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Everything posted by SableShrike
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Who keeps buying these enhancement converters for such crazy prices?
SableShrike replied to FrogTheToad's topic in The Market
Bit of a thread necro, but I found a trick so lucrative that you can start the loot game at level 1 or so with no outside cash transfers. Run the first few areas’ zone badges ( and save roughly 20-30 Merits and buy all Converters. Sell most, but keep 40-50 Converters. Get on the AH under Recipes and find a cheap Uncommon **at level 15**. That level is important as the Converter tables contain some crazy good stuff. Kismet, Karma, Achilles’, Steadfast, Reactive, Serendipity. Buy and build 30 or so of the cheap Uncommon Recipes. Convert them with 1 Converter in the Out of Set Uncommon option. Keep doing so until you get one of the above set IOs then sell it. The big important part is Achilles’; any time you get a Defense Debuff Uncommon, flip it with the Convert in Defense Debuff option to an Achilles’. Then Convert however many times you need to get the Achilles’ -Res. Every IO in the above sets goes for 1 million at least. Steadfast Res/Def are at least 3 million. Achilles’ -Res is at least 4.5 million. Doing this with 30 level fifteen cheapo recipes usually nets me about 30 to 50 million. And the only limiting factors are buyers and you finding cheap recipes to buy at level 15. Anyone, no matter how new, can be a multi-millionaire in a few hours with this completely legal trick. Edit: forgot the relevant bit for this thread, but the margins for doing the above are so high that you can afford to buy Converters at 70-80k each and still turn millions in profit. -
That’s a good point @roleki! Even with only 55% enhancement Recharge (to not affect the procs), you got the sleep up twice as often as the Hold. In practice I found an autohit AoE Sleep super handy for detoggling Thorns on the Positron TF. The Daemon Lords with their auras are the biggest reasons for team wipes there. So even without procs Freeze has proven very handy. With the three damage procs I’m hosing entire groups.
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Haven’t needed the FF, honestly. That’s the whole idea of going EA and heavy on damage procs. You don’t need much Recharge besides Entropic and some set bonuses for a full chain. In practice, I found Crane more useful than Cobra versus hard targets. With Cross, Crane, and Dragon’s you can juggle a boss so reliably that they hardly do anything. I get what you guys are going for, but +HP procs are good against anything. Psi or Toxic heal the same, but maxing Resist to S/L would do nothing for those. I built this with “tough enough” in mind, as I already have unkillable tanks. This is more about offtanking and blowing apart hard targets. Spring Attack is conceptual, I’ll admit, but it and Tail will twoshot Minions if you lead with a Gaussian’s Chi at 75% Fury. It gives a bit of the Shield Charge fun to EA which otherwise doesn’t have it.
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Was hoping that! Thanks, Bopper. Guess I gotta figure out a power to drop so I can pick up Freeze. Ice/Cold is as tight as my Warshade build for picks and slots.
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Hi all, got an Ice/Cold I’m messing about with, and I was wondering if anyone had procced out Flashfreeze before. If Mids is right, I can fit three Ranged AoE procs in it for roughly 210 damage on everything it hits. My question is: do the procs fire before the Sleep effect, or after (and break the sleep)? Either way I’m thinking Flash Freeze is a good damage source for Ice and handy detoggle. Traveling today or I’d hop on Test to check myself. Cheers!
