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I don't know about altering the base ranged damage mod, but the form itself does have an inherent +tohit and 45% damage bonus.
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I've found that if you don't have enough damage, taunt the healing nictus away.
I've also found that if you are heavy on defense characters, you need someone to taunt the mire nictus away, since his attack is auto-hit. -
I came up with what I feel is a unique powerset for scrappers, and perhaps stalkers/brutes. I've been through a few iterations of it on the suggestion forum with some positive feedback, and now I'm looking to get a bit more exposure on my idea.
I want to know from the eyes of the veteran scrappers whether the set is playable or not. Would you play it? Does it look fun? Is it lacking anything? Is it balanced, or at the very least, capable of being balanced? Are there aspects that can be abused?
I'm not going to post the whole thing here, merely direct you to the thread which is still in the suggestion forum. The link in my signature takes you directly to the latest revision of the aforementioned idea.
Let me know what you think. Thanks! -
Quote:What I meant in the tier nine power was that it has to outlast the "No Self Destruct" so that no matter what, the death crash does in fact trigger the self destruct.I'd play it.
Only thing is I think that the T9 shouldn't prevent Self Destruct from tiggering, I think it would actually be a nice element "just in case". If you don't manage to take every last foe down before your crash, you have one last ditch chance to do so.. And the self destruct IS kinda the signaturre idea of this set
I do, however, like I said, think that it whould, when you die, recycle your self rez. (if the self rez has a 3 minute timer, you have to wait 3 minutes, or use a 'wakey (which has risks) or be revived by a team mate)
Said another way: If the "No SD" lasts one minute, the godmode should last one minute and five seconds, just so the "No SD" has worn off by the time you die. -
Alright, I think I've settled on a theme of berserker/raging maniac for the set. The general principle here is "I don't care what happens to me, I'm going to get you." I'm taking some ideas from the thread and really putting an attempt at an ordered list here. I'm also taking a lot of inspiration from the Willpower set because this set, while not the will to survive, is very much the will to destroy. I'm realizing that this fits scrappers less and brutes more, except for the fact that killing yourself ruins fury generation.
(Tier 1) Breath of the Dying - A lethal threat even in his last few seconds, the berserker is able to strike one last blow before he goes down. This is a burst of energy from his very essence, and as such cannot be used very often. Superior PBAoE energy damage upon defeat. This is the power you have to pick; it's an auto self destruct. To prevent the awaken-spamming, there should be a one or two minute period using the No Phase mechanic which would prevent this from happening if you were to die again.
(Tier 2) Perseverance - Your have a strong drive to see your enemies fall, and you feel less pain than most because of this drive. Sensing the end only makes you stronger, and as you come closer to defeat, your perseverance shines. Another auto power like high pain tolerance in that it gives a passive minor resistance to all damage. There is no HP boost with this power, but the resistance scales upwards (to a max of ~25% unenhanced) as health dwindles like the SR scaling resists.
(Tier 3) Quick Recovery - You don't have a particularly large vocabulary, but "tired" is certainly not a word you know. You refuse to let fatigue slow you down. Quick Recovery clone.
(Tier 4) Resilience - Able to shrug off things that should keep another person down, the berserker is undaunted by fear and other effects. Standard mez protection toggle.
(Tier 5) Unnerving Presence - Merely standing in the presence of a berserker inspires fear. Those that face him often break eye contact and find it hard to land a blow with full strength. I really liked the name of this. I want this toggle to have a PBAoE -tohit and -damage, but it might be too powerful because it helps the whole team. If it were only one effect, I think -damage would be more fitting. Perhaps a very minor chance to cause low magnitude fear for flavor.
(Tier 6) Blind Rage - The signature of a beserker is his blind rage. When in a rage, the beserker completely disregards his own safety in order to lay waste to those before him. For every foe in sight, he is empowered to strike them down. Toggle damage buff for every enemy in PBAoE, but a heavy self defense debuff. No negative effect on enemies in range. Perhaps instead of the defense debuff it could be a self damage like Oppressive Gloom.
(Tier 7) Hasty Assault - A good berserker is quick to position himself and quicker to strike, as well as resists any effects that slow him down. Quickness clone.
(Tier 8) Rebound - A true berserker never stays down for long, and defeat offers only further encouragement. I'm thinking a simple self rez, no real bonuses here, but the recharge should be relatively short.
