

    So overall Microcosm was right, the human form chain is higher by about 5 dps, but that's not accounting for form shifts and without softcapped defense might mean you need to use stygian circle or dwarf drain which would lower your numbers quite a bit.

    As far as I can tell these were the numbers you were looking for though.
  2. Just a reminder that this is coming up a week from today! As for the "extra prizes," I'm updating the OP to reflect that if enough people show up, I'm going to fill my tray up with purple enhancements and pass them out randomly to participants during the event. Hope to see you on Protector next weekend!
  3. Quote:
    Originally Posted by Laylarei View Post
    idk i dont think you can do healing kissys like i can :P
    I'm bringing my Dark/Dark, they won't even be able to hit my blaster companion! And I'm gonna stun the crap out of them, and Twilight Grasp them in the face.
  4. Thanks Ex, this is a neat idea. If anything strikes my interest I will definitely join you!
  5. Quote:
    Originally Posted by Laylarei View Post
    So now that gobble day is over with, you guys start planning next weekend for this event i cant wait XD *dies from excitement!*

    Me and Speedy are gonna stomp yer defender/blaster duo contest, just sayin'.
  6. Quote:
    Originally Posted by Redlynne View Post
    I personally find Orbiting Death to be one of the essential, if not signature powers, of a Warshade while in human form. Its value increases tremendously if you've got an aggro magnet on your team who can herd things together to maximize AoE (or in this case, PBAoE) efficiencies. Get a tanker herding things onto them, stick right beside them so as to best overlap your respective auras, and it's totally Eclipse/Mire/Inky Aspect/Orbiting Death/Stygian Circle time on just about every single spawn group you encounter. Orbiting Death also performs beautifully as a "finisher" of mobs that have slivers of HP left.

    Or grav emanation everything into a nice little group, and proceed to beat the hell out of them by yourself. My Warshade lives on the other side of the map somewhere, soloing half the mission, even on teams of 8.
  7. Quote:
    Originally Posted by New Dawn View Post
    Dont ya find Dark Detonation a bit more instant than Orbiting Death? I'd have to respec OD in to do it.
    Nope, that power is horrible. It's low damage and it scatters mobs away from the very melee-centric human form. My Orbiting Death also has t4 reactive ticking constantly, and an FOTG proc+armageddon proc in it. I don't think I could solo AV's without it.
  8. Quote:
    Originally Posted by Grey Pilgrim View Post
    Ummm, if any developer said that it was okay for a power to go by the wayside, I'd say that's a bad approach to developing. Yes, not every power needs to be completely equal, but there should be compelling reasons to take any power. A lot of people advocate dropping Initial Strike from Street Justice if you have the recharge, etc., but there's plenty good reason for many people to have it. It's not out of whack with other tier 1 attacks.
    Eh, my blaster has a single target immobilize that isn't even in his tray- I think it might be used for a set mule. I probably used it and got use out of it leveling up, and I think the forms are the same kind of thing. Same thing with a lot of level one ST attacks, you take 'em while you need 'em, and spec out once you can build for a better attack chain without 'em. That doesn't mean they don't have a purpose, it just means that the purpose gets outgrown in some cases.


    Quote:
    Look at that quote again. I admittedly did not say it as well as I should, since I wrote it in a rush, but my point was that Fiery Aura is now fixed and where it should be. Before the Fiery Embrace and Burn changes, it wasn't, however. And it received minor changes in I11, just like Kheldians did: changes which did not get the set to where it needs to be. The "I31" statement is a reference to how long between fixes it's been for Kheldians.
    Ahh ok, misunderstanding then. :P I thought you were saying that FA still needs buffs.
    Quote:
    And... I have a guide to Fiery Aura and Fiery Melee in my sig. I clearly like the set a bit.
    I wasn't doubting that you like it, or Khelds.. Just thought you were saying something you obviously weren't. My bad.
  9. I have been thinking about investing some more cash into my Blaster. He has a fairly cheap build right now, and I feel like I am not reaching his potential.

    I wanted to share this build that I plan to start working on soon because I am very happy with the numbers on it- Drain psyche is half a second from perma w/spiritual core paragon,s/l defense is softcapped and resists are ~50%, HP is capped, and I believe it has the slotting and recharge to run the highest DPS chain for fire/mental (the one that uses mind probe.)

