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tidge

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Everything posted by tidge

  1. The %BuildUp generally isn't good in either spot... In the toggle, it should fire per the formula using a 10-second recharge. I can see it fire in Starless Step, but I don't use Starless Step al that much... unless I am in Human Form (obviously) and jumping into a fresh group... or if I feel like I may need a +ToHit bonus (because debuffs). I don't know what would go in the recharge formula for Starless Step, but I'm seeing it trigger around 1-of-3 uses. At 50, with no recharge effects in play except what is slotted, I think my time on Eclipse is 1:48. If I was human-only, this would be bad... but with such a weakness to mezz (outside of Dwarf form) I find myself spending about half of every large-spawn fight in Dwarf form... I end up with a sort of clock to work with before I lose the Eclipse bonuses. I am trying to noodle a human-only Warshade, but I feel like I would have to compromise so much to get (positional) defenses and/or mezz protection that I would end up (my opinion) a sort of inferior Blaster. Bi-forms (Human & Warshade) feels much more natural to me... so my posted build is basically what I want from a Bi-form, but with the added advantage of having Nova when I want to pew-pew with almost no Endurance concerns. Nova form is my least favorite of the forms; I think it is only the rapid fire option that has me liking it. In my head, when I think about a human-only WS, I end up think of using pools to cover deficiencies, and I would need so many pool powers that I feel I would be missing out on what I like about a Warshade (fun power choices, based on form): Hasten to get "perma" Eclipse, plus better recharge on all (ultimately, few) attacks Boxing/Tough/Weave to get Defense Maneuvers to get more Defense Concealment to get more LotG Mules ... and do I want to try for Rune of Protection for the inevitable Mezz? By my rough count, this is at least 5 pool powers... and then once I have Hasten going, I need to consider post-Accolade Endurance management via +MaxEnd, Endurance Discounts, etc. ... at this point (in my mind, no one else's!) I feel like I'm not building a Warshade anymore, I'm juggling Enhancments. <- Others don't go this crazy, but once I focus on a hole, I try to patch it!
  2. Oh I know that from the plaques, which is why I actually would like an instanced mission that offers more information... mostly because teh plaques are so completely disconnected from the lived experience of Trolls in Paragon City.
  3. Here is my current (somewhat fresh) Tri-form Warshade (Level 50) build. I took the powers in this order while leveling up. While leveling, I used a Kismet +ToHit in Shadow Cloak. Obviously some different enhancement pieces were used while leveling, and it is necessary to skimp on some slots. It's been years since I played Kheldians, and much of what follows is unlikely to be new information for experience players... yet I feel compelled to share my thoughts. I feel like Nova form is a bit of a design trap. All those attacks are soooo sexy when you first get them... and they can help clear missions PDQ, yet... Most of them (including Ebon Eye) are single-target They are 100% Negative damage, with not a great scale Knockback (which can get in the way of enjoying the AoE) The KB on the Nova attacks bothers me not at all. In Nova form, I don't really care if the spawns get split up. Outside of Nova form, I can regroup them. I can vector the KB where I want them to go. The slight damage, all of the same type, is more problematic.... hence the heavy investment in %damage in Dark Nova Detonation. Dark Nova Emination isn't terrible for %damage, but it was going to hold three pieces of an ATO, and there are better %damage powers available so for the most part I'm not maximizing slot investment in the Dark Nova attacks. I opted to split the ATO into four powers with three slots each... if I trusted myself to always be playing an A-level game and not facing too many tricksy enemies, and wanted to always stay in Dwarf mode for those enemies, I think I maybe could get by without the 3rd-slot bonuses from Essence Transfer (S/L/Mezz resistances)... but this is where I am today. About those %damage options.... The money-makers (as near as I can tell) are: Black Dwarf Mire Gravitic Emination (with Stun, which is the only enhance-able Mezz I am leveraging) Dark Detonation Sunless Mire Dark Nova Detonation Quasar would be an excellent place to put %damage... and it is probably (across all content) a better place for %damage than Sunless Mire.... but frankly I want MOAR PBAoE damage at as low a level as possible. Just about anybody can have nuke at level 26, I like having them at level 14 and below! I also wanted to reinforce myself to want to position to use Sunless Mire for the +ToHit and +Damage bonuses. My build does not include Hasten. I could trivially include it at level 38... I don't think I'd add a second slot. If I did, I would shuffle one of the %damage pieces from Sunless Mire, and probably make Sunless Mire my 5th 10% Global +Recharge bonus (Armageddon, also more Accuracy). This build already runs HOT (burns Endurance) outside of Nova form, and I find that I have enough to do without MOAR Recharge that even when I find myself (solo) waiting for a specific power (e.g. Dark Extraction) I don't think Hasten would radically improve my Quality-of-Life... except when it comes to trying for a perma-Eclipse. This is 100% about me - but I don't like chasing perma-Hasten because (in my headspace) it feels like I'm making slotting choices to get perma-Hasten instead of making slotting choices to make the character play in a way that support a character-specific style of play. This build was more-or-less tricked out using leftover/archived enhancement pieces and merits (so many boosters!)... so I guess it could look expensive but it probably had a net cost of under 100M. The pieces I'd include if I felt like burning Influence might be D-Sync Provocations Threat/Accuracy/Recharge D-Sync in Shadow Slip... another power that would benefit from having Hasten in play.
