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Doomrider

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Everything posted by Doomrider

  1. 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.
  2. No problem. I just did it while I had my morning coffee. It's a consequence of making too many kheld builds, it's mostly reflexive. Start with looking into converters cause that's a game changer for affording builds. You can do the same thing with purple recipes. Some of the cheaper ones like the stun and confuse purples you can buy for much cheaper on the AH than the dmg sets. Then craft and convert until you get the set type you want, then convert again to get the specific pieces. You may find you are richer than you think.
  3. Doom's Budget Human Warshade - 30 30 MR def.mxd If I was running a Human Shade on a tight budget, this is probably something I would run. It does have the -2- Kheld ATO sets and a panacea. But no other pvp or purple io's. ATO price wise are not too bad to buy un-catalyzed. Then you can catalyze them yourself as catalysts drop frequently enough you shouldnt have to purchase them. Recharge: We take Spiritual Core Alpha to tighten up our recharge which should get us to near perma Hasten, Eclipse, etc. Cross Punch's recharge boost and FFB in Dark Det will help shore up the last bit. End Consumption & Defense: Reasonable net end gain of 1.9 (Human Shades are an end hog) as we use minimal toggles to achieve 30 melee/range defense. 1 small purple insp will get you just a hair below softcap. Special notes: - Passive Accolades are turned on so HP and Endurance recovery will be slightly less until you get those. - I have boosted some IO's across the build to shore up enhancement values so keep an eye out for those. I didn't include boosters within the budget seeing as you can also acquire those with Reward Merits just from running task forces, etc. - Gravity Well slotting probably looks really strange. I wanted a set that would give us a global recharge bonus, a damage proc, reason able enhancement values and do all that in a 5 pcs so we could put a hold proc at the end. In my own build I use the Blistering Cold hold proc in mine and it can be real handy to get that 1 shot hold on a pesky boss. The lockdown proc here will do the same but won't go off as frequently as the Blistering Cold but lockdown is much cheaper. - There are no added travel powers. Build tried to squeeze everything performance wise out. You could drop a utility (shadow slip, rez, etc) and fit one in if you really wanted to. - All aoe powers have the knockback converted to knockdown. LAST SPECIAL NOTE: Converters are your best friend when it comes to sticking to a budget. Have a bunch of reward merits across alts but not enough liquid inf to fund that new build? USE CONVERTERS. This even works with Luck of the Gamblers. You can buy cheaper Red Fortune recipes, craft them and convert with a good chance to get a LotG. After that you can convert with in that named recipe to get the pcs you need. This also works for any ATOs. I often use converters to turn a neglected alt's IO's into the ones I need for a new one. I play very very casually, and dont farm and still manage to churn a new build out every now and then.
  4. I gave it a go on my Warshade just to see how poorly I'd fare. Not even close to a top time but I'm okay with 5:40ish. I never run Trapdoor. I'm super bad at navigating cave maps so It could have been a little faster. This was 1 of 4 runs. None of my incarnates really helped outside of Clarion which I chose just to reduce my inspiration need down to the occasional yellow to counter blinds. But for clarity I used: T4 Vigor T4 Reactive T4 Clarion T4 Assault (passive only) Look upon my UI in horror.
  5. FWIW, I don't think toggles persisting through forms would be OP given the current state of the game and while I have my own ideas of where Khelds need improving, I wanna chime in on toggle suppression and present an alternate idea to achieving the same thing. IF toggle suppression is the goal, but the execution is an issue either due to the amount of work required to implement or some other technical hurdle, what about borrowing from Bio's adaptation to emulate suppression? For example; When Dark Nova is toggled on, allow Gravity Shield (while toggled on) to apply a -22.5% s/l res to self, negating the base resistance value of Gravity shield, and likewise have Gravity Shield also grant Nova an additional 15% recovery (.25 end/sec) to offset the base endurance cost of Gravity Shield and allow the toggle to persist through the forms. Bio's adaptations show that sort of functionality already exists within the game. The ability to let certain toggle powers alter or grant supplemental effects to other toggles powers. Offensive Adaptation does something similar applying a -7.5% res to self while it's active. I don't see adding a recovery buff as well being an issue. Let Nova form (and likewise Dwarf) act like the individual Adaptations do to alter the buffs granted by the other toggles from Kheld secondaries and let those toggles persist while suppressing the end cost, and the effects (if so desired). It's may be not a perfect solution, but I think it's an idea worth exploring.
