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Posts
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Ok, I'm not coming up with enough edits to the original build you posted to warrant me rebuilding it. Something I'd like to suggest is dropping Hover to pick up Hasten and dropping the second slot from Phalanx Fighting so you can use it to have 2 Recharge IOs in Hasten.
That should allow you to run the attack chain I suggested fairly often, but it wouldn't quite be gapless - at least I don't think it would. Math is difficult for me at this hour.
It might also be worth putting Parry back in your build. You could drop Afterburner if you don't really want it, put Parry there and put the LotG that was in Hover into Parry. That way you can use Parry if you find your defense getting debuffed and on iTrials if someone misses you in their Barrier, which I find happens fairly often when I'm playing melee characters. -
Quote:Afterburner raises the flight speed cap. With 2 Flyspeed IOs in each Fly and Afterburner you should have something comparable to airborne Superspeed.My issues with Steadfast are resolved. I was against it for some personal reason that I've forgotten.
In fact I bought one this weekend, between whatever trials I was enduring for my Incarnate powers.
I've played with Fly and Afterburner in both Mids and ingame and I can't see any increase to speed beyond their native bonuses. The Speed cap for fly is pretty low from what I've read.
Hover is there as a prereq to Afterburner and a mule for LoTG. I don't use it for defense and I don't care to. I'm much happier thematically with standing on the ground. The only time I do use it is for escaping caltrops-style powers and their low altitude doom.
I like Maneuvers because it brings something extra to the team, sharing is caring after all. But you're right, if I were up for hover scrapping, i'd drop Maneuvers for Hover and be one slot closer to Aid Self. -
Two quick notes before I look at the build in more detail later.
1.) Aid Other/Aid Self is not needed. It causes redraw and is only marginally useful if you plan on exemping a lot. If you will be playing mostly at level 50 it's two wasted powers, especially if you are dropping the Fighting pool to take them as suggested above. You'll get the same usage out of Rebirth Destiny in many cases with much better performance from that power and without sacrificing anything to take it.
2.) The best attack chain for Broadsword, IIRC is Headsplitter --> Hack --> Disembowel --> Hack --> repeat. I could be wrong about that though. Once I start actually trying to tweak the build in Mids I'll be more or less confident in this statement. -
Quote:This would work. I'd suggest taking a less defense based set though. Defensive Sweep provides a good bit of defense and is easy to stack. Through IO bonuses on it and it's awesome. I am testing a TW/Regen and finding it much less problematic than predicted because of that additional defense. More defense means less need to use your clicks and less interruption of momentum.Regarding SR: Other than being positional versus typed, there is absolutely no gameplay difference between a SR dodging an attack and a Stone Armor outside of granite deflecting an attack. Just pick minimal FX, and RP it as attacks just bouncing off your skin instead of dodging.
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I'm changing my answer to Regen. I think it will be a less popular combo that proves more effective than people expect. I'm in the process of testing it still, but I don't see a point in development where it becomes as irritating as people seem to think it will. Hopefully the combo will reward me for my faith in it.
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Quote:The missions are different if you are confirming Villain status, yes. I think all the tip missions are interestingly written, and a big step up from some of the old story arcs.Was a slow week for Purple recipes, but I passed the 2 Billion Inf mark so time to start some serious IO Set-ifying.
When I went back and looked at all my characters Screwloose was actually my least upgraded, several of the other characters already had 3 or 4 powers well Set slotted, although generally with the easier to get Sets.
Highlight of the week was a 7 man team when a whole bunch of my friends were on all at once.
I have the SSA down pat now with a few characters. Even made myself a schedule sheet so I can write down when each character does it. Is the 7 Day cool down separate for each reward or are all rewards you have taken locked out until 7 days from the last time you did the SSA?
Screwloose is just about to get Villain status then I think I will be doing the Black Scorpion Arc to qualify for the PPP. I have to say I have found the Villain missions interestingly written and a bit disturbing. The nature of villainy seems a bit mundane. Some of the missions seem to rely on the character having been a hero previously, which works for Screwloose, but wouldnt work for some of my characters that started as Villains. Are there different Alignment missions if you are a Vigilante moving to Villain status rather than a Villain confirming Villain Status?
