Jump to content

Doomrider

Members
  • Posts

    374
  • Joined

  • Last visited

Everything posted by Doomrider

  1. and you just proved my point. I also said feedback on the forums is not representative of the whole player base, so now you're just agreeing with me? Ya know what, don't waste your time and mine beyond responding to that.
  2. This seems to be the same back and forth that this topic always receives, and it's unfortunate. This being just a discussion of ideas, not a development manifesto, you'd think more people would be able to entertain the hypothetical without the need to act like their opinion or feedback has to be a whole hearted acceptance or rejection of an idea. I believe you are correct though, the truth likely lies somewhere in the middle when it comes to frequency of IO usage among players. It's a really hard thing to measure though, kudos for your efforts GB. It's too bad that feedback posted on the HC forums is no where near representative of the whole playerbase. Same for Discord. Just 2 different slices of the same pie, but a handful of vocal players in either example. If in game polling was something that could be utilized, that might be a better way at measuring this.
  3. I generally would agree, the only power that really requires kb conversion is Quasar. Maybe Nova Detonation if it really irks you. I don't pay attention to KB whiners much but I also don't recall the last time I was on a team where KB really negatively impacted how quickly we were nuking every spawn back to back. I think the issue is overblown to be honest. Everything dies so quickly nowadays.
  4. True, they do work right to left and that is best practice as the power on the right gets checked first. If it were any other AT, or I was using a bind or macro to switch between toggles, I would insist that the right to left order is maintained. However, for using binds or macros to drop out of forms to use human powers (or vise versa), binds/macros with the opposite order still work fine and still require 2 key strokes to activate (one to drop out of form, another to activate the power). For instance... regarding the Eclipse bind per my last post; even though the human form power is on right of the bind string, I can't use Eclipse in Nova or Dwarf anyway (obviously) so it doesn't fire but it still detoggles either form power on 1st key stroke dropping you into human form, the 2nd keystroke fires Eclipse. I've found the same to be true even if you're trying to utilize a form power while in human form. Both /macro NBLAST "powexec_name dark nova blast$$powexec_toggleon dark nova" and /macro NBLAST "powexec_togglon dark nova$$powexec_name dark nova blast" operate much the same way, snapping you from human into (and out of) nova for a split second, allowing you to fire off dark nova blast while visually in human form. This of course, still requires 2 key strokes. As for keybinding number keys, sure if you want. I don't really recommend but ymmv. I typically use 1-4 for main attack chain keys, 5 for Dwarf Taunt Q,E,R,T,C,V for other utility powers, self buffs, longer defensive cooldowns etc. alt 1-4 for other aoes, 5 for Quasar ctrl 1-5 for additional utlity space. I only currently use crtl+1 for Black Dwarf Heal. Using THAT from human form via a macro is crazy strong as it will still scale with Dwarf's larger HP pool... but I didn't tell you that...🤫
  5. I use binds to drop out of forms and use buffs powers (sunless mire, eclipse, stygian circle, etc.). The typical bind is: /bind <key> "powexec_toggleoff dark nova$$powexec_toggleoff black dwarf$$powexec_name <power name>" For example: /bind c "powexec_toggleoff dark nova$$powexec_toggleoff black dwarf$$powexec_name Eclipse" This will drop me out of either nova or black dwarf and fires Eclipse. Sometimes it takes 2 presses of the bind to execute but it works well. You can use that macro for any of those powers. I typically bind stygian to V, eclipse to C, sunless mire I bind to alt+e. You can use whatever key you like that isn't already bound to another function. I find this is handy for Dark Extraction as well. So rather having to manually swap back to human, target a body then press DE, I just mash the bind twice when an enemy dies, and it pops me into human form, targets nearest enemy (I spend most of my time in or near melee) then spawns a Fluffy. If you wanna get real weird you can even use this macro for your human attacks like Gravity Well or Gravitic Emanation. While tray swaps still work just as well as they always have, I've adopted a macro heavy set up in lieu of tray swaps so all my attacks utilize a macro so I can use any form attack I want regardless of form. It gets a bit button mashy at times but it's a lot of fun.