  6. You can use hot feet while flying. You just have to activate hot feet before you activate fly. Also if you're not going to use Hot Feet, you're going to be missing a good chunk of the damage potential that fire has. It's a staple power of the set. Hot Feet does a lot of damage on a controller thanks to containment, and it has a 16 target cap. /Dark is already one of, if not THE most defensively robust controller secondaries so you can afford to hang out in melee and thus take full advantage of hot feet. As for it's interaction with Shadow Fall's stealth aura, you can toggle off Hot Feet while stealthing and then toggle on when in combat. That's what I do on my Fire/Dark.
  7. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Doom's endgame Humanbringer: Level 50 Natural Peacebringer Primary Power Set: Luminous Blast Secondary Power Set: Luminous Aura Power Pool: Fighting Power Pool: Speed Power Pool: Force of Will Power Pool: Leadership Hero Profile: Level 1: Glinting Eye (A) Superior Essence Transfer - RechargeTime/Global Heal Level 1: Incandescence (A) Steadfast Protection - Resistance/+Def 3% (13) Gladiator's Armor - TP Protection +3% Def (All) (48) Aegis - Psionic/Status Resistance (48) Impervium Armor - Psionic Resistance Level 2: Gleaming Blast (A) Gladiator's Javelin - Accuracy/Damage (3) Gladiator's Javelin - Chance of Damage(Toxic) (3) Apocalypse - Chance of Damage(Negative) (5) Touch of Lady Grey - Chance for Negative Damage (5) Explosive Strike - Chance for Smashing Damage (9) Achilles' Heel - Chance for Res Debuff Level 4: Essence Boost (A) Panacea - Heal/Endurance (37) Panacea - Endurance/Recharge (37) Panacea - Heal/Recharge (40) Panacea - Heal/Endurance/Recharge (40) Panacea - Heal (50) Impervium Armor - Psionic Resistance Level 6: Radiant Strike (A) Gladiator's Strike - Accuracy/Damage (7) Hecatomb - Damage/Endurance (7) Hecatomb - Chance of Damage(Negative) (9) Touch of Death - Chance of Damage(Negative) (11) Touch of Lady Grey - Chance for Negative Damage (11) Achilles' Heel - Chance for Res Debuff Level 8: Boxing (A) Superior Blistering Cold - Accuracy/Damage (43) Superior Blistering Cold - Damage/Endurance (43) Superior Blistering Cold - Accuracy/Damage/Endurance (43) Superior Blistering Cold - Accuracy/Damage/Recharge (50) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime Level 10: Kick (A) Kinetic Combat - Accuracy/Damage (45) Kinetic Combat - Damage/Endurance (45) Kinetic Combat - Damage/Recharge (45) Kinetic Combat - Damage/Endurance/Recharge Level 12: Inner Light (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (13) Recharge Reduction IO Level 14: Luminous Detonation (A) Superior Frozen Blast - Accuracy/Damage (15) Superior Frozen Blast - Damage/Endurance (15) Positron's Blast - Chance of Damage(Energy) (17) Bombardment - Chance for Fire Damage (17) Touch of Lady Grey - Chance for Negative Damage (21) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 16: Cross Punch (A) Superior Avalanche - Accuracy/Damage (21) Superior Avalanche - Damage/Endurance (23) Explosive Strike - Chance for Smashing Damage (23) Eradication - Chance for Energy Damage (25) Armageddon - Chance for Fire Damage (25) Fury of the Gladiator - Chance for Res Debuff Level 18: Weave (A) Luck of the Gambler - Defense/Endurance (19) Luck of the Gambler - Defense (19) Luck of the Gambler - Defense/Endurance/Recharge (40) Luck of the Gambler - Defense/Increased Global Recharge Speed (48) Reactive Defenses - Scaling Resist Damage Level 20: Hasten (A) Recharge