Got to get working on my Incarnate status as well.
Hope you are all having fun.
Regards, Screwloose
I am not young enough to know everything.
As far as the timer for SSA rewards, I believe it is only on Alignment Merits. I could be wrong about that though. -
Quote:I don't know about suck, it might be hard to get it survivable solo pre-IOs but I bet you could get a decent chunk of defense in there. Combined with Healing Flames and the resistance from fire, that should keep you alive long enough for massive AoE damage to kill the spawn.Moving outside of Scrappers, I've seen a Super Strength/Fire Brute just destroy my Fire/Shield for spawn kill speed. I think they're generally acknowledged as outliers. Might be worth a look.
My Electric/Fire Scrapper had great burst AoE damage for leveling. This duo'd well with a Tanker to keep me alive and grab big groups for maximum damage. I kind of blinked and we were 50. I suspect it would suck solo, though.
That said, SS/Fire Brutes are the currently acknowledged uber AoE/farming engines of destruction. They have an enormous damage bonus, Footstomp, and Fiery Embrace. Put together, it makes them insane. So much so, that I personally refuse to make one. But it may be within the OPs interests ; ) -
Two things to consider:
1.) The Recharge cap is 400% not 500%. That amount of Recharge was not possible for a single player to obtain without outside buffs prior to Incarnate powers. It's now possible, but difficult to sustain. Your confusion, I think, comes from the fact that 400% Recharge cuts the actual recharge time of a power to 1/5 of it's base recharge.
2.) In actual gameplay, you shouldn't need to have IH perma anyway (if you do, you're doing something wrong and/or should just play Willpower.) So while your idea MIGHT be playable, you'd be sacrificing huge amounts of endurance and possibly making your attack chain unsustainable to achieve basically the same results as a build which uses Rebirth. Check Werner's Kat/Regen thread for some builds that do so. They are very impressive, and actually inspired me to make my next project a /Regen. -
I don't recall if this has been brought up in this exact form yet or not, but I can see how Back Blade might be too much of a change in the eyes of some players.
So, let's say we replace Slash with a Pommel Strike (I know, we suggested that name before) power. It could deal high Smashing damage and have a powerful -Res effect with a long recharge. BUT, it automatically recharges when you get a critical hit. This would allow Broadsword to hit harder and have a fun mechanic, while making conceptual sense and sticking with the theme of burst damage (your damage spikes with Pommel Strike, both from the attack itself and the debuff it provides). It would also allow builds using Slash as a set mule to be largely unaffected by the change.
I would include actual numbers with this suggestion, but City of Data is currently down so I would have nothing to compare it to. -
Quote:I actually like this a lot. I'm going to be honest, I don't really care how much it takes in terms of art assets. It could actually start as taking no art assets at all and being Swap Ammo meets Broadsword then getting new animations later on when the devs find the time.See, that actually aids my "Back Blade" (Dear gods, someone think of a BETTER name than that!!... Scabbarded Strike? [would that take art assets though?]) idea, since conceptually, using the weapon in an ill-fitting manner as that, you'd not be as accurate, but more bruising.
Leave the inherent Drawn Weapon accuracy bonus, since EVERY drawn weapon set (excepting Spines) gets it, and then pull the swap on the damage to Smashing with a secondary of -Res. I'd say actually pull out Slash to swap with this toggle, moving Slice down to Tier 2, which would also give the benefit of making Broadsword directed more towards AoE, since you could pick one up from Level 1 (a precedent we have coming down the pipe with Titan Weapons).
It's conceptually awesome, it gives Broadsword a mechanical difference from Katana besides being worse, and it gives the 3 sword sets each a niche. Katana is ST/DPS, Titan Weapons is AoE, and Broadsword is a middle of the road mix.
It does need a better name though. My Google-fu has failed to reveal alternate names for using the flat of the blade to strike your opponent. -
Quote:The devs will pretty much never fix this. They are well aware of its existence. To elaborate on this, the way original enhancements were designed they buff both the value they are supposed to and its opposite (Damage buffs Damage Resistance, Defense Buff buffs Defense Debuff, etc). This only becomes a problem with HOs because of the fact that they can often be slotted in powers that allow this effect to occur. Many times, HOs that buff the opposite effect of your power provide a higher enhancement value (but not always). That's why it has become common practice to slot builds that way.So the itent of Enzyme Exposures is that they are supposed to enhance Defense Debuffs but not buffs. However due to the way in which enhancements work they will enhance Defense Buffs so long as the power in question accepts Endurance Reduction enhancements. This is technically a bug and as such it is entirely possible that the devs will one day fix it however until that happens Enzymes do buff defense.
