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Quote:Sorry, I had to reply to this in it's own box. Those other replies took up alot of space.Tri-Formers adapt to situations not just for themselves but for the team. You can have a end game human form that's competitive with the best specs and have a Decent Dwarf to tank with plus a Nova that can offer increased range capabilities and dps whilst at it. Effectively you can have a duct tape energy/energy blaster what can turn into a very useful tank.
VEATs are incredibly well put together I can't dispute that but they are more obvious than Khelds in terms what they can do for the team and how to get the best out of them. You still end up dropping one flexibility for another due to limited power picks and slots. It'll take some excel time to seperate the objective from the subjective. I still feel that Khelds are cleverly thought out.
On the forums you get what? 5% of the players? Then out of them you get only so many come to the Kheldian section, then out of them most of them will follow a trend. Often people take advice, follow it as law rather than be more curious and question it. As a Triformer, I can human form, dwarf or Nova and do very decent damage, very decent damage is the rough equivalent to about 3 damage slots in every attack. I am only missing Glinting Eye and Gleaming Blast, 2 attacks untaken, all attacks taken unignored. What people do is down to them, what people have the potential to do is another thing.
To the Epics. You can imagine that most people who took a Kheldian by now had a rough idea what one will turn out like. In putting in something new it's often nice to do something that is universal and satisfy anyone with a concept. A build on the kheldian idea. This form your suggesting makes for a stronger blapper, why keep human? Well ya don't and ya have 6 powers spaces as you have so skilfully shown in that build where 4 lotgs would go nicely in 4 powers, then take pulsar and haste. So essentially what you'll get is a better blapper with a new form. I am not convinced on the fear component, it's something best suited for Warshades. Another pulsar allows for stacking which would make your peacebringer a more phenomenal blapper. It's like I can see where things are heading. All this is a massive buff to Peacebringers falling not much shorter than me asking for Tankers to have immortality.
I still like the idea of a new epic, but if you notice with epics they're never stronger. They're weaker by comparison. You take an AoE, it would be weaker than it would be if it was in your main powersets. There are certain powers that Warshades have that Peacebringers can't have and visa versa, powers that when an all kheld team come together other ATs aren't essential because between the two they potentially pretty much have all they need on offer to get by but I'd imagine there would be some reason for a Dev not to allow it. New epic powers could exist, something that benefits both Kheld types. Atleast 4 out of the 100s of ideas that have been presented to the Devs could be universal.
A passive that offers quicker shift changes. A break free power which can mean you don't have to have Dwarf form. A passive that suppresses toggles and doesn't allow them to toggle off when form changing. Kheldian flavour of combat training offensive, assault or even tactics to help further save on slots. Ideas that may cost a powerslot and so in improving flexibility one way you have to forfeit something in another.
I am not dismissive of your ideas, not at all, all this is just a perhaps "temporary" opinion of someone who has yet to think that Khelds are a weak AT, objectively and so can't agree on obvious buffing and a cool new form
I would never say that Kheldians are a "Weak AT." My proposal was rather, a way to add more utility to our "Jack-of-all-trades" nature, while adding something new and fun to Kheldians.
I can see that a decent concern here is a lack of balance between all fields. Human form, Tri-form, Peacebringer, and Warshade alike. After reading some of the replies I ran into a few suggestions that would move away from the whole overpowered blapper you mentioned.
Joe suggested that a Kheldian could be locked into only 2 of these three forms. Like nova/tauri, dwarf tauri, and also Nova/Dwarf. This wouldn't change the way you slot your Kheldian as is, because you still have four critical abilities to slot, just like dwarf or nova. Although I am against this, it seems like an easier solution than allowing all three forms at once, along with human form.
With this, I realized there was a need for a Mastery pool of human form abilities. I edited the OP and made a section devoted to this but I'm not exactly sure what to put there >.<
I like your idea of the passive shift time reduction, but the passive mez protection might be a bit far. I figured a mez protection click would be a lot better. Those passive Leadership abilities seem like a good direction to go in as well.
In that section I'll quote your reply and place it in there if you don't mind -
Quote:I was tossing around the idea of a pool that provided human abilities. THis mainly consisted of a Mez Protection click power, and an AoE debuff. In the long run I kept hitting that "writers block" when trying to figure it out. Since I was struggling, I kept with the idea I was developing much more easily. Then you people of the Kheldian community could help me figure out the human pool...Definately an interesting proposition. I do think a proper high level mitigation form as a result of some sort of story arc would be a good addition. My one question is this: Aside from just this new form, what other powers would be in this 'Kheldian Adept' pool? Or would this pool consist of only the new form?
