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I don't think the mines ever moved, but acid mortar for sure did, even with recall friend. I think teamport was the only thing that could move a triage beacon since it was not target-able.
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I started playing CoX shortly after launch and took a few breaks. I've tried every "normal" AT at least once, but only recently decided to try a warshade. I just hit level 38, and let me tell you, this has been the absolute most interesting journey a character has ever been for me. I can't say I've ever had this much fun for this much of the progression of a character. One of the biggest reasons is that every new power seemed to revolutionize the way I play.
The closest thing I can compare this to is how a controller gets a pet at level 32. At that point, everything changes. You're able to do things you never could before. But this happens with a warshade for almost every new power! Beyond that even, there were so many time were I thought "If I only had a few more slots!"
Before even creating the character, though, I was sure to read Plasma's and the other Kheldian guides. I made up my mind early on about becoming a "dancing" warshade.
Now, just about everyone does a sewer run. I, however, did two. One got me to level 6 for nova. Then I joined a second team, exemplar'd down to level 2 and ran through the sewers again, but this time AS a nova. I heard several comments about how that was the quickest sewer run any of them had been on.
Level twelve came and I first learned the two-step. This was my first real taste of the "warshade dance." I was already dropping out of nova to occasionally fire hasten, but now I had purpose!
I tried to team as much as I could to make the most out of the inherent, especially now since it is active in the forms. Things were going alright, but somewhere in there I messed some things up, so I used one of my vetspecs. Lo and behold! I could slot up the nova form without "throwing away" any slots!
So now I had superspeed, nebulous form, and recall friend... It's time to run a Positron TF. I had developed a simple strategy by the end of the TF: run into the tightly packed group completely invisible to saturate a mire before going nova. We ghosted what we were able to, and had a great time. So much fun, in fact, that I organized a second one, but this time I brought some new toys with me.
Gravity Well, amazing little drug used to treat quantumstomach and voidaches. Side effects include loss of fear. Not only that, I had finished the "dance" by adding dwarf form to my repertoire. Have I mentioned how much I love the new exemplar settings? I'm running Positron with dwarf form! Granted, nothing is slotted well, but the mire is accurate. That simple strategy from before now had so many more options. Go Dwarf, teleport into the middle and soak the alpha, dwarf mire, drop for sunless mire, gravity well the boss who was now on the last leg of his life, go nova and maybe get one AoE off with both mires still active if i was quick enough. Or I could sunless mire first, go dwarf and scrap it out with good damage. Better yet, I could sunless mire, dwarf mire, and go nova with time to fire three blasts with double mire goodness. What's more, when sunless was still recharging, I could do a dwarf mire for two quick AoEs from nova. I had never seen so many big orange numbers at such a low level in my life.
Ahhhhh, Stygian Circle. I never imagined how often this would be ready out of the box. Use it after every battle to race ahead of the silly normal ATs who are still sucking wind. I used to occasionally stop firing to recoup endurance, but not anymore! Not necessarily strategy altering, but I loved what it did for my abilities.
What's this new toy? Gravatic Emanation? So, you're telling me I can stun the whole group and bunch them into a corner for mires? I actually started to solo a bit at this point. Great opener, love the knockback, adore the stun. At this point, I felt I had everything I wanted. Except of course, more slots. I knew there were some other cool powers to come, but ... meh. I got what I need. Gimmie more slots!
Nevermind what I just said. Having a fluffy ball of doom following me around all the time... That's awesome. Wait, I add some recharge and now there's often two of them? Rock on.
Self rez? I almost never use these, but strangely, this one had a different effect on me. I wanted the chance to use it, but more than that, it was a challenge to me. Do everything right, just like always, but race the team. Get there first. Take more on. More aggro. Meaner aggro. Find out what kills you. Then get back up and make them regret it!
Last night on a KHTF (the first one I'd ever done), just before the last mission, I hit level 38. I had heard so much about Eclipse. I didn't think I needed it, but I was still excited. We zoned into that last mission.
"Hey, you guys wait here, I want to try something."
"Famous last words..."
"S'ok, I got a self rez."
You all know what happened. Invis my way into the middle of an 8 man spawn of red caps and fire off an un-enhanced Eclipse. Mire, nova... destroy. Wow. I love my warshade.