(Tier 9) Death Wish/Final Gambit - Every berserker seeks the glory of a battle against insurmountable odds. They desire to be overwhelmed and take down as many foes as they can before the end which is sure to come. In this state, the berserker is all but impossible to defeat while he attracts as many foes as he is able. In the end, however, the exhaustion from this causes the berserker to collapse. The way I envision it, this is the godmode tier nine to end all, balanced by a crash like no other. I think it should be massive resistance and defense to everything, along with a huge PBAoE of massive taunt. The most important part is that the duration of this power is equal to or longer than the "No Self Destruct" which negates the Tier 1 power. Why? Because the "crash" of this power is death. Unstoppable leaves you to die, this kills you. That's the balance in the power. You will die.
You'll notice I didn't put the debt protection in like I mentioned earlier. I don't think it needs it, despite how encouraging death is. If you're playing this set, you have to expect it, and it can even be considered a balancing point. I still don't know much about the numbers, I haven't begun to think about how to balance them. The order of powers is pretty solid in my mind, but I'm up to more suggestions.
Let me know what this round looks like. -
Quote:Why not a compromise? Four Basilisks Gaze and two level 50 Damage IOs?I do half agree with you, but the set bonus' you can get from the hold sets are very appealing, especially if you only have limited slots left.
The thing with Gravity Well is that although it is an amazingly damaging power it sees more use in some playstyles that others. For those who use it a lot then slotting for damage is best, but if you only use it once in a blue moon then you probably get better mileage out of a hold set (Particularly 4 x Basilisks Gaze).
That's almost the ED cap for damage, plus all the accuracy/endurance/recharge you should need. -
Quote:I don't know how I missed that! But I already have five purple sets slotted in that build, so the extra 2.5% would actually mean losing 7.5%.Both those builds look good to me! Though you can swap the Basilisks Gaze for Unbreakable Constraint in Gravity Well for 2.5% expensive recharge

I guess I'm still not perfectly settled into it, so I may rethink some things. At this point, though, I'm pretty solid in these choices. We'll see as I get some more time with the character. Thanks again!Quote:I semi agree with your decision to go for Inky Aspect, Quasar and Unchain Essence instead of the medicine pool, especially now you have found some spare slots and that is definately an individual decision.
What I would say though is once you get your 'cheap' build sorted out keep an eye out for how often you use those powers and when a rez would come in handy, I find the rez incredibly useful
You can then judge which you prefer before you respec into the expensive build. -
Thanks for all the helpful advice, both of you!
One more iteration, and I think this is the last. I've got two builds here, one is inexpensive, and the other has purples. Seeing as how I've got 600 million of my inherited fortune left, I think the inexpensive shouldn't be too far away, I just need to get to level 47 to start slotting it.
I'm still reluctant to give up the +end bonuses. I use Stygian Return a lot, but I find I need something for those times when we're down to just the AV and no bodies to fuel my fire.
I scrounged up a few slots by taking out the tohit buffs from nova and frankenslotting Mire and Dwarf Drain. I rethought the medicine pool... I can't see wasting the first two powers just to get resuscitate when everyone can make wakies. Ok, it could be helpful on a co-op TF, but otherwise, it feels like three wasted powers. This is the same reason I skip stamina on my characters that do. I replaced it with inky aspect, unchain essence, and quasar, but mainly because I was able to find a few more slots. I probably won't use the stacking stuns all that often, but when I need to I'll be thankful I have 'em. I also figure I ought to keep the ability to go boom should I want it.