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Dropped Energy Drain. It's a long animation to fire and I just wasn't needing it when I also have Energize. That's on top of the fact it never seems to reliably hit like it should. Dragon's Tail seems to hit a larger radius despite Drain supposedly being bigger. Took Energy Torrent instead for more AoE and a ranged "taunt". This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Workout: Level 50 Mutation Brute Primary Power Set: Martial Arts Secondary Power Set: Energy Aura Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Energy Mastery Hero Profile: Level 1: Storm Kick -- SprBrtFur-Acc/Dmg/EndRdx/Rchg(A), SprBrtFur-Acc/Dmg/Rchg(7), SprBrtFur-Acc/Dmg(7), SprBrtFur-Dmg/EndRdx/Rchg(9), SprBrtFur-Dmg/Rchg(9), SprBrtFur-Rech/Fury%(11) Level 1: Kinetic Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def(46), LucoftheG-Def/Rchg+(46), LucoftheG-EndRdx/Rchg(46) Level 2: Dampening Field -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25), RctArm-ResDam(25), RctArm-ResDam/EndRdx(42), RctArm-ResDam/Rchg(42), RctArm-ResDam/EndRdx/Rchg(43) Level 4: Power Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def(43), LucoftheG-Def/Rchg+(45), LucoftheG-EndRdx/Rchg(45) Level 6: Boxing -- HO:Nucle(A) Level 8: Crane Kick -- HO:Nucle(A), HO:Nucle(11), OvrFrc-Dam/KB(13), Mk'Bit-Dam%(13), GldStr-%Dam(15), TchofDth-Dam%(15) Level 10: Entropic Aura -- EndRdx-I(A) Level 12: Kick -- Empty(A) Level 14: Cross Punch -- HO:Nucle(A), HO:Nucle(17), ScrDrv-Dmg/EndRdx(17), ScrDrv-Dam%(19), Obl-%Dam(19), Erd-%Dam(21) Level 16: Energy Protection -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(21), RctArm-ResDam/Rchg(23), RctArm-ResDam/EndRdx/Rchg(23) Level 18: Focus Chi -- GssSynFr--Build%(A) Level 20: Energy Cloak -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-Def(31), LucoftheG-Def/Rchg+(33), LucoftheG-EndRdx/Rchg(33) Level 22: Combat Jumping -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(39) Level 24: Super Jump -- Lnch-End/Jump(A), Lnch-+Special(33) Level 26: Dragon's Tail -- SprAvl-Acc/Dmg/EndRdx(A), SprAvl-Acc/Dmg(27), Arm-Dmg/EndRdx(27), Arm-Dam%(29), Obl-%Dam(29), Erd-%Dam(31) Level 28: Spring Attack -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Dmg/Rchg(39), Erd-Dmg/Rchg(39), Erd-%Dam(40), Obl-Acc/Dmg/Rchg(40), Obl-Dmg/Rchg(40) Level 30: Weave -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(42) Level 32: Eagles Claw -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Acc/Dmg(34), Hct-Dmg/EndRdx(34), Hct-Dam%(34), GldStr-%Dam(36), TchofDth-Dam%(36) Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(50) Level 38: Superior Conditioning -- PwrTrns-+Heal(A) Level 41: Physical Perfection -- PwrTrns-+Heal(A) Level 44: Energy Torrent -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(48), Artl-Dam/End(48), Artl-End/Rech/Rng(50), HO:Centri(50) Level 47: Overload -- LucoftheG-Def/Rchg+(A) Level 49: Focused Accuracy -- RctRtc-Pcptn(A) Level 1: Fury Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Heal-I(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(5) Level 1: Stamina -- SynSck-EndMod(A), SynSck-EndMod/+RunSpeed(3), PwrTrns-+Heal(3) Level 24: Double Jump ------------
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Haven’t run Dark since Live, but I got a few basic ideas for KM. I had a maxed out SR/KM Tank. Stacking the Stun toggle from Oppressive Gloom with Concentrated Strike should let you Stun even bosses. I do something very similar on my Warshade. KM does best with the first three fastest hits to charge Siphon, Burst for area, and for you probably Concentrated Strike stacking Stuns as above. KM is a set I skip Taunt on. Put a Knockback-to-Knockdown IO in Repulsing Torrent and you have a damaging ranged “taunt”. Chucking two Range IOs in it makes it hit pretty far away. Focused Burst is okay. It’s a good spot to put five Apocalypse, but not the best due to animation times. You’ll get more mileage out of using five quick hits and then a fully charged Burst or Concentrated. I better let someone else speak on /Dark, but hope this helps!
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Edit: Pretty big rework! I run a lotta the low-level TFs and was not happy with the lack of AoE on a Synapse last night. This version drops Cobra Strike for Cross Punch at 14 (earliest you can get it). It hits for less than Cobra, but can hit up to 5. In practice don't be afraid to use it as a singletarget with benefits. Other change was dropping the Overwhelming Force in Crane Kick. This makes it KD almost every hit and keeps things in range for your Tail, et cetera. No more playing Minion Golf, but it was a necessary evil. Crane Kicking level 1s off the bridges in Atlas was one of the joys of a 50 MA back in the before times. The other stuff works pretty much as I'd built it on Beta. The Chi/Spring Attack/Dragon's Tail combo will hose most trash spawns. Energy Drain's aura seems a little smaller than the 12radius listed; I notice it "missing" some mobs despite being autohit. It's not as reliable to gain hate as Dragon's Tail, but it's buffs still warranted keeping it. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Workout: Level 50 Mutation Brute Primary Power Set: Martial Arts Secondary Power Set: Energy Aura Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Energy Mastery Hero Profile: Level 1: Storm Kick -- SprBrtFur-Acc/Dmg/EndRdx/Rchg(A), SprBrtFur-Acc/Dmg/Rchg(7), SprBrtFur-Acc/Dmg(7), SprBrtFur-Dmg/EndRdx/Rchg(9), SprBrtFur-Dmg/Rchg(9), SprBrtFur-Rech/Fury%(11) Level 1: Kinetic Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def(46), LucoftheG-Def/Rchg+(46), LucoftheG-EndRdx/Rchg(46) Level 2: Dampening Field -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25), RctArm-ResDam(25), RctArm-ResDam/EndRdx(42), RctArm-ResDam/Rchg(42), RctArm-ResDam/EndRdx/Rchg(43) Level 4: Power Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def(43), LucoftheG-Def/Rchg+(45), LucoftheG-EndRdx/Rchg(45) Level 6: Boxing -- HO:Nucle(A) Level 8: Crane Kick -- HO:Nucle(A), HO:Nucle(11), OvrFrc-Dam/KB(13), Mk'Bit-Dam%(13), GldStr-%Dam(15), TchofDth-Dam%(15) Level 10: Entropic Aura -- EndRdx-I(A) Level 12: Kick -- Empty(A) Level 14: Cross Punch -- HO:Nucle(A), HO:Nucle(17), ScrDrv-Dmg/EndRdx(17), ScrDrv-Dam%(19), Obl-%Dam(19), Erd-%Dam(21) Level 16: Energy Protection -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(21), RctArm-ResDam/Rchg(23), RctArm-ResDam/EndRdx/Rchg(23) Level 18: Focus Chi -- GssSynFr--Build%(A) Level 20: Energy Cloak -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def(48), LucoftheG-Def/Rchg+(48), LucoftheG-EndRdx/Rchg(50) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 24: Super Jump -- Lnch-End/Jump(A), Lnch-+Special(50) Level 26: Dragon's Tail -- SprAvl-Acc/Dmg/EndRdx(A), SprAvl-Acc/Dmg(27), Arm-Dmg/EndRdx(27), Arm-Dam%(29), Obl-%Dam(29), Erd-%Dam(31) Level 28: Energy Drain -- LucoftheG-Def/Rchg(A), LucoftheG-EndRdx/Rchg(39), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def/EndRdx(40), LucoftheG-Def/Rchg+(40), PreOptmz-EndMod/End/Rech(40) Level 30: Spring Attack -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Dmg/Rchg(31), Erd-Dmg/Rchg(31), Erd-%Dam(33), Obl-Acc/Dmg/Rchg(33), Obl-Dmg/Rchg(33) Level 32: Eagles Claw -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Acc/Dmg(34), Hct-Dmg/EndRdx(34), Hct-Dam%(34), GldStr-%Dam(36), TchofDth-Dam%(36) Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(50) Level 38: Superior Conditioning -- PrfShf-End%(A), PwrTrns-+Heal(39) Level 41: Physical Perfection -- PrfShf-End%(A), PwrTrns-+Heal(42) Level 44: Overload -- ShlWal-ResDam/Re TP(A) Level 47: Focused Accuracy -- RctRtc-Pcptn(A) Level 49: Weave -- Rct-ResDam%(A) Level 1: Brawl -- Empty(A) Level 1: Fury Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Heal-I(A) Level 1: Swift -- Run-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(5) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- SynSck-EndMod(A), SynSck-EndMod/+RunSpeed(3), PwrTrns-+Heal(3) Level 24: Double Jump ------------
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One of the nice things about MMs is you don't have to make them super difficult. I love my Warshade, but he can be really difficult to play if I'm tired. This is way more of an easy driver, provided you occasionally target pets to prioritize problem mobs like Daemon Lords.
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Solarverse's SFX Consolidated List of Mods
SableShrike replied to Solarverse's topic in Tools, Utilities & Downloads
You’re the best, man! Thank you! -
I should probably again point out that while all Human builds are gonna be great at higher levels, they will not exemplar as well as a Bi or Tri former. If low-level is your jam, I would STRONGLY suggest you try a Bi-former like the one I have in this thread, or check out one of the many great Tri-form builds by guys like Alien or Doom. A purpled Human Shade is still gonna wreck at low levels, but they don't have the feature-complete power that Dwarf and Nova have exemping. Dwarf and Nova always have all their tricks, basically. You lose a lot of your bigger guns from Human if you exemp too low.