Reduction IO (31) Recharge Reduction IO Level 22: Reform Essence (A) Panacea - Heal/Endurance (33) Panacea - Endurance/Recharge (33) Panacea - Heal/Recharge (36) Panacea - Heal (37) Panacea - Heal/Endurance/Recharge Level 24: Weaken Resolve (A) Empty Level 26: Solar Flare (A) Superior Essence Transfer - Accuracy/Damage (27) Superior Essence Transfer - Damage/Endurance/RechargeTime (27) Sudden Acceleration - Knockback to Knockdown (29) Superior Essence Transfer - Accuracy/Damage/Endurance/RechargeTime (29) Touch of Lady Grey - Chance for Negative Damage (31) Force Feedback - Chance for +Recharge Level 28: Mighty Leap (A) Winter's Gift - Slow Resistance (20%) Level 30: Unleash Potential (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Luck of the Gambler - Defense/Recharge (33) Red Fortune - Defense/Recharge Level 32: Dawn Strike (A) Superior Kheldian's Grace - Accuracy/Damage (34) Superior Kheldian's Grace - Recharge/Form Empowerment (34) Superior Kheldian's Grace - Accuracy/Damage/Recharge (34) Superior Kheldian's Grace - Damage/Endurance/Recharge (36) Superior Kheldian's Grace - Accuracy/Damage/Endurance/Recharge (36) Sudden Acceleration - Knockback to Knockdown Level 35: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (42) Luck of the Gambler - Defense/Endurance (42) Luck of the Gambler - Defense (42) Luck of the Gambler - Defense/Endurance/Recharge Level 38: Light Form (A) Unbreakable Guard - Resistance (39) Unbreakable Guard - Endurance/RechargeTime (39) Unbreakable Guard - RechargeTime/Resistance (39) Unbreakable Guard - Resistance/Endurance/RechargeTime (50) Impervium Armor - Psionic Resistance Level 41: Tactics (A) Rectified Reticle - Increased Perception Level 44: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 47: Shining Shield (A) Impervium Armor - Psionic Resistance Level 49: Quantum Maneuvers (A) Shield Wall - +Res (Teleportation), +5% Res (All) Level 1: Cosmic Balance Level 1: Brawl
  8. Doom's Endgame (Incarnate) Human Peacebringer Doom's endgame Humanbringer - Peacebringer (Luminous Blast).mxd Features: - 32.5 (ish) s/l defense - minimal toggles - Full proc chain (Gleaming - Radiant - CP) for max ST dps. - 65% slow / -recharge resistance - 42% psi res - 2k HP w/ passive accolades - Perma LF - We take Unleash Potential for another LotG mule but also to push our s/l and melee defense to softcap for 1 minute bursts. Which will work well in no-insp difficulties. - High FFB uptime, Higher +tohit and more global recharge than shown in the totals due to CP being intergral to our attack chain. Incarnates: (not toggled in the build file attached) Alpha - Musc Radial Destiny - Ageless Core (more recharge and to cushion against end drain) Hybrid - Assault Core (solo) Assault Radial (when teaming w/ a kin) Interface - Reactive Radial (solo general play), Degenerative Core (solo vs hard targets), Spectral while on teams for Neg dmg and to limit chance of over stacking Reactive or Degen. Judgement - Any Lore - Any
  9. Here's one from Doom's vault of kheld builds... One for the less proc inclined. Conventional Human Warshade Build highlights: 32.5+ def to melee/ranged Decent base recovery - 170% global recharge- Perma Eclipse - Moderate resists w/ 1 target eclipse 75/46/46/40/40/28/28. Build not reliant on alpha choice (pick whichever you wish) Doom's Conventional Human Warshade - Umbral Blast - Umbral Aura 09.18.2020.mxd
  10. Yep all Dwarf attacks... except Black Dwarf Mire. Or at least the tooltip and City of data indicate that it does not.
