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FlammeFatale

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Everything posted by FlammeFatale

  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.
  16. This looks interesting. I usually play on Torchbearer, but I'll try to show up. Just one question: why Cimeroran Radial? I do not understand. They do not bring anything more on the table than many other pets. Unless it is for RP?
  17. You can also try this, to be able to teleport in human form with a quick double-click: /bind SHIFT+LBUTTON "powexectoggleoff White Dwarf$$powexec_location cursor White Dwarf Step$$powexectoggleon White Dwarf" For normal teleportation in dwarf form, I combine the above with: /bind CTRL+LBUTTON "powexec_location cursor White Dwarf Step" /bind EQUALS "powexec_location target white dwarf step" I really like the human form teleport, because I spend a lot of time in human form and little in dwarf form. The binds are also consistent with the ones from my warshade, with the human teleports bound to shift and the dwarf teleport bound to control. /bind SHIFT+RBUTTON "powexecname shadow step" /bind SHIFT+LBUTTON "powexecname starless step" /bind CTRL+LBUTTON "powexec_location cursor Black Dwarf Step" This enables me to switch characters without having to rework muscle memory. For quick combat moves: /bind EQUALS "powexec_location target starless step" (eg for catching runners) /bind MINUS "powexec_location Back:30 starless step" (eg to apply Gravitic Emanation) To proc the Warp IO: /bind H "powexectoggleoff Black Dwarf$$powexec_location me black dwarf step$$powexectoggleon Black Dwarf"
  18. This is not my experience. My Fly Trap hits a lot: +45% accuracy inherited from Nerve Core Paragon. +12% to-hit from Tactics. Mobs have -13.33% defense from Venomous Gas and -30% defense from Envenom. Total after Purple patch: -27.7% defense Fly trap has 3 fast recycling attacks (3s, 4s, 12s) each with -20% defense. They stack for a total of -40% to 60% defense (-25% to 38% after purple patch). Plant/Poison has tons of -def! And let's not forget mobs too suffer from cascading defense debuffs. 🙂
  19. There are fun and interesting subreddits, but I find the gaming ones can be very bitter and toxic. At least the ones for the games I am interested in. However, the drama can be actually entertaining as long as you do not take it seriously and bring some popcorn. I rarely lurk in the CoH sub, but from what I have gathered, the negativity about Homecoming seems to be always from the same 2 or 3 people. There are worse places, perhaps I should say better, if you enjoy the drama. You should try the Starfield sub, where people with 500-1000 hours of play declare that the game sucks and there is nothing to do. Or the Fallout NV sub, where saying that you like Fallout 4 too can get you massively downvoted. 😁
  20. It has 4 attacks, 3 of which can proc Achille Heel. It works well with only 1 slot and the Achille proc. You can test on the dummy. The -res proc is almost always on. The -def from the pet attacks is always on. This makes it a cute little fire-and-forget 1-slotted debuffer.
  21. Hello, You will have a huge endurance problem and will need the Ageless Destiny incarnate to be operational. Powers I would not take; - Alkaloid: you did not choose the other ally-helping powers. This does not seem to be your focus. This power will also be useless solo. - Hover and fly: plant/poison does best in melee because of Venomous Gas. Yours even more since you took the Earth mastery pool. Power I would take: weaken. One can do without weaken but it is a great debuff. Some people even consider it the best power in the set. I find it particularly useful solo, to debuff ranged attackers who straggled away from the main pack and my PBAoE range. Given you power choices, I would read the thread below and try the Frosticus build. It is close to what you are trying to achieve.
  22. Here is my plant/poison. This is one of my favorite characters. - stealth is provided by the Celerity IO in Super Speed. - mezz protection is provided by cycling Melee Core Embodiment and Indomitable Will. This leaves intervals of 30 seconds without protection. - I think World of Confusion is a poor power in general. But it works very well with this build: World of Confusion + Seeds + Cognitive Interface stack to confuse even bosses for short periods. This character does well in teams, in particular due to tons of resist debuffs. It is also great solo, but one specific group can be difficult. It is the new page 7 Arachnos. Fortunata Mistresses provide confuse protection to the whole group. Spawns with two of them can be problematic. I found the solution was to lead with Vines and hope I can take out the Mistresses quickly. But this is kind of risky. Some particular binds I place this in tray 6, slot 4: /macro_image "PlantControl_CarrionCreeper" "Carrion Creepers" "powexec_location target carrion creepers" I put Carrion Creepers in tray 1, slot 4. Then I bind: /bind 4 "powexec_tray 4 6" This enables me to execute the location target macro by pressing key 4, while still being able to see the cooldown on Carrion Creepers. I also use: /bind G powexec_location 10:10 Spirit Tree /bind T "powexectoggleon super speed$$powexectoggleoff super speed" /bind Y "+down$$powexec_location 10:10 Spirit Tree$$powexectoggleoff super speed" (to save endurance) Strychnine - Plant Poison Controller.mbd
  23. I think one of the reasons is that if I want to play say, a blaster, I have 15 primaries and 15 secondaries. This yields 225 different characters. If I want to play a Kheldian, I have only 4 possibilities: human, human/dwarf, human/nova and tri-form. And I need only two different toons for this, with 3 alternate builds available per character. Also, the lack of epic pools further reduces kheldian potential diversity. If I start with a concept first, and want to build to concept, I will probably not end up with a kheldian. A revamp which would channel kheldians into only one efficient type, tri-form, would just make this situation worse. This being said, warshades are the least played AT and I think build diversity is not the only or even main reason. As Laucianna pointed out, they are difficult to build and play well. They have a steep learning curve. I am talking about warshades, I think PB s are much easier. To add to the misery, as EnjoyedTheJourney pointed out, they are clumsy. Too many clicks. You need like 10 clicks to achieve what a blaster can do with only 3.
  24. "Kheldians naturally thrive off the energy and essence of their enemies. Warshades' absorbing nature allows them to draw on the power of their enemies to increase their protection from control effects. When you team up, your pent-up control energy can be so much that part of it diffuses to your teammates." I trust the devs to come up with some nice fluff. 🙂
  25. edit: I am answering to Laucianna, not to the message that was posted while I was typing. Okay, but this is still advocating for a change in the inherent which favors one specific build and one specific playstyle: a tri-form constantly switching, like some do today to abuse procs in dwarf and nova. This is a valid and respectable playstyle, but limited to a few number of players, generally min/maxers. I think that the vast majority of kheldians in the game, not on the forums, play differently. They will change forms but infrequently, only to adapt to the specific combat situation or team needs. What I would prefer is a change benefiting equally to all players, playstyles and types of builds. We agree that kheldians mezz mitigation should be improved. I will give an example that would address this issue while benefiting all players. It would also make kheldians add value to teams, which they do not today. Example: the inherent gives mezz protection which scales based on the number of players in the team. - 1 player (solo): +7 prot to the kheldian, +0 to the team (obviously). - 2 players: +6 prot to the kheldian, +1 to each teammate. . . . - 8 players: +0 to the kheldian, +7 to each teammate. This also has the merit of being simple to understand and implement.
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