I would also like to comment on your Arachnos pet. Assuming that you already know you have to go redside and complete a story arc to get it, you may find it a bit disappointing as far as AI goes. The patron pets tend to be kind of fragile, but you're an empath so that will be less of a problem. What you'll want to watch out for is the extra spawn it will occasionally decide to attack.
Welcome back to CoX, and I'm glad that you are playing an Empath. They seem all too rare these days. I had an Empath/Rad on my ITF team today and they were easily the most important member of that team. I'm not sure we would have finished it without them, especially considering I was tanking for us on my Scrapper since the tank kept running off on his own and dying. -
In the interest of getting more responses, I'll post the build I have currently for this particular project.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Void Walker: Level 50 Science Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Darkness Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Dual Wield- (A) Apocalypse - Chance of Damage(Negative)
- (7) Apocalypse - Damage/Recharge
- (7) Apocalypse - Accuracy/Damage/Recharge
- (9) Apocalypse - Accuracy/Recharge
- (9) Apocalypse - Damage/Endurance
- (A) Empty
- (A) Decimation - Accuracy/Damage
- (13) Decimation - Damage/Endurance
- (13) Decimation - Damage/Recharge
- (29) Decimation - Accuracy/Endurance/Recharge
- (29) Decimation - Accuracy/Damage/Recharge
- (A) Crushing Impact - Accuracy/Damage/Endurance
- (11) Crushing Impact - Accuracy/Damage/Recharge
- (27) Crushing Impact - Damage/Endurance/Recharge
- (46) Touch of Death - Accuracy/Damage/Endurance
Level 8: Bullet Rain- (A) Ragnarok - Damage/Recharge
- (15) Ragnarok - Accuracy/Damage/Recharge
- (15) Ragnarok - Accuracy/Recharge
- (23) Ragnarok - Damage/Endurance
- (23) Ragnarok - Chance for Knockdown
- (A) Luck of the Gambler - Recharge Speed
- (11) Kismet - Accuracy +6%
- (A) Jumping IO
- (A) Endurance Reduction IO
- (A) Cleaving Blow - Damage/Endurance
- (17) Cleaving Blow - Accuracy/Recharge
- (17) Cleaving Blow - Accuracy/Damage
- (19) Eradication - Accuracy/Damage/Endurance/Recharge
- (19) Eradication - Accuracy/Damage/Recharge
- (21) Eradication - Damage/Recharge
- (A) Recharge Reduction IO
- (21) Recharge Reduction IO
- (A) Decimation - Accuracy/Damage
- (31) Decimation - Damage/Endurance
- (33) Decimation - Damage/Recharge
- (33) Decimation - Accuracy/Endurance/Recharge
- (33) Decimation - Accuracy/Damage/Recharge
- (34) Thunderstrike - Accuracy/Damage/Endurance
- (A) Empty
- (A) Reactive Armor - Resistance/Endurance
- (25) Reactive Armor - Resistance/Recharge
- (25) Reactive Armor - Resistance/Endurance/Recharge
- (27) Reactive Armor - Resistance
- (A) Positron's Blast - Accuracy/Damage
- (34) Positron's Blast - Damage/Endurance
- (34) Positron's Blast - Damage/Recharge
- (36) Positron's Blast - Chance of Damage(Energy)
- (37) Positron's Blast - Accuracy/Damage/Endurance
- (37) Javelin Volley - Accuracy/Endurance/Recharge
- (A) Cleaving Blow - Accuracy/Damage
- (40) Cleaving Blow - Damage/Recharge
- (40) Cleaving Blow - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense
- (A) Cleaving Blow - Accuracy/Damage
- (37) Cleaving Blow - Accuracy/Recharge
- (39) Cleaving Blow - Damage/Endurance
- (39) Eradication - Damage/Recharge
- (39) Eradication - Accuracy/Damage/Recharge
- (40) Eradication - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Defense
- (A) Kinetic Combat - Accuracy/Damage
- (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (48) Kinetic Combat - Damage/Endurance
- (50) Kinetic Combat - Damage/Recharge
- (50) Kinetic Combat - Damage/Endurance/Recharge
- (50) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Accuracy/Damage/Endurance
- (43) Positron's Blast - Chance of Damage(Energy)
- (43) Javelin Volley - Accuracy/Endurance/Recharge
- (A) Expedient Reinforcement - Accuracy/Recharge
- (45) Expedient Reinforcement - Accuracy/Damage
- (45) Expedient Reinforcement - Accuracy/Damage/Recharge
