Jump to content

Doomrider

Members
  • Posts

    388
  • Joined

  • Last visited

Posts posted by Doomrider

  1. 37 minutes ago, NastygenV said:

    Ok so i found this build https://web.archive.org/web/20120911114020/http://boards.cityofheroes.com/showthread.php?t=296404 which made me want to give WS a try i never played any of the special ATs before. Im also a semi new player so I dont really know the big dogs builds besides the obvious spines/fire scrapper type builds im also not really established at all financially in the game so ive been spending what i get when i get it to try this build out but im now at the purple enhancements purchase stage and really just want to see peoples opinions on this guys build before i invest further. What exactly can this build do is it just a tank primarily that has ranged skills? Can it even match most tanks dmg? He doesnt seem to have much damage buff options that he chooses from the incarnate system. What if any could i change since this may be a outdated human form WS build. I just dont want to feel like im wasting my time but even if i am i seem to still be enjoying the class while i do i was just hoping to make this class work. Really looking for some vet WS players who have done some build testing to give some advice here. Thanks!

    Imma sort you out real quick.
    Just don't. 
    I knew THB pretty well so I'm familiar with that build. He and I worked on many builds together and this one was very good at the time, but much has changed since then. 
    Human Warshade is not a tank. It's a Hybrid class. It has moderate CC abilities, decent aoe damage, nukes and can cap it's own damage resists when surrounded by enemies but it's Single Target damage is weak.
    It has no protection from enemy crowd control abilties which frustrates a lot of newer players, and requires a good amount of recharge bonuses before it comes into it's own and even then, the learning curve is steep.

    As a new player, with limited funds especially, save your influence.
    Human Warshade is a build with a lot of holes that need to be filled with IO's and Incarnates and can be a frustrating experience to learn while leveling. So I can't recommend it.
    Tri-forms Warshades are a different story and typically have a much better time leveling. But even then they require binds/macros to make the most of thus requiring extra steps to set-up.

    If you're interested in learning the class, I would suggest leveling up as a Tri-form and get familiar with the powers. If you reach 50 and still enjoying it, then maybe think about investing but it may be better to invest in something else first and circle back to Khelds later.






     

    • Thumbs Up 1
  2. Ship it. Let the community decide what to do with it. My guess is speed runners will shrug their shoulders and carry on doing their thing given this reward isn't substantial enough to bend over backwards for and most teams will get the bonus by accident. But no one will really know for sure until it's out there.

    Who knows maybe people will advertise runs as "RDB ITF" in which case, you know what you're getting into before you send your tell asking for an invite.

    At the end of the day, it's the person forming the group who gets to decide how they want to build their team. That's how most MMOs work and COH is no exception.
    If you want to ignore the bonus and form your own team on a first come first serve basis and not care about the bonus, that's entirely up to you but no amount of hypothesizing via forum posting will tell you how this will actually affect anything. 

    • Like 6
    • Thanks 1
  3. 46 minutes ago, victusfate said:

    I never really noticed it while levelling on teams, but as I started to lead and tank for more teams, I hated the crash. It was all over, and my endurance kept running empty. I think incarnates could fill in for the endurance issues (cardiac/ageless) but I don't see how I can fix that 50% hp drop.

     

    How do Peacebringer centric players handle it? 

     

    ps I have and play a decked out Warshade and love it

    You may already be aware, but just incase you are not, the crash does not actually drop you to 50% HP. It BRINGS you to 50% HP and End. 
    Meaning, if you were, for whatever reason below 50%, the crash would actually bring your HP up. That is to say, it's still something PB's have to watch for and get used to.

    Fortunately Light Form has a very good recovery buff built in to help you recover END. It's even in enhance-able so you can throw an END MOD enhancement or even and END MOD/RCH one and boost it. Between that, Panacea in health and a performance shifter in Stamina should be enough to recover.
    As for HP though, I can typically see when my Light Form is about to expire. The first hint is when it comes off cooldown and is ready to re-apply. After which point I just monitor my buff bar. 
    Once the buff starts blinking, I know it's time to ready one of my 3 heals and hit it as the crash comes. I put my health/end bar directly below my character so I can easily see the crash with my peripherals. 

    • Like 4
    • Thumbs Up 3
  4. On 8/11/2023 at 4:45 PM, GM Crumpet said:

    I can't justify the cost of Hami-O's, so made do with alternatives.

    I'm a bit late to responding, but the Hami's can be easily replaced with any acc/dmg piece boosted +5.
    The Hamis in my old builds are just relics of the past. I don't recommend those to anyone but haven't had any time or energy to update the builds after taking a long hiatus from the game. 