  6. I will agree it is likely bugged, however it only proccing in the power it's slotted in is not technically true. I've had it proc across a variety of powers. To make things even stranger, the heal appears to either scale with damage dealt or scales based on the level of the enemy you're fighting, I never fully figured out which it was but grey con enemies yielded a larger heal, enemy's your level or higher, a smaller heal. Update: I haven't had the proc slotted since last beta, popped it back in outta curiosity now I can even get it to proc one time. Definitely something wrong with this IO. Tried it in my PB slotted into Nova det, ran around PI trying to get it proc. Did not fire once in that attack or in any other attack used. Tried it on my WS in sunless mire. Even against 10 targets on multiple occasions, not 1 proc. Did not proc using any other attack either.
  7. Doom's 32.5 Tri-form - Warshade 01.12.2021.mxd Try this on for size. This version still retains 32.5 s/l defense in all forms but will have an improved resistance floor before inherent bonus or eclipse. Runs about the same level of global recharge bonuses. High FFB uptime in my experience is more beneficial than pursuing more flat recharge bonuses past 160%ish total. We've dumped Unchain Essence and the Invisibility APP entirely in favor of Force of Will to pick up Unleash Potential. Unchain, while fun generally has to large an uptime to be all that useful when we can string together aoe's constantly already and maintain high sustained aoe damage. Unleash Potential will grant you bonus def to all, allowing you to push you over softcap to s/l def for 60 seconds and also allowing you to conserve inspirations while replacing one of our LotG mules. Additionally, slotted this way it will also boost your recovery a further 2+end/second lessening your reliance on Stygian Circle. Helpful in longer fights or when fighting enemy groups that don't produce bodies to drain off of. Special note: Despite the description, Unleash actually does not have a crash. Swapped a few sets around for their purple variant(s). Slotted FotG chance for -res into Dwarf Mire and Annihilation -res into Gravitic to help soften up targets. Swapped the other 3 pcs Essence drain to Nova Emanation and added a FFB proc, so both Nova aoes now can proc FFB to maintain higher uptime on the 100% bonus recharge. High FFB should help minimize the downtime on Unleash and keep your Nuke up more often.. Slotted Soulbound Build-up 2 pcs into Dark Extraction to red ED cap acc/dmg/rch and give your pets build up, which fires quite often and can stack. Slotted Gravity well with 5 pcs Blistering Cold (w/ hold proc) and Unbreakable Constraint chance for Smashing dmg. This slotting is great as it makes it quite end efficient and can also one shot hold a boss. Good soft control to combine with Gravitic and your Dwarf Taunt to help keep your pets alive. Still retains Burnout, useful for resetting a fight in the event Eclipse misses or does not saturate enough and you get dropped. Simply rez -> burnout -> eclipse and keep going. Also handy for getting an additional pet, bringing your total up to 4 max.
  8. 2 things can be true at the same time. It is technically true that Nova form has a higher ranged damage modifier than blasters but the actual base damage values assigned to Nova blasts and a 300% damage cap will never allow a Warshade's damage output potential to be greater than a Blaster's damage output potential. Warshades weren't designed to supplant Blasters though, nor can you really slot one to achieve that so it's kind of a silly point to make. Even more silly if you're talking about Fire blast.
  9. I have several builds up that achieve 32.5 s/l def, even on a budget. Many of the PB ones do have screen shots so that should be some help as I understand you're on a Mac and won't have mids. Take a look. If you have any further questions, feel free to DM me.
  10. It is possible, but it's generally not worth it. 32.5 s/l defense is easily achieved and covers the most basic dmg type while 1 small purple inspiration will softcap you from there. PB should be sturdy enough and have enough soft control through knockdown/knockback to not really need added defense on top of their high resists and strong heals but it can be helpful while exemping below Light Form range.