So what's the point of this thread anyway? I guess I don't know. Maybe someone on the fence will read this and try a warshade. Maybe someone will be inspired. Maybe someone will think I'm an idiot for wasting all this time. Either way, I really enjoyed this character and wanted to share my experience. I hope it was at least an entertaining read.
Have any of you ever felt like this about your warshade? -
Quote:Bill, PLEASE do not think I agree with the person I quoted. I kept repeating "as he said" in an attempt to show that I don't agree with it.The only possible response to that is: You must not know how to max out your character very well.
There WILL be a loss in order to slot for KB. It IS a problem. Your acceptance of that fact is irrelevant.
Read my post with LOTS of sarcasm. -
Quote:I didn't say they were overpowered, mind you, I only said they were powerful. In my very honest opinion, though, your suggestion would push them into the realm of overpowered. If we want "epic" to mean "better than everyone," then we should do this, but I don't think that's the case. This game has always tried for a balance in things.I don't think most people consider Khelds overpowered at the moment (well, PBs anyway) so this wouldn't add to that. In fact, Khelds who are used to being on large teams alot would feel like they've been Nerfed. Those that Solo or play on smaller teams alot would feel buffed. I still think it'd even out, but best of all, the teams that Khelds on would certainly feel buffed, and appreciate and welcome the Kheld's presence more. IMHO, of course
And to the ends of the Earth I will fight against mez protection in the human form. If human had protection, there would be no need for dwarf form at all.
Personally, I like them the way they are. I feel like an amazing contributor to the team. I've run on TFs where I went full on scrapperlock with a WS. "You seven go that way, I'll go this way." We were on a Manticore last night with the bugged level 40 Paragon Protector Elites that show up in pairs while all of us were stuck exemplared to 35. I managed to tank one alone while the rest of the team ganged up on the other. For the rest of the missions, however, I was able to mire/nova and melt things. Granted, using a bugged mission isn't the best support for my argument. I was just trying to highlight the capabilities of a decently played WS. -
Quote:As RapidBrian said, you could just slot knockback. It wouldn't affect your performance at all, as he said. You'd still be maxed out for damage and set bonuses, like he said. If slotting one knockback destroys your toon, then you were doing something wrong, Bill.I will give this a yes every time I see it suggested because of the simple fact that it DOES NOT take away any tactics. All you have to do is slot it with ONE kb enhancement to change it back to kb. Any arguement against this change holds no ground in my eyes. If the one enhancement change destroys your toon, you were doing something wrong. You dont even have to put in a pure kb io, it could be a kb/rech, end, acc, whatever.
This comes up a lot. Obviously it gets mixed results every time, but in the past a majority of the people who posted on the topic have been in favor of the change. -
Quote:Ok, you do have a point here. Somehow I read your original post as "Whatever the kheld would have gotten, instead give it to everyone else." My bad.Each AT would only get a single bonus, the same they normally give to a Kheld; they wouldn't get the entire bonus the Kheld normally gets from all teammates. ex: A Scrapper would get a 10% Resistance bonus for teaming with a PB (and nothing else) no matter how many others were on the team.
But yeah, waaaay overpowered, just like overwhelming advantage the boost from powers like the Leadership Pool or the Magic Booster Pack gives teammates.
Seriously, Do you really think a percentage boost thats around the numbers of a small inspiration (and comparable to Assault and Maneuvers) such a game breaker???
Personally, I think it's right in line with powers like Leadership and the VEAT teambuff toggles, and it would have the wonderful property of giving other ATs something tangeable, and thus make Khelds more welcome and sought after...
I actually like your idea now. It's not overpowered... but I'd only really like it if the AT as a whole were buffed to compensate for not receiving those buffs anymore. Or hell, why not have the buff work both ways?
Nevermind, as I'm typing this, I realize the problem. Your suggestion makes a Kheldian buff players, but would leave the Kheldians significantly nerfed. No one wants that, so you say to buff the Keheldian to compensate. What that's doing is throwing the already powerful Kheldians way over current performance.
First, pick up groups look for tanker/DPS/support because they need it to work. If you're broadcasting, you don't know the people you're teaming with. You don't know if the Kheldian you invite will be able to tank for you, or be able to DPS halfway decent. Many people view Kheldians as too dependent on skill to randomly invite one.Quote:Oh, I'd forgotten about all the broadcasts of 'Looking for Kheld' I see instead of looking for DPS, Support, Tanker, etc...