    Anyways, just thought I would share this for other people to check out.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Build%(5), HO:Nucle(7)
    Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(9)
    Level 2: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(13), Ragnrk-Acc/Dmg/Rchg(15), Ragnrk-Acc/Rchg(15), Ragnrk-Dmg/EndRdx(17)
    Level 4: Mind Probe -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(17), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(19), Hectmb-Dam%(21)
    Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(25)
    Level 8: Hover -- LkGmblr-Rchg+(A), HO:Enzym(25)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 12: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(27)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 16: Concentration -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(31)
    Level 18: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(33), Apoc-Dam%(33)
    Level 20: Drain Psyche -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(34), Panac-Heal/Rchg(34), Nictus-Acc/EndRdx/Rchg(34), Nictus-Acc/Heal(36), RechRdx-I(36)
    Level 22: Tough -- GA-3defTpProc(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(37)
    Level 24: Weave -- LkGmblr-Rchg+(A), HO:Enzym(39), HO:Enzym(39)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(39)
    Level 28: Flurry -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Vengeance -- LkGmblr-Rchg+(A)
    Level 35: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 38: Psychic Shockwave -- Armgdn-Dmg/Rchg(A), Armgdn-Dmg(43), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(45)
    Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 44: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), RctvArm-EndRdx(46), S'fstPrt-ResDam/Def+(46), S'fstPrt-ResKB(46)
    Level 47: World of Confusion -- HO:Endo(A), HO:Endo(48), CoPers-Conf%(48), FotG-ResDeb%(48)
    Level 49: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A)



    Code:
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  10. So tonight was sort of a mess, there were not a lot of people on and we ended up starting over an hour late with a very light league. We were able to pick up Not on My Watch but our adds team got overwhelmed, and I think people got confused with where they were supposed to be. It came down to the fact that you can't make people read league chat, unfortunately.

    Anyways, we finished the trial just fine- Our Siege team was unable to slow down when the adds team was having trouble finishing up the spawns quickly, they killed him and he repowered. I think that members of the Nightstar team might have followed me to the Helipad as I went to help out the adds team, because she ended up getting loose and costing us the Keep Em Separated badge. After that, we just killed the AV's with the swiftness and were unable to pick up Strong and Pretty.

    Thanks to everyone for coming out, I know we were missing some of the usual participants and someone kept forming lambda's or something in RWZ which probably didn't help... What can ya do though?

    Anyways... Next Saturday the event will be at a different time. We will be re-attempting MoKeyes at 3 PM est as a part of Naughty or Nice.

    We decided to make this Keyes run on a sign up basis, so please contact myself @Septipheran or @Stone Daemon or sign up here.
  11. I should really make a VEAT, but I think my Kheldians would be angry with me.
  12. Quote:
    Originally Posted by BigYeti View Post
    Is tonight MoBaf?

    Yep. A little over 3 hours.
  13. Quote:
    Originally Posted by New Dawn View Post
    I did 54s with my PB, mag 2 still worked on the minions. I just expect it to work on the minions. Its not about choosing the right mobs and getting everything stunned, Incandescent is a Mag 3 Hold. I wouldn't want both PBs and WSs to be all about stunning mobs so they can wonder around and be spread (around the radius my Solar Flare would of currently knocked them). They'll be more or less the same then.

    Pulsar is a 20ft radius pbaoe, its pretty nice. It's the first thing I use after inner light. Inner lights perma, Pulsar is perma, it does.

    If you have a mission on AE that you regularly do with your WS I would be up for giving it a go with both my Khelds, however there are no purples. I'd like to see how you do it and then it maybe I'll have to learn to do it. Am not shy.

    I would like to see the Flare changed.
    Gravitic emanation>eclipse>mire>g well>unchain essence with inky aspect and orbiting death will kill most of a group and stun the rest. No need to use a special tailored mission.
  14. Quote:
    Originally Posted by New Dawn View Post
    I did some field testing:

    Then I compared the disorientating with a Warshade just to be sure and thought my PB is not jealous.
    You obviously haven't played or witnessed the playing of a Human Form Warshade of Doom. My Warshade's motto is: If it's not stunned, it's dead. That applies to 54x8 settings.
  15. Quote:
    Originally Posted by New Dawn View Post

    You say PBs have easily demonstrable powers that need fixing and state pulsar and solar flare as those powers but I haven't noticed anything. Maybe I should get on my PB more.
    The problem with Pulsar is that it's a low Mag, unreliable control power that Peacebringers have no means of stacking to make it useful, whereas Warshades are able to stack enough stuns to permanently lock down even level spawns. Pulsar is just a useless and unreliable power that has no real synergies with anything else available to them.

    Solar Flair has massive Knockback, which negates a good amount of a Peacebringers functionality: It is a melee power that knocks things out of melee range (as opposed to knocking them down like Foot Stomp) which does not mesh well with the arguably crucial melee attacks in the Peacebringer's same primary.
  16. Quote:
    Originally Posted by Grey Pilgrim View Post
    I'd rather not wait until I31 for them to finally get fixed, like Fiery Aura is.

    I might be taking this out of context, but as far as I have read on the boards and experienced personally, Fiery Aura is an extremely powerful set. As a point of reference, there is an SS/Fire brute on the board who duoed the Lambda Sector trial with an Ill/Cold Controller, Soloed a Master of ITF, and can even solo Giant Monsters without Lore Pets.

