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FlammeFatale

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Everything posted by FlammeFatale

  1. 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.
  2. 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?
  3. 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"
  4. 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. 🙂
  5. 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. 😁
  6. 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.
  7. 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.
  8. 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
  9. 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.
  10. "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. 🙂
  11. 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.
  12. This is not what I wrote. I wrote that the proposed change to the inherent would be detrimental to human only players. A human only would lose the buffs in team content and gain nothing. This is called a nerf. Human only are already weaker than bi-forms and tri-forms. No need to nerf the former while boosting the later. I prefer to improve all types of builds equally.
  13. I hesitated to answer, because I am using Spectral, but not on a Night Widow. I am using it on my Beast/Dark MM, so this is a bit off-topic. But since you got little or no answers, I am answering anyway. Beast/Dark loves immobs: runners are a loss of DPS for beasts, and dark prefers tightly grouped mobs (darkest night + many cones). So I tried Spectral and kept it. I get very few runners. It procs really often, but perhaps it is because of the many attacks from the beasts, and my many AoEs. Not sure a Night Widow can proc as often, you should test on a dummy. I recently respecced. I kept Spectral but added the fears from the presence pool. They stack with Fearsome Stare and are even more efficient at immobilizing mobs than pure immobilizes. Fears are another solution then. Placates too. I am just brainstorming here.
  14. I agree 100%. In addition to the annoying graphic effects: - it would corner kheldians into a non-stop switching style. Less build diversity. Less playstyle diversity within a build... boring. - it would be detrimental to the human-only builds and also the bi-form ones. - it would also be very difficult to balance because too much form switching reduces DPS without changeling, which is supposed to go when AT improvement takes place. I am very much in favor of an inherent revamp. Present inherent is useless when soloing. If anything, I think the only thing kheldians need is a better inherent. Perhaps also epic/ancillary powers. They are the only AT without those. Epic/ancillary powers would be very interesting inasmuch as they would allow more types of builds. Any inherent change or epic addition should address the AT weaknesses. In my opinion, the main AT weaknesses are: - poor mezz protection. - lower performance against 1 or 2 mobs, in the case of warshades.
  15. My build is in the appended file. This corruptor is my best controller. Better control than my actual controllers and dominators. This is achieved by zeroing enemy endurance with the help of power boost and clarion radial. This works on any mob except most AVs. Solo, in case of trouble, it is also possible to heal via the pet. I have a macro to target the pet fast. Not the fastest damage dealer, but extremely safe. Terawatts - Elec Elec Corruptor.mbd
  16. I second Dungeoness' suggestion to post recent, working builds, with some details. Here are my kheldians: - Bi-form human/dwarf warshade. - 0% defense peacebringer. Some remarks: - the warshade build is expensive, the peacebringer relatively cheap. - they are both end game builds, not leveling builds. - they both start with AoEs to clear the mobs and finish with ST attacks to clear the bosses. - boss phase: the warshade relies on inky+gravitic emanation to perma-stun them. - boss phase: the peacebringer relies on good heals in general, plus Melee Core against Master Illusionists and Ageless Epiphany against Mu Guardians. Skill choices: - Unchain essence is good damage and its stun stacks with inky, which I always keep on. Use binds for quick corpse targeting. - Gravitic emanation is slotted for perma-stunning bosses, which is essential, rather than for damage, which is not needed. - Quantum flight and Nebulous form are very useful. For instance, they can be used to deal with ambushes or to corner pull. The PB can use quantum flight to wait while endurance refills. That is against two Mu Guardians when ageless radial is on cooldown. Tri-Man - Tri-Form PB.mbd Flamme Fatale - Bi-Form WS .mbd
  17. This is why my WS is bi-form. I do not need the squid: - quasar/ion/unchain clears the spawn - my human ST attack chain finishes the bosses, and it has stronger ST damage than the dark nova. This way I have more slots available. Beside hasten, I use only 4 pool powers and they are all LOTG mules. This leaves even more slots for the archetype powers.