- (45) Expedient Reinforcement - Endurance/Damage/Recharge
- (46) Soulbound Allegiance - Damage/Recharge
- (46) Soulbound Allegiance - Chance for Build Up
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense/Endurance
- (48) Luck of the Gambler - Defense
- (A) Accuracy IO
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Marshal
Level 0: Invader
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Level 2: Swift- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (3) Miracle - +Recovery
- (3) Regenerative Tissue - +Regeneration
- (A) Jumping IO
- (A) Performance Shifter - EndMod
- (5) Performance Shifter - EndMod/Recharge
- (5) Performance Shifter - Chance for +End
- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
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Set Bonus Totals:- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 5% Defense(Smashing)
- 5% Defense(Lethal)
- 11.25% Defense(Energy)
- 11.25% Defense(Negative)
- 2.5% Defense(Melee)
- 5.63% Defense(Ranged)
- 8.1% Max End
- 33% Enhancement(Accuracy)
- 81.25% Enhancement(RechargeTime)
- 5% FlySpeed
- 144.6 HP (12%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 17.35%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 12% (0.2 End/sec) Recovery
- 62% (3.11 HP/sec) Regeneration
- 5.67% Resistance(Fire)
- 5.67% Resistance(Cold)
- 5% RunSpeed
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Do you have an aversion to picking up a PPP? Brute Soul Mastery doesn't have Shadow Meld, but it does have Darkest Night. IMO, that's almost as useful.
As far as the builds workshop section goes, not a lot of people use it. It was a good idea, but the builds being posted in AT forums are far too well established.
Edit:
I've loaded up your build in Mids, and I kind of see what you are trying to do. I think there are more efficient ways to build a Claws/Regen Brute though. I'm going to try and cobble together a build for you to look at. It might be better for you, it might not. At least it will give you something to look at.
2nd Edit:
I have run into problems with my theory from limitation of slots. Your build is pretty good, but I think Focused Accuracy and Quick Recovery are way overslotted. Some of your attacks could use the extra slots if you take some out of there. -
They don't play anything alike, but you can't really argue that willpower does almost as well at buffing regeneration as regen does. Willpower is automatic, Regen requires skill. A skilled Regen player will probably outlive a Willpower player. However, Regen is a set that you have to be skilled with to play it. If you aren't a skilled Regen, you're a dead Regen 9 times out of 10.
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Quote:I have the Return to Battle vet power, which also sets off all the large inspirations when it rezzes it. I'd argue that it is the best rez in the game. I didn't feel that I needed two self rez powers because of that. Tactics I pretty much have for iTrials to resist confusion. I fit it in on whatever characters I can.New build looks great
Couple things, though--
You've overslotted Stygian circle, IMO. Throw a recharge in there, and use it whenever you need it. As long as you're killing fast enough, you should be able to use it whenever you need it. Inky aspect also doesn't need that second slot with the stun duration--it only extends the duration from 8 to 11 seconds. Also, I can see this thing getting more and more expensive, so if price is no object, I would recommend throwing a FotG: Chance for -Resist into orbiting death, in place of that end reduction. You're missing the second rectified recticle in tactics (I really wouldn't recommend using it as anything more than a set mule, slotted like that). Also....I notice you're missing Stygian Return. You're going to want that--it's the best rez in the game, and everyone dies at some pointTo fit that in, I would suggest losing the Aegis for a steadfast kb protection, putting those BotZ kb IOs back in, and getting rid of acro for the rez.