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Friend was interested in a Human only build at full Ranged softcap, so I amended my above and came up with this. This has perma-Eclipse with Spiritual Core and the sets used, as well as 45.33% Ranged Defense at all times. I built this so you don't have to run Shadow Cloak all the time as: a) there are a fair number of missions you have to turn it off to escort NPCs, b) it looks like ass and totally obscures your character. I have it at 14, cuz despite my issues with it it still is super handy when ghosting missions. Slotting was really tight, so I had to drop the two Recharge off Shadow Slip and the Numina's from Health. End Gain is still 2.22/s which with Eclipse and Stygian is more than enough if you're creating bodies. I've been playing like a Sentinel with my Shade (hit Vet Level 20 last night); half the time at short range blasting stuff from above, and then zipping down by the Tank to siphon and nuke. You have to visualize Gravitic like a cone and then fall back a bit to cork the entire group with it reliably. It's a lotta fun and has enough unique tricks to play unlike any other AT combo. I suppose Dark/Dark Blasters or Doms would come closest. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Raging Nova: Level 50 Science Warshade Primary Power Set: Umbral Blast Secondary Power Set: Umbral Aura Power Pool: Flight Power Pool: Leaping Power Pool: Fighting Power Pool: Concealment Hero Profile: Level 1: Shadow Bolt -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg(48), Thn-Dmg/Rchg(50), Thn-Dmg/EndRdx(50), Thn-Dmg/EndRdx/Rchg(50) Level 1: Absorption -- StdPrt-ResDam/Def+(A) Level 2: Gravity Shield -- GldArm-End/Res(A), GldArm-RechRes(3), GldArm-RechEnd(3), GldArm-Res/Rech/End(5), GldArm-ResDam(5), GldArm-3defTpProc(11) Level 4: Hover -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-Travel(19), LucoftheG-Def/Rchg+(21) Level 6: Shadow Blast -- Apc-Acc/Dmg/Rchg(A), Apc-Acc/Rchg(7), Apc-Dmg/Rchg(7), Apc-Dmg/EndRdx(9), Apc-Dam%(9), SuddAcc--KB/+KD(11) Level 8: Combat Jumping -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(17) Level 10: Boxing -- Empty(A) Level 12: Dark Detonation -- SprKhlGrc-Acc/Dmg/EndRdx/Rchg(A), SprKhlGrc-Acc/Dmg/Rchg(13), SprKhlGrc-Acc/Dmg(13), SprKhlGrc-Dmg/EndRdx/Rchg(15), SprKhlGrc-Dmg/Rchg(15), SuddAcc--KB/+KD(17) Level 14: Shadow Cloak -- LucoftheG-Def/Rchg+(A) Level 16: Sunless Mire -- SprEssTrn-Acc/Dmg/EndRdx/Rchg(A), SprEssTrn-Acc/Dmg/Rchg(25), SprEssTrn-Acc/Dmg(46), SprEssTrn-Dmg/EndRdx/Rchg(46), SprEssTrn-Dmg/Rchg(46), SprEssTrn-Rchg/Global Heal(48) Level 18: Gravity Well -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(19), Hct-Dmg/Rchg(23), Hct-Dmg/EndRdx(34), Hct-Dam%(34), UnbCns-Dam%(45) Level 20: Tough -- UnbGrd-Max HP%(A) Level 22: Stygian Circle -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/Rech(23), PreOptmz-EndMod/End(25), PreOptmz-EndMod/Acc/End(31), PreOptmz-Acc/Rech(36), PreOptmz-EndMod/Acc/Rech(36) Level 24: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/EndRdx/Rchg(31), RedFrt-Def(33), RedFrt-Def/Rchg(33), RedFrt-EndRdx(33), RedFrt-EndRdx/Rchg(34) Level 26: Gravitic Emanation -- AbsAmz-Acc/Stun/Rchg(A), HO:Endo(27), IceMisTrmt-+ColdDmg(27), Bmbdmt-+FireDmg(29), PstBls-Dam%(29), SuddAcc--KB/+KD(31) Level 28: Inky Aspect -- Acc-I(A) Level 30: Shadow Slip -- Acc-I(A) Level 32: Quasar -- Arm-Acc/Dmg/Rchg(A), Arm-Acc/Rchg(37), Arm-Dmg/Rchg(37), Arm-Dmg/EndRdx(37), Arm-Dam%(39), SuddAcc--KB/+KD(39) Level 35: Dark Extraction -- ExpRnf-Acc/Dmg/Rchg(A), ExpRnf-Acc/Rchg(39), ExpRnf-Acc/Dmg(40), ExpRnf-Dmg/EndRdx(40), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(43) Level 38: Eclipse -- PreOptmz-EndMod/Acc/Rech(A), PreOptmz-EndMod/Acc/End(42), PreOptmz-Acc/Rech(42), PreOptmz-EndMod/Rech(42), PreOptmz-EndMod/End(43), PreOptmz-EndMod/End/Rech(43) Level 41: Stygian Return -- SprKhlGrc-Rchg/FormBuff(A) Level 44: Stealth -- LucoftheG-Def/Rchg+(A) Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 49: Infiltration -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Dark Sustenance Level 1: Shadow Step -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-Travel(21) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Heal-I(A) Level 10: Shadow Recall -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(36) Level 1: Swift -- Flight-I(A) Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(45) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(45) Level 50: Spiritual Core Paragon ------------ ------------