I did see a post on paragon wiki about a hypothetical "Essence Mastery" that seemed suitable. (Link'd Here)
Quote:As long as forms require such massive amounts of investment in slots and shape-shifting time for little-to-no performance benefit, they just won't be worth it. Increase their performance while reducing shifting time and reducing slot investment.
I wouldn't say no to Kheldians having access to their own Epic pool (but I wouldn't tie it to a Story Arc), but I don't see it as a major issue. Currently, we have lots of tools in our Primary and Secondary sets which are simply not working well, and not working well together.
With human form powers slotted with SOs only, I can see a decent benefit to taking forms. Novas provides a built in damage and to-hit buff, dwarf a HP boost and Mez resistance.
Along with this, I also need to develop an idea for a human epic power pool. Having a "Form only" mastery power is completely ridiculous because it disregards the human form community. I just need some help finding beneficial abilities for a human pool
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Quote:Another form? Some people may call that crazy. I for one think it's brilliant! And neat idea for a form as well. I'd enjoy turning into a cat-like predator like the one you've imagined.
An Epic Kheldian Pool is exactly what this AT needs imo. Although, I'd like to suggest something for the powers of the new form you've suggested;
I think the Moderate damage attack should be a cone swipe. Otherwise the powers may feel too similar to Dwarf which has two melee attacks like the sort. A High Damage single target attack, a Moderate cone attack, and a PBAoE Immobilize (that should deal some damage, even if minor) sounds darn swell.
I'm not too big on the Pulsar. I've never really liked it to begin with anyways. I'd prefer something along the lines of an ally buff. Maybe a roar of some sort that buffs allies near you with damage increase or something along those lines. Either way, Pulsar just seems too non-epic for such an epic idea.
Also, brilliant idea for the story idea as to unlocking this Epic Power Pool. Saving your Kheldian self from the big bad Nictus and achieving harmony with your Kheldian sounds just like something that would happen in a comic book. I love it
All in all, fantastic idea imo. I give it a double thumbs up and hope the devs read this. They could probably learn a thing or two from this post
PS: Please do some sketches of what you had in mind. I can guarantee you that it will probably be my new desktop background if it is as epic as my mind sees it :P
Edit:
I'd also like to suggest another fix to the "Slot Starvation" problem; the form and its powers come with 2 additional slots already. I'm not sure how that'd range on the scale from gimped to OP, but it's just a suggestion that definitely isn't set in stone
Now down to business:
A Cone swipe?! That's genius! I don't know why that hadn't occurred to me. Having two melee attacks does feel like dwarf, and I was concerned about that. This would add a completely different feel to the form itself.
Now as for pulsar, I realized that the developers had placed human form clones into the blast pools for a good reason. It allowed people to pick between powers without being locked in a tree. Along with this, the forms provided buffed versions of some human form abilities, so i stuck with that theme. I really like the AoE immobilize better, and along with Joe's suggestion for the fear component it would provide proper mitigation without re-using pulsar.
And dawn mentioned that you would have two pulsars which would make an insane blapper, this would also make this issue a bit less overpowering. On the other hand, if pulsar were to stay, it wouldn't be made stack able with it's human form counterpart.
As for your comic book comment, I realized with the new tutorial that CoX is moving towards it's comic book roots...so i figured this would befitting for the proposal
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Quote:Interesting idea - and the slot crunch will be an oft-repeated problem with it.
One thing to note - epic pools are unlocked at 35 now, not 38.
Quote:I like the idea of a controller-type form, with the caveat that it's probably not something the devs are willing to devote animation time to. Light Form has the current animation for the stated reason that the animation team is backed up for something like years.
But don't let that deter you. I'd like to see the form's powers and the form itself as a power fleshed out some more. Peacebringers and Warshades have very different control powers, so if you're going to have the powers be stronger versions of human form powers you're going to have two very different power combinations between warshades and peacebringers.
Off the top of my head, Warshades have Inky Aspect, Gravitic Emanation, Gravimetric Snare, Gravity Well (for the hold) and Unchain Essence (for the stun) in their control arsenal. So - normalizing the damage in favor of strengthening the controls, you've got powers to choose from.
If you discount knockback (as your suggestion implies), Peacebringers have Incandescent Strike (for the hold) and Pulsar. Not so many powers here.
So you've got some problems in power choices to iron out. I honestly think your best option might be to choose two aoe and two single target attacks from each one and replace the secondary effects like knockback and stun with mag 1 fear that stacks and is unslottable. Give the form itself an auto mag 1 fear aura and it has a stacking control that is little resisted. With enough recharge you could fear a boss.