You'll have some free spots to play around with if you make those changes, so you can use those as free slots--maybe one into hasten, which would make it perma. You can also throw BotZ into SJ, so keep that in mind if you decide to lose acrobatics.
I do have a question about the the proc going into Orbiting Death though. I was under the impression that procs which affect your enemies being in toggles would have a chance to affect you when they went off. Is that not the case? If not, wouldn't I get more mileage out of a damage proc? -
Well, Regen on a Brute is "better" numerically in that it will give back more HPS because Brutes simply have more HP to begin with. Scrapper Regen is "better" though in theory because of Shadow Meld (which is somewhat offset by Darkest Night) and the fact that Scrapper Integration doesn't have a taunt aura (IIRC) which means you will typically have less incoming attacks.
As far as primaries go, you need some form of mitigation. Claws is ok, but you'd probably get more mileage out of a sword set (for Parry), Kinetic Melee (-Dmg), Dark Melee (-ToHit), or Street Justice (Stuns and Knockdown). Those sets help to make up for the lack of defense and resistance in Regen. Getting a Regen softcapped to anything without Parry would be hard. I would expect 32.5% should be enough defense on a Regen though. That's a good amount of defense on its own and also happens to be one small purple away from soft cap for those emergency situations where you actually need it.
A big part of surviving on Regen is understanding your weaknesses and knowing when to use your click powers. That makes Regen counter-intuitive to a lot of players. Something I learned early on my /Regen Brute was that killing minions was more important than killing bosses. On every other character I take out bosses first because they deal the most damage per hit, but on a Regen it isn't the high amounts of slow damage you have to worry about - it's the minions and their fast lower damage attacks.
It seems like you are putting too much emphasis on the soft cap. While it is a useful part of survival, it is only one component of the larger survival picture. -
Another problem with having the set deal -Res instead of -Def is that the accuracy numbers in every power would have to be adjusted to rebalance it with Katana, since both sets currently have an inherent accuracy bonus and -Def.
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That's actually not correct. IIRC, 100% of attacks affected by AoE vector defense are ranged. PBAoEs are classified under the Melee vector.
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I'm thinking of making a Blaster and have a concept for one of these. I'm wondering if anyone has played one and what attack chains they use. With the damage from Midnight Grasp, it almost seems like a melee ST attack chain would be superior to a ranged one. It might be possible to get good benefit from mixing Midnight Grasp into a mostly ranged chain. Anyway, I have a build that I'm toying with in Mids. I don't think of it as finished yet, and it's a long term goal, but it has perma Hasten and Spiderlings (assuming they stay alive) and is 2.5 seconds away from perma Soul Drain. It also has 32.5% and some change S/L/E defense. Is that the general way I should be looking to build?
I guess what I'm really looking for at heart is general thoughts on the combination. It seems to me like it would be a pretty good character, but I'm hoping someone has some more informed thoughts on this since I typically play melee characters. -
This is the newest version of the build, and probably the most expensive one yet. However, the use of a large number of purple sets allowed me to get better recharge and better slotting in many cases. This build will be one that I respec into after hitting level 50. I was also able to get (theoretically) perma Eclipse without Spiritual allowing me to pick up Cardiac for significantly better endurance management. I have the full leadership pool to buff up the team and my fluffies. Vengeance should be up all the time on iTrials and more difficult AV fights since at least one person seems to die every now and then. Defense numbers average at around 20% but it doesn't matter that much with everything being stunned and 85% resist to all. When it is most needed, purple inspirations (and possibly Vengeance) provide it easily enough. I even managed to put in a good amount of status protection/resistance. It looks like an awesome build to me, but so did the others. Yet again, I present it for your comments ; )
Edit: With Spiritual Core Paragon, Hasten and Mire become perma as well as allowing good overlap for Eclipse. Of course, in that scenario endurance management is a bit more questionable.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Warshade Human: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Hero Profile:
Level 1: Ebon Eye- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (3) Decimation - Damage/Recharge
- (5) Decimation - Accuracy/Endurance/Recharge
- (5) Decimation - Accuracy/Damage/Recharge
- (A) Aegis - Psionic/Status Resistance
- (40) Steadfast Protection - Resistance/+Def 3%
- (45) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Decimation - Accuracy/Damage
- (7) Decimation - Damage/Endurance
- (7) Decimation - Damage/Recharge
- (9) Decimation - Accuracy/Endurance/Recharge
- (9) Decimation - Accuracy/Damage/Recharge
- (A) Armageddon - Damage
- (42) Armageddon - Damage/Recharge
- (42) Armageddon - Accuracy/Damage/Recharge
- (42) Armageddon - Accuracy/Recharge
- (43) Armageddon - Damage/Endurance
- (48) Endurance Reduction IO
- (A) Apocalypse - Damage
- (11) Apocalypse - Damage/Recharge
- (13) Apocalypse - Accuracy/Damage/Recharge
- (13) Apocalypse - Accuracy/Recharge
- (15) Apocalypse - Damage/Endurance
- (15) Apocalypse - Chance of Damage(Negative)
- (A) Jumping IO
- (A) Karma - Knockback Protection
- (11) Luck of the Gambler - Recharge Speed
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Defense
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Hecatomb - Damage
- (19) Hecatomb - Damage/Recharge
- (19) Hecatomb - Accuracy/Damage/Recharge
- (21) Hecatomb - Accuracy/Recharge
- (21) Hecatomb - Damage/Endurance
- (23) Hecatomb - Chance of Damage(Negative)
- (A) Mako's Bite - Damage/Recharge
- (27) Mako's Bite - Accuracy/Endurance/Recharge
- (27) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (29) Mako's Bite - Damage/Endurance
- (29) Touch of the Nictus - Accuracy/Healing
- (37) Touch of the Nictus - Healing
- (A) Endurance Modification IO
- (48) Endurance Modification IO
- (50) Healing IO
- (A) Endurance Reduction IO
- (A) Absolute Amazement - Stun
- (31) Absolute Amazement - Stun/Recharge
- (31) Absolute Amazement - Accuracy/Stun/Recharge
- (31) Absolute Amazement - Accuracy/Recharge
- (33) Absolute Amazement - Endurance/Stun
- (A) Accuracy IO
- (50) Disorient Duration IO
- (A) Ragnarok - Damage
- (37) Ragnarok - Damage/Recharge
- (40) Ragnarok - Accuracy/Damage/Recharge
- (40) Ragnarok - Accuracy/Recharge
- (43) Ragnarok - Damage/Endurance
- (A) Expedient Reinforcement - Accuracy/Damage
- (34) Expedient Reinforcement - Accuracy/Damage/Recharge
- (36) Expedient Reinforcement - Accuracy/Recharge
- (36) Expedient Reinforcement - Endurance/Damage/Recharge
- (36) Soulbound Allegiance - Damage/Recharge
- (37) Soulbound Allegiance - Chance for Build Up
- (A) Luck of the Gambler - Recharge Speed
- (A) HamiO:Nucleolus Exposure
- (39) HamiO:Nucleolus Exposure
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (46) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Defense
- (A) Endurance Reduction IO
- (46) Endurance Reduction IO
- (A) Rectified Reticle - Increased Perception
- (48) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
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Level 2: Swift- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (17) Miracle - +Recovery
- (23) Regenerative Tissue - +Regeneration
- (A) Jumping IO
- (A) Performance Shifter - EndMod
- (25) Performance Shifter - EndMod/Recharge
- (25) Performance Shifter - Chance for +End
- (A) Empty
Level 1: Shadow Step- (A) Empty
- (A) Empty
- (A) Empty
Level 10: Shadow Recall- (A) Winter's Gift - Slow Resistance (20%)
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Set Bonus Totals:- 13% DamageBuff(Smashing)
- 13% DamageBuff(Lethal)
- 13% DamageBuff(Fire)
- 13% DamageBuff(Cold)
- 13% DamageBuff(Energy)
- 13% DamageBuff(Negative)
- 13% DamageBuff(Toxic)
- 13% DamageBuff(Psionic)
- 9.75% Defense(Melee)
- 7.88% Defense(Smashing)
- 7.88% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 6% Defense(Energy)
- 6% Defense(Negative)
- 11% Defense(Psionic)
- 6% Defense(Ranged)
- 6% Defense(AoE)
- 4.5% Max End
- 69% Enhancement(Accuracy)
- 111.3% Enhancement(RechargeTime)
- 5% FlySpeed
- 136.5 HP (12.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 11.3%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 20% Perception
- 16% (0.27 End/sec) Recovery
- 52% (2.32 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 10.08% Resistance(Fire)
- 10.08% Resistance(Cold)
- 5% Resistance(Toxic)
- 3% Resistance(Psionic)
- 5% RunSpeed
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Quote:It never actually occurred to me to use grant invis on them. That's a pretty good idea.Not a bad build. If it was me, I would focus on recharge and limiting endurance usage. Don't worry about your fluffies, 6 six slotting provoke for it? I wouldn't do it. Grab grant invisibility, place a LOTG 7.5% into it and set up the "fluffy/invisibility auto target bind". Provoke from the power pool isn't as effect as one would hope.
