Bionut911

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  1. It depends on your play style honestly.

    I see tri-formers being extremely active and jumpy in combat. Like, dwarf in to sop up alpha, then use mire/flare. Followed by human form for some melee damage, then leaping backwards for some strong Nova AoE.

    On my warshade I find that human form is more fun, for the stun-stacking of Emination, Inky, and Unchain.

    As a peacebringer, the knockback and awkward attack chains make forms a bit more desirable. (in my opinion)
  2. Quote:
    Originally Posted by MaHaBone23 View Post
    So in, simplest terms, any character could access slightly dumbed-down versions of the first 4-5 powers of another powerset outside their normal milieu? So a Fire blaster could dabble in Invulnerability, or a Regen Brute could take some low level Rad Emission powers.

    At first blush, it seems pretty cool, so long as you can only access ONE additional powerset, a powerset your AT could not normally access (no stacking Invulnerability with Super Reflexes, for instance) and perhaps you couldn't even start dabbling until you hit a certian level, such as how the epic powersets work.

    Sounds interesting, but it also sounds like there's the potential for some game-breaking combos in there.
    I think he only meant on terms of attack. Like a DP/ blaster taking a few MA/ attacks.
  3. Quote:
    Originally Posted by Smiling_Joe View Post
    Performance Shifter Proc in forms and stamina. Just sayin'.
    I'm already there! haha.
  4. I do find myself frustrated on my tri-form with endurance issues. This would be a really awesome improvement to PB Dwarves
  5. Quote:
    Originally Posted by Stone Daemon View Post
    For that to happen, we need at least two teams of 50 khelds, preferrably at least half of which with incarnate powers.
    That would be a challenge...there isnt much food way up in the sky for you soul munching 'shades
  6. Is it me...or does C remind me of...



    THE NOISY CRICKET!
  7. So...what are we running this week guys?

    I think something exotic would be fun, off the beaten path of the "Task force commander" TFs. But that's just me
  8. Quote:
    Originally Posted by Dr Harmony View Post
    I enjoyed my Rad/EM Blaster for this reason - stacking the stuns in the melee attacks with Cosmic Burst.

    Between that and Power Thrust I was usually able to take on bosses without them ever getting a shot off.

    Run in, Power Thrust to send them flying, Cosmic Burst as they fly away, then punch them again before they got up. Then just keep punching until they go down.
    that's my usual strategy! I've actually just started up a build with oppressive gloom, from /soul. I haven't really seen this combo done and it's working great. As soon as I jump in every minion is out of the count
  9. Quote:
    Originally Posted by AlienOne View Post
    While I definitely appreciate input and suggestions from anyone and everyone, I'd have to say that if Khelds got THIS much of an overhaul, I'd shelf mine for good.

    "Alien"
    I'd have to agree with you on that Alien, If Kheldians got the ability to us human form powers while in dwarf/nova the character wouldn't be a challenge anymore. I could just plop on all resistance toggles, and fly up in nova form. effectively blasting while at softcap for s/l/e at little/no cost to me. :P

    I think a Form "Specialization" would be interesting, a sort of mastery pool where you can add abilities to ONE of your forms.

    Nova --> Chain induction?
    Dwarf --> (themactically) Self tele-port attack? "Dwarven Fury"
  10. Quote:
    Originally Posted by AlienOne View Post
    However, the only thing I don't like about using Super Jump is the fact that if I activate it, it deactivates Combat Jumping.

    Yes, that may be a minor nitpicky thing, but I find that if I've activated Super Jump (I've had it on my build before) to travel to a mission, I often forget to re-activate Combat Jumping before leaping into battle... It is a very minor nitpick, so that's why I'm still debating with myself on it.

    "Alien"
    This may be a silly question, but did you have super jump and combat jumping binded to the same key? I use wasd to move so i binded it to the "q" key on some other SJ toons, and it can quickly become an easy fix to the whole "ugh, i have to turn off superjump now" problem.

    I do forget some-times though, I only realize when my endurance bar is basically empty >.>

    Quote:
    Originally Posted by AlienOne View Post
    Actually, that does sound pretty clear...

    So, essentially, damage procs have the same chance to go off in an AoE as in a ST power?

    Well, that's disappointing. I was under the impression that adding the procs to my AoEs had a much higher chance of going off than adding the procs in my ST powers, and I actually had the impression (could have been a false one, but it certainly felt this way) that I saw the AoE ones pop off more often than the ST ones. I may have to re-think having all those procs on this build...

    "Alien"
    I assumed they have a greater chance of firing off, because they hit more targets. Like flipping a coin always has a 50/50 chance of landing heads, but you're more likely to get heads as a result if you flip the coin multiple times.