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Solarverse's SFX Consolidated List of Mods
SableShrike replied to Solarverse's topic in Tools, Utilities & Downloads
Sound #2 for sure! It's probly the resonance that NASA's recorded from black holes, but IT. NEVER. STOPS. -
Solarverse's SFX Consolidated List of Mods
SableShrike replied to Solarverse's topic in Tools, Utilities & Downloads
Heya, Solar. Been maining my Shade and the drone on Inky Aspect is annoying. Would it be possible to have it fade/make it silent? -
My Powerful, Tri-form Peacebringer Farming Build (S/L)
SableShrike replied to Quindorrian's topic in Peacebringer & Warshade
Late reply, but the only one I'd say is "mandatory" is Spiritual Core Paragon for your Alpha. It gives the biggest Recharge buff you can get (45%) as well as ups your Healing and Stun by 33%. The only reason you may not want to go Spiritual Core is if you're running a fully procced build. Then you may wanna go with Intuition or Musculature, as the Recharge on Spiritual can mess with procs' firing chances. Everything else is purely preference. I go with Clarion for my Destiny, as it lets a Warshade play in Human form with no mez issues. If you take the 120s duration one you can autofire it regardless of form. For Judgment I took Void for the Quasar/Void two-hit nuke, but again you can take whatever. For a Peacebringer, you can probably take Mighty and color it to match your PB punches. Hammer em with Dawnstrike and then launch them with Mighty. Keep in mind you can use all your Incarnate powers in any form. It's worth putting your Judgment on Nova's and Dwarf's attack bar. -
Kind of you to say, man! I'm forever tweaking, though. Now that I'm hitting AVs regularly in content, I'm thinking about adding Dwarf in to allow for the longer fights against a single hard target. Bi-Form build I'm thinking of is below. It sacrifices the Defense values, but allows you to turtle in Dwarf and still do respectable singletarget by proccing Dwarf Drain. It also uses a lot of the new Ice Mistral's set, which combined with the Winter's Gift IO gives you 50% Slow resistance. I also slotted armors for Psi resist; low-level you can run them as normal, but endgame it'll help a lot vs Seers et cetera even in Dwarf. Shadow Bolt is a good filler attack for exemping or leveling from scratch, but once you've got your +recharge bonuses you won't need to use it in either Dwarf or Human. Dwarf's got a complete attack chain with the four slotted attacks, and you want to be nuking, summoning, or siphoning in Human. Shades are never going to rival the singletarget a Peacebringer can kick out vs an AV, but this should at least make it possible to solo most of them. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Sable Shrike: Level 50 Science Warshade Primary Power Set: Umbral Blast Secondary Power Set: Umbral Aura Power Pool: Flight Power Pool: Leaping Power Pool: Concealment Hero Profile: Level 1: Shadow Bolt -- HO:Nucle(A) Level 1: Absorption -- Ags-Psi/Status(A), ImpArm-ResPsi(21) Level 2: Gravity Shield -- ImpArm-ResPsi(A) Level 4: Hover -- HypSnc-Fly(A), HypSnc-End/Fly(29), HypSnc-+Special(39), HypSnc-End(40) Level 6: Shadow Blast -- Apc-Acc/Dmg/Rchg(A), Apc-Acc/Rchg(21), Apc-Dmg/Rchg(34), Apc-Dmg/EndRdx(36), Apc-Dam%(37), SuddAcc--KB/+KD(40) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 10: Penumbral Shield -- ImpArm-ResPsi(A) Level 12: Dark Detonation -- SprKhlGrc-Acc/Dmg/EndRdx/Rchg(A), SprKhlGrc-Acc/Dmg/Rchg(33), SprKhlGrc-Acc/Dmg(33), SprKhlGrc-Dmg/EndRdx/Rchg(33), SprKhlGrc-Dmg/Rchg(34), SuddAcc--KB/+KD(34) Level 14: Sunless Mire -- SprEssTrn-Acc/Dmg/EndRdx/Rchg(A), SprEssTrn-Acc/Dmg/Rchg(31), SprEssTrn-Rchg/Global Heal(31), SprKhlGrc-Rchg/FormBuff(31) Level 16: Twilight Shield -- ImpArm-ResPsi(A) Level 18: Gravity Well -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(23), Hct-Dmg/Rchg(27), Hct-Dmg/EndRdx(27), Hct-Dam%(29), UnbCns-Dam%(50) Level 20: Black Dwarf -- GldArm-End/Res(A), GldArm-Res/Rech/End(39), GldArm-ResDam(39), ImpArm-ResPsi(42) Level 22: Stygian Circle -- PreOptmz-EndMod/End/Rech(A) Level 24: Shadow Slip -- Acc-I(A), RechRdx-I(36), RechRdx-I(36) Level 26: Gravitic Emanation -- AbsAmz-Acc/Stun/Rchg(A), HO:Endo(48), IceMisTrmt-+ColdDmg(48), PstBls-Dam%(48), Bmbdmt-+FireDmg(50), SuddAcc--KB/+KD(50) Level 28: Inky Aspect -- Acc-I(A) Level 30: Shadow Cloak -- LucoftheG-Def/Rchg+(A) Level 32: Quasar -- Arm-Acc/Dmg/Rchg(A), Arm-Acc/Rchg(45), Arm-Dmg/Rchg(45), Arm-Dmg/EndRdx(46), Arm-Dam%(46), SuddAcc--KB/+KD(46) Level 35: Dark Extraction -- ExpRnf-Acc/Dmg/Rchg(A), ExpRnf-Acc/Rchg(43), ExpRnf-Dmg/EndRdx(43), ExpRnf-EndRdx/Dmg/Rchg(43), SlbAll-Acc/Dmg/Rchg(45) Level 38: Eclipse -- EffAdp-Acc/Rchg(A), GldArm-RechRes(40), GldArm-RechEnd(42), GldArm-Res/Rech/End(42) Level 41: Stygian Return -- Prv-Absorb%(A) Level 44: Stealth -- LucoftheG-Def/Rchg+(A) Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 49: Infiltration -- LucoftheG-Def/Rchg+(A) Level 1: Dark Sustenance Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Heal-I(A) Level 1: Swift -- Flight-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(25), Mrc-Rcvry+(25) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(23) Level 1: Shadow Step -- Jnt-EndRdx/Rng(A) Level 10: Shadow Recall -- WntGif-ResSlow(A) Level 20: Black Dwarf Antagonize -- MckBrt-Taunt/Rchg/Rng(A) Level 20: Black Dwarf Drain -- TchoftheN-Acc/EndRdx/Heal/HP/Regen(A), TchoftheN-Acc/Heal(3), TchoftheN-%Dam(3), IceMisTrmt-+ColdDmg(5), TchofDth-Dam%(5), ThfofEss-+End%(37) Level 20: Black Dwarf Mire -- IceMisTrmt-Acc/Dam/End/Rech(A), IceMisTrmt-Acc/Dam/End(7), IceMisTrmt-Dam/Rech(9), IceMisTrmt-Dam/Slow(9), IceMisTrmt-+ColdDmg(11), Mlt-Acc/Dmg/EndRdx(37) Level 20: Black Dwarf Smite -- IceMisTrmt-Acc/Dam/End/Rech(A), IceMisTrmt-Acc/Dam/End(11), IceMisTrmt-Dam/Rech(13), IceMisTrmt-Dam/Slow(13), IceMisTrmt-+ColdDmg(15), CrsImp-Acc/Dmg/EndRdx(15) Level 20: Black Dwarf Step -- BlsoftheZ-ResKB(A) Level 20: Black Dwarf Strike -- IceMisTrmt-Acc/Dam/End/Rech(A), IceMisTrmt-Acc/Dam/End(7), IceMisTrmt-Dam/Rech(17), IceMisTrmt-Dam/Slow(17), IceMisTrmt-+ColdDmg(19), CrsImp-Acc/Dmg/EndRdx(19) Level 50: Spiritual Core Paragon Level 50: Void Core Final Judgement Level 50: Storm Elemental Core Superior Ally Level 50: Clarion Core Epiphany Level 50: Assault Radial Embodiment Level 50: Spectral Radial Flawless Interface Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------ ------------ Edit: Moved a slot from Stamina onto Hover for the full Hyper Sonic set; being fast in combat is too handy to not slot for. Also dropped the Mako's Bite proc from Dwarf Drain to put in the Essence Transfer +End proc. This means that most of the time your Drain costs 2.5 End instead of 12.5 End. Unless you're getting actively drained this should let you fight for eternity in Dwarf. Also tossed a KB IO in Dwarf Step as I never was using it. Dwarf's stompy fast in combat, and Human is faster for long travel.
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Hit 50 and am working on purple sets and T4 Incarnates now. Pretty easy to do S/L farms with Bosses turned off; your Quasar and Judgment sweep entire groups in two hits. Detonation and Gravitic are usually enough to burn down strays. Bosses On may give better drop rates, but it slows ya down significantly. I wound up disabling all inspirs except Lucks, Break Frees, and Rages. Didn’t need any of the other drops to farm. Depending on the farm, you could even turn the Break Frees off.
