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Doomrider

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Everything posted by Doomrider

  1. Grav snare is definitely the weakest link the toolkit. I skipped it entirely. With having ebon eye, dwarf smite, and buffed essence drain, I already have a better dwarf chain. Strike is too weak to bother with imo.
  2. Yeah that's fair, and should definitely be considered if/when similar changes here ever happen. With Rebirth giving a bunch of free slots (more than HC does currently), I had basically enough to 6 slot everything I needed to, just about. Another special note on the Mires; Sunless Mire base recharge was reduced to 90 seconds down from 120, fwiw.
  3. The only caveat is that in order to fix the slot tax, they've used power redirection (sim. to Water Jet from Water Blast) to enable the Human form variants and Form variants to share slots. Dark Det, Gravitic Emanation, Sunless Mire, Essence Drain are all free powers granted by their forms. Dark Det, Essence Drain are both usable in Nova. Gravitic Emanation shares slots with Nova Emanation. Which has it's obvious draw backs... it basically requires frankenslotting in order to use as a stun or dmg power. Sunless Mire shares slots with Dwarf Mire. In both circumstances, this is also means they share cooldowns :S The situation with both sets of powers are similar, but what they've done with Mires as a bit of a trade off is they've doubled the magnitude of the tohit and damage buff for the first 10 seconds. So you have to decide if the circumstances call for a longer duration buff (Sunless) or if you'd perfer the Dwarf Aoe. I usually favor Dwarf Mire. For Gravitic emanation I went with Absolute Amazement (stun+5, and acc/stun/rch+5) and 4 procs. Works decently for me. I do suggest you jump over and check out the changes @Microcosm. They're pretty great. Nova has also seen some improvements for ST damage, and some powers have been expanded there as well.
  4. Power pool toggles suppress. While in Dwarf/Nova, you're granted a recovery buff equal to the endurance drain for each toggle so they're net zero on end burn. No re-toggling necessary. It's the dream buddy. No changes to dark extraction, but at least from my time testing over the past few days, they don't seem to kamikaze quite as hard as they do on HC. Between that and OD and Dwarf mire now both taunting, uptime on fluffies is a lot better. Eclipse is usable in dwarf. Black Dwarf gets ebon eye, dwarf strike, dwarf smite, dwarf drain (which has been buffed, it's basically siphon life now), dwarf mire, taunt, and eclipse.
  5. Alpha - musc radial or int radial Destiny - ageless core (to counter sappers) Interface - reactive or degen Hybrid - assault radial Lore - whatever you want
  6. No problem. Statistically it's not much of a change, but what is swapped in will serve the build better. The loss of aoe defense won't be felt. As for the fluffies, they still work great in a team setting. And this build does have provoke in it, so you do have a way to redirect aggro which will help them stay alive longer. Good luck!
  7. Yeah, Sept (THB) and I played a fair bit on our shades together so I remember the build. I don't think he's around anymore though. The build was before nukes became crash-less so it's missing Quasar. The build itself is not bad per-say, but maybe a bit outdated. I remember THB used to solo AV's on this build before Fluffies' AI got borked. Now our pets run into melee for no reason and die. It also was a pre-PPM build, so it doesn't use any proc tricks that we currently have. If I were to edit his build, these are the changes I would make. THB Shade modified 06.05.2022.mxd Slightly modified def totals. Dropped Unchain for Quasar. (Quasar will be up more frequently and does more damage) Added KB -> KD. Proc'd out Gravitic Emanation while retaining stun enhancement. Proc'd out Essence Drain.
  8. Believe it or not, the shield powers have a very low slot investment to use. You can even get away with a single slot res+5 or res/end+5. Between set bonuses, unique res proc ios, and your inherent you'll often be near or at res cap on teams even before light form. As for human attacks, radiant strike has the best ST Dpa available to peacebringers. The optimal chain is gleaming, cross punch, radiant ED capped for dmg and the rest procs. Fun fact; even some of the form powers share the same Dpa as their human variants. Ex. Luminous detonation vs bright nova Det. The nova variant has higher base dmg but longer animation. The dpa of both powers are the same.
  9. Start a topic about it. I'm sure many of us would provide our feedback there.
  10. Bump. For visibility. Also +1. Also givee it tooo meeeeeee. Let the 6 people who still play Khelds enjoy something.
  11. If I didn't have Discord, I probably would have stopped playing a long time ago tbh but that's not due to my LFG needs. When HC launched, it was a great way to have one place for my small group of friends to catch up, chat and organize after the snap. 99% of that time was spent with zero VC so it's kinda funny to see people only associate Discord w/ VC. Back on live I didn't have a family, I could have much longer play sessions so finding people while in game made sense and was really the main way to do it. Now with a busy schedule and family, play time is much less frequent and organizing to play with others becomes a lot harder as our schedules don't sync up. Discord definitely helps with that. I think of it more like a group chat or instant messenger for gaming. I think there are misconceptions about Discord that run rampant on these boards. It is a great tool but it is what you make it. Yes there will be negativity and bad actors, but these forums are not much different honestly. It's the internet, proceed with caution.