If we took diggaro’s suggestion I could see the warshade version looking something like this:- PBAoE roar that provides a damage and slight to-hit buff to all team mates within range
- For the form toggle itself, we could place a type of PBAoE buff to ally team mates. Since a Warshade’s mitigation abilities can already stack with each other, so there isn’t much need for MORE mitigation. So why not have team buffs instead?
- Thinking back to Sep’s insane suggestion, a -500% regen debuff, we could add a small regen debuff aura to the toggle itself instead of a Fear Aura?
- Then place in Diggaro’s claw swipe cone suggestion, and the Single Target bite that I suggested in the OP that gives a slight regen debuff?
This way a Warshade might be stronger in prolonged fights, especially when facing a boss or two. They can make the boss weaker.
I love this suggestion, that way a Kheldian wouldn’t have their feet in every AT, but still be strong in their own unique way. This way you could see more Varying Kheldian’s too. Like a human/nova/Tauri, a Human/Dwarf/Tauri, or simply a human/tauri. -
Okay guys, I know I've been drawing out this post for a WHILE now, but it's finally here!!! I've put a lot of thought into this...so please make sure to read through the whole thing before you jump to conclusions!!!
*THIS IS THE FIRST DRAFT, SECOND TO BE POSTED SOON*
Anyways, After many helpful replies on my "Research Thread" (Linked Here) I've fashioned up an proposition that could, hopefully, bring Kheldians closer to the lore behind them. Now a days, only people very familiar with Kheldian's know what the forms are apart from "Squid" and "Lobster."
From my research I've found out two things that really pushed me towards this idea:- In the end-game, some people find that Human form Peacebringers more appealing then nova and dwarf.
- Both heroes and villains are supposed to have their own unique epic archtype; comparatively the villain side epics are viewed as stronger when compared to the amount of investment required.
From this, I can see that VEATs have access to their own epic pools. Now, at first you might ask "HEY! How come we Kheldian's don't get access to blueside epic pools?!"
The answer seems pretty simple my friends, the villain side patron pools are thematically locked into the arachnos lore. Exactly like the VEATs themselves.
With this in mind I've come up with a bit of a "springboard proposition" for better ideas to evolve from...hopefully...
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Now when crafting a Kheldian most people come to a single decision; Human form, or bi/tri-form?
From my experience I've seen one of two things happen in this situation:- Players will skip forms and go human form only, slotting the human form blasts as they see fit
- They will take the early on tier 1,2,3 blasts to fill a power choice, then devote slots to the nova form blasts and leave the human blasts un-slotted and ignored.
My proposition for this is simple:- Around level (EDIT)32 create an arc specific for Kheldians where they have to save their Kheldian counterpart from a Nictus plot. In turn, the success of this are will bring you closer with your Kheldian Half. This would give you a better understanding of your Kheldian's Abilities and therefore unlocking more of your Kheldian's Powers. These powers would unlock at level (EDIT)35. Just like regular Epic Pools.
- This pool could be a "Kheldian Adept" pool that would give you access to a previous Kheldian Host: The White/Black Tauri or Kheldian "Essence Mastery."
Peacebringer Adept Power
Since the other forms seem to mimic the available human form abilities, I think it would only make sense to provide a new form that mimics the other human form abilities available, but they would be buffed versions. These could include:- A Stronger version of pulsar that provides a to-hit debuff to every target it hits. This way any enemies that aren't stunned have lower accuracy. This power, if used, could NOT stack with the human form Pulsar.
- Edit: Apart from this, a PBAoE imobolize ability could be another option that would eliminate the Knockback Issue everyone harps the developers about.
- Two melee attacks, one with High damage (possibly a bite attack) and a (Edit)cone attack* with Moderate damage (A Claw Swipe). As for my little depictions...keep reading to find out
EDIT:Quote:I think the Moderate damage attack should be a cone swipe. Otherwise the powers may feel too similar to Dwarf which has two melee attacks like the sort. A High Damage single target attack, a Moderate cone attack, and a PBAoE Immobilize (that should deal some damage, even if minor) sounds darn swell. - Along with this, Joe suggested that:
Quote:So you've got some problems in power choices to iron out. I honestly think your best option might be to choose two aoe and two single target attacks from each one and replace the secondary effects like knockback and stun with mag 1 fear that stacks and is unslottable. Give the form itself an auto mag 1 fear aura and it has a stacking control that is little resisted. With enough recharge you could fear a boss.