Most people welcome Khelds because most people are simply nice and/or don't really care. But as has been said on this thread, though, most people do prefer a teammate that offers a clear contribution to the team, whether DPS, control, etc., as opposed to the general 2nd best at everything Khelds bring.
I'm not a Kheld basher. Remember, the AT I play most of the time by far is a PB. I'm love the AT in general, but there are things that can make it better (on teams and solo), and I've offered one. But there is a perception problem; one that I think is born of truth.
People like the OP don't start the gazillions of thread about HEATS like this for no reason at all...
Awww forget it - what was I thinking. The AT is perfect as is *shakes head*
I haven't played a PB, but I'm getting very familiar with my WS. When I run TFs, I always try to grab a kheldian or two, but never more. It's kind of like a kin. One is great, but two is overkill. More than two kheldians leaves them without enough teambuffs to make them awesome. -
Further, even if you frankenslot to the same general effectiveness you had before, you can no longer get the last bonus in a set.
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Quote:Did you just disagree with BILL about dealing damage as a brute?!?!I agree claws HAS the potential of dealing great aoe damg BUT... in my experience the actual aoe damg isnt that great.....
Shockwave does LOWER the aoe damg in many cases since you have run to the mobs again you did send flying al over the place, and after shockwave the mobs arent packed tightly so that spin can reach most of them.
Claws doesnt have any big hitters, and MOST high lvl mobgroups have at least 1 lt. or boss mob with absurd high lethal resistance.
It takes forever to kill a malta robots, council robots/wolves, ritki lts and bosses etc.
I never really understood why there are so many highly lethal resistant mobs but almost none vulnerable to lethal.
No other damg type is so highlyl/often resisted as lethal apart from maybe psi.
I cant really see any benefit lethal sets offers to counter that.
If there is one i wold like to know pls. -
Quote:Oh yeah, that sounds balanced. Instead of giving one buff per teammate to one player, let's give the same buff to up to seven players.Instead of the AT getting buffs when teamed with certain ATs, the inherent instead gives those ATs the exact same buff they currently give the Kheld. A PB's new Cosmic Balance: A Tanker teaming with a PB knows he will get a constant 20% damage buff; a Scrapper will get 10% more Resistance; a 'Troller will get a +1 bonus to her control mag... These buffs would instantly make Khelds more welcome on teams. The Kheld's base stats would have to be enhanced to account for the fact that they won't be getting buffed from teammates anymore; they would no longer reach the highs of teaming with 8, but they also wouldn't have the lows when soloing or on smaller teams. Balances out from the Kheld perspective and would make other ATs welcome khelds. Win/Win...
But as Grey Pilgrim said, I find that people welcome Khelds already. -
Quote:I agree, I'm still new to my warshade, but it seems all to easy to gravity well the one enemy mezzer or even gravatic emanation stun the whole group.Heck, as it is, Human form has a lot of tools to make it without mez protection: giving it to them would make them even more effective than they already are.
I tend to only use dwarf when I'm in a large team that has a sudden need of an off tank because we aggro'd an extra group or two. Or when I feel like pulling off a double mire AoE. -
Maybe this is why I like playing redside so much... I can much more easily not care what happens to the people I'm fighting. He's a family goon... whether he ends up in the morgue or jail or hospital, he still made the wrong choice of waking up this morning.
Arachnos is the survival of the fittest thing. Not my fault I'm more fit than them.
And don't get me started on Longbow. With all their nasty tricks I'm happy to put a few of them down. -
I think I'll be done when I can RP them as "dead."
I often re-use the same character as a different character... How can I word this in a way that makes sense?
As an example: I have a SS/WP brute who is a character I love. He's a thuggish and somewhat stupid crony who works for my main villain, a technology mastermind. He's RPed as always smoking a cigar, and when he's "done" it'll be due to lung cancer. My main will save him from the lung cancer with tech that weaponizes the cancerous byproducts, but can't restore the brute's strength. He rises again as a thugs/poison mastermind so I can start the journey all over with the same "character." -
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Quote:Steelclaw! For SHAME!With the current color customization you can run a fire blaster... color the fire green or blue or something along those lines... and just claim it isn't fire. Perhaps some kind of energy-leeching force or gaseous entities that attack once before fading back to their original forms...