  12. Give this a look. I just hacked it together in a few minutes here. Idk about soloing GM's, maybe with Incarnates but it could probably solo a few AVs. - Just a hair under 45 ranged def w/ a resist epic shield. -Added a few heal procs in and the Entomb (absorb) proc in Char for some added sustain. Since we get a refreshing absorb shield instead of passive regen, Panacea, Power Transfer, Entropic Chaos, Entomb and Preventative Medicine procs will help supplement your sustain for any hits that get through your ranged defense. Fire/Ice is a great solo combo already for general content. Lots of dmg from your primary, loads of dmg mitigation from your secondary through slows, and knockdown patches.
  13. Fire/ice would be right up your alley tbh. You get a ton of passive mitigation from Ice's sustain toggle as it's 30' slow aura. It comes online early (level 10) and you can stack it with rain of fire for huge slows/area denial. This combo blooms real early so it exemps very well. At 20 you get ice patch which got buffed recently and adds further to your dmg mitigation. Most the enemies around you will be slowed to a crawl, trying to scatter while tripping over your ice patch, letting you just blast away. At 38 you can take frozen aura to supplement your aoe if you want. Frozen aura + fireball is quick to weave inbetween blasts while you wait for inferno to come of cooldown. You can get away with taking very few powers from ice and get a lot of out of it. Ice as a secondary doesn't get enough attention imo, it's great for solo and team play.
  14. It is the order I would take the powers but the slot order is not to be followed. Infact, if I were looking for what powers to pick, the order and slots while leveling I wouldn't follow that build. I would instead run a typical Tri-form build and slot the Nova aoes early and save slotting powers like Gleaming Blast and Radiant Strike for later on. I'd use Glinting Eye and Bright Nova Blast for ST damage, Nova Det, Scatter and Dwarf Flare for aoe. That build exemps well but there are better builds to use while leveling.
  15. Dominator - Ice - Dark - Fire 05.11.2022.mxd You can make it work, just depends on how much you wanna put in to it and your budget. I just quickly edited my own Ice / Earth / Fire to sub in Dark in lieu of Earth. Have a look. 157% global recharge. 35% ranged def 70%+ s/l resistance 2.27 net end recovery. Ice is underrated for Dom's IMO. They get to leverage Arctic Air a bit better than Controllers due to the built in mez protection that domination gets. While domination won't affect the strength of the control effects on AA, at least you can count on it staying on and not dropping due to being mezzed. That and since AA does most of the heavy lifting when it comes to soft control, so it allows you more time to just smash and blast. Between the slows, -tohit from dark and passive def/res, surviving shouldn't be an issue. Endurance management will be tricky as it usually is with Ice. Attached build takes Cardiac Alpha and has passive accolades toggled. Maybe give it awhirl on Beta.
  16. Yeah I removed it. The playstyle is not really something I advocate for anymore. it's convoluted and takes a fair bit more setup time than most people are willing to put in. The mids build, for the most part, isn't really anything special as the build was really just predicated on heavy macro usage. You can create a macro for any form attack that will take you into that form, activate the power, then drop you back to human. The same can be done for human form powers, letting you use a macro to drop out of a form and activate said human form power. For example: /macro blast "powexec_toggleon dark nova$$powexec_name dark nova blast" Will bring you into Nova, fire Dark Nova blast with the first click of the macro, then bring you back to human on the second press. /macro gwell "powexec_toggleoff black dwarf$$powexec_toggleoff dark nova$$powexec_name gravity well" Will drop you out of a form and activate Gravity Well. As for the icons for the macro, you can get them from this google sheet. https://docs.google.com/spreadsheets/d/1uHUi6BWFTYj4wbfGBs3LjZL88Fym6B-8EwDr18YZcY8/edit#gid=0 The macro image goes at the front of the string before "powexec_toggleon" in the first example. The macro will then display the power icon instead of a the name you give it.
  17. 3 slotting the shields w/ unbreakable guard is a bit strange. If it's just having better enhancement values and less reliance on Eclipse then I would franken slot instead and save 1 or 2 slots per power tbh. Then boost then enhancements in them. I wouldn't 6 slot OF into Shadowblast. Removing the procs will gut the damage, and all your getting out of that is 2.5 e/n defense. Psi res ios, and impervious skin io are useless on a Warshade. Eclipse gives plenty of psi resistance. Your inherent also gives you resistance when teaming, which includes psi. I would not delay taking Gravitic until 41. Gravitic + Inky is a lot of damage mitigation. I know that is dependent on not being mezzed, but still. If you have access to beta, it may be advantageous to test out some other builds there to get some perspective. The other route you could take is more of a classic Human Warshade build that uses more full io sets, Spiritual Alpha and max recharge bonuses. You'd get more passive damage resists that way, and building might be more simple. Budget still may be an issue though.
  18. QFT. Wayyyy less time in the majority of cases. Human Warshade is a build for masochists, or someone looking for a new pseudo difficulty level. Conceptually awesome, mechanically a nightmare. Some of us make it work but I have no illusions about it's short comings. I imagine you probably had more consistent times on claws/sr though. Too many variables running it with a Shade for my Trapdoor time to be indicative of general performance.