Another suggestion made by joe was for Kheldians to be locked into two form choices, so it would be either. Nova/Dwarf, Dwarf/Tauri, or Nova/Tauri. That way Kheldians wouldn't have their feet in every field, but there would be more variety to what a Kheldian can provide to a team.
or
You could allow Kheldian's to have access to all three forms, although there would be a slot crunch players wouldn't easily be able to have two super powered versions of the same power, like pulsar.
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Warshade Adept PowerEdit: Now thank's to Joe's commentary I've realized that the Warshade side of Kheldians would need to be considered in the Black Tauri's Abilities. Since warshades have a variety of mitigation tools in their current powers, then I think one of two things are in order:- Team buffing abilities, rather than mitigation. Here's a good example provided by Diggaroo's Feedback:
Quote:
I'm not too big on the Pulsar. I've never really liked it to begin with anyways. I'd prefer something along the lines of an ally buff. Maybe a roar of some sort that buffs allies near you with damage increase or something along those lines. Either way, Pulsar just seems too non-epic for such an epic idea. - Enemy Debuffing Abilities, rather then team buffs. Thank's to THB's playful reply in my research thread, I considered the idea of a -Regen debuff aura (doesn't stack with itself) for the form toggle itself. And secondary -regen attacks baked into the cone swipe, and also the bite attack.
Thanks to a statement made by Zemblanity in my research thread I realized that the true strength of Kheldian's are that they are a "Jack-of-all trades, Master-of-None." Since most people view Nova as a blaster, and dwarf as a Tank, I think the AT could use some damage mitigation other than insanely high KB. In higher level content, KB isn't enough to take on some foes, so the Tauri could fill the place of the "Mitigation" in the Kheldian Tool Box we have at our disposal.
Another thing to note, currently what decides the void between human form and shapeshifting is what powers you pick. You have two pools to pick from, and you can choose the human powers, or the forms...because in the end there might not be enough slots for every power you want.
*Note: The name doesn't matter...I just picked the Tauri because it was a cool sounding name for a star that hasn't yet reached "main phase"*
This form could have an component that gives attacks a chance to paralyze the enemy with fear (on the PB side) and a chance to lower the target's regeneration (On the WS side).
Along with this, the form toggle itself would provide some melee survivability like dwarf, but it wouldn't be as formidable during prolonged fights. It could give a 10-15% defense buff, and a small HP Boost (less than dwarf.) This way, in melee range it won't get hit as often, but in a longer fight it won't last as long as dwarf because it has less health and no mez protection. It's survivability would be determined from the Mitigation it provides.
Now, why a FEAR component do you ask?
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Being an animation student, I thought it would be fun to do some preliminary sketches from some inspirational pictures that I've found, but I didn't really have the time...since I'm doing some other x-mas themed drawings for some friends of mine
Since I didn't have the time for that, the best I can do is post the picture I found inspirational for a Form choice.
For this form, I imagined a slender but fierce looking beast. This would be on all fours. By Thinning out the current dwarf armor, adding more sharpness to the edges of dwarf's rounded armor plates it could be made alien like. It could have a spiked back, similar to dwarf, a nova form's tail, and the trademark White/Purple Kheldian eyes.
This seemed like a more thoughtful suggestion to me simply because of all of the "beast like" additions CoX has been seeing. For example: the vanity Shepard, the animal pack, Beast run, and the Coyte movement power I've heard about on the open beta (turns you into a dog or something like that, kinda like walk.)
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Now I bet you're saying: MORE FORM POWERS?!? We're slot starved already!! Good news is that I put some thought into this part as well.
Since the game is Balanced around SOs, I did not put IOs into consideration for this idea. Therefore any arguments like "Now I can't do perma-LF" aren't very valid here.- (The way I see it, the changes to LF made human form more desirable, so this proposition would make forms equally as desirable w/o expensive investment needed)
With this, I went into mids, picked the form abilities, 5 slotted every attack, then grabbed the fighting pool as a place-holder to show where the slots for these new powers would be coming from. Here, I found that you can devote a decent amount of slots to the form abilities (5 estimate for the attacks and sublimation) and still have some left over for dwarf itself, and both self heals in human-form, two on hasten, and 4 on seekers, WITH 5 slots left over in the end.
*NOTE: the tough pool is a place-holder to show you where the slots for these new form abilities would be going*
Here's a Screenie for you
In this screen, the only powers that aren't picked are the human form clones, and the toggle shields...which get turned off when we shape shift anyways.
