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arkieboy72472

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  1. I have been playing my warshade quite a bit lately, and here are some things I picked up on here are there: The worst type of enemies I can face are any that drain endurance. Since your forms are toggles, endurance drain leads to toggle drop which leads to being stuck as a human with no defenses. Sappers, Mu Guardians, Juicers, Witches…all need to die on sight. Depending on what form you are in is what resistance and defense buffs that carry over. Eclipse / Global / set bonus buffs do. Toggles from your human form do not. If you are having problems being held, slept, ect. Just switch to Dwarf form until the effect wears off. Do know that if the effect has not worn off you will immediately have it if you switch to Nova or Human. Since you have to use human form for eclipse, cycle, and mire, it doesn’t hurt to run your stealth, tough, weave, combat jumping, and travel power with celerity stealth IO. Speaking of stealth, using any form of stealth (and super speed) drops your threat level, which is how the bad guy decides who to attack (aside from taunt), by 1. By default most every archetype has a base of 1. Warshades have a base of 2. The dwarf form has a base of 3. I keep the war shade stealth on at all times plus super speed plus the stealth IO. That way I can line up an eclipse before the bad guys attack. I can’t always get the Mire off, but I can usually set up my eclipse before I swap forms. Teleporting into a group is the best way to open your attacking up as a dwarf. The element of surprise buys you a second to mire before they attack you. Our taunt is maybe half as good as a tanks taunt. Being first to attack will help you attract attention away from your teammates if your group lacks a tank. Grab a couple of Knock Back IOs to slot in your travel powers so when you are human you don’t get bounced around like a doll by grenades.
  2. I was unaware of other sets that offered a range bonus. That’s great. The idea as far as I am concerned: If the game allows me to see it, I can shoot it. There isn’t much in the game, if anything that increases draw distance. In my AR/dev blaster. I could out snipe my visual distance. By the time any one enemy gets to me, I have already cycled through my powers and they are likely gone. And yea, some cone powers have been buffed a bit by widening. It is to the point with some powers that you will max out your targets fairly easily. That of course means you will take on quite a bit of aggro.
  3. As a dark/empath who wants to also stay at range (this also goes especially for assault rifle/Dev blasters) here is what I have found helpful if you really want to stay at long range and maximize those cones (without looking at what you did, so this may be redundant) If you have a blast that is 5 slotted with a ranged damage set, add a 6th slot and grab a Dam/Range HO or IO. Bombardment has a range bonus at slot 2. You can use that 5 times. This will require 5 powers that accept that set of course. Some ATO sets (I don’t think any crafted purple sets) grant plus range. Throw those in ranged damage powers. There is an alpha slot that grants +range on T4. Not sure if it is musculature or not. You will obviously want that. All of that will make your cones the best they can be. You want to maximize range and damage. Combined with high recharge, you can kill most things before they get to you. If you are not using dark (and even if you are) the diamagnetic incarnate adds extra -tohit for even more free defense. long distance, high recharge, high damage, good defense, and -tohit debuffs equal great survivability! having >80% global recharge before hasten and >20% defense to any type of damage is fairly easy to obtain.
  4. Last post for now. I switched alpha slot to Musculature Radial. The extra damage is worth more than the trivial recharge. I just about have this WarShade slotted as good as it can be. The main issue it has is when i go against 1 powerful enemy, but that is every Warshade's issue. That is: every power relies on bodies, but what do you do when it's just you against an AV? In my case I just get into tank form and try to maintain aggro while everyone else fights. In the event the party has a tank, I will blast at range, then nuke whenever the nuke is up. It's all you CAN do. 99% of the time when you are playing, you are a machine running smooth as butter, 1% of the time you do what you can. That's the warshade life.
  5. My arsenal controller also doesn't have damage, but it still has aggro, which makes no sense in sleep. Also, the confuse grenade only works half the time.