I would be careful using too many mules. The Warshades have a huge number effective powers, choosing powers that you don't intend to use simply for the IO perk isn't worth it in the long run. That pretty much goes with any build, I would say.
Grant invisibility and vegenence are the only two "mules" I use and its only for recharge purposes.
edit, I'm really curious on the knockback/knockdown question as to what is actually required to be effect and what would be considered overkill. I should look and see specifically what I have slotted, because I don't recall getting knocked off my feet very often...or even at all for that matter.
As far as knockback goes, there's no need for you to go looking it up. Mag 4 protects from about 80% of the effects in the game that cause knockback. To be completely protected, you need mag 12. Mag 8 is arguably useless as there are very few effects that mag 8 protects you from that mag 12 doesn't.
I'm getting to work on version 3 of the build now, taking everyone's advice into account. -
Wow, I hadn't even noticed but I had Shadow Cloak turned off when I was building for the softcap. That made my defense numbers look lower on my screen. When I was working furiously toward set bonuses I also failed to pay attention to my endurance recovery. If I drop my defense to 32.5% I may be able to get my recharge higher and salvage some slots for Orbiting Death - which I took to help with the lack of AoE damage.
As far as taking Boxing and Kick, I wanted Weave but Tough was not all that useful in my mind. Dropping the fighting pool and Provoke might allow me to take Dwarf and use it for set mules as well as keeping aggro off my Extracted Essences. -
My problem is I can't change the color of the powers in the APP. So I want to steer away from Primal Forces mastery. My character uses gold colors for his Energy Assault attacks in keeping with the Carnival of Light theme.
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I spent some time reworking the human-only build. This version is very expensive, but the reward seems to be worth the cost. The recharge is just short of having the key powers permanent, but in return for that sacrifice the build is softcapped to Smashing and Lethal. I also put in mag 12 knockback protection. Any obvious problems with this build? The AoE will be lacking a bit, but Extracted Essences should help out.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
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War Watcher Purple: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Presence
Hero Profile:
Level 1: Ebon Eye- (A) Decimation - Accuracy/Damage
- (40) Decimation - Damage/Endurance
- (43) Decimation - Damage/Recharge
- (43) Decimation - Accuracy/Endurance/Recharge
- (43) Decimation - Accuracy/Damage/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (5) Gladiator's Armor - TP Protection +3% Def (All)
- (5) Aegis - Psionic/Status Resistance
- (A) Enfeebled Operation - Accuracy/Recharge
- (17) Enfeebled Operation - Accuracy/Endurance
- (17) Enfeebled Operation - Accuracy/Immobilize
- (25) Enfeebled Operation - Endurance/Immobilize
- (45) Enfeebled Operation - Immobilize/Range
- (45) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Damage Increase IO
- (50) Endurance Reduction IO
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (9) Kinetic Combat - Damage/Recharge
- (11) Kinetic Combat - Damage/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (13) Kinetic Combat - Damage/Recharge
- (13) Kinetic Combat - Damage/Endurance/Recharge
- (A) Obliteration - Damage
- (27) Obliteration - Accuracy/Recharge
- (29) Obliteration - Damage/Recharge
- (29) Obliteration - Accuracy/Damage/Recharge
- (31) Obliteration - Accuracy/Damage/Endurance/Recharge
- (31) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Defense/Endurance
- (25) Luck of the Gambler - Defense
- (27) Luck of the Gambler - Recharge Speed
- (A) Kinetic Combat - Accuracy/Damage