Anyway, here goes. Cheap:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Defying the Curse: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
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Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Defying the Curse: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
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Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Defying the Curse: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leaping
Power Pool: Concealment
Hero Profile:
Level 1: Shadow Bolt -- Dev'n-Acc/Dmg(A)
Level 1: Absorption -- S'fstPrt-ResKB(A)
Level 2: Gravimetric Snare -- GravAnch-Hold%(A)
Level 4: Gravity Shield -- S'fstPrt-ResDam/Def+(A)
Level 6: Dark Nova -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(43), P'Shift-End%(45)
Level 8: Starless Step -- Acc-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(40)
Level 12: Sunless Mire -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17)
Level 14: Shadow Cloak -- LkGmblr-Rchg+(A)
Level 16: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 18: Gravity Well -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(27), Lock-%Hold(36), Lock-Acc/Hold(36)
Level 20: Black Dwarf -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(21), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResDam/Rchg(25), P'Shift-End%(43)
Level 22: Stygian Circle -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-EndRdx/Rchg(23), Mrcl-Heal/EndRdx(23)
Level 24: Stimulant -- EndRdx-I(A)
Level 26: Gravitic Emanation -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(37), Stpfy-Acc/Stun/Rchg(37), Stpfy-Stun/Rng(50)
Level 28: Aid Self -- Dct'dW-Heal/EndRdx(A)
Level 30: Resuscitate -- Dct'dW-EndRdx/Rchg(A)
Level 32: Dark Extraction -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(40), ExRmnt-Dmg/EndRdx(42), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(42), RechRdx-I(43)
Level 35: Stygian Return -- RechRdx-I(A)
Level 38: Eclipse -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(39), ImpArm-ResDam/Rchg(39), ImpArm-ResDam/EndRdx/Rchg(39), P'Shift-Acc/Rchg(40), P'Shift-EndMod/Rchg(48)
Level 41: Combat Jumping -- LkGmblr-Rchg+(A)
Level 44: Stealth -- LkGmblr-Rchg+(A)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Dark Sustenance
Level 1: Shadow Step -- Jnt-EndRdx/Rng(A)
Level 10: Shadow Recall -- IntRdx-I(A)
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Level 6: Dark Nova Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Build%(11), Decim-Acc/Dmg/Rchg(48)
Level 6: Dark Nova Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(46)
Level 6: Dark Nova Emanation -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(5), Posi-Dmg/EndRdx(9), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(46)
Level 6: Dark Nova Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dam%(9), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(45), RechRdx-I(46)
Level 20: Black Dwarf Strike -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dmg/EndRdx(33), Mako-Dam%(33)
Level 20: Black Dwarf Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 20: Black Dwarf Mire -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), EndRdx-I(45), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 20: Black Dwarf Drain -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(34), Nictus-Acc/Heal(34), Nictus-Acc/EndRdx/Heal/HP/Regen(34), Nictus-Acc/EndRdx/Rchg(50)
Level 20: Black Dwarf Step -- Winter-ResSlow(A)
Level 20: Black Dwarf Antagonize -- Mocking-Taunt/Rchg(A), Mocking-Rchg(36)
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Set Bonus Totals:- 17% DamageBuff(Smashing)
- 17% DamageBuff(Lethal)
- 17% DamageBuff(Fire)
- 17% DamageBuff(Cold)
- 17% DamageBuff(Energy)
- 17% DamageBuff(Negative)
- 17% DamageBuff(Toxic)
- 17% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 6.75% Defense(Psionic)
- 3% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 13.1% Max End
- 52% Enhancement(Accuracy)
- 91.3% Enhancement(RechargeTime)
- 5% Enhancement(Heal)
- 3% Enhancement(Stun)
- 5% FlySpeed
- 112.4 HP (10.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 13.5%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 6.9%
- MezResist(Terrorized) 2.5%
- 14.5% (0.24 End/sec) Recovery
- 10% (0.45 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 5% RunSpeed
Hey Princess, here's the latest. Tell me what you think of this. -
Quote:Well, yeah. You still don't want to die all that often, because the self rez isn't a fast recharge power. I also didn't mean for the debt protection to be 100%. At most, it should be 50%.Well this set is brought up to be to most damaging set.
Scrappers are made to survive and kill...trying to balance both of those is the key.
With powers such as self-destruct and self-rez...your basically taking out the need to survive...making it to the point that you actually want to die while playing this set.
(Fiery Aura has self-destruct and self rez in one power...so you still don't really want to die...but if you do happen to die, your self rez has some damage it can do.)
Taking away the apsect of not wanting to die while also giving it the most potential damage is why its overpowered.
Blasters don't want to die...they want to find away to unleash their massive damage and still survive. (They do get a self rez in their epics but no dept protection power)
The real downside in this game is not wanting to be defeated (which is changed because you have a power that makes you want to die), debt (which is covered with your debt protection power) and missing out on action (which is covered with your self rez)
When you no longer have to worry about dying and you deal the most damage...thats overpowered.
Maybe the self destruct should be immune to buffs but still enhanceable or something like that. You'll deal more damage per unit time by staying alive, but I kind of made the set with the idea that you would want to die. -
Quote:Heh, thank you. I agree, the good scrapperlockers carry their own wakies, the best never die, and the worst run back to the group at the aggro cap flailing madly and screaming "HEALZ ME NOW!!".I don't think you've ever been in Scrapperlock yourself if you're asking people for rational thought! It's like a spiritual experience, unlocking your animal soul inside the videogame.
Besides, the (experienced) players who fall during Scrapperlock are usually kind enough to not expect you to pull their butt out of the fire. Heck, see the thread title.
I'd like to think I'm somewhere between the good and best, but really, it depends who I'm playing that day.
