Jump to content

Doomrider

Members
  • Posts

    388
  • Joined

  • Last visited

Everything posted by Doomrider

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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
  17. 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
  18. 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
  19. Yep all Dwarf attacks... except Black Dwarf Mire. Or at least the tooltip and City of data indicate that it does not.
  20. 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).
  21. Actually, I misspoke earlier. Abe actually had the best pylon time for WS as evidenced here. XD.
  22. 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.
  23. 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.
  24. 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
  25. 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.
×
×
  • Create New...