  11. Dwarf Flare also taunts. So you have a 10 target taunt there, and a 5 target taunt in White Dwarf Antagonize. White Dwarf (or proper Triform really) can be a capable tank but one whose aggro controls are less braindead than a an actual Tanker. Don't discount the soft control available to you as another form of mitigation, if you kb-kd your main aoes (Solar Flare, Nova Det, Dawn Strike).
  12. Actually, I misspoke earlier. Abe actually had the best pylon time for WS as evidenced here. XD.
  13. I have but it's not great. I can manage it with out adds for Mire and without pets or lore but it takes a bit and that's being done with an already pretty jank proc build. Probably somewhere in the wheelhouse of 5-6 min pylon times. I know @Microcosm ran some challenges a while back and had a respectable time on a human shade build IIRC, though I do believe it was a build heavily catered towards Pylons. I've had a lot more luck taking down a Pylon with my Peacbringer.
  14. If by buffs you are referring to the resistance shields (ex. Shining shield), those are primarily used by players forgoing both nova and dwarf and instead sticking to playing in human form. Human PB's also tend to pick up other toggles (weave, combat jump, etc). Click buffs like hasten and light form persist even when u change forms. You can only activate them in human form, but do carry over when you swap forms.
  15. Problem is damage output across the board is kind of insane right now particularly with the ease of access to IO builds to push it further and we want to take the means for Controllers to do any meaningful damage away (ie. fixing procs)? Fast moving, high damage teams (which are in abundance) already make Control sets a bit redundant. Procs right now, at least for lower damage AT's kind of a feel like a bandaid solution to a larger problem, but it at least allows them to participate without feeling wholly redundant once IO builds come online. /shrug
  16. Fwiw, with enough time and experience you may find you hardly spend anytime in any one form, be it Nova or Dwarf so the visual impact on ones costume or aesthetic is perhaps less than one might imagine . It can be a difference in methodology depending on who you ask really. Some people think of the forms as switching 'roles', others like myself see the forms just sd a means to use the powers they provide and as such, I only spend enough time in either form as is required to use the power the forms provide before dropping back into human form. Some may consider that playstyle to seem cumbersome or like it's more work than they are willing to put in but it's only then when you really feel like a shapeshifter IMO.
  17. They aren't. At all. Not even soulbound chance for build up works anymore. Seekers also isn't affected by damage bonuses outside of enhancements.
  18. It's not really damage scale that should be the only determining factor in whether you take radial or not, it's also damage cap. If your AT can hit cap easily and often as khelds can, radial is almost universally more beneficial since the bonus dmg comes in the form of energy damage procs so it still works even when your damage capped.
  19. I'd rather see bursts 100% Crit become a feature of the set tbh. Nerfing it for the sake of consistency is super lame, taking a niche and below average set and making it weaker because reasons. I just don't even know what else to say about these kind of changes. Who is honestly asking for this to be done? I'll echo others and say the set could some attention FIRST before Burst's Crit chance is adjusted.