Glad to hear you got out and had some fun. Thanks for contributing a story to my thread!Quote:My Scrapperlock experience was as a Warshade during the most recent DoubleXP weekend. I have never teamed my WS with a Kinetics anything before then...oh wow. Wow. Double-mire with full-on Fulcrum Shift/Speed Boost was un-freaking-believable. I never stopped moving, never felt the need to drop Dwarf Form (mire being the exception), and it was glorious. I'm almost always the "responsible" one on the team. It was great to let loose.
I finally know what the fuss is all about
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Quote:Ah, thanks for clearing that up. I hope I didn't come across that way in any of my posts. Such was not my intent.I was taking a swipe at those who say or imply that khelds are unpopular because most people can't lrn2ply. There are plenty of mechanical reasons not to play a kheld that have nothing to do with being unable to effectively build or play a kheld.
I see where you're coming from, and my experience is only with warshades at this point, so I can only speak from that side of the fence. In my eyes, a warshade needs to have a skilled "driver" to reach full potential. Again, in my opinion, a kheldian who stays in one form for an entire mission, or even one entire fight, isn't living up to his potential.Quote:* To see what I'm getting at here, consider that Khelds would probably be far more popular if populations were sparse and we could only have one alt at a time. In that case, an AT that could do a good job of filling the hole on any team they join would be pretty useful - you pick up a Kheld to take the Tanker position, say, and if you later get a Tanker then the Kheld just switches to blasting or whatever. But if you already have lots of people playing alts that do all those jobs better, there's no compelling reason not to just switch alts or grab a specialist - and Khelds are specifically prohibited by design from doing any job better than a specialist, or there'd be no reason to play anything but a Kheld. (This also means that SSK really hurts Khelds, as it opens up an even larger population of specialists to choose over Khelds). VEATs take a different approach to the "ultimate teammate" goal: instead of doing 90% of one job at a time, they do 50% of three or four simultaneously. A skilled Kheld player can shift from role to role quickly enough to provide a similar benefit, but it takes significantly more effort and is probably more a happy accident than a deliberate consequence of the design.
As a "dancing" warshade, I feel that I can dish out more dps than a blaster for short periods of time. I feel I can tank much better than many tanks for short periods of time. I feel able to lock down groups better than some controllers for short periods of time. My favorite trick so far is to survive an alpha in dwarf, double mire and blast away. If I'm only doing 80% of two different jobs, that makes me about 160% of a teammate. Being able to rotate through roles at the drop of a hat makes me feel special, no matter what group I'm in. I find my contribution peaks on TFs which have several factions of enemies to deal with.
If I could change anything about kheldians, it would be to make the forms shift faster. This is a balance altering change though, which would have to prove that Kheldians are in need of a buff as they are. I'd have trouble doing that because of the aforementioned reason: I already feel quite powerful.
Actually, I think it would be nice to have the inherent buff work both ways too. As it stands, many teams don't find Kheldians worth the risk of an invite. I feel this is because a poorly played Kheldian is more common than a good one, and a poor one is only 80% of what the specialized player would be, even if he was also poorly played. Having the Kheldian passively buff the other players might tip the scales enough so that they are worth the risk to invite. This is of course subject to the previous caveat; Kheldians need to be proven lacking for any more buffs to be applied. -
Quote:Meh, I don't find them too terribly useful. As the AT with the least hitpoints, a % increase doesn't add as much as it would to anyone else. The same is true for regen, since regen's effectiveness is directly proportional to HP.+HP or +Regen is never a bad thing to build towards on specific MMs.
That said... The effective resist granted by BG mode could be viewed as "increased HP." Taken in that light, +regen and +HP is actually 4 times more effective than it seems (since you only take 1/4 of incoming damage). I think this would only be useful for a tankerminding strategy/build. -
Quote:Alright, I understand this much. You believe the design met its goals, but the designers should have predicted that it would not be liked by everyone.That's compelling evidence of design intent, and I am now convinced that the implementation of Khelds does bear a relationship to that design goal. That an archetype designed to be difficult to build towards playability isn't universally appealing was probably a predictable outcome,
I'd argue that just because a blaster is easy to build towards playability, that doesn't make it universally appealing. I still don't like playing blasters. My point is that no matter how you approach a design, not everyone is going to like it.
Reading comprehension FTL. I'm not exactly sure what you're trying to say here, can I get a hint? -
From my experience, set bonuses are generally not worth going for on a MM. Mostly because you're not the one doing anything damaging. Frankenslot to full effectiveness and get bonuses if things work out. That's my policy.
