Warshade: Difference between revisions
imported>Aggelakis m (VIP/market) |
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|hp_base=1070.9 | |hp_base=1070.9 | ||
|hp_max=2409.5 | |hp_max=2409.5 | ||
|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_res_melee=0.075 | ||
| | |buff_res_range=0.075 | ||
|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_res_melee=0.075 | ||
| | |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 | ||
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|kb_melee=2.077 | |kb_melee=2.077 | ||
|kb_range=1.869 | |kb_range=1.869 | ||
|sleep_melee=1.341 | |sleep_melee=1.341 | ||
|sleep_range=1.341 | |sleep_range=1.341 | ||
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== 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. | ||
Alignment: '''Hero''' | Alignment: '''Hero''' | ||
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'''Secondary''': Defense | '''Secondary''': Defense | ||
{{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 | 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 | {{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 | | 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]] | * [[Inherent Powers#Shadow Step|Shadow Step]], gained at level 1, is a self-teleportation power. | ||
* [[Inherent Powers#Shadow Recall|Shadow Recall]] | * [[Inherent Powers#Shadow Recall|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 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 | 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 | * 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]]zed, had their [[Damage Scale| | * 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:// | * [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] | ||
Latest revision as of 08:20, 18 August 2024
Warshade | |
---|---|
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 |
Modifiers (at level 50)
| |
Limits (at level 50)
| |
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
- 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:
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
- 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