    It's definitely an offensive set- I'd hardly put it in the "needs improvement" pile, whereas Kheldians frankly belong there, at least to some extent.
  17. Quote:
    Originally Posted by Grey Pilgrim View Post

    That... would be a reason why Peacebringers still need work. There should be equally valid reasons to want to run in any of the forms, and the forms should be switched to easily. The forms can be balanced around such a concept and not be overpowered.
    The forms still have an invaluable purpose on the 1-50 level up journey. Many power sets abandon powers as they level up higher and invest more into their builds- Peacebringer forms are just an example of that.
  18. Stone skipped KF's this week. AIB and Speedy were doing some all-Kheld things, but I didn't join them because I didn't want to give "Official Approval" since Stone wasn't there.. I was defending his integritiez.

    As repayment for this act of kindness, Stone will now agree that next Friday we are doing an Apex!
  19. Quote:
    Originally Posted by Grey Pilgrim View Post
    Not a good time for me, but it sounds like a fun idea. I should run another all Kheldian ITF or Apex soon. Did that a few years ago and it was a blast.

    We do weekly Kheldian TF's every Friday on Protector (Today was the first one we've missed, because Stone disappeared on us.) We've done Apex, Tin Mage, a couple of ITF's and a bunch of other things.

    Our calling card.
  20. TwoHeadedBoy

    Warshade Build

    Just wanted to elaborate a little on my last post- The slotting of 2 Nucleolus Exposure in Eclipse brings you from 0-85% resistance to all damage with 5 targets, and it does it in 2 slots while still providing great accuracy value. On my personal build, like I said, only 1/2 of the recharge IO's are needed to keep Eclipse perma at level 50, but I like to have the second one. If you were intent on slotting Eclipse for end mod, you could technically slot it with 2 Nucleos, 1 recharge IO, and 3 End Mod IO's.. not that I would suggest it. Due to ED, I don't think there is any slotting that will cap your resists with less than 5 targets, and I'm 99.9% sure that no slotting will let you do so in only 2 slots.
  21. You'll probably wanna go with claws or SS paired with /Fire. Demon farm in PI if you don't end up with AE access.
  22. TwoHeadedBoy

    Warshade Build

    Quote:
    Originally Posted by Trip View Post
    I disagree. Two main points to Eclipse. Resistance and (if your intent is "perma") recharge rate. Currently...

    Recharge: 78.55% (Pre-Ed 79.5%)
    Resistance: 54.16% (Pre-ED 57.38%)

    The extra endurance is slotted for a simple boost. Giving some situations it is helpful. Some may find it is not required. However, I obviously do.

    Accuracy is not any issue on my build and slotting for such it not required on my end. Some players characters are built differently and may require a different approach.

    I could see not worrying about overslotting accuracy on your attacks because of the massive tohit buff from mire, but I always use Eclipse before mire so I find it necessary to have good accuracy value baked into the power.

    The nucleos are good because they give you fantastic resistance and accuracy values with 2 slots- I actually keep my Eclipse perma w/ 1 Recharge IO, but I like the second for breathing room and exemping.
  23. TwoHeadedBoy

    Warshade Build

    Quote:
    Originally Posted by Trip View Post
    I agree with what you are saying, his/her "best" would not work in my all human build at all.

    This is what works for me:
    Efficay Adaptor: End Mod/Recharge
    Invention: Resist Damage
    Performance Shifter: End Mod/Acc
    Titanium Coating: Resistance/Recharge
    Aegis: Resistance/Recharge

    I don't have Mids up right now but based on what I'm seeing, you're spending an extra slot for (I think) the same or less resistance per target. I never find Eclipse needs slotting for end mod, and I would want much better accuracy values than you are getting.
  24. Quote:
    Originally Posted by teflonshugenja View Post
    Those problems are common to both Kheldian ATs, meaning that PBs suffer them too. Noting that Nova AOE seems lackluster in comparison to WS humanform AOE just reinforces that there is still a significant gap between the two.

    If discussions of Kheldian AT concerns tend to disproportionately focus on PB stuff, it's only because they are still far more in need of work than their shadowy cousins.

    Well suppression isn't important for Peacebringers as they stand now because there's no point in even having forms at level 50. Warshades however are missing out by not being able to use them due to the issue of toggles dropping and long animations. (edit: To be clear, by "have," I meant "use.")
  25. TwoHeadedBoy

    Taunt Aura...?

    Quote:
    Originally Posted by Miladys_Knight View Post
    I had asked Castle about that at one time. I was told that Triumphant Insult was the culprit. The proc lowered the stun protection of the toon that slotted it.

    In typical dev style they made taunt sets not able to be slotted into taunt auras AND they turned off the proc in ALL taunt powers. The Triumphant proc does nothing except use up a slot to no advantage (unless your goal is the 3 slot set bonus)

    I know this is off topic but it's vaguely related- Do you happen to know if the Absolute Amazement -tohit proc is still broken?