I will state, however, that I used set bonuses to get enough recovery to replace stamina, allowing me three extra powers I wouldn't normally have. That much was easy to do since all the +recovery bonuses are only two enhancers into the set. I have also used set bonuses to bring me up to the ranged/AoE softcap from what FFG gives. I get hammered by melee still with only 35% defense there, but it's nothing that 75% damage resist can't cure. -
After even more practice with my warshade, I feel even more powerful. And according to Geko's quote, the design has perfectly achieved what it set out to do.
I would support shortening the time it takes to switch forms, however, I don't feel this is necessary by any stretch of imagination. -
Quote:Hey, keep in mind I don't really have them in the "proper" order. I was typing them out as I remembered/thought about them. I have no idea what order they should be in, but I'm pretty sure the Self Destruct should be the mandatory first pick. That's what sets the tone for the whole set.Giving a second look at things, the set is definitely... Unique. I can't say I like it, can't say I loathe it. It's a bit 'different' for my tastes, especially with the Self-rez as the second power in the set itself.
It's far too different from other sets for me to tell you it's a great idea, but different isn't always bad.
Again, that doesn't work for stalkers... So they'd have to have it as a second pick.
Thanks for all the feedback. Yes, this set would need some recovery added into it, and I really like the idea of rolling the debt protection into another power. Perhaps it could scale with level up to a maximum of 50%?
How does debt protection stack? In RWZ, you have 50%, so would this make you only get 25% or nothing? -
Ok, so I'm not crazy. There's some other people who might think this is fun. Thanks!
And yes, it's not do or die so much as do and die. That is a much more accurate description. The idea with this would probably be "hurt as many things as you can before you go boom and finish them off." -
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This is probably going to sound ridiculous... perhaps even ludicrous, but I had an idea for a scrapper/stalker secondary.
I think it could be very interesting to have a "defense" set that would sacrifice defense for more offense. I see it as a "do or die" kind of theme where the strategy is simply "I have to kill you before I die." I've got some ideas for powers, but I can't begin to put numbers to them or even decide what order they should come in. Regardless, here's what I've got:
Self Destruct - Auto power. The idea with this power is that any time you are defeated, you explode. PBAoE Superior damage. I think this should either be the mandatory first pick (which it can't be for stalkers), or the tier nine. This kind of sets the tone for the powerset though.
Self Rez - Obviously if you plan to die a lot, you'll need a way to get back up. No special bonuses, just stand up with most of your health/endurance and maybe a few seconds of "untouchable" in case you need to get away.
Mez Protection - Thematic in a "disregard for self" kind of way. "I'm going to get you, and no amount of immob/stun/hold/sleep is going to stop me!"
PBAoE Damage/ACC Debuff - Either a click or a toggle. Again, the idea with this is more of an "offensive defense." Your mitigation would be lowering enemies abilities to harm you rather than boosting your resistance/defense.
Damage Boost - I know we all have build up in the primary, but I'm thinking a longer lasting click or even a toggle +dam/+acc here. I think some sort of -HP like oppressive gloom would be appropriate if it were a toggle.
EDIT: Alternate/Additional Damage boost - Auto power. Proportional to how much health you're missing, you get a damage boost. 100-60% health = no boost. 5% health = 200% DMG bonus. It would be a lot like the old blaster inherent I guess. The idea here is, you want to die while you're at low health, not while you're at 60% or more. It would of course buff the Self Destruct boom.
Uncanny Luck - Maybe as the Tier 9 is something like elude or overload/powersurge. A short period of softcapped defense, followed by a PBAoE burst of damage/stun and major crash. Maybe the "crash" could even be certain death, which would trigger the self destruct power. "I'm going to last x seconds, and then I'm dead. But so help me, you'll be gone before I am."
Quickness - One way to become more offensive is to have inherent +recharge. Pretty much a clone of the reflex power.
Debt protection - Now, I don't think debt is a big deal, but maybe if you're going to be planning on dying a lot, a little bit of passive debt protection might be needed.
That's only eight powers. Like I said, I need some help figuring out what could be done here.
The main questions however are: Is this even viable? Is it potentially game breaking? -
Quote:This may make me sound stupid, but it'd be worse if I didn't ask.And although I think you know this, interrupt IO's don't do anything to make the power work faster.
Really? I've never actually put an enhancer in these powers, so I don't know, but I thought it went like this:
Click power -> interrupt time -> cast time -> TP happens.
So I thought that reducing the interrupt time would allow me to TP people faster. What am I understanding incorrectly?
EDIT: Nevermind, I found it. http://paragonwiki.com/wiki/Interrupt