  19. Yeah that's a bit strange. If anything, having defense bonuses vs having none, should immediately mean you have less mez hitting you. Are you using the combat monitor to see when your defenses cascade due to defense debuffs? Insp. combining macros can also be really handy. I usually have one set up to combine into breakfrees and another for combining into purples.
  20. You will experience the endurance drop no matter what. It will BRING you to 50% end and HP when it does even if your HP and End were below 50% when the crash occurs. I leave hasten on auto personally. Even if you leave it on auto-fire the crash will still happen but it's really quite manageable tbh. When it happens you hit your heal and keep trucking. Light form has bonus recovery built in so you shouldn't really see any downtime.
  21. No offense taken. I meant more in respect to "any build" not specifically the one in question. No build will solve that issue. At least when it comes to Human Warshade. Warshades are one of few classes whose performance heavily relies on player input, and situational awareness. You can build other AT's into Invincible Demi-gods that require very low input whereby the build essentially plays itself save for a few button presses and basic player movement. Warshade is the opposite. And for some, that level of input or "extra effort" is not worth it to them. For some, it comes down to a "why should I have try this hard with "Class A" to perform the same task that "Class B" can perform but with much less minimal effort." Part of the issue is also the binary nature of Mez effects; they either effect you wholly, or not at all. Some AT's can ignore them entirely with their built in Mez protection. But for Human Shades, they can completely lock you out of playing and shut off your offensive toggles. It can be frustrating, and it is certainly a learning curve. So you either have learn to live with that, and use the tools at your disposal (break free insps, defense amp temp powers, clarion destiny, etc.) or decide if the juice just isn't worth the squeeze. ALL that being said; with practice many overcome these obstacles and work around their short comings. Human Warshade is definitely a hard road to travel though. One approach you can try is to use Gravitic as your opener to stun mobs, run in with Inky Aspect on to stack stuns including the boss. Then reposition and repeat as needed to keep them stunned. I tend use that approach, rather than run into melee range and try to buff up w/ Eclipse and mire first. Also try to use Dark Detonation on cooldown to abuse the knockdown. If you take a more offensive approach, it may work better. Alternate Quasar and Unchain between mobs. You can click on Dark Extraction to target downed bodies a bit easier, to help you queue up Unchain. Unchain also has a short stun attached, and Cross Punch has a chance to stun as well so those can help stack with Inky.
  22. Mez is the achilles heel of the Human Warshade. Not fault of the build tbh. A bandaid solution could be to run a defense amplifier for mag 4 mez protection. Clarion Destiny would be the other option. Pre-emptively using break frees to maintain mez protection is another option. Another option you could look at is building even more defensively (higher defense totals) but it would come at the cost of offense, and IMO, it's generally not worth it on a Warshade. The unfortunate truth, and it's especially true even for a fully fleshed out Human Shade, is you will have some reliance on inspiration usage. EDIT: On the note of inspirations; anytime you're building for 30%+- defense, the build will operate optimally when using small purple inspirations to shore up that defense. If you run into a group of Malta/Carnies/Arachnos (any faction that poses a real threat) with 30% defense alone, due to the nature of not having any DDR, your defense will disappear from defense debuffs. At that point you will 100% rely on inspirations, and active mitigation (Gravitic Emanation + inky) to cc mobs.
  23. Not really, unfortunately. Warshade Single Target damage is really lacking, this is even more pronounced on the Human only variant. This is part of the reason I included Cross Punch, but not the only reason. Cross Punch, when boxing and kick are also taken in the build, will grant you +10% tohit and +10% recharge per enemy hit by the attack. That's in addition to being a pretty good attack even used against single targets, and it takes to damage procs decently as well. That, to me, is what it gives it an edge over other power choices. Not that it applies to the slotting in this build but, the fact that it also takes Pbaoe IO sets so it has access to Fury of the Gladiator -res and Force Feedback make it very versatile. Regarding boxing and kick, they are not really USED in the build. Boxing is muling a KC set to round out your S/L/Melee defense, but both are taken so a) they empower Cross Punch and b) we need them as pre-requisites for taking Weave. All that being said, you could take Essence Drain in lieu of and proc it out if you're looking for more style over substance. ED does okay dmg w/ procs, but is very lacking without them and costs about twice the end of CP, is a little slower and will only hit 1 target, but will give you some health back. Alterations to include Essence Drain would look like this: Doom's Budget Human Warshade - 30 30 MR def (no CP).mxd Not really no. If you plan on exemping below Eclipse range (sub L35 cotent) then you could look at finding room for Twilight shield if you wish. Penumbral I don't bother with as fire/cold dmg is not super common. Even if you're exemping, your inherent will be giving you a decent amount of resistances from your teammates and you can use Gravity Shield., even single slotted as it is.
  24. I've removed the data chunk and uploaded the .mxd file directly in that post. Should work now. EDIT: All other older build data chunks have now been removed and replaced with file links.
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