  5. The slots tax is more evident pre-IO's.
    Once 50 and slotted out, it's far less of an issue than it's made out to be. When building, everything has an opportunity cost, and Khelds are no exception.
    When you consider that both forms have single target attacks which require virtually ZERO enhancement to their endurance reduction or recharge (as their end cost and base recharge are already quite low), you can get away with very few slots per power while still enhancing maximally for damage and enough accuracy.

    Kheldians are more challenging to build than standard AT's as anyone who has spent time with the class knows. 
    The challenge comes from knowing how many slots to devote to specific powers (sometimes only the base slot) and which ones require more investment to function.
    Taking the same build philosophy you'd use on say, a Tank for instance, and devoting 5 or 6 slots to each attack power and then applying that same philosophy to a Kheld build often doesn't work. This often can contribute to this "slot tax" idea.
     

    • Thumbs Up 1
  6. 14 minutes ago, Voltak said:


    You talking from experience?  You seen this first hand?
    You seen best runs? 

    Let me tell you what experience has demonstrated 

    The best teams have 5 colds, one Kinetics, two dmg dealers (scrapper and blaster) 
    Or 

    4 Colds, one kin, two dmg, one poison 

    Rad has no place in the best ITF 4 star teams 

    What I mean by best teams for 4 star ITF --  The fastest times with the fewer number of deaths. 

    ITF 4 star is part of the "ALL TFs" 

    ITF has a classical and a new (advanced) formation

    AEON R is also a hard mode TF

     

     

    Remember the other day, when you were complaining at Frosticus for his alleged condescension?
    You need to take a long look in the mirror bud.

    • Thanks 5
  7. 2 minutes ago, Frosticus said:

    You were on a controller right?

    If so, perfect. Otherwise this isn't making sense.

     

    A defender should have boosted the -rech to 

    2.66%

    Yeah I was an Ill/TA controller. Numbers were taken directly from the Combat Monitor.

    • Like 1
  8. 59 minutes ago, Voltak said:

     I was doing Acid Arrow reducing the resistance of a foe by 40% to debuffs. 
    Since AVs have no resistances to resistance debuffs, I am applying minus 40% to any resists to debuff they may have. 

    That's it. 

    Except, AV's do resist Acid Arrow's resistance debuff. They resist it a fair bit. Helps to use Power Analyzer to check the numbers.
    See below vs even level AV.

    1840861308_Screenshot(640).thumb.png.211be39c1502512b093812abc59bf2b1.png

  9. Acid Arrow, by the description alone, sounds really great.
    Maybe if you had an entire team of TAs it would be more noticeable but even then, I'm not so sure.
    I finally got some time to do some testing since TA was revamped, and I'm finding Acid Arrow lacking...

    I've tested it versus sub-EB level groups of enemies and found no particular use for it, outside of slotting -res procs into it.

    VS AVs; I wanted to see how it would fair against the purple patch, so I tried it out on +4 Chimera. (though I had a level shift, so it was really a 3 level diff)
    What I found was this:

    Flash Arrow applied took him from 50 base to-hit to 42.07.
    w/ Acid Arrow applied it took him to 41.89. 

    EMP Arrow almost flatlined his regen by itself.
    w/ Acid Arrow it took it the rest of the way for a short duration.

    Ice Arrow applied took his recharge to -2.11.
    w/ Acid Arrow applied it took him to -2.52.

    That was the only impact it had. For clarity; It did not improve -dmg from PGA or -res from Disruption or Entangling Arrow. It would be nice if the description of the power accurately reflected what kind of debuffs the power will improve.

    Granted this is from a single player's debuffs (mine), but it's not moving the needle much.
    Acid Arrows's effects seem to be quite resisted and possibly affected by the purple patch as well. Took his debuff resistances down -19.5%.

    TL;DR: The unresisted portions of TA's debuffs good.
               Acid Arrow's impact on making them even less resisted, not as impactful.
               


     

  10. 1 hour ago, Xiddo said:


    And for a PB? I’ve got 2 builds atm - one an expensive version of your soft cap PB one and the other one is above.


    Already have barrier!

    Ah, my bad I assumed WS. 
    For PB, full offensive as well and much of the advice above still applies. If we're talking hard mode ITF, I'm a little skeptical of the value of building for defense given how easily it can be stripped. 
    If you're going to build defense at the cost of offense (procs), go for 25% (ish) melee/ranged at the very most. Then even Barrier's 5% min. will get you into the low 30's and then small purple insps will get you the rest of the way to standard softcap. 