  11. Dear OP, Your Kheldian Rework comes off as more of a "I don't like the changes to teleport powers" and "the inherent should do something for us solo" than it does any actual ideas for a rework. Can I suggest a title change to your post? OR, If you want to get a dialog going for rework ideas I think many would be game, but we need flushed out ideas to build off of. I do agree that the inherent having some bonus for the solo player would be a welcome change, and it has been suggested before many times but coming to a consensus on what that would be may be difficult. As for the TP power changes, while I can certainly empathize with players who lose out on LRT from their builds, I think it is what it is at this point. Warshades for the most part can solo just fine out of the box but their reliance on buff fuel could be lessened to make their 'peaks and valleys' style performance a little less drastic without losing their identity. I had an idea that was shared between myself and other posters in the past, but namely @Microcosm. The idea in essence was to give the same (or similar) treatment Dark melee received, to Warshades. My post per another recent thread: "Give Warshades the Dark Melee treatment.Frontload Sunless Mire to grant 50% +damage for first target hit, 10.416% for each target there after. Adjust max target count to 7 max, down from 10. (Similar to Soul Drain)Max damage buff remains the same as current, but requires less saturation.Add Mez protection to Eclipse; Mag 3.11 to Hold, Immob, Stun, Sleep for first target hit. (Same mag values as Light Form. ) Give Essence Drain the Siphon Life buff.End cost reduced to 10.19 down from 15.6Recharge reduced to 10 sec at base down from 15Damage increased to 92.65 up from 47.27 (92.65 base damage same as Radiant Strike for PB)Cast time and 10% heal remain the same.Fix the Dark Extraction AI that causes Essences to charge into melee despite having ZERO melee abilities." I'd like to emphasize the last bit regarding Dark Extraction because this is something that is sorely needed. When pet AI was overhauled last year to prevent them from kamikazeing into melee, I believe this may only have extended to MM pets for the most part. Someone can chime in and correct me if I'm wrong, but for a pet like DE, who has ZERO and I mean ZERO melee abilities, they should stay out of melee range. Period. Full stop. I would also go as far to suggest that either DE should be able to inherent self buffs such as Eclipse or that they are given an independent survivability pass. Currently Warshades ST dps is anything but stellar and relies heavily on their pets to supplement this. Problem is, they die to a stiff breeze making them difficult to leverage, particularly in AV fights. If WS ST dmg output is going to be tied to it's pets, I would argue they should be more reliable and less easy to defeat regardless of environment be that solo or in a buff saturated team. Khelds in general could use more QoL, and I have other ideas, but I will leave my input at that for the time being. TL;DR: Frontload Sunless Mire like Soul Drain. Add Mez protection to Eclipse ala Light Form. Give Essence Drain same recharge/base end as Siphon life, same damage as Radiant Strike. Fix fluffy AI's melee obsession and/or make them stronk.
  12. Sentinels might give Warshades a run for their money with ST dps performance, particularly due to their pets doing the lions share of their ST performance but being incredibly fragile/unreliable. But Peacebringers can likely out dps most Sentinel builds while being sturdier defensively, having larger aoe caps and a nuke. Now I say Peacebringers can, but I doubt most would. Average Sentinel to average PB, ST damage is probably competitive with PB having the edge AoE wise. Fwiw, my PB with a proc'd out ST chain's best Pylon time was about 2:43 IIRC. I have tried to take Sentinel builds w/ proc'd out chains which include Dominate and Mind Probe but have only yielded sub 4 min times. I know @nihilii had some really good results with Elec Blast and Psy epic as it seems Elec Blast, ironically, has some of the best DPA ST attacks among Sentinel primaries. All that being said, proc performance isn't exactly a good point of comparison for damage performance between AT's...
  13. No burst of damage or -dmg debuff's applied. So if it is the intent that those effects should occur and aren't I'd say it's a bug otherwise the descriptions need to be updated. As far as I can tell isolating "damage inflicted" and even "pet damage inflicted" in separate tabs as well as watching the damage ticks, I could not see any additional damage ticks. On the accuracy debuff, it would be interesting to see if it's unresisted. That would be decent to put on AV's if that's the case as the purple patch does not seem to be affecting the value either.
  14. Gamma Ray actually debuffs the enemies base accuracy, not to-hit, by a flat 20% regardless of enemy level. It does not infact debuff their damage at least as far as the combat monitor can tell me. I suppose one could put the debuff on an enemy and test to see if they take less damage while the enemy is under that effect. The duration of Gamma Ray is at least pretty lengthy at about 30 secs +- as far as I can tell.
  15. I actually haven't posted my macros or set up but maybe that's something I should do when I get some time. It's a weird set up but it works for me and let's me do some things I couldn't do with a conventional set up. As for my internet, it was actually kinda subpar at the time of recording. The form animations still flash now and then, they just didn't in that particular clip. Maybe you should give PB a try now that we have more ways to convert kB -> KD? A well built tri-form PB with a proc'd out human st chain is one of the HC era's best kept secrets IMO. Yeah I get that and it's something i hear a lot of people say. To many, it feels like too much work when you can get comparable results or better with less work on a different AT and for the most part that's correct, at least offensively speaking. As far as the blaster comparison goes, I'll give it to fire/ blasters for sheer damage but fire blast beats a lot of sets for ST and aoe, ice blast for ST and water for aoe. The rest of the blaster primaries are alright but those 3 are outliers imo. Warshades have never had great ST damage. Too much of their ST performance is tied to their pets and they die to a stiff wind when solo. For aoe performance Warshades still crush it. You'll also never be able to cap all resists including psi with a blaster or refill your health and end every 10 seconds off dead mobs but with enough offensive power you may not need to.
