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Working on an all-human warshade build, struggling with end drain when soloing +4x8 lvl 54 Rachnos


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An earlier version of this build failed spectacularly when trying to solo a +4x8 lvl 54 Rachnos radio missions in PI (on beta server). I got some excellent advice while in-game and improved the build quite a bit. But, it still comes up a bit short at getting through the first few spawns so that pets are up and a bit of momentum can be put together. The key failing point is end drain / debuffs, but mostly end drain. Otherwise the build would have undoubtedly done just fine, as the supply of fresh bodies was quick enough otherwise to keep life in a good place and to keep the pain train going for mobs. 

 

The fact that the first few spawns were in relatively close proximity (ie: 3 spawns) probably wasn't helping. But, hopefully the build should be able to overcome that. 

 

Attack sequence opens for the first spawn involves teleporting in, eclipse, mire, gravity well an end drainer that was pre-targeted before teleport began, quasar, dark detonation, summon pet, stygian circle if needed (usually it's needed by then), then use whatever attack skills are up. End drainers get prioritized, as well as bane executioners. 

 

Perhaps I'm overthinking the build, though. It fails the rachnos +4x8 stress test while soloing. But, warshades perform better in teams anyways. If it seems likely to perform well in team play at the incarnate level and while exemp'd, then I'm fine with the build as it is. I'd then bring the build to my live warshade, at that point. 

 

Thoughts are welcome on the build that follows:

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Spectral Echo: Level 50 Magic Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: Ebon Eye -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Acc/Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(5), Dcm-Build%(5)
Level 1: Absorption -- ImpArm-ResPsi(A)
Level 2: Gravity Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(43)
Level 4: Orbiting Death -- SprKhlGrc-Acc/Dmg(A), SprKhlGrc-Dmg/Rchg(13), SprKhlGrc-Acc/Dmg/Rchg(13), SprKhlGrc-Dmg/EndRdx/Rchg(15), SprKhlGrc-Acc/Dmg/EndRdx/Rchg(15), SprKhlGrc-Rchg/FormBuff(42)
Level 6: Shadow Blast -- Apc-Dam%(A), Apc-Acc/Dmg/Rchg(7), Apc-Dmg/EndRdx(7), Apc-Dmg(9), Apc-Dmg/Rchg(9), SuddAcc--KB/+KD(11)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(43), Krm-ResKB(43), ShlWal-ResDam/Re TP(46), Rct-ResDam%(48)
Level 10: Penumbral Shield -- StdPrt-ResDam/Def+(A), Ags-Psi/Status(27), Ags-ResDam/EndRdx(48)
Level 12: Sunless Mire -- Arm-Dam%(A), Arm-Dmg(34), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(46), FuroftheG-ResDeb%(46)
Level 14: Dark Detonation -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx(17), ImpSwf-Dam%(17), PstBls-Dam%(23), FrcFdb-Rechg%(25), SuddAcc--KB/+KD(45)
Level 16: Shadow Cloak -- LucoftheG-Def/Rchg+(A)
Level 18: Gravity Well -- GhsWdwEmb-Acc/EndRdx(A), GldStr-%Dam(19), UnbCns-Dam%(19), GldNet-Dam%(21), GhsWdwEmb-Dam%(21), NrnSht-Dam%(23)
Level 20: Twilight Shield -- ImpArm-ResPsi(A)
Level 22: Stygian Circle -- SynSck-EndMod(A), SynSck-EndMod/+RunSpeed(37), SynSck-EndMod/Rech(39), Prv-Absorb%(40), Prv-Heal(42), Prv-Heal/EndRdx(45)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Essence Drain -- Hct-Dam%(A), Hct-Dmg(29), Hct-Acc/Dmg/Rchg(31), Hct-Dmg/Rchg(31), Hct-Dmg/EndRdx(31), ThfofEss-+End%(34)
Level 28: Boxing -- Empty(A)
Level 30: Starless Step -- Acc-I(A)
Level 32: Dark Extraction -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), OvrFrc-Dam/KB(34)
Level 35: Quasar -- SprEssTrn-Acc/Dmg(A), SprEssTrn-Dmg/Rchg(36), SprEssTrn-Dmg/EndRdx/Rchg(36), SprEssTrn-Rchg/Global Heal(36), SuddAcc--KB/+KD(37), Erd-%Dam(45)
Level 38: Eclipse -- PrfShf-EndMod/Acc/Rchg(A), GldArm-3defTpProc(39), GldArm-RechRes(39), GldArm-Res/Rech/End(40), GldArm-ResDam(50)
Level 41: Tough -- ImpArm-ResPsi(A)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(50)
Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 49: Tactics -- GssSynFr--Build%(A)
Level 1: Brawl -- Empty(A)
Level 1: Dark Sustenance 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Shadow Step -- WntGif-ResSlow(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 10: Shadow Recall -- BlsoftheZ-ResKB(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(27)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(29), PwrTrns-+Heal(50)
Level 50: Agility Core Paragon 
Level 50: Clarion Core Epiphany 
Level 50: Mighty Radial Final Judgement 
Level 50: Rularuu Core Superior Ally 
Level 50: Degenerative Radial Flawless Interface 
Level 50: Assault Radial Embodiment 
------------
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Edited by EnjoyTheJourney
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52 minutes ago, EnjoyTheJourney said:

