Warshade: Difference between revisions

From Unofficial Homecoming Wiki
Jump to navigation Jump to search
imported>Sera404
No edit summary
(moved void hunter and shadow cyst crystal information to Historical as these spawn no longer appear as kheldian-related spawns in regular content)
 
(28 intermediate revisions by 12 users not shown)
Line 8: Line 8:
|hp_base=1070.9
|hp_base=1070.9
|hp_max=2409.5
|hp_max=2409.5
|pri_sets=1
|sec_sets=1
|anc_sets=0
|anc_sets=0
|dam_melee=0.850
|dam_melee=0.850 (1.000 in Dwarf form)
|dam_range=0.800
|dam_range=0.800 (1.200 in Nova form)
|buff_dam_melee=0.090
|buff_dam_range=0.090
|buff_def_melee=0.075
|buff_def_melee=0.075
|buff_def_range=0.075
|buff_def_range=0.075
|buff_dam_melee=0.090
|buff_res_melee=0.075
|buff_dam_range=0.090
|buff_res_range=0.075
|buff_hpmax_melee=0.090
|buff_hpmax_range=0.100
|buff_tohit_melee=0.090
|buff_tohit_melee=0.090
|buff_tohit_range=0.090
|buff_tohit_range=0.090
|debuff_dam_melee=0.090
|debuff_dam_range=0.090
|debuff_def_melee=0.090
|debuff_def_melee=0.090
|debuff_def_range=0.090
|debuff_def_range=0.090
|debuff_dam_melee=0.090
|debuff_res_melee=0.075
|debuff_dam_range=0.090
|debuff_res_range=0.075
|debuff_tohit_melee=0.090
|debuff_tohit_melee=0.090
|debuff_tohit_range=0.090
|debuff_tohit_range=0.090
Line 38: Line 38:
|kb_melee=2.077
|kb_melee=2.077
|kb_range=1.869
|kb_range=1.869
|res_melee=0.075
|res_range=0.075
|sleep_melee=1.341
|sleep_melee=1.341
|sleep_range=1.341
|sleep_range=1.341
Line 80: Line 78:


== Overview ==
== Overview ==
Warshades, along with [[Peacebringer]]s, are one of the two Epic Archetypes for Heroes. They are available to all players, but do not get any tutorial offered at character creation, so may be unsuitable for novices.


'''Warshades''' are former [[Nictus]] who have left that dark path behind and reformed, joining with a willing host. While Warshades take more damage from most attacks, they make up for this weakness with solid Hit Points, a good variety of Dark Energy attack powers and strong defensive powers, inherent Teleport, and eventually even gain access to two shape-shift forms. Warshades become stronger when teamed with non-Kheldian heroes, gaining bonuses to their own powers based on the archetypes of their teammates.
'''Warshades''' are former [[Nictus]] who have left that dark path behind and reformed, joining with a willing host. While Warshades take more damage from most attacks, they make up for this weakness with solid Hit Points, a good variety of Dark Energy attack powers and strong defensive powers, inherent Teleport, and eventually even gain access to two shape-shift forms. Warshades become stronger when teamed with non-Kheldian heroes, gaining bonuses to their own powers based on the archetypes of their teammates.
Warshades, along with [[Peacebringer]]s, are one of the two Epic Archetypes for Heroes, only available to players who have reached level 20 with at least one [[Hero]]. All Warshades are of [[Science]] origin.


Alignment: '''Hero'''
Alignment: '''Hero'''
Line 92: Line 89:
'''Secondary''': Defense
'''Secondary''': Defense


The Warshade has medium Hit Points and does medium damage.
{{ATStats|survive=7|melee=3|ranged=7|control=5|support=2|pets=5}}


== Power Sets ==
== Power Sets ==
Warshades only have access to one Primary and one Secondary power set. They do not have access to the [[Flight]] and [[Teleportation]] [[Power Pools]]. They also have no [[Ancillary Power Pools]], but they make up for this in the number and variety of powers in their Primary and Secondary.
Warshades only have access to one Primary and one Secondary power set. They also have no [[Ancillary Power Pools]] or [[Patron Power Pools]], but they make up for this in the number and variety of powers in their Primary and Secondary.
 