  4. Shadowstar's (Warshade contact) arcs includes a lot of details on Warwolves, etc. It may not be entirely satisfying for what you seek. One of the arcs takes place mostly on Striga, FWIW. The one area of Council/5th Column disconnected Lore that has always bothered me (despite me trying to pay attention to the Citadel and Hess TFs, and the level-missions involving AI, Mek-Men et al) is that I haven't encountered any sort of explanation about the Hoverbots. Ok... Vandal played some part in creating them, but these things have quite a bit of NPC dialogue that doesn't exactly make them feel like relatively simple robots! It's not clear that they share anything in common with Malta's bots... but their dialogue sometimes creeps me out!
  5. All I know is: So... No. If there is a deeper tie to early Gold side or somewhere else, I've missed it, and I want to say (bias!) that it must be easy to miss.(*1) AFAIK we never see "Trolls" except on Primal Earth, and the other "drug" missions are almost entirely sub-40 content... I kinda feel that there is a lot of daylight between whatever the Lore is on this subject and actual playable content. I realize that not all enemy groups scale up to 40+, and that this impedes adding them to high-level content in a meaningful way, but the (Live) scaling of the Family was something I liked, and the Homecoming scaling of the Vahzilok and Goldbrickers has been well-done IMO. (*1) Something I feel that is in the category of "unless you do a wide variety of content, you miss it" are the limited number if red-side missions where you more-or-less finally see the Circle of Thorns "possessing" scientists. Without any sort of mission-based explanation, it makes little sense (to me) why the Portal Corps parking lot is thick with them. Head canon doesn't really count as canon.
  6. I am more interested in leveraging Portal Corps to explore existing parts of the lore... Such as Superadine.
  7. I team with a lot of players who use KB, and while there are moments when it is a little crazy... It isn't something that upsets me, no matter what I am playing. I want to note: there are quite a few low-level AOE immobilizes that negate KB. Some feel differently, but I think complaining about KB is from a different era of the game. Those attacks with KB get access to a number of different %procs too!
  8. The above post has my sympathies on a couple of points, but I tend to think of these as features and not bugs: Knockback really shouldn't be that big of a deal. Warshades get Shadow Slip, and on my recently leveled WS the only KB->KD piece I have slotted in is Quasar... because that's the power that is most likely to send dead bodies everywhere, and the WS needs corpses. Knockback is a soft control, and with a flying form that has KB, Kheldians are the perfect AT to learn how to vector KB. There is a learning/appreciation curve. Re: Slots... I feel ya, but my current opinion is this: In the Nova and Dwarf forms, the point of diminishing returns hits really early... assuming you aren't investing a KB->KD piece in every one of them. Of course more slots helps a build get to more/better enhancement set bonuses, but I've made a tri-form build that has many of the attacks only 3-slotted. That build didn't take a pool power until level 38, and the last five power picks are all Enhancement mules with no extra slots invested in them. I can't directly speak to the second point, except that by leveraging primarily the Human and Dwarf(*1) forms, my WS has more than enough useful abilities! I am noodling a "Human Only" build where I will try to use pool powers to supplement the Human-only attacks, but I don't imagine that concept is going to have more than one pool... and I'm not entirely sure it will play superior to my tri-form(*1). I'm thinking Force of Will as my one power pool pick, because it will give me a human-form fast travel power in Mighty Leap, a debuff that needs few slots (Weaken Resolve), a sweet AoE cone perfect for %damage (Wall of Force), and Unleashed Potential. (*1) The Dwarf form's mezz protection is golden, and Black Dwarf Mire is simply too good a power to not slot. I'd be taking the Dwarf form as a mule anyway, so I can't imagine never using it. When using Dwarf form for Mezz protection, I absolutely want to use the melee attacks!
