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Status resist only decreases duration, it doesn't stop the effect from taking effect on you. 100% sleep resistance reduces the duration of sleep effects on you by 50% (that's how status resistance works)... but taking damage or being healed will end the sleep right away.
If you get mezzed it's either not going to matter much or you'll have to get out right away. Use breakfrees.
Here's how I'd do your build. Yes, it doesn't keep all the powers you wanted and subs in some others. A few specifically are to mule certain IOs. Super speed with a stealth proc is because it's really, really good for lots of things, like stealthing missions and being sure to get the first hit on voids and quantums.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Gleaming Bolt -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), Achilles-ResDeb%(43)
Level 1: Incandescence -- S'fstPrt-ResDam/Def+(A)
Level 2: Gleaming Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(15), Achilles-ResDeb%(45)
Level 4: Essence Boost -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(9), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(15), Dct'dW-Heal(31), Dct'dW-Heal/EndRdx/Rchg(39)
Level 6: Radiant Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 10: Shining Shield -- ImpArm-ResPsi(A), ImpArm-ResDam(40), ImpArm-ResDam/EndRdx(50)
Level 12: Swift -- Run-I(A)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46), Numna-Heal/EndRdx(46), Mrcl-Rcvry+(48), Mrcl-Heal(48), RgnTis-Regen+(48)
Level 18: Incandescent Strike -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(19), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Dmg/EndRdx/Rchg(29)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Reform Essence -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(23), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(25), Dct'dW-Heal(31), Dct'dW-Rchg(34)
Level 24: Pulsar -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(34)
Level 26: Build Up -- RechRdx-I(A), RechRdx-I(40)
Level 28: Glinting Eye -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg(36), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(39), Decim-Acc/Dmg/Rchg(45), Achilles-ResDeb%(46)
Level 30: Quantum Shield -- ImpArm-ResPsi(A), ImpArm-ResDam(40), ImpArm-ResDam/EndRdx(50)
Level 32: Dawn Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 35: Solar Flare -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37), Oblit-Acc/Dmg/Rchg(45), Achilles-ResDeb%(50)
Level 38: Light Form -- RechRdx-I(A), RechRdx-I(39)
Level 41: Photon Seekers -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(42), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(42)
Level 44: Combat Jumping -- LkGmblr-Rchg+(A)
Level 47: Glowing Touch -- Heal-I(A)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Zephyr-ResKB(A)
Level 10: Combat Flight -- LkGmblr-Rchg+(A)
------------
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Unless the devs also merge the markets, I expect changing sides will result in a loss of all influence/infamy and, quite possibly, of enhancements salvage and inspiration. I'm not going to decide on any existing characters to side switch until after I know more about things like that. My current PB has billions of inf worth of inf and IOs.
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Out of all of the varoius ways they could immplement the side switching, that has to be the most retarded way to do it. I don't think that proposal made it out of commitee.
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I'm not taking it for granted. If there's no "material" penalty for side switching but they don't merge the markets, people will just mule things from one side to the other and get the cheaper of either side.
The devs have said in the past that they have conceptual reasons as well as practical reasons for not merging the markets (largely that conceptually, infamy for doing evil doesn't get 'restored in public opinion' to the same amount of influence for doing good, if you take off your black hat and put on a white one).
Unless and until the details on this emerge, all of the developer statements (which you like so much) that we do have on the matter seem to indicate that at very least, we shouldn't take for granted that they're going to allow commerce between sides.
And it's not necessarily retarded from a game design perspective. If there's not a significant enough penalty or drawback to changing sides, people will do it casually and the distinction between the sides will effectively disappear. Instead it depends on how often or lightly the developers want us to take side switching. A loss of all wealth - inf and equipment - would certainly make people think about it seriously.
From a developer standpoint, wanting your choice of side to be taken seriously is not retarded at all. -
Unless the devs also merge the markets, I expect changing sides will result in a loss of all influence/infamy and, quite possibly, of enhancements salvage and inspiration. I'm not going to decide on any existing characters to side switch until after I know more about things like that. My current PB has billions of inf worth of inf and IOs.
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First impression? After almost four years of playing a human form PB, and IOing it out to the max, this build looks all kinds of crazy wrong to me. Even though you're taking most of the right powers, they're being slotted poorly and key powers are being taken much later than they become available.
As a quick example if you care about recharge, why are you taking hasten so late and why aren't you slotting it at all? Increasing hasten's uptime by 30 seconds or so (which is what adding 2 more recharge slots will do in your build) is going to be much more effective in practice than any other use of 2 slots.
Several powers stop short of getting a recharge bonus, or could get a recharge bonus if you slotted them differently, because you're slotting out your shields. That's a bad use of slots. Take the slots from your shields and put them in essence boost and reform essence and dawnstrike and solar flare. Get the 5% recharge bonuses from doctored wounds and obliteration then. And get better slotted attacks and your real defenses.
And ess boost, reform ess, and pulsar are your real defenses. Even with the toggle suppression on mez change, the shields are far less effective than your hp boost, preemptive control and selfheal. Because when do you get mezzed? When you're getting hit. When do you need your shields? When you're getting hit...
You also seem to be avoiding sets that are outside a certain price range, or else I don't see why you're not using decimations or luck of the gambler 7.5's. But then you are using obliterations... so what's the scoop there?
Psi damage is pretty much negligible blueside, and having high recharge and accuracy bonuses aren't worth much if you don't have the right powers, properly slotted, to take advantage of them. -
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Which effectively means that you believe all influential people, ever and into the future, must be competent.