  16. It was actually dwarf mire > eclipse > sunless > quasar > dwarf mire > nova emanation > gravitic. It's sneaky fast I know. That's the beauty of macros. The second dwarf mire wasn't really needed, just habit.
  17. giphy.mp4 Speaking of trash... Here is my WS taking it out. This could be you.
  18. Warshades and Peacebringers are not trash. They only got better on homecoming and under the current PPM proc system. People who say they are trash generally tend to view them as trash because they (the classes) are generalist jack of all trades, and this attitude typically comes from a place of ignorance or a "they didn't work for me therefore they are garbage" kind of mindstate. That being said, both classes but particularly Warshades are a lot of work to put together, build, set up and play optimally and this understandably, turns off a lot of people. On the other hand, if you like frantic/busy playstyles, they can be quite rewarding to build and play. One thing they really excel at though, is exemplar play. Strong from level 6 through the rest of early/mid game. It's only at incarnate levels do they tend to pale in comparison to other combos. If u want to try it, go for it. The bar for success in COH is so low, I really don't understand why some players choose to shame others or say certain classes don't bring anything to a team. Play your class well, build right and anything works.
  19. Well Shades technically can perma-stun groups with some effort but it can be more tricky than other combos with Gravitic being a cone with built in KB and inky being a small pbaoe OG clone. But I agree, Gravimetric Snare could use some attention. Making it a small aoe immob similar to say Electric Fences would be a decent approach and would emphasize further on the control side of the WS tool kit. Currently it's tied for the same DPA, base recharge and animation speed to Ebon Eye (when used in Human form) and both are ST abilities. That's too much redundancy IMO. Make it a 10' targeted aoe immob and give it -kb. Then you've got more synergy for your controll powers, allowing you to negate the KB in Gravitic Emanation, turning it into KD instead of KB and would allow you capitalize on Inky's small 8' radius more easily, letting you keep more mobs stunned.
  20. Make it Mag 4 protection like Bane/Crab Spider Armor. Running Acro has too many pre-reqs and would only provide an additional mag 2 hold protection while other mez types would stay at 2. The opportunity cost for it is too great when Shades are already have so many good power picks in their kit that many consider mandatory. Human form only builds are already pigeonholed hard into getting mez protection from other sources at the cost of power picks and/or reliance on clarion which for many is a reason people drop their shades. Mez has never been an issue for me personally as I just use break frees, but detoggling/retoggling inky and OD has made me abandon Human Form only builds for a while now in favor of Triform and going toggle-less. Khelds need a QoL pass, but more-so on the Human Form side IMO and particularly on the Warshade side and the request for some kind of baseline inherent mez protection is one that keeps coming up.
  21. Yes, as long as you don't exceed 5x 10% bonuses elsewhere in your build.
  22. Doom's 32.5 Budget Triform Shade - Warshade (Umbral Blast) 12.04.2020 2xFold.mxd Here's a modified version of my Budget Triform build to include both Shadow Slip and LRT (Fold Space). The build has 32.5 s/l defense in all forms which will help reduce the chance of the most common damage type attacks hitting you but can help reduce mezzes from landing if the attack has the s/l tag on it. It has no purples, only 2 ATO sets, panacea and the rest common sets aside from procs, so it's very affordable and you can soft cap s/l defense with 1 small purple insp. As Chi mentioned, you can lean on Dwarf to break mez or use the p2w defense amp. I personally don't use either much and tend to run break free macros instead as I don't like leaning on p2w items as part of a build nor do I like being pigeon holed into a form if I do get mezzed, but that's me.
  23. Fun fact: Piercing Beam's -20% res actually stacks with itself. Achilles, Annihilation and Fury of the Gladiator -res procs do not stack however, even from multiple outside sources (ie. other players, slotted in other powers, etc.) The resistance debuff cap is quite high, so high in fact that I wouldn't worry about it. The more you bring the better generally speaking, because it multiplies all incoming damage on the target.
  24. No. Sorry but quantums are a shell of their former selves and their current strength is but a sliver of the power they once had. They are not a threat, even when leveling. I reject the idea that they need to be removed because you personally struggle to defeat them while leveling.
  25. *coughs* Orbiting Death *coughs* inky aspect *cough cough*
×
×
  • Create New...