Now, if everyone believes that the slot crunch would be a major issue here. Joe made a pretty good suggestion that I mentioned above, but here it is in full detail:
Quote:With regard to the slot problem, you could always have Tauri be mutually exclusive with either nova or dwarf. In other words, Kheldians can only have three "active" forms at one time per build that they can switch to, and one of those will always be human.
Edit: Thanks Kemphler & New Dawn for giving me motivation to continue working on this idea as well as Adept Mastery.
Edit: Essence Mastery
Since this proposition provides more abilities to a form'd peacebringer, (EDIT:I previously said this section was for human formers, but new dawn kind of pointed me in the right direction). I wouldn't want that to be the only option available because not all Kheldians need a new form, but better buffs to the forms they have.
Now, Kheldian's have some things to worry about Outside of their forms. Firstly, without dwarf they have no mez protection. In this pool we could provide a mez protection click power, similar to practiced brawler.
What other abilities do you think need to be added?
(I haven't been able to fully develop this idea, because I play tri-form a lot and seemed to have a sort of writer's block in this area.)
New Dawn gave some good suggestions for this section:
Quote:A passive that offers quicker shift changes. A break free power which can mean you don't have to have Dwarf form. A passive that suppresses toggles and doesn't allow them to toggle off when form changing. Kheldian flavour of combat training offensive, assault or even tactics to help further save on slots. Ideas that may cost a powerslot and so in improving flexibility one way you have to forfeit something in another.
Now, say what you will, I don't mind. This idea has been tearing at me for days and I've been wishing I had something like this...because I'm not exactly thrilled with my human form Peacebringer's feel. By optimizing performance I've turned Speedy Avenger into something that isn't fun to play any more. Before I knew what the IO system was, Speedy Was an alien being who was fun as hell to play. Now, to me he feels like a glorified energy blaster with white Fx....
Apart from me Spilling my guts right there, I hope you guys found something interesting about this. In this post i'm not trying to say anything bad about Kheldians, or stereotype them either. I'm simply finding a way to make this idea seem feasible and add some more fun & spice to Kheldians. -
Ahh I can agree with that. I guess I'm a troll then, non the less...that "troll's" reply disregarded the questions from the OP, and went straight to argument :P lol
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Quote:Thanks for the input Joe! I was wondering when I'd see you show yourself in here
'Nut, I had been following this thread, but lost track of it over the last three or five days, so if your suggestion is there I missed it. Have you posted your idea yet?
On terms of my idea, not yet. I had just about all of it wrapped up...then Stone mentioned to me that the dev team from now, and the dev team from then are different...so they might not consider drastic changes (which is in the direction I was going.)
Since I'm off from school for winter break It'll be up in about a day or two. I've got plenty of time on my hands to finish it up -
Quote:If you had known Two Headed Boy a bit better, and Dechs you might realize that their replies were JOKES. Obviously a -500% regen debuff is so ridiculous that it's not a serious answer.So a WS can just waltz through the toughest factions in the game on the hardest settings w/o breaking a sweat? After reading this I fail to see how anyone can be serious about further buffs to WS's, esp regarding something ridiculous like a -500% regen debuff (what melee toon wouldn't want that?).
Of course I'm no expert on khelds... why do you guys feel these buffs would be justified?
If it was serious, they would have quoted my questions like everyone else
So please, if you want to troll, fine do it elsewhere. I'm only asking for something helpful by providing those questions. I can overlook THB's goofy reply because i know him and how he is (not that that's a bad thing)
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As for this agrument:
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Quote:Sorry to say, but I'm asking everyone here for their opinion based on my research questions. Like i said in the OP I don't want this becoming a troll-fest. If you have something to say about Kheldians, then say it.You must really play on some crappy PUG teams. Not to underestimate a WS (the 'so' easy to make 2 billion ws, naturally they are VERY common) I'd love to see how one WS makes the entire team worthless. A kin using FS and giving the TEAM capped damage, not just yours? Worthless. A sonic giving everyone almost capped res, not just yours? Worthless. The meat shield, able to get aggro and hold it? Doesnt contribute anything.
Oh wait, but there's the fluffy ball that causes extra Bosses to spawn, and cysts. THAT is what you are contributing.
This thread was created to gather useful data on where Kheldians needed improvement, not a place for you to yell at someone because you don't agree with their opinion.
If you have something to say, Look at the questions I stated in the OP and at least be helpful. -
Quote:I was considering that. After learning some "new" information from Stone. I decided to re-vamp my idea...It involved WAY to much work to be accomplished.While I do agree that the incarnate abilities are there to patch some of the holes in different ATs, like the clarion destiny patching the status protection hole on WSs, I do think that maybe having a click power along the lines of like practiced brawler from Super Reflexes might be a nice addition, if they don't give us a toggle.
