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  1. They get mire as mentioned. A long time ago they used to get eclipse as well, but that disappeared at some point, leaving them as one of the squishiest pets on the block. Since a large part of a Warshades damage comes from these guys it would be really nice to get that back. When they did inherit it they also inherited the duration, so if you had ten seconds left on mire, the pet you summon at that point also had ten seconds left on it, which feels appropriate for balance. Would also be nice to get them to not close to melee since they have all ranged attacks...
  2. Late to this party, but I'll add my comments from a Warshade perspective. TP Target is a nice QoL change. Fold Space is awesome; I will echo what someone said early in the thread that this is a primary/secondary power for a WS and is therefore supposed to be in some way superior to the pool version. I nitpick this because Kheldians have gotten the short stick a few time with powers getting copied from various places and not receiving the correct attributes/buffs. As example this happened briefly with Shadow Cloak once which was made into a copy of Stealth from Invisibil
  3. Nicely done, Doom. And not a surprise to me you pulled it off 🙂 I've been away for a bit, but I'll send your bounty along soon.
  4. What Troo said, but here are some that I feel have particularly good synergy Ice/bio: stacking sleeps and ice adds significant mitigation to bio when needed Staff/fire: staff is incredibly versatile, but is a little weak on damage, which burn helps Sav/ice: savage is strong but gives 0 mitigation, while ice is incredibly resilient once invested in Db/elec or ea or sr: db is especially recharge hungry if you want to push the damage to the max, and these three offer +rech along with being very tough Anything lacking AoEs/rad: rad gives two aoes to help your primar
  5. Description error, those are dual blades combos.
  6. You can try the full build with incarnates and such on test server first to see if you like it. I spend more time on test than live honestly.
  7. They are very similar in some ways, and you pretty much hit all the differences. I generally simplify the choice this way: if I must have more rech or I never want to be drained I go with elec; if I need more AoE I go with rad. Rad has good end tools and some resist to end drain, but it is still possible to be drained given enough hits. Elec cannot be drained by outside sources. However, rad gets a little more healing and a t9 without a crash. Pick your poison.
  8. Staff/Ice, DB/Elec, and Ice/Bio for me. Staff/Ice was mostly thematic and I also like both of those powersets, though they don't have a particular synergy together.
  9. Ff is not great in waterspout. It is a practically guaranteed fire on summon, but it can't fire after that since the pet itself doesn't benefit from the procs. That's not a lot of up time. If you don't have a place to put the two resistance procs it takes it is a good spot for those or 5 of the Ragnarok set. There's no reason to do a kb to kd either, as it does knockup, not knockback.
  10. Seems like a description change is in order then, although it seems like it would be fine to work off actual max hp.
  11. I would definitely recommend ice/bio over the other two. Bio is not as sturdy as some of the other sets, but ice makes up for it with ice patch and stacking sleeps. Stj has some knockdowns but savage has no mitigation to add to bio whatsoever.
  12. You should reconsider for Icy Bastion. It's not like the other t9 powers, and is what pushes ice armor toward the top in terms of survival.
  13. So I was playing around with this proc on one of my ice characters, and I noticed that it heals for the same value when I have hoarfrost up and when I don't. I calculated it out, and the heal is doing 5% base, unenhanced of max hp. I expected 5% of current max hp. Am I new to the party on this? If you're running at hp cap that's a significantly smaller heal.
  14. Ageless covers it with very little wiggle room, but I also don't use energy absorption in this case. I think I put a little end redux in shockwave. One thing I really don't like is I had to put the +crit ato in icicles because I didn't have room and didn't want to lower the proc chances of the other attacks since claw attacks are already low recharge. Edit: I changed my slotting around to drop Gaussian's, get the Crit proc in Follow Up, and add a knockdown proc to spin. Got the below new times 2:04 437 1:52 470 2:21 400 (lag) 1:55 461 1:49 480 Much improved
  15. Buff powers do, yes. Light form used to specifically lock you out of other forms, but it was changed in one of the later issues on live along with a number of other kheldian improvements.
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