Why is this not a list of suggestions? -
A blaster afraid of melee is like a tank afraid to take alphas.
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In my experience, HEATs are FREAKING AMAZING!
I've only played a warshade, though, so I can't really say anything about PBs.
I haven't had any characters blueside since I took a break after i4. I came back to the game shortly after CoV was released, rolled a mastermind and hadn't looked back until very recently.
Anyway, I started playing my warshade after reading Plasma's guide to Kheldians. (I'm too tired to link it right now) Getting to nova form was very fast, and once I had Sunless Mire I felt unstoppable. I was even better on teams, as someone else would grab aggro and I'd mire/nova everything to death faster than ... well, faster than a lot of things could.
Getting dwarf form wasn't amazing at first, but once I learned how to use the dwarf mire for a couple quick nova AoEs while the normal mire was still recharging, I loved it. I'd felt powerful the whole time, but Stygian Circle meant I never needed to rest, and from then on I've felt immensely not like fail.
I've done all the TFs up to Manticore now (even with the lvl 40 PP elites) and I haven't liked an AT as much as I like this warshade. It may be notable that I haven't done much solo, because of the inherent team bonuses. I have to be cautious on my own (I don't have eclipse yet, one level to go...), but on a team I feel greatly overpowered.
Granted, I've still been taken down. It's not an easy AT, I have to stay on my toes the whole time. As long as I'm careful, watch my health in nova, drop for stygian circle in time, and go dwarf when I'm stunned, I don't faceplant. Good keybinds help in this pursuit. -
Quote:There's been a post by Castle or some other redname detailing that in testing, when they gave mez protection to kheldians, there was no longer any reason to take the dwarf form. They were very cautious to add the mez protection into the inherent, and because of that, you only get 1 mag protection for every controller.Saying 'take dwarf for mezz protection' ignores the fact that Kheldians have a non-dwarf mezz protection.
It doesn't work correctly and it's sub-performing right now, but the team-link bonus is definitely there.
Unfortunately, the developers seem to have fallen into that concept trap without either removing the old version or replacing it too.
I can't find that post, but I can swear that I've seen it. (For what good that's worth) -
Quote:Fix'd.Not true. If they would need to be SK'd before, they automatically are. If they would need to be exemp'd before, they automatically are. If they're the same level as the team leader, their level does not change.
So if the team leader is level 30, anyone below him is brought up to 29. Anyone above him is brought down to 30 (but they still keep their level 32 & 35 powers, and they still get XP). And anyone at 30 doesn't change. -
If you don't like the reordering, the only way to avoid it is to have the leader do his missions and his missions only.
As was said before in this thread, when you pick a different players mission, that player's name goes to the top for the mission, but then reverts to the team leader afterwords. -
Fire, cold, smashing, etc. are done in separate "ticks" of damage. i.e. When you get hit with an attack from Energy Blast, you will see two numbers pop up. One is energy damage and the other is smashing.
If you have energy resistance, but no smashing resistance, the energy portion will have your resistance applied, but the smashing portion will not be resisted at all. -
Quote:Truer words have not been spoken. One of the reasons I don't play melee characters is because of the lack of raw power. I have a kin/nrg defender that can solo huge mobs very quickly, mezz or no. I have an ill/rad that, with a little more invested, could take down AVs and GMs. I have a bots/traps mastermind that just won't die, no matter what it's up against.Something's getting lost in the equation here if people are saying melee ATs are too good because a select few with awesome builds can do things like face x8 spawns, when squishy ATs, who some people in this thread say are too difficult to play solo, can do that and much more.
None of these have passive mez protection. None of them have problems. -
I'm finally going to chime into this to say that I've never had a problem with mezzing opponents. I play mainly controllers, defenders, masterminds and corruptors. I've never had a problem with mezzing opponents... until I messed with the new difficulty settings.
I think the problem stems from people wanting to be able to solo x6-x8 missions, but the increased number of mobs means having more mezzing enemies than are possible to deal with. Even then, the right squishy builds can floor enemy accuracy in groups or even control the large groups well enough.
Playing the game solo on the intended difficulty with only SOs, everyone has the tools necessary to deal with mezzers. Defenders/corruptors can use debuffs and snipes, controllers can control and debuff, dominators can control and snipe, blasters can still kill things while mezzed, and masterminds just can't die. PBs have dwarf form, WS have that and controls.