An earlier version of this build failed spectacularly when trying to solo a +4x8 lvl 54 Rachnos radio missions in PI (on beta server). 


2 big reasons why you're struggling with Arachnos so much, and yes part of it certainly is the end drain aspect, but your build isn't making that particular difficulty any easier.

Looking at your builds recovery tells me a lot. Even keeping tough and Twilight shield off (I assume they are just impervium mules based on the slotting) you are sitting at 3.11/s recovery and 2.48/s use.
Running everything save the for the toggles I mentioned above, you're netting .63 end per second. That is bad. From your Stygian Circle slotting, and the recovery shown in your build, I take it you lean on Stygian Circle quite heavily, which can make fighting anything with end drain even harder especially at that difficulty as you're basically solely relying on being able to burst enemies down to recover through Stygian.

The other issue I see, is you've decided not to take a human shades main form of active mitigation... the combo of Gravitic Emanation and Inky Aspect. It's not just you though, I see this a lot and it does make me scratch my head a bit. Being able to perma-stun 10 targets in the group while you chew on the boss is a lot damage mitigation in it's own right, and it's one more layer of duct tape you can put on your build to supplement your resists and defenses. 

The challenge with Human Shades is getting your build to a point where you no longer rely on Stygian to sustain yourself while using your abilities, but rather use it in clutch situations like when your defenses get debuffed to hell and your HP takes a hit, or when you're getting sapped.

A few tricks to helping your recovery and balancing your end usage will be:

 a) try and limit the # of toggles you need to run at any given time.

- This may mean trying to find def set bonuses elsewhere, to make up for not running maneuvers. On a human shade build I typically try to limit my def toggles to Shadow Cloak, Weave and CJ as they are the most efficient end wise for the bonuses they grant. Hover is also not bad and is something WS's can take now.

b) trying to fit max end set bonuses into your build, to help make any recovery % bonuses you have, stronger and get your net recovery in better shape when combined with running less toggles.

The added bonus of getting your recovery into shape, is you can then afford to keep Stygian with it's base slot only and invest those slots elsewhere. 
 

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Thank you for perspicacious feedback about a complex build.

 

I've gone through the set bonuses and picked out some candidate sets to see if I can incorporate them. I'll also leave more toggles off, especially after eclipse lands and the initial challenge of getting momentum going has been worked through. 

 

I'll post again when I've had a chance to make further build changes and test them out. 

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  • 2 weeks later

I still couldn't get the build to work on +4 rachnos after further changes. Which is rather humbling, as probably others can. But, at this point it is what it is. 

 

I'll leave this build for a while and pursue other projects. 

 

I'd still like to pass along a "thank you" to all for helping out, though.

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  • 1 month later
On 1/28/2021 at 3:45 PM, Doomrider said:

you've decided not to take a human shades main form of active mitigation... the combo of Gravitic Emanation and Inky Aspect. It's not just you though, I see this a lot and it does make me scratch my head a bit. Being able to perma-stun 10 targets in the group while you chew on the boss is a lot damage mitigation

 

 
I am not a purely human shade, I am a bi-form human/dwarf playing mostly in human, but I have not taken Inky Aspect either. I don't need the Gravitic Emanation/Inky aspect combo to stun the mobs, because most mobs are dead after my alpha anyway. There are only a few left, on which I'll use Grav indeed, but as much for the -res proc I put in, as for the stun. Also, not taking Inky aspect means one less click to worry about in a character with too many powers to start with.

 

Coming to the main topic, I struggled too with +4/8 Arachnos in PI radio missions. I struggled even at +3/8. That is until I realized that the problem was not the build, but the player (which means me 😔). I stopped struggling when I changed my approach.

 

As the OP suggested, the difficulty in these missions comes from the close proximity of the spawns. It is really easy to aggro 2 or 3 spawns inadvertantly. So instead of my usual tactic (wade in --> double mire --> Quasar and/or Void judgement --> Unchain essence if off cooldown), I started corner pulling instead of wading in. Corner pulling allows me to isolate the spawn and get the mobs in a tight bunch before delivering my alpha.