  6. I learned I had no slot for ACC in eclipse. I fixed that. I have the power Frankenslotted now and it works better. Now that I have more resists and defenses from both uniques and sets, my human mode survival is now better. It took more set bonuses. I made it to 50, but the true jump in power came from better slotting and more recharge. Getting mezzed while in human form is still my weakness. As for incarnates starting with alpha I picked the recharge one. Having more recharge plus whatever extras it offers seemed like the best pick. My global recharge is miles better now as well. I am using the binds from the MF war shade guide. I am using 4 or so binds total: the one he has listed for teleport in human form, the bind to turn me into a squid, the bind to turn me into a dwarf and set dwarf teleport up, and the bind to go human, Detoggle the other two forms and then set up the teleport again. These binds also go to certian trays so I can press 1-6 or so without shift, alt, ctrl. so I think I am using the three buttons X for crab, C for Human, V for squid (my least used form). The only issues I have are 1) with any critter that mezzes hard since human form has little protection. I have to go crab and switch back when the mezz wears off. 2) having to press the form change button twice so that I can activate powers.
  7. Just a few quick things off the top of my head: 1) As i am leveling up and slotting, I am finding when I play on +3/+4 content on teams, my powers miss. I am ok with the mires not hitting a lot, but I absolutely need that eclipse to hit. Whats the best way to slot it? 2) I only use the human form for eclipse, mire, cycle, nuke, and pet extraction. How many of the shields do you all run? I grabbed tough and weave late, plus i have the basic gravity shield for S/L. Maybe I need better set bonuses or def? I don't want to run leadership too, but I may. My current toggles are S/L shield, tough, weave, CJ, the stealth toggle, and super speed. (i forgot the names of the stealth and the S/L resist) 3) I am finding I have to click bind buttons twice sometimes to switch from crab to human. I do a lot of switching and I hate seeing the greyed out tray. Is this normal? 4) I am starting to think about alpha slot. I am not concerned about adding more resistance or damage via the slot since I can cap both of those with powers. I was considering recharge or accuracy. Maybe even end redux. What do you all do for alpha? I was also considering the -tohit incarnate for attacks to facilitate team survival along with melee hybrid and the +def destiny. 5) Does anyone split either of the Kheldian ATOs? where do you all put them?
  8. If I could my fix would be this: for force field detention: obviously it only works on one bad guy at a time. Nothing goes in or out. All effects on the critter are null. Make max duration 30 seconds. Make recharge a minute or two. Make the mag scale so at lvl 50 it can maybe handle an AV, at least an EB. This power would likely never work on an AV, Hero, or GM. Make it a toggle. Make it auto-hit. Make the endurance heavy enough to where you don’t want to run it too long. The endurance would probably be the only thing you could modify, or the recharge. Now it’s a strong power with a drawback and plenty usable. Now it’s useful. as for black hole. Make it attract all bad guys in the area. Only one foe is caged. Pretty much same as above. The devs can choose to make the attract part cancel with the toggle or persist. So now the catch is, you can leave it going longer as it herds a little, but you can’t touch the focal point of the power until it stops or is untoggled. It also helps herding when the team is lacking a tank, but draws aggro on the player. Now it’s useful. the reason: teammates are forced to sit and wait for Joe heroes power to shut off before they can beat up the bad guy. This makes people want to not take the power. Powers can be situational, but no power should be bad. As they are, they are bad. these are just ideas. At the end of the day they can leave everything the same and just make them a toggle. They fixed time bomb. Now it is an awesome addition. Even the other versions of it are good. They are all even better than that poor omega weapon or rocket launcher. Maybe in time they will revisit these seldom used powers.
  9. Time bomb is now click to detonate. Trip mine stays for a while or until it gets tripped. Ok, those are bad examples. Gravity’s intangible power is an example of what I want. click: it works. Click: it stops. It has a set time it will work for otherwise. Now it recharges. After a while, it’s available again. It has a heavy end cost as a drawback but has a strong immobile mag. It doesn’t effect melee players, but it does ranged.