  9. When in Bodyguard mode,, the T1 contribute to the MM's pool of Hit Points. I would not skip them, although I do play some PUG content where I don't bother summoning them.... mostly because of the level shift, sometimes because of the AI. IMO: More than any other AT, Mastermind's have to be actively considering the content they are playing. This is not to say that they can't get into a mode of play where they very rarely have to change their thinking, it's just that different content can force a reconsideration of a style of play that "works" otherwise. Because modes are mostly only visible to the MM, this may not be obvious to other players teaming with the MM. I also believe that what I wrote above applies to changing playstyles as the MM levels up. Early in a MM career it is crucially important that the (very few) henchmen "stay alive". Later, it is much less important to be concerned about individual henchmen.
  10. I like the human only Starless Step, and I kinda think it should be available in Dwarf Form as I find the Black Dwarf Step power to be mediocre in comparison. It would be nice (unbalanced?) to have all the human only teleport powers available in all the forms. The only other things that feel like rough edges are the Endurance costs outside of Squid form.
  11. On my Shield/Axe: I use Weaken Resolve and (mostly) Wall of Force to close the gaps. The latter is a favorite power on Tankers, as it can be available at low levels and can get the attention of many enemies at a distance.
  12. I kinda agree with this... although I have a slight caveat that some powers (like the early S/L primary powers) can be delayed for a long time. For example: I usually don't even toggle on S/L resist powers unless I am tanking for a large PUG. I had the same idea (for Battle Axe), and I changed my mind....mostly because Fold Space was IMO completely unnecessary for the kind of Tanking I wanted to do, and it also required multiple slots to be any good if I wanted to use it... it needs both Recharge and Accuracy, otherwise it is just another power that will show its timer. Even as an extra 'Taunt' I don't like it on Tankers. YMMV. What I did instead: I took Shield as the primary, and only went with Combat Teleport. With the Battle Axe set, this Tanker has no problem gathering up enemies and jumping between groups.
  13. I do the same, but I dislike that it resets all my timed powers... including the fast transport options. I use different bodies and costumes for the different builds! I have multiple VEAT builds that really ought to have been respec at least once... but I liked how much they played that even after the power choices became available sooner I didn't respec them.
  14. I am of the general opinion that for most of the scenarios of play, %damage is better than %-Resistance. <- I write this because I'll advocate for the few cases when I think %-Res can be better. In the linked thread (above) I repeatedly explain why %-Resistance has sooo many things working against it. 0) The same source of -Resistance will not stack, but it will extend the duration. 1) If a Mastermind can keep -Resistance in play, the henchmen will (eventually) do more damage than a Mastermind could possibly do with %damage. I have found this true for both large spawns and for Giant Monsters. 2) Similar to point 1, if a player is always teaming against primarily "lotsa HP targets" and has more than one reliable %proc attack each with a final (global) recharge time of about 10 seconds, then it is possible (modulo resistance resisting resist debuffs) that a team of relatively mediocre DPS will have faster times. [Masterminds can chain enough sources of the same %-Resistance source and most of the henchmen have mediocre damage] 3) Some (solo) builds can get both a reliable %proc power and also have a large number of fast-firing, mediocre damage, attacks. If the %-Resistance sticks, the subsequent rapid-fire attacks could (modulo resistance resisting resist debuffs) do slightly more damage in the subsequent attacks. In the last point: I am specifically thinking about Kheldians, because the alternate forms come with extra rapid-fire attacks and most of those attacks themselves are not good for %procs and the player has to decide how many slots to invest in all those attacks... writing only for myself, even on other characters that have ended up with seven "attacks", I haven't 5-slotted all of them... so any multi-form Kheldian I can consider playing would have some non-human form attacks with 3 slots. I will repeat this from the other thread: if you are a player that primarily wants to apply -Resistance to a single target, just take Weaken Resolve from the Force of Will pool. With only two slots, you can have the first slot be an Accuracy IO and the second slot can be a %-Resistance piece. If Weaken Resolve hits, it will always apply it's longer-duration debuffs and it has a very decent chance to apply the %-Resistance for the gamblers.
  15. There is IMO a disadvantage with playing against critters that con below you... Many of them start taking knockback (from certain attacks). Scattering critters generally slows down clear times.
  16. There is no problem here. The time investment is (now with tentacle merits) is entirely reasonable and in line with what I would expect for solo players, teams and leagues... keeping in mind this is a zone critter. Next complaint: waiting for Hamidon to spawn because...