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My Powerful, Tri-form Peacebringer Farming Build (S/L)
SableShrike replied to Quindorrian's topic in Peacebringer & Warshade
If you guys can’t squeak the full 45% in your builds, keep in mind that you can aim for 32.5% and eat a single Luck to hit softcap. With the rate of ispir drops when farming this gives you functionally soft-capped Defense. -
Help fine tuning my "Human" Warshade
SableShrike replied to BeornOTNS's topic in Peacebringer & Warshade
Lastly, Shadow Slip is crazy useful. One Acc and two Rech common IOs are all ya need to make it equal your Mire Recharge. This lets you sweep up a spread mob, Mire, and then Quasar. With enough Recharge you’ll be able to do that every 40 to 45 seconds. -
Help fine tuning my "Human" Warshade
SableShrike replied to BeornOTNS's topic in Peacebringer & Warshade
Also! Quasar is WAAAAY better than Unchain Essence. Far more damage and lower recharge. I’d move the five piece purple set there and use the sixth slot for a Kb-to-Kd IO. At 50 and with a big Mire I’m hitting for 600+ damage. If you need to drop a power Unchain aint that great, honestly. I haven’t missed it. -
Help fine tuning my "Human" Warshade
SableShrike replied to BeornOTNS's topic in Peacebringer & Warshade
Gravitic I find to be a great source of damage. You’re leaving a ton of AoE damage out if you don’t proc it a bit. Acc/Stun/Rech from Absolute Amazement and an Acc/Mez HO are enough to perma your Stunning on the power. The remaining four slots you can toss in three damage procs and a Kb-to-Kd IO. The procs almost always fire, so you can hit up to ten targets for over 200 damage. -
So about as smart as the rock geometry my Essences get stuck on, then! Did some runs last night and the original CoH cave maps are hands down the worst offenders for pet trapping. Council cave bases and the infamous Thorns caves will trap your Essence pets roughly 75% of the time in the room they were summoned in. This means you either have to go slow as heck while using Recall Friend on them, or just give up entirely and ignore/not summon them. Tunnel maps are usually okay for Essence pathing, oddly. May be due to the size of the corridors and less hard corners.
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This is based on my Warshade experience, not as familiar with Peacebringer Photon Seekers: they may not do this. My Extracted Essences are ALWAYS getting perma-stuck in cave missions. They hang on almost every map's geometry. Is there a way give them the "port-to-owner" coding that Mastermind pets have? As in you go past a certain distance, the dumb stuck pet gets ported to you? Half the time you summon an Essence in a cave mission it does literally nothing, as it gets stuck in the empty room it was summoned in. At least Shades have Recall Friend for free, I guess...
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And for Cloak of Darkness! Stealth powers should suppress visually in combat!
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So I made a thing. Since back before the Jump, I always had wished Warshades could fly in Human, or at least Hover. Teleportation at height can be... exciting without a toggle Flight. I also find having a third dimension of movement gives you a heck of a lot of options to stay at range, avoid Earthquakes, etc. Since we CAN take Flight on Shades now, I figured it'd be worth a shot to see if it worked at all. Damage was not as good in my initial attempts until I again relearned some old tricks and proc-bombed Gravitic Emanation. It now hits for roughly 200+ damage every 15 seconds while still permastunning. That alone was enough to shore up my Ranged damage values, and brings a heck of a lot to any teaming you do. The build's got a decent 21% Defense to melee, the magic 32.5% ranged Defense, and 16% AoE Defense. You can softcap Ranged with a single small Luck inspiration. I coulda softcapped with IOs, but you lose too much +recharge bonuses to do that. This was a happy medium as I can softcap with a Luck and still have perma-Eclipse. I build without Hasten on Shades, as it lets me auto-fire Clarion for easy mez protection. The main difference of this build vs a normal Human melee build is the versatility you have. This lets you dance without the form shifting and being locked out of Human powers. You can swoop in for Eclipse, Mire, and Quasar then fall back a bit and hammer the group with knockdowns, stuns, and Defender level AoE. Gravity Well is always there to hose any problem mobs, or it can simply crush a flyer that was dumb enough to follow you. Extracted Essences fly natively, too, meaning any fire-support you summon generally stays at range above the melee with you. Inky Aspect I kept in cuz it's dirt cheap and