  10. Yes. I am not saying make it perma. I am saying if I want to cancel at 15 seconds instead of 30, I want that ability. The power can still have a max duration, a recharge speed etc. I gave examples. How does anyone get perma from that?
  11. I don’t care if they make The power do “only effects self” or intangible. Gravity’s make sense in that if you are in the cage you can still be attacked (I think). With a bubble cage, it should be that nothing gets in or out. Nothing should be able to affect them. It’s a time out cage. With black hole. I can see it more as a power that draws anything around it to a point and maybe makes whatever is inside of it intangible. Either way, I want them on a toggle, not a timer. Thats all.
  12. I have noticed that a gravity controller can “cage” bad guys with a big bubble. It may annoy teammates, but it’s cool. You can slip a slow patch inside then detoggle. Force field and dark miasma also has a time out cage. It’s on a timer. Make it a toggle. If time bomb can be fixed with a click system, the cages can be fixed. 1) pick the bad guy 2) click you are in time out! 3) click you are out. Ok guys get him! if that makes it too powerful, do one of three things: replace the power, increase recharge, or reduce the mag. Reducing the mag will make it nigh useless. Replacing it gives up something else. Up the recharge forces us to be selective of who to cage. Thats all. Make cages great for the first time. No need in having powers that everyone skips. Time bomb was made better. No reason not to attempt this.
  13. I have found that the Warshades greatest asset is flexibility within teams. Sometimes I do get frustrated with the crab and squid forms, because they each have about 5 attacks and seem limited. However, when my team lacks a tank, I tend to do that more. When they have one, I tend to blast more, but mainly in melee range. The only blasting issue is the KB, but that can be fixed. Being human only will hurt until you get eclipse. I can already tell a human only build will be damn expensive. I tend to get frustrated with squid form and I can see how as a tank the lack of damage is frustrating. As a human, you are totally reliant on your buffs hitting to be able to survive. I can see living without squid form if any. A good build will be expensive and probably lacking the slots you really want. You can always strip it down, transfer assets, and try something else. Tons of alt choices. You first may want to find a AT and set that matches your play style. If you want a high damage tank, grab a brute. If you want to tank but also enable your team to play as they wish, be an actual tank. Sets also matter too. Like when you are a Force Field Defender, that’s a very laid back playstyle. When you are a trick arrow defender, you stay busy. Both buff and debuff. Both blast.
  14. So, now if I wanted to test my sniping range, I take it I can use the new location command and set a thumbtack where the bad guy will spawn? The reason I ask is that some of the global range bonuses don't show up in power descriptions. I have always wanted to see just how far I can take it. AR/DEV blaster here who has 45% of global bonuses plus 20% os so from T4 incarnates and a dam/range HO in all my cone powers and snipe. I kinda want to see just how far I can push out a snipe in feet. Until now, I had no way to judge the range of my powers. The global bonuses you get don't show up in the numbers, only the enhanced and alpha slot numbers. This is a interesting addition for the range-philes like me who like to try and kill from draw distance.