  17. The clock (or calendar, since it is almost 7 days real time) for the SSA repeats is per character. As you have discovered. The first time you run the SSA story you can do a repeat immediately. I want to say that once you have done a weekly repeat of any SSA, the clock has started for repeats of the other SSA, but not for the first time rewards of those SSA. I can't honestly remember it being different than this, but considering how often I solo run SSA I want to believe if there was a 20 merit weekly option for each different SSA I probably would have been running more than just Theoden's mission over the bast five years. Theoden's arc (either side) is pretty quickly completed, so even without the bonus merits it isn't a terrible thing for a solo player to do. The default merits/time are pretty much in line with rewards for other content.
  18. The RNG is a pseudo-random number generator that fills the space between 0.0 and 1.0 "flatly", so I can totally believe that if 8 players are on a reward roll for a mini-pet recipe, the chance for seven of them to get a 10% roll are less than 10%. BTW, does anyone know if either 0.0 or 1.0 are allowed values per the CoX RNG? I am more likely to believe that only one of these boundaries is an actual allowed value, but I'd like to definitively know for future precision.
  19. AoE Stuns that also reliably %proc are golden. Also, I desperately want some non-Negative damage in the build.
  20. I wouldn't support this suggested change, but I would like it if AT with the equivalent of Provoke or Pacify had the option to take the version from the Presence pool and have it work like their AT power. IMO the Presence pool has two GREAT powers gated behind having to take either/both Pacify and Provoke.
  21. I am working on leveling a Warshade, and at my level 25 respec I put Starless Step into the build: I didn't have another Warshade power I wanted at that level (I don't need another single-target power(*1)), or I wanted in the final build, also... I didn't feel like taking a pool power, because per my plans it won't be until circa level 35 I can take another pool power. I like Combat Teleport, so this was a natural choice for me. For the final bullet point, I have macros ready to jump into a targeted enemy's face. Less necessary for the blasts, but definitely needed for the PBAoE. I like the +ToHit, and even if that effect isn't buffed, I find myself eyeballing all the different travel powers for the 20% Slow Resistance global piece.... there are obviously a lot of options for it, but I find myself enhancing all those other travel powers in somewhat specific ways for Quality-of-Life reasons (Accuracy, Range, Endurance, ToHit, etc.) It is possible that I find myself not using Starless Step so much, but I expect human form to get a lot of play. My approach is to go tri-form, but I can see myself leveraging a second build focused entirely on the human form. In that case, I may drop Starless Step, as I will be able to mimic it with the other Warshade powers. (*1) I am using Gravitic Emination as a human-form attack. It's too good of a source of non-Negative AoE %damage to pass up IMO. Right now I have both Ebon Eye and Shadow Bolt for set bonuses and extra attacks for the non-human forms.
  22. I have my form-shifting macros configured such that the trays always change, but occasionally the form does not toggle off. I address this by putting the Nova/Dwarf toggles in the "human form" tray. This requires an extra click/button press to detoggle, but it is right there. FWIW, I only keep the rapid-recharging powers in the human tray (the one that gets replaced by Nova/Dwarf). The longer recharge human-form powers I may want to use are in a separate tray so I can keep an eye on them.
  23. For solo play, higher multiples of critter spawns are better for XP (and drops, don't forget the drops!) Ultimately, the one thing I suggest a solo player avoid is setting the difficulty such that map clear times become unreasonably long. This may not matter for an AFK farmer, but it can be extremely tedious to work through "defeat all" maps at +4x8. I usually don't go above x2 until I have some AoE, if I really don't have AoE then I will usually turn up the level if I want more of a challenge. I don't want to have to click a few single-target attacks 100+ times to clear a room. There is a real balance, because larger spawn sizes will require more "survivability", whether that be more AoE damage, more Res/Def, more control.
  24. Are the new camera controls the reason my character has started turning 180° when I execute a command like this? /macro_image "FortunataTraining_TelekineticBlast" "Back" "powexec_location Back:25 Shadow Step$$powexec_location Back:25 Black Dwarf Step" Previously, this sort of macro would leave me facing the area I just teleported from, allowing for quick ranged attacks (e.g. cones)
  25. I haven't done the math. I have it in T1, mostly because that power is muling pieces I don't want muled by the T3 (or T2). Partially because I want the T1 to have better ToHit chances. The one thing that could convince me to swap (aside from 10+% improvement in DPS) would be this: when the T3 is rocking, it has no pause between attacks to accept Damage inspirations (other than Team versions), so having 'self apply' a damage buff would be a good thing.
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