effective. Don't be afraid to Gravitic and Inky a problem boss while you blast him in melee; you're still a perma-Eclipse Warshade. PSA: Inky Aspect looks a lot less annoying if you color it jet black or dark purple. Some other fun tricks were new Teleport binds I found in another thread here: /bind LeftDoubleClick "powexec_name Starless Step" /bind RightDoubleClick "powexec_name Shadow Step" This lets you Starless to wherever your cursor is in two mouse clicks, and Shadow Step for distance travel in three mouse clicks (right doubleclick then leftclick to confirm). Super easy and frees up your precious keyboard binds. I generally have Stygian Circle bound to 'r' and Shadow Slip bound to my 't' key. Eclipse and Mire are on my Razer mouse thumb buttons. Shadow Cloak. I don't like the visuals on Shadow Cloak. We really need a MinimalFX option for it. Unlike the Concealment powers it never fades, meaning you are always trapped as a purple fart while it's on. I took Combat Jumping instead for the clean visuals, far lower End cost, and stronger Immob protection. But if you want Cloak, just swap it for Combat Jumping and move the common End Redux off Starless Step onto Cloak. Easy swap. I've been able to play very aggressively with this so far; simply having Hover to get out of melee ups your survival significantly. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Hell Fly: Level 50 Science Warshade Primary Power Set: Umbral Blast Secondary Power Set: Umbral Aura Power Pool: Flight Power Pool: Fighting Power Pool: Leaping Power Pool: Concealment Hero Profile: Level 1: Shadow Bolt -- Thn-Acc/Dmg/EndRdx(A), IceMisTrmt-Acc/Dam/End/Rech(3), IceMisTrmt-Acc/Dam/End(21), IceMisTrmt-Dam/Rech(46), IceMisTrmt-Dam/Slow(48), IceMisTrmt-+ColdDmg(50) Level 1: Absorption -- StdPrt-ResDam/Def+(A) Level 2: Gravity Shield -- GldArm-End/Res(A), GldArm-RechRes(3), GldArm-RechEnd(13), GldArm-Res/Rech/End(17), GldArm-ResDam(33), GldArm-3defTpProc(33) Level 4: Hover -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-Travel(5), HypSnc-+Special(5), LucoftheG-Def/Rchg+(9), Ksm-ToHit+(23) Level 6: Shadow Blast -- Apc-Acc/Dmg/Rchg(A), Apc-Acc/Rchg(7), Apc-Dmg/Rchg(7), Apc-Dmg/EndRdx(9), Apc-Dam%(11), SuddAcc--KB/+KD(13) Level 8: Starless Step -- EndRdx-I(A), BlsoftheZ-Travel/EndRdx(11), BlsoftheZ-ResKB(50), RctRtc-Pcptn(50) Level 10: Boxing -- Empty(A) Level 12: Dark Detonation -- SprKhlGrc-Acc/Dmg/EndRdx/Rchg(A), SprKhlGrc-Acc/Dmg/Rchg(25), SprKhlGrc-Acc/Dmg(27), SprKhlGrc-Dmg/EndRdx/Rchg(27), SprKhlGrc-Dmg/Rchg(29), SuddAcc--KB/+KD(29) Level 14: Sunless Mire -- SprEssTrn-Acc/Dmg/EndRdx/Rchg(A), SprEssTrn-Acc/Dmg/Rchg(17), SprEssTrn-Acc/Dmg(19), SprEssTrn-Dmg/EndRdx/Rchg(19), SprEssTrn-Dmg/Rchg(23), SprEssTrn-Rchg/Global Heal(25) Level 16: Tough -- UnbGrd-Max HP%(A) Level 18: Gravity Well -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(36), Hct-Dmg/Rchg(37), Hct-Dmg/EndRdx(37), Hct-Dam%(37), UnbCns-Dam%(39) Level 20: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/EndRdx/Rchg(31), RedFrt-Def(31), RedFrt-Def/Rchg(31), RedFrt-EndRdx(33), RedFrt-EndRdx/Rchg(46) Level 22: Stygian Circle -- PreOptmz-EndMod/End/Rech(A) Level 24: Shadow Slip -- Acc-I(A), RechRdx-I(48), RechRdx-I(48) Level 26: Gravitic Emanation -- AbsAmz-Acc/Stun/Rchg(A), HO:Endo(34), Bmbdmt-+FireDmg(34), PstBls-Dam%(34), IceMisTrmt-+ColdDmg(36), SuddAcc--KB/+KD(36) Level 28: Inky Aspect -- Acc-I(A) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 32: Dark Extraction -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40), SlbAll-Acc/Dmg/Rchg(40) Level 35: Quasar -- Arm-Acc/Dmg/Rchg(A), Arm-Acc/Rchg(42), Arm-Dmg/Rchg(42), Arm-Dmg/EndRdx(42), Arm-Dam%(43), SuddAcc--KB/+KD(43) Level 38: Eclipse -- PreOptmz-EndMod/Acc/Rech(A), PreOptmz-Acc/Rech(43), PreOptmz-EndMod/End(45), PreOptmz-EndMod/Rech(45), PreOptmz-EndMod/End/Rech(45), PreOptmz-EndMod/Acc/End(46) Level 41: Stygian Return -- SprKhlGrc-Rchg/FormBuff(A) Level 44: Stealth -- LucoftheG-Def/Rchg+(A) Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 49: Infiltration -- LucoftheG-Def/Rchg+(A) Level 1: Dark Sustenance Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Heal-I(A) Level 1: Swift -- Flight-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15), Mrc-Rcvry+(21) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), EndMod-I(40) Level 1: Shadow Step -- Jnt-EndRdx/Rng(A) Level 10: Shadow Recall -- WntGif-ResSlow(A) Level 50: Spectral Radial Flawless Interface Level 50: Clarion Core Epiphany Level 50: Void Core Final Judgement Level 50: Assault Radial Embodiment Level 50: Spiritual Core Paragon Level 50: Storm Elemental Core Superior Ally Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------ ------------ Edit: Messed up the Blessings on Starless, swapped in for the KB IO to give you 7 Mag KB protection.