  18. The experimentation set has a teleport power, Jaunt, which comes together with Speed of Sound. I do not think experimentation is a good power pool for most characters. But I wanted to have at least one character using it. I also wanted to try a DB/Ninjitsu stalker. So I rolled one with the experimentation set. I have only started leveling it, but I tried it at 50 on the test server. It is performing well enough. For this character, there are few wasted powers in experimentation: - Experimental injection is not useful, but at least it can mule a +Absorb proc, which frees a slot elsewhere. - Toxic dart and corrosive vial provide ranged damage. - Speed of Sound provides super-speed and teleport. - Adrenal booster is a steroid.
  19. I agree too that fortunatas are OP: - incarnate softcap to all positionnal defenses - strong scaling resist damage - native mezz protection - one of the best nukes in the game - a decent amount of controls - spammable ST confuse They also add value to teams without much effort: maneuvers/assault/tactic/perma mind-link. Frankly, it is difficult to find a better AT/powerset.
  20. This one could be a good start: You can actually fit in a few more procs than in the proposed build. This is the build I started with for my poison/plant controller. I have since moved away from it. I am using different powers, less procs and more set bonuses, to boost my survivability. But it fits your requirements: lots of procs and utter chaos. Else, the most procs you can fit in a power is 6. You just need to get accuracy from other sources: nerve incarnate, tactics, set bonuses, kismet etc.
  21. I am sorry to commit a second answer, but I realized my first list was based on how much fun the characters are to play. Now I will post a second list based on power. Previously mentioned characters are not weak, mind you. They can all solo at max difficulty. But most require some finesse and basic knowledge of game mechanics. The following ones can just leroy any spawn without checking stuff like boss types and worrying about tactics. Energy/Energy blaster Survived many group wipes. Generally last one standing. Crabbermind Immortal. Ranged Fortunata See above. Elec/Shield Stalker Almost Unkillable. Good damage. Ice/Ice Tanker Slow but Immortal.
  22. Human/Dwarf Bi-form Warshade Rare build, rarest AT. I guess I am an elitist. Plant/Poison Controller Confusion profusion (seeds of confusion + word of confusion + cognitive interface). Trick Arrow/Archery defender Oil Slick Arrow is so pleasant to watch. Elec/Elec Corruptor Great sapper. Better control than my controllers and dominator. Spine/Regen Scrapper Old school cool.
  23. Poison is great too. It provides a ton of debuffs. And it is somewhat thematic.
  24. This may not be a popular opinion: I do not think damage type matters much. There may be better information about resistances somewhere, but this is my source: Comparing the second most resisted damage type, Lethal, to second least resisted one, Fire, one could say that Lethal is 10 to 11 times more resisted than Fire. But these are small percentages. Across the whole game, this translates into a 5% difference in resistance. This is negligible compared to the variance induced by AT choice, powersets, slotting and rotations. Moreover, what I think matters more than averages, is the specific resistances of some boss combos, in a 54/8 solo context. Playing at lower difficulties or in a team is easy. At 54/8, minions and most lieutenants are easy. But some bosses can be a pain in the neck for some characters. The amount of pain in the neck depends at least as much on character mitigation type vs boss damage type, as it does on character damage type. Let me give two examples based on what are considered more difficult enemy groups. Example 1: two Mu Guardians. They deal ranged energy damage. A toon with poor range or energy damage mitigation can get his endurance sapped very quickly. They resist fire, cold, energy and negative damage. A character with poor range/energy mitigation and a F/C/E/N powerset can suffer. A character with Lethal damage will do better. Example 2: two Dark Ring Mistresses. They have ranged debuffs and deal ranged psionic damage. Any character with no ranged defense and a psionic hole will suffer. They resist psionic damage but have negative resistance to Lethal. These annoying bosses can be safely ignored by a character with ranged defense and lethal damage. This is why I always create my characters based on concept and not damage type.
  25. I have a TA/A defender and I have never found it lacked damage. Actually, it does a ton of damage. TA has some good damaging powers: Oil slick and procced Ice Arrow. It also has good res debuffs: entangling and disruption arrow, plus -res procs in a couple powers. For mitigations, Flash Arrow + Power Boost and/or Clarion Radial Epiphany is really powerful. Miss Arrows - Trick Arrow TA Defender.mbd
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