=== Primary Power Sets ===


{{section columns
| heading 1 =
=== Primary Power Set ===
| section 1 =
A Warshade's primary power set is designed specifically for offense. It is:
A Warshade's primary power set is designed specifically for offense. It is:
* [[Umbral Blast]]
* [[Umbral Blast]]


=== Secondary Power Sets ===
| heading 2 =
 
=== Secondary Power Set ===
| section 2 =
A Warshade's secondary power set is designed for defense. It is:
A Warshade's secondary power set is designed for defense. It is:
* [[Umbral Aura]]
* [[Umbral Aura]]
}}


=== Inherent Powers ===
=== Inherent Powers ===
* [[Inherent Powers#Dark Sustenance|Dark Sustenance]]
* [[Inherent Powers#Dark Sustenance|Dark Sustenance]] gives a Warshade buffs that reflect their team's composition.
* [[Inherent Powers#Shadow Step|Shadow Step]] Gained at level 1
* [[Inherent Powers#Shadow Step|Shadow Step]], gained at level 1, is a self-teleportation power.
* [[Inherent Powers#Shadow Recall|Shadow Recall]] Gained at level 10
* [[Inherent Powers#Shadow Recall|Shadow Recall]], gained at level 10, lets a Warshade teleport others.


== Nictus and Void Hunters ==
== Quantum Enemies ==
Special enemies in the game appear when Kheldians are on the team. Depending on team size, various [[Nictus]] and [[Void Hunters]] may spawn in addition to any groups of spawned enemies; both in and out of missions. The Void Hunters are highly resistant to Kheldian damage and have a special weapon, [[Quantum Array Gun]], that deals a considerable amount of additional damage to Kheldian players. If the team size is large enough, one or more [[Nictus#Shadow Cyst Crystal|Shadow Cyst Crystal]] may spawn in a mission. These are known for being difficult to dispatch, and pose a good deal of danger to the entire team.
When a Kheldian is in a mission, either solo or on a team, an enemy from the spawn group will occasionally spawn wielding a [[Quantum Array Gun]] and have "Quantum" in their name. This enemy's attack deals a considerable amount of additional damage to Kheldian players especially when lacking significant Negative Energy resistance. Team/spawn size will determine the rank of the Quantum enemy from [[Minion]] to [[Boss]].


Once a Kheldian joins a team, the team is "flagged" for special Kheldian-related spawns and the entire team must disband to "de-flag" themselves. Even if all Kheldians leave the team, the team will continue to see Nictus and Void Hunters in addition to any normal spawns they would have seen otherwise.
Once a Kheldian joins a team, the team is "flagged" for these special Kheldian-related spawns and the entire team must disband to "de-flag" themselves. Even if all Kheldians leave the team, the team will continue to see Quantum enemies in addition to any normal spawns they would have seen otherwise.


== Historical ==
== Historical ==
{{Historical|type=section|reason=change}}
{{Historical|type=section|reason=change}}
* [[Peacebringer]]s and Warshades were added to the game in [[Issue 3]].
* [[Peacebringer]]s and Warshades were added to the game in [[Issue 3]].
* The special damage to Kheldians from Quantum Array Gun was originally untyped and irresistable, but has since been changed to Negative Energy damage.
* The special damage to Kheldians from Quantum Array Gun was originally untyped and irresistible, but has since been changed to Negative Energy damage.
* Kheldians were buffed in [[Issue 13]]. They gained the ability to shift into Dwarf form while [[mez|mezzed]], had their [[Damage Scale|damage scalars]] increased, gained Slow resistance for each [[Epic Archetype]] on the team and [[Cosmic Balance]] and Dark Sustenance remain active while shapeshifted.
* Kheldians were buffed in [[Issue 13]]. They gained the ability to shift into Dwarf form while [[mez]]zed, had their [[Damage#Damage Scale|Damage Scale]] increased, gained Slow resistance for each [[Epic Archetypes|Epic Archetype]] on the team and [[Cosmic Balance]] and Dark Sustenance remain active while shapeshifted.
* Prior to [[Issue 17]], Peacebringers and Warshades, along with their villain equivalents, [[Arachnos Soldier]]s and [[Arachnos Widow]]s, were unlocked at level 50.
* Prior to [[Issue 17]], Peacebringers and Warshades, along with their villain equivalents, [[Arachnos Soldier]]s and [[Arachnos Widow]]s, were unlocked at level 50.
* After Issue 17 and prior to [[Issue 21]], Peacebringers and Warshades, along with their villain equivalents, [[Arachnos Soldier]]s and [[Arachnos Widow]]s, were unlocked at level 20.
* Unlock requirements for Peacebringers and Warshades were removed, access to other powers in shapeshift form was adjusted, and [[Power Customization]] was enabled for them in [[Issue 25]].
* Warshade teleportation powers were adjusted to match the changes to the [[Teleportation]] power pool in [[Issue 27 Page 1|Issue 27, Page 1]].
* [[Void Hunters]] were an enemy group that could spawn as a special enemy like the Quantum named mobs, but now appear to no longer spawn in regular missions, appearing only if a specific missions calls for them.
* If the team size was large enough, one or more [[Nictus#Shadow Cyst Crystal|Shadow Cyst Crystal]] could also spawn in a mission as a Kheldian-related special enemy. These were known for being difficult to dispatch, and posed a good deal of danger to the entire team. These too were removed at some point in regular missions as a special spawn and now only spawn in specific missions.