    Nice thing with PB vs Super Cims, is all the -def you can stack up will help shore up the accuracy deficiency of your team if that issue is present.
    -Res procs your attacks can help as well. While they may not stack from multiple, we are seeing some pug groups running more buff centric sets like Elec rather than just defaulting to cold dom, making -res less available so improving the uptime of Achilles and Fotg can be helpful.

    Having Melee Hybrid Core for when you have Barrier is still a good option to plug mez if needed but will depend on your team make-up.
    We're still weak to mez even with the 3.11 mag protection afforded to us by Light Form. Otherwise Assault radial for the extra energy procs.

    Only other thing to maybe try... I have not yet, but is removing any sudden accelerations from your KB powers in favor of KB enhancements to see if you can break through the KB protection on 3/4 star runs. This change wouldn't really require a respec, just cost you unslotters. 
     

  11. 11 hours ago, Xiddo said:

    So, any thoughts on Hard Mode builds? I did a +2 ITF and enjoyed the protection from the new spawn things very helpful. I definitely died, but so did everyone so it makes me feel better.

    Freeing up your destiny slot to get Barrier is probably a good idea.
    I dropped a few mules to get Sorcery so I could alternate RoP and Hybrid Melee for personal Mez protection, dropping Clarion so I could pick up Barrier.
    Use Void for judgement for the -dmg debuff.
    Getting some ranged/melee defense is okay but I would let supports worry about that tbh. I would instead concentrate on damage output. 50% slow/-rch resistance and +recharge.
    Don't bother with Fluffies, they get vaporized in hard mode.
    Proc out your single target chain. 


     

  12. 9 hours ago, Sir Myshkin said:

     

    You... you do know... I was joking, right? Implied by the attached Monty Python skit? About identifying a witch based on the weight of a duck? No?

     

     

     

     

    Yeah... I do, it didn't click when I initially read the post tbh 😅 It dawned on me this morning when I woke up. 
    This is why I (should) know better than to post in haste. I was wrapped up in something else IRL when I got a notification and saw "nerf" in your post. 
    /stow pitchfork

    • Haha 1
  13. 18 minutes ago, Sir Myshkin said:

    Maybe it won't be today, maybe it won't be tomorrow, but one day you will be the reason for the first Kheldian Nerf.

     

     

    Yes, nerf one of the most underplayed, underperforming meme-classes based on an edge case. That's a great idea. Yikes.

    • Haha 3
    • Thumbs Up 1
  14. 2 hours ago, Bill Z Bubba said:

     

    Am I wrong thinking that the form bouncing is allowing you to skip some attack animations?

    The shifts are probably trimming some of them off a bit yeah but whether that's totally controllable is debatable.
    The game is trying to decide whether to play the form animation itself or the attack animation which is why you see me pop into nova or dwarf briefly now and then.
    Combine that with having fast animation attacks like Radiant Strike in the mix and it starts to look real janky, visually speaking. 
    It's a TON of button pressing and shifting off form manually in between attacks in some instances, which requires precise timing to pull off correctly and not get stuck in a form.
    If my timing is too quick it will actually skip attacks entirely and result in a dps loss. 

    • Thumbs Up 1
  15. Okay I think I broke something with this one...

    Peacebringer - Triform - Shifting chain
    No pets, no temps, no insps, T4 Degen core, T4 Musc Radial, T4 Assault Radial on

     1:43 (500 dps) 😮 (video is not sped up. I swear)

    Had to use filler attacks in my chain cause I don't math anything.
     

     

    • Like 4
    • Thanks 1
    • Thumbs Up 1
  16. Warshade - Triform - Shifting Chain.

    No pets, no temps, no hybrid, no insps, no mire fodder.
    T4 Degen Core. T4 Vigor Core. T4 Ageless Radial (not really built for pylons, clearly)

    2:54

    4000% more effort than you should have to put in 😅
    Pleasantly surprised with the result... for a Warshade.
     



     

    • Like 5
  17. On 2/8/2020 at 7:38 PM, Microcosm said:

     

    WS Pylon Challenge

    First WS to defeat a Pylon with 300 dps or above under normal Pylon rules (no insps, temps, outside buffs, lore pets) and hybrid off can claim 200 mil. That's not a high dps number [dps has been increased since op], but this is the worst case scenario for a WS given how their powers work, so it might be more challenging than it seems. You will probably have to round up a bunch of high level rikti to feed your buffs, or try to leverage your pets if you can.

    Completion List:

     

     


    Well I did it just to see if I could, and then I remembered this thread so I thought I'd selfishly necro it XD.
    3:01 (339 dps). No temps, no lore, no pets, no hybrid, no mire fodder. All Warshade.

