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FlammeFatale

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  1. You can try my version, which meets all of your criteria. It is a hover-blaster, but you can also land, turn repulsion field on, and blast from the ground without ever being hit by a mob. This is one of my strongest characters in terms of damage/survival balance. - Cobalt Man - Energy Energy Blaster.mbd
  2. I think the number one improvement warshades need is less clicks. Let's compare a blaster to a warshade. How do they clear a spawn of all minions and lieutenants, with only the two bosses left? Energy/Energy Blaster: Build-up --> Aim --> Nova A total of 3 clicks and 5.808 seconds, of which 3.168 is spent in danger, inside the mob. Warshade: Eclipse --> Dwarf --> Dwarf Mire --> Human --> Sunless Mire --> Quasar --> Target a mob --> Unchain Essence (for instance). A total of 8 clicks and 11.352 seconds, all of which are spent in danger, inside the mob. If you do not cancel the dwarf animation you have to add 1.167 seconds, for a grand total of 12.519 seconds + the small time spent targetting after Quasar. Conclusion: it takes at least twice as much time and 5 more clicks, to inflict similar damage with my warshade as with my blaster.
  3. Syler, you could try my old-school Human/Dwarf warshade. It is not changeling, I only use animation cancelling for the double mire. While not as fast against single targets as changeling, it is still faster than all my tankers, controllers, dominators, defenders, masterminds... Here is the original explanation: I am also appending my latest build, which has changed very little. One thing to note is that I use a lot of binds, to reduce the tediousness of too much clicking. For instance: F1 "targetcustomnext enemy defeated" F2 "powexecname dark extraction" F3 "powexecname unchain essence" So a quick F1-F3 tap allows smooth integration of unchain in the alpha AoE chain. - Flamme Fatale - Bi-Form WS .mbd
  4. This would be fun. At least make it a PBAoE, even if it summons only one pet a time. A PBAoE means one less click compared to the current method.
  5. One easy solution would be to have a timer like combat teleport. For instance, we would be limited to 4 or 5 shapeshifts per 30 seconds. This way, we would keep our defining feature and our fun moves like double mire, but changeling would be gone. Once this is done, I do not think it would be difficult to improve kheldians. They just need more damage and less clicks. I would really appreciate less clicks. I feel less clicks should be the top priority in any revamp. This can be implemented simply by adding shapeshift to every power in the form. For instance, clicking Black Dwarf Drain from human form automatically shifts to dwarf and perform the drain. You cannot exploit this because of the 4-5 shifts per 30 second limitation. Improving damage would be easy too, just change the damage scales. In the case of warshades, it would be nice also to have some powers scale up when there are only a couple mobs around and a better inherent. Nice but not necessary.
  6. You forgot ugly characters. Back on live, I once got kicked out of a team because the leader found my character ugly. The discussion went like this: leader: I don't like your character. me: why? leader: because she is ugly. ... proceeds to kick me. This was in team chat, not tells, and must have triggered some group discussion. 5 minutes later, the team had reformed without the aesthete leader and re-invited me.
  7. You don't even need to invest in a second build. For soloing, you can just use a couple unslotters to replace your KB->KD enhancements, by procs for instance. Then switch back to KB->KD when teaming. You can keep the alternative enhancements and unslotters in you inventory. This is strictly to have some fun, because I found it is simpler to always keep KB->KD in AoEs. The KB tax is not so big, it does not make or break a build. And soloing, KB can be detrimental to my own KB-ing character, if I have melee attacks in the chain.
  8. My Elec/Elec corruptor has no problem draining enemies of endurance and flooring their recovery. Even +4 boss runners have no endurance when they decide to come back after they fled my alpha. AVs are different. They have too much recovery. I can drain AVs, but they recover too fast so can still attack. The key to sapping non-AV mobs is to use Power Boost. I am using Clarion Radial and Gravitic Interface too, but these are not really needed. With so much sapping, no mob hits, so defense is not really an issue. This corruptor has not the greatest damage, it plays slow like a tank, but it has great survivability. - Terawatts - Elec Elec Corruptor.mbd
  9. My vote would go to crabbermind. I use mine as a badger. I feel it is a solid all-rounder which is good at soloing but still brings buffs to parties. The pets are fun and do not require micromanagement like a MM. It is not the tankiest character but is tanky enough (soft-capped positionnals + decent resistances). It has excellent AoE damage. ST damage is lower yet sufficient for most purposes (AVs and GMs are do-able but take too long to be fun).
  10. On my Spines/Regen, I put the crit proc in Throw Spines. It crits almost every time, but I go against big size mobs. Throw Spines had a reasonably fast activation time, as fast as Lunge.
  11. If you use keyboard shortcuts, you can save action bar space. Put the power in its normal slot, for instance slot 4 of tray 1. Then put the macro in an unused and hidden tray, for instance slot 4 of tray 9. Then /bind 4 powexec_tray 4 9. This way, when you click key 4 you activate the macro but get the countdown in the proper slot. And if you want to use the power without the macro, you click it instead of pressing a key.
  12. I have a water/energy sentinel. I had not played it in a while, but I seem to remember there was an endurance crash at the end of Overload. This is also mentioned in the power description. Now I do not get any endurance crash. Tested over about 4 hours of play. Is it a bug or something normal? I cannot find anything in patch notes.
  13. I have a Peacebringer with 0% defense but overcapped resistances. It is almost unkillable in 4/8 solo missions. The only thing to watch for is chain mezzes, against carnies for instance, because every mezz hits. Okay, I took Stealth and Combat Jumping which can provide a small defense bonus. But I use these powers as mules and am happy to keep them toggled off.
  14. You can try my build. It can solo 54*8 missions fine. This build philosophy is "lots of confuse": Seeds, World of Confusion, Cupid proc in Psionic Tornado and Cognitive interface. I lead with Spirit Tree, Creepers, Seeds. My changes for page 2: replaced the pet by Psionic Tornado, to compensate for the loss of dps, and removed the procs in Creepers. Please note that like Frosticus' old build, Nerve and Ageless are really needed. - Strychnine - Plant Poison Controller - page 2.mbd
  15. Maybe it is just me and my poor skills, but warshades cannot really solo avs/gms. Well they can solo some but it gets tedious, like 15 minutes to kill one. And only at lower difficulties like +1/+2. Warshades skills need huge mobs to shine, they are not conductive to playing against one big tough mob. They are one of the worst characters for soloing AVs.
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