== External Links ==
== External Links ==
* [http://web.archive.org/web/20121003093959/http://na.cityofheroes.com/en/news/game_updates/issue_3/issue_3_a_council_of_war_kheld.php Official Kheldian Overview]


* [http://www.cityofheroes.com/news/game_updates/issue_3/issue_3_a_council_of_war.html Issue 3 Feature Update for Kheldians] on official City of Heroes site
{{Navbox Archetypes}}


[[Category:Archetypes]]
[[Category:Archetypes]]
[[Category:Kheldian Lore]]
[[Category:Kheldian Lore]]

Latest revision as of 08:20, 18 August 2024

Warshade
Archetypeicon warshade.png  CreateSymbol Hero.png
Primary Offense
Secondary Defense
Inherent Dark Sustenance
Base HP 1070.9
Max HP 2409.5
Primary Sets 1
Secondary Sets 1
Epic Power Pools 0
v  d  e


Overview

Warshades, along with Peacebringers, are one of the two Epic Archetypes for Heroes. They are available to all players, but do not get any tutorial offered at character creation, so may be unsuitable for novices.

Warshades are former Nictus who have left that dark path behind and reformed, joining with a willing host. While Warshades take more damage from most attacks, they make up for this weakness with solid Hit Points, a good variety of Dark Energy attack powers and strong defensive powers, inherent Teleport, and eventually even gain access to two shape-shift forms. Warshades become stronger when teamed with non-Kheldian heroes, gaining bonuses to their own powers based on the archetypes of their teammates.

Alignment: Hero

The Warshade's power sets are:

Primary: Offense
Secondary: Defense

Warshade Stats
Survivability
7
Melee Damage
3
Ranged Damage
7
Crowd Control
5
Support
2
Pets
5

Power Sets

Warshades only have access to one Primary and one Secondary power set. They also have no Ancillary Power Pools or Patron Power Pools, but they make up for this in the number and variety of powers in their Primary and Secondary.

Primary Power Set

A Warshade's primary power set is designed specifically for offense. It is:

Secondary Power Set

A Warshade's secondary power set is designed for defense. It is:

Inherent Powers

  • Dark Sustenance gives a Warshade buffs that reflect their team's composition.
  • Shadow Step, gained at level 1, is a self-teleportation power.
  • Shadow Recall, gained at level 10, lets a Warshade teleport others.

Quantum Enemies

When a Kheldian is in a mission, either solo or on a team, an enemy from the spawn group will occasionally spawn wielding a Quantum Array Gun and have "Quantum" in their name. This enemy's attack deals a considerable amount of additional damage to Kheldian players especially when lacking significant Negative Energy resistance. Team/spawn size will determine the rank of the Quantum enemy from Minion to Boss.

Once a Kheldian joins a team, the team is "flagged" for these special Kheldian-related spawns and the entire team must disband to "de-flag" themselves. Even if all Kheldians leave the team, the team will continue to see Quantum enemies in addition to any normal spawns they would have seen otherwise.

Historical

This section contains information about changes that took place in Homecoming: City of Heroes/Villains. It is provided for historical purposes.

  • Peacebringers and Warshades were added to the game in Issue 3.
  • The special damage to Kheldians from Quantum Array Gun was originally untyped and irresistible, but has since been changed to Negative Energy damage.
  • Kheldians were buffed in Issue 13. They gained the ability to shift into Dwarf form while mezzed, had their Damage Scale increased, gained Slow resistance for each Epic Archetype on the team and Cosmic Balance and Dark Sustenance remain active while shapeshifted.
  • Prior to Issue 17, Peacebringers and Warshades, along with their villain equivalents, Arachnos Soldiers and Arachnos Widows, were unlocked at level 50.
  • After Issue 17 and prior to Issue 21, Peacebringers and Warshades, along with their villain equivalents, Arachnos Soldiers and Arachnos Widows, were unlocked at level 20.
  • Unlock requirements for Peacebringers and Warshades were removed, access to other powers in shapeshift form was adjusted, and Power Customization was enabled for them in Issue 25.
  • Warshade teleportation powers were adjusted to match the changes to the Teleportation power pool in Issue 27, Page 1.
  • Void Hunters were an enemy group that could spawn as a special enemy like the Quantum named mobs, but now appear to no longer spawn in regular missions, appearing only if a specific missions calls for them.
  • If the team size was large enough, one or more Shadow Cyst Crystal could also spawn in a mission as a Kheldian-related special enemy. These were known for being difficult to dispatch, and posed a good deal of danger to the entire team. These too were removed at some point in regular missions as a special spawn and now only spawn in specific missions.

External Links