    I don't need the inf, I'll just be happy if you see this Micro as I know you're in Rebirth country now. 

    Update: Just got 2:54 (348 dps) on another run. I've posted it to YT.

    • Like 1
  18. 15 minutes ago, madatlis16 said:

    was curious on why to choose burnout?

    As khelds we get a few one slot wonder mule powers. I like burnout because we get a fair number of longer cooldown powers which we can leverage with burnout to use again immediately after they are on cooldown.

     

    It's also nice when you face debuff heavy enemies like if your sunless mire or eclipse miss as a result, you can fire burnout resetting those cooldowns, and try again. 

     

    Another fun use is to do your normal opener w/ quasar at the end. Raise a fluffy off a corpse, hit burnout grab a second fluffy and then nuke the next mob again with your refeshed quasar.

     

     

    • Like 1
  19. Doom's Biforcation Warshade build 08.24.2022 (BIFORM HUMAN /  DWARF)

    Warshade - Umbral Blast - Umbral Aura Biforcation.mxd

    1388934095_Screenshot(603).thumb.png.1ecb122596ed00f2291eeda9e832498d.png

    DISCLAIMER: THIS IS NOT INTENDED AS A LEVELING BUILD OR FOR EXEMP PURPOSES. THIS IS INTENDED FOR POST 50 PLAY AND IS MIN MAXED W/ TEMPS.

    Features:
    Bi-form (Human/Dwarf, end game variant)
    30%+ def to ALL positionals while in Human Form. (Near softcapped w/ 1 small purple inspiration)
    We use Defense Amps for minor mez protection so we can afford to run Ageless core. Running defense amps also gives us our last 5% def to all in lieu of Weave.
    Macros recommended but not required.
    Min. Macro usage includes the following:
    - Dwarf Mire macro - /macro DMIRE "powexec_toggleon black dwarf$$powexec_name black dwarf mire"
    - Dwarf Drain macro - /macro DRAIN "powexec_toggleon black dwarf$$powexec_name black dwarf drain"
    - Dwarf Taunt macro - /macro TAUNT "powexec_toggleon black dwarf$$powexec_name black dwarf antagonize"
    - Dwarf Smite macro - /macro SMITE "powexec_toggleon black dwarf$$powexec_name black dwarf smite"

    For ideal play; I also recommend macroing your other human form attack powers using the following basic macro command:
    '- /macro <human form power name> "powexec_toggleoff black dwarf$$powexec_name <human form power name>"
    Use of this macro type for human form powers (and this works with binds too for those that prefer those) will ensure you don't get stuck in Dwarf between shifts.

    Other notations:
    - Resist values shown are 1 TARGET ECLIPSE numbers. Which makes this build great for solo play and is quite sustainable outside of Stygian when facing single targets.
    - While the build does not have a dedicated Single Target Chain, the core of the chain is Shadow Blast - Gravity Well - Dwarf Drain. You can use Dwarf Smite or Mire as filler, if needed.
    - Macro'ing Dwarf taunt will help aggro control and keep runners off your pets with minimal downtime and loss to damage.
    - Through macro use, we can capitalize on leveraging Orbiting Death for added aoe dot, and Inky to help keep mobs stunned as use of Dwarf Macros still allows auras to tick.
       This also allows our defensive toggles to stay active, preventing our defense values for dipping when shifting.

    Typical suggested opener(s):
    If Gravitic Emanation off cooldown; open with that.
    Leap to melee while firing Dark Detonation so you don't get rooted. Enter melee range and fire Dwarf Mire macro (double tap) -> Eclipse bind -> Sunless Mire bind -> Quasar.

    If Gravitic is on cooldown;
    Target centre of mob, use Dark Det off cooldown for soft control. Weave in Dwarf Mire off cooldown. Weave in taunts periodically to edge mobs to keep enemy focus off pets.

    Don't forget: If you have issues lining up cones, you can leap up and aim down to stun the mob w/ Gravitic. 

    If you opt out of using Sudden Accelerations to neutralize your knockback and instead slot damage procs; use the typical suggest opener and fit Shadow Slip in after Gravitic, to bunch the stunned mobs back on you letting inky stun stack on them.

    Suggested Incarnates:
    Intuition Radial ALPHA to enhance everything we do, plus boost Gravitic's range further
    Reactive Radial Flawless INTERFACE (75% fire dot)
    Ageless Core DESTINY for Recharge, Sustain and countering end drain mobs
    Assault Radial HYBRID for energy dmg procs

     

    • Like 3
    • Thanks 2
×
×
  • Create New...