    So it doesn't have a chance to fire off for every enemy it hits, or is it upon the first initial application then the proc spreads mob-wide?
  11. I'd post mine, but It would only say "Run speed increase x1" >.>
  12. Hiya fellow blasters!

    So i've been trying to find a way to enjoy my energy/energy blaster for a while now, and I keep flip-floping mastery powers to find something fun and effective.

    Since a lot of the energy powers are good for stuns, I was wondering if the stuns found in /EM are stackable with other stun abilities, in addition to power boost?
  13. Quote:
    Originally Posted by Calhou View Post
    I'd love to see something along these lines, mixing Martial Arts with a bit of Ninjutsu-

    Code:
    1: Shadow Stitch
        Pins the target's shadow to the ground with a thrown dagger, preventing them from moving.
    
        Standard Blaster Secondary Immobilize, without damage. Solid -Fly, -KB
        (If possible, have it deal minor Lethal damage only on a *miss* - i.e. hitting the foe instead of their shadow.)
    
    2: Storm Kick
        Simple copy. Very good melee attack.
    
    4: Cobra Strike
        More of the same. A single-target melee focused set, after all.
    
    10: Caltrops
        Yup, here too, just like in Devices.
    
    16: Focus Chi
        Build Up.
    
    20: Dragon Tail
        A bit of AoE is always nice.
    
    28: Blinding Powder
        Copied from Stalker, safety move.
    
    35: Eagle's Claw
        Getting their final melee attack a bit early...
    
    38: Kuji-In Retsu
        Wait, what? A God Mode in a Blaster secondary set? They get Drain Psyche, so I wouldn't call it a huge stretch.
        Scaled down duration and recharge compared to the Stalker version, perhaps 60/360 or 30/180 instead of 180/1000.
    The only reason why that last power might not be acceptable is because Blasters can also get "force of nature." A godmode defense AND resistance click...that's a bit of a reach. The rest of the suggestions though, are very nice. I'd play it
  14. Quote:
    Originally Posted by KnightofKhonsu View Post
    ...Defender since my Kin/DP reached 50 and well on her way into being an Incarnate.

    I am looking at three different character types here. All are direct fire support; however, I'm not sure which main power that would pair with them. Here's what I'm looking at.

    #1 - Trick Arrow / Archery - or - Traps / Archery - or - Time Manipulation / Archery

    #2 - Traps / Beam Rifle - or - Force Field / Beam Rifle - or - Empathy / Beam Rifle.

    #3 - Empathy / Sonic - or - Thermal / Sonic - or - Sonic / Sonic.

    This is my second defender I intend to take to 50. I've never used these powers so I am curious of what I listed, which are the best for paring. Conversely, if you have a suggestion for another primary type, please do so. Thanks!
    #2. I'm currently running a Traps/Beam and it's fantastic. Mortar + Disintegrate combo really stacks up some nice damage.
  15. Quote:
    Originally Posted by Trickshooter View Post
    Only the target is considered an enemy, not the fire. So if you defeat the target to light the oil slick, then phase a group of foes on top of it, they will stop taking damage from the flames.
    thats a shame, i'd giggling like mad if i could torch them then phase em' out. :3
  16. Bionut911

    Kheldian Fashion

    Quote:
    Originally Posted by Dechs Kaison View Post
    I'm really digging the third one and the second is my runner up.
  17. Quote:
    Originally Posted by Little_Whorn View Post
    MIDS to the rescue! 14% defense and 14% resistance debuff, both for 20s. Definitely softens targets, but I don't know about mini-rad status.
    Yeah, i wouldn't say mini-rad. But useful in solo. And since its a defense debuff, you could slot Achilles heel chance for -resist proc (20% chance to fire a 20% resist debuff) for a total of 34% resistance debuff.
  18. Quote:
    Originally Posted by Blood Red Arachnid View Post
    I run a grav/thorn dom, and the wormhole+thorntrops combo is awesome, especially with damage procs in thorntrops.
    That sounds nasty. I can't wait to try these out
  19. Quote:
    Originally Posted by Zaloopa View Post
    Doh! Shows me for not proofreading. Here's the fixed one along with a small banner to make up for the typo.




    I love it! Awesome job and thanks again Zaloopa. Stone, maybe you should put this picture on to your first post on the thread. So any new-comers get to see it when they click on the signature banners.
  20. Quote:
    Originally Posted by Smiling_Joe View Post
    You're far better off to use Photon Seekers first as a toe-bomb, then following up with an immediate Solar Flare or Dawn Strike. Because the animation on the second attack starts while they're still in range (albeit in the air) the extra damage will still affect them after they land, resulting in a lot of scattered corpses.
    Also true! In both situations. It still supports the argument that Peacebringer Knockback isn't a performance issue, just a speed bump, just like any other KB based character.