I'll be sure to include a click mez-protection power. -
Back to the topic at hand...
Quote:I noticed in your guide that you said range was good in the teleport powers. I agree with this, but I know some people place "Blessing of the Zephyr: Knockback reduction" or the "Slow resistance" IOs from the universal pools. This is something worth mentioning, It's greatly helpful to not get knocked down OR avoid 20% of that incoming slow movement shackle.Hey, ladies and gents...
I'm finally on my Winter Break from school for the next couple of weeks, and I'm in the process of updating my i16 human-only WS guide to be i21-friendly...
Is there anything that anyone who is currently playing human-only warshades would want me to make sure and include in the guide?
And, for the more experienced (veteran) forum members out there (Dechs, Micro, Bill, etc., I'm looking at you!) would want to add to that?
I'm wanting to make this guide as comprehensive as possible. I also want to set it up in a way that will allow me to more easily update it as new issues are released and changes to Kheldians are made.
Thoughts?
"Alien"
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On terms of I21 stuff, I'd make decent mention of the new alpha slot "Agility" It provides a 45% boost to endmod, and a 33% boost to Defense Buffs and Recharge (Core Side.)
Out of the Human-formers I've played with (THB*cough) I see a common string of high defenses, along with prema-eclipse. I think that Agility would be a great mention because it gives more defense (closer to softcap), more recharge (so u might be able to drop a mule or two for better power picks) and finally Endurance Modification.
With all of those toggles running a higher recovery rate would be nice to have (fitness: Stamina) and it would help with stygian circle too. On my 'Shade I get annoyed when circle doesn't give me as much endurance as I had hoped.
When it comes to Spiritual, I wouldn't take it on my warshade. In all three boosts (core side) I only find one benefit, the recharge.
The healing? I'll take this straight from your guide:
Quote:Stygian Circle:
Ahhh... Stygian Circle. This power, coupled with Eclipse, is what makes Warshades "awesomesauce." No real need to slot for health in this power, as the inherent heal percentage from it is still twice as high as your endurance recovery percentage, even with Performance Shifter slotted. You really want this power as early as possible in your build. Really.
Essence Drain:
Essence drain can be a great "emergency" power to have for a tiny surge of health if you don't have any dead bodies on the ground for stygian circle, and if you're out of inspirations. But, if you're picking it for the heal, you're going to be disappointed when comparing it to the power that is Stygian Circle. I usually only recommend Essence Drain for "I don't like to team--I prefer to solo only" people.
The stun? Things die way to fast for me to need them to be stunned longer, and that's without running orbiting death (I don't have enough recovery yet for it.)
For my 'Shade, Agility would be my Go-to alpha. Every attribute helps me in some way.
As for interface, Reactive Radial is insane. fire damage over time, and a resistance debuff = more bodies.
Destiny, I'd say clarion would be notable. -
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Quote:-Regen, gotchaI agree. A -regen debuff and/or a mez protection clickie power would be great.
In fact, with new powers like, that I'd have to consider specing out of the medicine pool.
If I did spec out of the med pool I'd have three powers...so, yeah, Dechs' pony idea too.
I was considering this on the 'shade side of my idea. and -resist on the 'Bringer side
Something like this? But purple? (by the way, this was the kind of inspiration I desperately needed.)
Quote:What he said, and a Mezz protection click, like Psi Mastery's Indomitable Will.
baha, reminds me of that psy farm we were on...-400% global recharge. -
Okay, Just a quick research question, I've come across some new Kheldian Lore that I think would be interesting to take into account.
What types of abilities would benefit a tri-form Warshade?
And no, I don't mean things like "toggle suppression" or "knockdown." I mean regular powers like melt armor, mez protection toggle, slow auras, ect..
-Thanks for any info you guys can provide! -
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Quote:That's also true. I think I'm more biased towards the whole thematic standpoint on that issue. Personally, I can agree that the DPS gain is well worth the damage increase, and that's what i like about nova form. My main focus is that It doesn't make much sense to have near exact copies of form powers in an AT that holds it's main focus towards shape shifting.Ok going back to the whole copy and pasted thing. Attacks of similar name don't mean attacks of similar gain. I might switch to Nova in the right predicament as the shift time would be worth it. If you foresee either using the human form blasts that look like the nova ones for an extended amount of time that is 30s then the shift would be worthwhile. The Novas blasts are of greater DPE and DPS.