- (19) Kinetic Combat - Damage/Endurance
- (19) Kinetic Combat - Damage/Recharge
- (23) Kinetic Combat - Damage/Endurance/Recharge
- (37) Lockdown - Accuracy/Hold
- (37) Lockdown - Chance for +2 Mag Hold
- (A) Kinetic Combat - Accuracy/Damage
- (21) Kinetic Combat - Damage/Endurance
- (21) Kinetic Combat - Damage/Recharge
- (23) Kinetic Combat - Damage/Endurance/Recharge
- (40) Touch of the Nictus - Accuracy/Healing
- (40) Touch of the Nictus - Chance for Negative Energy Damage
- (A) Endurance Modification IO
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Absolute Amazement - Stun
- (31) Absolute Amazement - Stun/Recharge
- (33) Absolute Amazement - Accuracy/Stun/Recharge
- (33) Absolute Amazement - Accuracy/Recharge
- (33) Absolute Amazement - Endurance/Stun
- (A) Disorient Duration IO
- (A) Ragnarok - Damage
- (46) Ragnarok - Damage/Recharge
- (46) Ragnarok - Accuracy/Damage/Recharge
- (46) Ragnarok - Accuracy/Recharge
- (50) Ragnarok - Damage/Endurance
- (A) Expedient Reinforcement - Accuracy/Recharge
- (34) Expedient Reinforcement - Accuracy/Damage
- (34) Expedient Reinforcement - Damage/Endurance
- (34) Expedient Reinforcement - Accuracy/Damage/Recharge
- (36) Expedient Reinforcement - Endurance/Damage/Recharge
- (37) Soulbound Allegiance - Chance for Build Up
- (A) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Defense
- (36) Luck of the Gambler - Recharge Speed
- (A) Reactive Armor - Resistance/Endurance
- (39) Reactive Armor - Resistance/Recharge
- (39) Reactive Armor - Resistance/Endurance/Recharge
- (39) Reactive Armor - Resistance
- (A) Mocking Beratement - Taunt
- (42) Mocking Beratement - Taunt/Recharge
- (42) Mocking Beratement - Accuracy/Recharge
- (42) Mocking Beratement - Taunt/Range
- (A) Rectified Reticle - To Hit Buff
- (45) Rectified Reticle - To Hit Buff/Recharge
- (A) Decimation - Accuracy/Damage
- (48) Decimation - Damage/Endurance
- (48) Decimation - Damage/Recharge
- (48) Decimation - Accuracy/Endurance/Recharge
- (50) Decimation - Accuracy/Damage/Recharge
- (A) Endurance Reduction IO
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Level 2: Swift- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (3) Regenerative Tissue - +Regeneration
- (A) Jumping IO
- (A) Performance Shifter - EndMod
- (3) Performance Shifter - Chance for +End
- (A) Kinetic Combat - Accuracy/Damage
- (7) Kinetic Combat - Damage/Endurance
- (15) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Shadow Step- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Run Speed IO
- (A) Empty
Level 10: Shadow Recall- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
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Set Bonus Totals:- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 26.31% Defense(Melee)
- 36.31% Defense(Smashing)
- 36.31% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 7.25% Defense(Energy)
- 7.25% Defense(Negative)
- 6% Defense(Psionic)
- 6.63% Defense(Ranged)
- 6% Defense(AoE)
- 6.3% Max End
- 39% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 70% Enhancement(RechargeTime)
- 5% FlySpeed
- 148.6 HP (13.87%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Confused) 2.5%
- MezResist(Held) 5.25%
- MezResist(Immobilize) 17.35%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 8% (0.13 End/sec) Recovery
- 30% (1.34 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 1.88% Resistance(Negative)
- 3% Resistance(Psionic)
- 5% RunSpeed
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...I can't believe I didn't put KB protection in this. I'd like to see my defense get better in this build too. I'm also toying with the idea of going Tri-Form since I do like the idea of double mire and the admittedly cool visuals of the forms. That, and AoE damage seems pretty low on paper for a human-only WS. That would require me to avoid toggles though. I'll put together a tri-form build to compare to this one. Any example builds (PM them if you don't want to post them) would be greatly appreciated.