  20. Yeah if you're bi-form you wouldn't be using Inky anyway. That being said, Gravitic is still useful even if you just need to stun that Mu lieutenant that managed to skirt your alpha. Plus, you can proc it out and still manage about an 18 second mag 3 stun for 1 sec animation time and do about 85% of the damage of unchain (granted to 10 targets instead of 16) and not require a body, so it's a difference in tactics. Also with that, I can cast Gravitic roughly every 12-16* or so seconds as I slot a FFB in there as well. I'll probably get 5 of those off to every 1 unchain. You may corner pull to handle these mobs and that certainly works. Where as I, as a triformer will open with Gravitic -> Nova emanation while entering melee (because Nova fly does not suppress so this is easy to close the gap simultaneously) into dwarf mire and most everything is dead at that point save for bosses. No time spent corner pulling, no need to buff up before firing off the alpha. But essentially you are right in that a lot of the time, it's less of a build issue, and more comes down to the player input. For a human form only build, because we spend so much time in melee naturally, I find the Gravitic+inky combo to be essential, at least for solo play. Perhaps less so while on a fast moving team, but It mitigates so much dmg on it's own so you don't have to rely on passive mitigation alone(def bonuses, res from eclipse, etc).
  21. I think both things can be true. The game really isn't that complicated, likewise you will have more ST dps and survivability as a Scrapper in many scenarios like you said but what Nemu said, as cynical as it may sound, isn't really incorrect either. Melee AT's have a much lower skill ceiling than many other AT's while still performing at the same level or better, so the title of "training wheel class" is kind of true as much as it might sound a bit disparaging. It's simply less effort to play and even less so once optimized with an IO build, having many scrappers tuning their attack chain down to just 3 attacks and maybe a couple aoes, being able to wholly neglect incoming enemy CC and in many cases not needing inspirations at all in order to survive, your damage mitigation becomes mostly passive. That's not appealing to many people, especially those who want to create challenge in a game largely devoid of it. Playing a blapper is one of many ways to do that.
  22. It's one thing to know what a power or powerset is for, it's another to how to utilize it great effect. GW2's classes, their utility skills and traitlines are no different in that respect. Part of the fun is discovery, becoming familiar with a powerset in a hands-on sense will tell you far more about how to use something, that just knowing what it was intended for. I'm not sure a new list will be universally helpful in aiding people with choosing powersets but it certainly couldn't hurt (assuming it's not rife with inaccuracies). Perhaps updates to the character creation screens are in order to help guide players to powersets that might interest them. That being said, players have been known to break the conventions of what certain AT's or powersets are capable of and what they were meant for, so definitions for certain skills/powersets many vary wildly depending on who you ask.
  23. I tested it on my shade on beta, cast still feels a little on the long side. The travel time for the projectile doesn't really help that feeling.
  24. Brutes are like scrappers but without the ATO enabled ego and who can benefit more from team buffs than scrappers can due to their higher base hp and resistance caps. But really, Brutes are fine for the most part. You can generally pick a primary and pick a secondary, without having to be concerned if the primary is going to be really weak because you chose it on a Brute or if your secondary has a taunt aura or not. So there is a nice freedom in that. There also happen to be a couple sets that generally are better on a Brute than other AT's, namely Savage Melee due to how the added dot scales with Fury and Stone Melee, that has the superior power order (compared to tanks). Then there is Fiery Aura, which most people are already very familiar with. I think maybe the Fury ATO proc could get looked at since it feels less impactful now that base Fury generation has been improved.
  25. While many powers are similar with that of their Nova counterpart, some are not wholly identical. Namely Shadow Blast and Nova Blast. Different animation time slightly, different base recharge and base damage values. These powers are similar enough to consider merging: Shadow Bolt / Nova Bolt Dark Detonation / Nova Detonation (Dark has slightly longer animation) The only difference is about a 33% (approx.) increase to base damage for the Nova version. Nova Emanation would be a net gain for Human builds, there would be no Human form power for this to compare to, nor one to merge with. Closest comparison would be Photon Scatter from PB's (again, the human variant has about 33% less the base damage of the Nova variant) I think it would be less invasive just to allow the Nova attacks to be used in Human form, but at 33% less the base damage, if the aim is ease the "slot crunch". Should someone want to only have to slot one set of blasts but have a usable attack chain in Nova or in Human, they could do so, without infringing on how others like to build/currently build, as they would still be able to choose the individual human attacks and slot accordingly for set bonuses or otherwise.
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