I do see that this is, most likely, done for people who want to play Khelds without forms, which is completely understandable. I just believe that the option of "human only" or "bi/tri-form" could be organized and presented a little better. That's what I'm working on with my little "idea" -
Quote:Ahh. I see, Then I think i'll just post it after my finals are over. Hopefully it gets somewhere goodI'll take a look but really I like looking at Tankers. I come to other sections as I do a pass over my alts. This whole time I have spent in this section has actually helped me improve my Khelds final build plan.
Plus, i can always get improvement advice after it's posted ^_^ -
Quote:I hadn't thought of that. I'll admit...I'm leaning towards the errors being on the PB side of things. On my 'Shade I love forms because they provide a good variety of attacks ontop of G'Well, Emanation, EDrain and SBlast.It would "save time" if you had suppressed human form toggles when shifted. When you unshift they will no longer be suppressed. I like that. They wouldn't be passives as they cost in endurance.
They're not actually the same 4 attacks you can get in human form. The base range is longer.
Warshades can't fly without outside assistance and use them 4 attacks in Human Form, therefore Nova is more useful to a Warshade than it is to a Peacebringer.
Range is useful to outrange, by outranging you reduce potential dps to self also in the threat formula your threat level is reduced over range which is something that can be taken advantage of.
On a peacebringer, I find myself forced into picking powers that are clones from nova, only to not use them again because I have Bright nova itself.
At least on the Warshade side, the human abilities have different midigation/effects from the form powers.
It seems like a good amount of the human form powers for 'Bringers are copy+paste'd. This really makes me not want forms as a peacebringer....It's disappointing because I absolutely love the uniqueness of forms.
Actually, Considering this. I've been having some trouble "rounding out" this idea of mine. Interested in taking a look New Dawn; before I go posting it up? -
For once, I'm going to post my opinion on here. Simply because I really like what you have to say!
Quote:I completely agree! The whole point of my "research" is finding a way to Kheld's being more themactically fun to play, rather than making a "god-mode" suggested fix.
In no way should Khelds compete at the same level with another ATs main role. Some weaknesses are by design, it's hardly worth pleading poor when other ATs share in same weaknesses. Warshades and Peacebringers are meant to need eachother at times. They're not meant to each be Jack with every tool in the box, just Jack of all Trades. An all Kheld team should be better mixed rather than of one type.
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Atm people don't like the KB Peacebringers can do and many other things. Shape shifting isn't quick enough to people and toggles could stay on although be suppressed when doing so. Me personally I have little complaint.
Quote:To work out whats wrong with Peacebringers or Warshades I will have to compare them to VEATs rather than eachother. I will slap VEATs into excel sometime this week hopefully to compare but given their tree structure there are 5 themed outcomes and plenty more unthemed. Because the team buff the Kheld, the Kheld should perform better for the team but is it of equal value to what a VEAT (single) can bring? What VEATs can do for team mates essentially comes down to allowing them to get away with mistakes by cutting corners or being less tactless than they normally need to be.
However Kheldians are well pieced together, every power on offer adds a form of flexibility. Everyone can skip the same powers but then perhaps be limited from achieving certain goals that can be potentially achieved by design.
In retrospect, Kheldians are themactically great, but lacks some synergistic functions. My example being the "clone powers" from nova and dwarf; peace bringer side of course. If someone is a shapeshifter, why would they decide to wait a few seconds, change their shape in mid combat, only to fire off the same four blast attacks? From what i've been reading here, that really kills the synergy of the human abilities, and the form powers.
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AGAIN. Thank everyone for their helpful information! ^_^ -
Quote:You took this at the best time! lol. Speedy is like "GRARGGG! I WAS SO CLOSE D:< "
Anyways, it was a great event! I'm glad i got to take part in the events, though the few that I could.Thanks stone, Layla, and everyone else involved in the events!
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Thanks for all of the feedback guys! every little bit helps!
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Quote:I was considering rebirth too, obviously for synergy with high defense. Musculature would probably help a lot. I have some achilles' Heel procs to help with damage as well. So this would make things even better ^_^I can't look at the build at work, but based on the details you gave and the fact you're a kay/sr scrapper, I would go with T4 core musculature alpha because you get damage enhancement at scrapper damage mods (nice) and you get defense debuff mods which goes well with katana. If you need endurance help, the radial version will improve your recovery a little bit.
I would probably go with rebirth destiny so that you have a self heal available and it will give you a bonus to regeneration (200% minimum IIRC ).
Void judgement for the damage debuff that synergies with your high defense.
Interface: I still default to reactive DoT 75%
Pets, whatever you like. -
Hiya folks! So, as the title says I'm needing some help regarding my (currently 24) Katana/SR Scrapper.