  15. I have an AR/DEV blaster and I have found that the trick to it is Range. Lots and lots of range plus Recharge. It all lends to a play style of "Stay away from me" with a dash of "by the time you make it to me, you will be dead. Things you will want: Intuition T4 Right side (gives damage AND 20% Range) Bombardment (at least 2 slots) x5 for 25% Range ATO Blasters Wrath (Either 3 slotted twice for 20% range or single slotted once for 10%) That is a lot of range! But wait, there is more! Every power once you hit 50 that is 6 slotted gets a Dam/Range HO at the end. The best kill is overkill. And let me tell you..... Being able to kill the next spawn from last spawns distance via Full Auto...Nice. Being able to snipe at almost 300 feet (or whatever draw distance is on my pc) also nice. If I can see it, I can shoot it. Usually I can snipe most any one thing regardless of power (short of purple EBs) before it gets to me. If you see it, you can shoot it. Now, what IFFFF they make it to you? You have your pals Gun Drone, Caltrops, and Bonfire (with or without the KB to KD proc....) Now, bonfire itself is awesome for flopping with the proc, but it is also a great "stay the F away from me" power without it. Here is a quick run down of how I slot things because I don't use mids: Burst: Either decimation or entropic chaos 5 slot. Also a -res Ach Heel proc can fit this. Slug: Either decimation or entropic chaos 5 slot. I also keep the KB because it is mitigation and fun. NOTE: if you put a DAM/Range HO in all of your cones, one of these can be six slotted for the other Blaster ATO. Buckshot: Bombardment 5 slot and an HO dam/range. KB is mitigation. M30 Grenade: Bombardment 5 slot and an HO dam/range. KB is mitigation. Beanbag: Skip. I think it sucks. you do you. Snipe: either sting of the manticore 5 slot and dam/range HO or VR purple ranged 5 slot plus dam/range. If you see it, you can just about shoot it 🙂 Flamethrower: Bombardment 5 slot and an HO dam/range. See a pattern? Ignite: Tricky, but let me explain. It has so much fear it really only works on held or immobed stuff. It also does a shit ton of damage. Its built in range is crap. You can do a few things...Bombardment 5 slot and an HO dam/range OR Half of Blaster Wrath and 2 positron (dam/range plus dam/Recharge) plus another dam/range HO. I like the extra range in this so I Can ignite a thing way away from me or stick it in a doorway to make things run. I also spray this around my feet to make doods fear run off. It works and is a good EB/AV killer. Some like it, most hate it. Full Auto: I used to run Posi and then I tried a full ATO set and then I tried the above frankenslot, but in the end I fall back to Bombardment 5 slot and an HO dam/range. You need to max out that damage and recharge, then hit it with a range HO. I like having it on 15 second repeat. Cones from across the room! Now all that leaves us with still the other half of your ATO to slot if you split it, and another place I need to find 2 slots for bombardment! I wonder where it can go? Caltrops! 6 slot this power. It is too good not to. Pairs well with Bonfire (5 slot ragnarok or positrons blast or whatever plus KB to KD proc, or not if you are a sadist) As for DEV, here are my only advices: Trip Mine is a great place for a +recharge proc for a free 100% recharge boost for 5 seconds. It almost always fires. Also a good 5 obliteration slot. CJ or hover is great for a stealth proc and LotG. Layered stealth stacks with cloaking device. If you grab a patron pool for some odd reason, +res and +def procs in it also effect gun drone, making it more tough OR just drop both +res in it anyways. don't put procs in smoke grenade. or in any power that doesn't get noticed. They notice it. DEV is good and you can slack on a lot of the set for slots. Time Bomb goes against build and is crap currently. First power doesn't need another slot. The few gems you have are worth loading up on with slots (gun drone, cloak, caltrops, trip mine, targeting drone) I have never used taser. I hear it is good. I find things are dead before they get to me. Why tase what I can kill instead? Wake up and choose death to your enemies. As for epics, fire is an easy choice. Tough and weave are fine also. You have lots of options. Build for recharge when you can with LotG and set bonuses. Aim for at least 170 with hasten. You can easily get much much more but you will have to skimp on range some maybe. Between the shield in the epic and tough and weave and CJ and/or hover and stealth and set bonuses, you should be well rounded with Res and Def. You want ranged def primarily. You want S/L resistance mainly. To get the most out of your new found range, stay back and aim for the MOST MIDDLE YET FARTHEST BACK dude. Drop a caltrops and bonfire at your feet, pop the gun drone (or 2 if your fast enough), and flipping blast away. Snipe dudes a group or two away. If they all come at you, full auto and drop the rest of them and KB whatever gets danger close. It never gets old. If they punch you, you messed up somewhere. You will be getting lots of 5% and 6.25% recharges. maybe even a few 10% with ATOs and VR sets. Remember the rule of 5. P.S. I have found that global range in all powers works as good or better than running an IO set full of range. The best kill is overkill.
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