    It really is a shame how much those changes hurt forms...

    Referring back to what Joe and Dechs said, on an SO based character it was pretty beneficial, just because two strong powers were made available A LOT more often, and light form carried over to forms as well. This alone is a great benefit. In LF you were previously locked into human-mode.

    I was running my Kheldian before he even had any enhancements slotted at all, and i found that the changes gave him a relatively good boost in performance.
  21. I've always liked the concept of gravity control, but it was to slow for my liking.

    With the new changes coming to grav it has re-ignited my interest for the set, and I've been brainstorming how well a /Grav/ might pair with other ATs, specifically Duo.

    So far, the only "super fun" AT combo i can imagine is a /traps/ or /devices character. Since wormhole doesn't take any mob aggro I would absolutely love teleporting an entire group onto my buddy's minefield
  22. Quote:
    Originally Posted by Gelu_Procellus View Post
    Does anyone have any experience with it? Does it turn you into a mini rad or is it skippable?
    I'm not exactly sure of the numbers but while running my blaster several years ago I found it very useful in combination with LRM Rocket, and a ST snipe power.

    It would greatly soften up bosses for my melee attacks.
  23. Quote:
    Originally Posted by Stone Daemon View Post
    Also, your power tray annoys me greatly, Slowy.
    I like to call it "Organized Chaos" and my tray organization changes very often...I use /cleartray a lot.
  24. Quote:
    Originally Posted by Angelxman81 View Post
    lol
    This!

    Seriously, WS are perfectly fine.
    The only thing PBs needs are KB toned down A LOT to be KD. We all know why, that horse has been beated to death.

    Another ultimate "buff" I would like to see for Kheldians is removing the stupid travel power restrictions.
    I want a flying WS. And not one in a magic carpet or jetpack.
    Also, PBs should be able to teleport if they want to.
    SoA can get very nice numbers from leadership pool TWICE.
    Show Kheldians some love, give them the toogles, KD, travel powers and sashes they deserve, please.
    I can totally agree with the travel pool restrictions. Simply put, Peacebringers have the teleport animation already made in white dwarf form, and it looks fine and fits with the Kheldian "Space travel" theme. Along with that, warshades can easily be made to fly too...since their nova form can fly. Instead of implementing the powers into their choosable sets, like Quantum acceleration and Stygian Slip, just enable use of the pools.

    This would add, just a slight bit more, unity between the two respective Kheldian ATs (like the VEATs and similar abilities.)

    Knockdown would be nice, but i've found a way to work around the whole knockback component.

    EDIT I just realized that an argument AGAINST the idea that solar flare's knockback conflicts with it's other powers can be easily made. Disregarding actual use of the powers, a ranged attack is meant to be used at range, so solar flare's knockback theoretically doesn't conflict with scatter or detonation.

    This brings to mind the design of photon seekers. This power summons a pet that seeks out enemies, explodes, and brings forth knock-back. Any dev in their right mind could easily say that photon seekers balances that out, because right after flare one could simply summon the seekers to hunt down enemies while you dish out some ST damage.

    And since seekers isn't back up, you could use scatter, then detonation as an opener for the next mob. I didn't work the numbers for this, but it might be possible that seekers would be back up after those two mobs are finished (solo) to repeat the process once again.

    On paper, a Kheldian makes a great Mob-bomber that trashed mobs by knocking them apart from the mob(s) epicenter then does ST mop, up.

    As a whole, peacebringers have 4 (damaging) AoE attacks, and only two of them are used in melee range (one being the nuke, the other being solar flare. So on a ranged vs. melee standpoint, it was designed to toss a mob radially away from you in melee range so that you can pick a single target and rip him to pieces. Along with this it can be said that the lack of toggle suppression is balanced by that idea of radial knockback. Without shields in between forms survivability increases by being able to toss people away from you, where the hard hitting melee attacks are.

    The only exception is the Knockback given for radiant strike...which doesn't toss enemies out of solar flare's range if i'm not mistaken.

    *Please note, i'm simply analyzing this from a different view. I never stated that this is what i think, nor do i entirely agree with it. From a strictly theoretical standpoint it can be argued that way...
  25. Quote:
    Originally Posted by Dark Energon View Post
    *Load handgun, give to NecroOmNomNomicon.*

    Here, u know what to do with it.
    He would probably shoot the healer, then blame the tank for not keeping HIS aggro away from the team mates