Considering survivability, I've never made a build with THIS much defense So i'm practically dumbfounded. Also, since I'm new to scrappers (I main on blasters + Khelds) I'm not sure how a kat/sr would fair during the engame: This is where you lovely people come in. I can't figure out which incarnate would be most beneficial for my mid's build >.<
Now,I've softcapped all positionalsand gotten 340% regen. I'm looking to survive, and fight critters. (not necessarily huge targets)
Here's the Chunk:
Code:If you guys want the "long version" I'll post that too. This seems a bit easier and more accurate| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1478;680;1360;HEX;| |78DA65545B53525114DEE742080A82485E50B99AA27084EAB966CA6A2A3112EDD53| |9231BA121603890D85B3FA09AA9667AEC41D37AE93FF483BAFC826871D607369E3D| |301FFB5B6BEDB5D6B717BBD0DB9CF8FEE0F56DA1F8EFD64DCBDA2F1DB4CD564BB6D| |DDB66A7DB36EB8296BF503BA89AB21EDBAD365F98969BA8F0D06FBF20EB521A8FCD| |8ED930A32376535664C39246A93BD8EDC84A5DF6A4157CD8A8CAB66C748CE10F6FB| |1D9AC1BA59694659FFDF37EEDB0DAA9350E27EDDD9634CBB26D556BAD89E1BE45C6| |E0BD56EDC0B8D32C1FEF174CAB23DBC7B354D30A7DDF0C8AB357DF257EA84284743| |156A16D5E17DE43C6892AB0C61878CE5818C42A76AC26FE0E0ED4C51555B1714C63| |CC288C6FDD70A53CCA4B8E9F7EC578F508683126BB8CA963C62714AB711E55BB946| |7AACFFB24F9B8F87CC515D1ECB8EC3CE33BB2B961739FA8DCDB67C622193C6C139E| |75CEA712370EFFF11E6B3275C4B84D361F7AF6A1063F7AF5A3B635F4FC947C2751F| |7246C01C4ACA1EEF7E413842E41E892821E29E8B3023DD2B89F3474D12836843A43| |3374EE22697A9D7BDE215B98738B7096FD75E26650CFCC1273B371A057B1F103F9C| |CA19E39E49BC73CCC631E16300F4B988718E6A144B1119C1F41BF0B97FA0D92CF22| |F45B9CE69C4B01608831839A3E926F14B544A14D0CDAC4A04D1C5AC4313B7168B54| |BB109E449204F127992C893469E10F92EB3AF6BF994E7E2DA17E019F09C71E52BF0| |1B6389E45EC5FCAC627EF6885B47DDEB27CC654E19B3E78C1B67C00D3E6723C798A| |05A0CDCA981F3F2C0339F1039E89BFBC4FEF9147C628C3FBDF43FC3BD2B7D5AE2F7| |05A329CFB873FD11DF8A7E8BA726BBC7FC2F47F49F0B465590431D226A58D0476F0| |87D0651517DF432F4D71CD69C83C93B981B0EE6A683D97230457DF4CAA07E4F80DE| |0E66FE5BFF00A717F023| |-------------------------------------------------------------------|
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Most definitely! A game like city of heroes Is all about making your own superhero, with his or her own backstory (sorta like a "make your own comic book" deal.)
A perfect example: My first character, an Energy/Energy Blaster.
I picked energy/energy because...well i dont remember. The point is that I've heard people complain that "NRG's knockback sucks" or "Worst DPS." In the end, none of that matters. I love seeing an entire group flail like mad when I use Explosive blast, and the overpowering feeling of a point blank one handed energy burst to the face is pleasing. I even took whirlwind for more KB fun ^_^ -
haha, cute abe.
Bionut wants a _____- Form Mastery Power --> Essentially a third form for those of us who love forms,
- A alternate animation when swapping from say...nova to dwarf.
He thinks _____- The Form mastery would be a nice add on, because VEATs are only allowed to take "patron pools" cause of their theme. So Kheldians having "theme oriented" epic pools makes great sense. Then I wouldn't have to Take my PEACEBRINGER HUMAN FORM CLONES to get more powers..
- An Alternate animation, like an energy "dissapation" then reforming into the chosen form. It would make me feel much more like a shapeshifter, rather than a human who can turn into a squid or a robster. It would feel more engaging, and the animation times wouldn't have to change because those three second swaps would look really cool and be fun
NOTE: This is only half of my "Kheldian Idea" that I'm working on (I'm posting it soon, I've been swamped with drawing homework :P )