 

I am appending my build for those interested. A few remarks about it:

 

- It is one small purple or one Unleash potential click away from the S/L/Melee softcaps. The challenge here is to not forget to keep track of defense in the heat of the action and to use a small purple or Unleash Potential when this is required. I often forget to keep track 😅.

 

- I took the Leadership powers for LOTG mules. They are not really needed. I do not bother to toggle them back on after dwarf mires. Expect for Tactics which I'll toggle back on when my perception is debuffed.

 

- I have a strong melee AOE alpha, and a strong single target melee attack chain (Gravity Well ---> Shadow Blast ---> Essence Drain ---> Shadow Blast). Dwarf melee is not bad either. What this build is missing is a ranged attack chain. I solved the problem with TP macros/binds using "powexec_location target". With this, I just click a button and BAM! I am in melee range. This way I can use at will the best single target attack chain available to warshades.

 

I don't believe I have seen this posted anywhere, so I am listing it. First I put these in tray 6:

 

/macro_image "UmbralBlast_SunlessMire" "Sunless Mire" "powexectoggleoff black dwarf$$powexectoggleoff
dark nova$$bind equals powexec_location target shadow step$$gototray 1$$powexecname sunless mire"

 

/macro_image "UmbralAura_BlackDwarfMire" "Black Dwarf Mire" "powexectoggleon Black Dwarf$$bind equals
powexec_location target black dwarf step$$gototray 8$$powexecname Black Dwarf Mire"

 

/macro_image "UmbralAura_Eclipse" "Eclipse" "powexectoggleoff black dwarf$$powexectoggleoff dark
nova$$bind equals powexec_location target shadow step$$gototray 1$$powexecname eclipse"

 

Then I add these:

 

/bind alt+1 "powexec_tray 1 6"
/bind alt+2 "powexec_tray 2 6"
/bind alt+3 "powexec_tray 3 6"

 

Finally I put the mires and eclipse normal icons in alt tray 1, which allows me to keep track of their cooldowns, which macro icons do not.

 

For normal TPing without targets I have:

/bind shift+lbutton "powexecname shadow step"
/bind lalt+lbutton "powexecname black dwarf step"

 

Flamme Fatale Bi-Form v4.mxd

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12 hours ago, FlammeFatale said:

 

 
I am not a purely human shade, I am a bi-form human/dwarf playing mostly in human, but I have not taken Inky Aspect either. I don't need the Gravitic Emanation/Inky aspect combo to stun the mobs, because most mobs are dead after my alpha anyway. There are only a few left, on which I'll use Grav indeed, but as much for the -res proc I put in, as for the stun. Also, not taking Inky aspect means one less click to worry about in a character with too many powers to start with.

 

Yeah if you're bi-form you wouldn't be using Inky anyway. That being said, Gravitic is still useful even if you just need to stun that Mu lieutenant that managed to skirt your alpha.
Plus, you can proc it out and still manage about an 18 second mag 3 stun for 1 sec animation time and do about 85% of the damage of unchain (granted to 10 targets instead of 16) and not require a body, so it's a difference in tactics. Also with that, I can cast Gravitic roughly every 12-16* or so seconds as I slot a FFB in there as well. I'll probably get 5 of those off to every 1 unchain.

You may corner pull to handle these mobs and that certainly works. Where as I, as a triformer will open with Gravitic -> Nova emanation while entering melee (because Nova fly does not suppress so this is easy to close the gap simultaneously) into dwarf mire and most everything is dead at that point save for bosses. No time spent corner pulling, no need to buff up before firing off the alpha. But essentially you are right in that a lot of the time, it's less of a build issue, and more comes down to the player input.

For a human form only build, because we spend so much time in melee naturally, I find the Gravitic+inky combo to be essential, at least for solo play. Perhaps less so while on a fast moving team, but It mitigates so much dmg on it's own so you don't have to rely on passive mitigation alone(def bonuses, res from eclipse, etc). 

Edited by Doomrider
*because some people don't like generalizations. DISCLAIMER: THIS POST IS NOT A STATEMENT OF FACT.
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  • 4 weeks later

There is quite a bit of very good advice here. It's encouraging and it's getting me going on thinking about how to tweak the build to make it work better. I'd tend to agree that it needs more mez to function well. I'd also agree that expecting to be able to plow straight through three +4x8 rachnos spawns is a bit optimistic with no in-built end drain protection, with or without mez. A change in tactics is warranted. 

 

I'm working on a few other projects (and rl things) for the next few weeks. But, I'm eager to return to this and figure out a way to make this character work. Thank you all for taking the time to contribute. 

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