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I said they must have some competency, and I firmly believe this to be true. Feel free to prove me wrong but it will be very difficult to find an influential person that doesn't contain some competency that lead them to their current standing.
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That depends on if the competency has to be at something positive or not. Ie, does someone who is a competent liar or cheat, count as competent?
If not, I submit Bernie Madoff. In the past he was involved in legitimate ventures, but his major influence on his field is certainly going to come from his failure. -
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And I'll restate my disagreement - a lot of influential people are influential because of their incompetence (ie, consistent making of many mistakes, or making a few very large mistakes). That they got the chance to make those mistakes based on prior competence is possibly, but not necessarily true, and what's more doesn't matter - just that their actual influence came from screwups rather than successes.
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Here you make broad generalizations about "alot of influential people" and then you state this...
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overly broad generalizations are usually false.
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So...
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So... that is far less broad than your:
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you don't have to be competent to be influential.
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Uh, yes you do.
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Which effectively means that you believe all influential people, ever and into the future, must be competent.
The only thing that is necessary to disprove that is to show that one influential person was not competent (or, arguably, that they were not influential because of their competency).
Further, competency is not a permanent state nor is it a state that is judged by anything but results, in the end. Someone could be competent to a point, and then fail from then on; they would be remembered for their incompetence.
In contrast, saying that "a lot" of influential people were incompetent or at least, had their influence on the world because of their failures, isn't overly broad. You can argue about how many people, exactly, constitutes "a lot" - but you'd have to at least prove that "no one" has ever had more influence via failure than success to support your original assertion.
Meanwhile from that MMO list, I could reaosnably argue that Koster, Godager, and Garriot (that I'm familiar with directly) have had at least as much influence on MMOs from where and how they failed, as where and how they succeeded. -
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That completely ignores the process of selection for party nomination. You can't just vote all Republican, for example, when everyone on the ballot is a Republican.
So, all the Republicans nominate one candidate or another, the democrats nominate another candidate, the 90% of the voting population gets split dead even, and the 10% of us Independent-minded folk make the real decision. Exactly as it should be.
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I fail to see where candidate competence has a bearing on party nominations, at least at the national level, given how parties seem to nominate candidates based on internal politics and who they think can win the election, or in some cases on whose career is in its twilight or is expendable when they expect to lose the election, rather than who they think will be best for the job after the election. -
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I'm not interested in debating politics, etc. blahblahblah. So, I'll restate my point; to be influential, a person must contain some competency.
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And I'll restate my disagreement - a lot of influential people are influential because of their incompetence (ie, consistent making of many mistakes, or making a few very large mistakes). That they got the chance to make those mistakes based on prior competence is possibly, but not necessarily true, and what's more doesn't matter - just that their actual influence came from screwups rather than successes.
Put very briefly - correlation is not causation, and overly broad generalizations are usually false. -
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I don't agree. They were obviously competent enough to 1. get elected and 2. not be impeached.
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In elections with an under-50% voter turnout rate and where the crushing majority of voters - in many elections, over 90% of the people who do vote - will vote based on party rather than actual appraisals of competence, it is very easy to get elected without being particularly competent.
Furthermore, it usually is not the candidate who is primarily responsible for his campaign, it is a campaign manager or other 'mastermind' - think Karl Rove.
On the subject of impeachment... presidents and other officials aren't impeached for incompetence, they're (supposed to be) impeached for high crimes and misdemeanors performed while in office. In reality, impeachment proceedings have been exceedingly rare and were only ever carried through for political reasons; Nixon (where it would have been justified on legal grounds) resigned prior to being impeached. -
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Top 20
It would seem that not everyone agrees he is the plague to end all plagues.
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you don't have to be competent to be influential.
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Uh, yes you do.
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Incompetent people (or in other cases, people with the wrong competencies) are often influential because of their incompetence. Several presidential administrations in US history (including recent history) serve up numerous examples. -
Raph Koster has, I think, just recently opened a virtual world called Metaplace for beta testing. He's also been a very prolific writer on virtual world, game design, and MMO-related subjects, notably including things like 'player rights' and 'virtual property.'
These are sort of pioneering topics in the field, IMO - starting to, or at least trying to break the mold, as it were, of the game's TOS effectively being a contract of adhesion (game companies have much more legal/bargaining power than players and you have to accept or you can't play) which generally outlines an unequal relationship between player and company where the game provider can more or less do whatever they want to you, including cancel your account or take away some or all of your game progress and virtual property at any time for any reason.
Ie, like with the recent farming thread, NCSoft can delete some of your characters or ban your account, without your being able to do anything about it, even though those characters and accounts represent your time and effort and thus are your virtual property. This also touches on things like RMT, microtransactions, and even discussions on taxation of MMO economies.
Raph is, by the by, mostly on the player's side of things from what I've read - that players should have real-world-like rights regarding their virtual property, like the right not to have it taken from them without explanation or appeal.
I can't believe that list was in order though, seeing how far down on it Richard Garriot is. Or even, for that matter, Gaute Godager.
As for Jack... he deserves to be on the list and to be appreciated for what he did accomplish in City of Heroes, but he also does deserve the tomatoes being thrown at him here too, often for how he accomplished those same things.
And Jack's behavior since leaving, and the behavior of the Champions Online team as regards COH, hasn't done anything to earn him any goodwill or forgiveness - quite the opposite. -
People are 'abusing' (actually, just 'using') phase much more now because of all the travel suppression and other 'balancing,' not because there's something unbalanced with phase shift. If the PvP playing field hadn't been 'levelled' by dynamiting it, odds are good that phase use would be much less common.
In fact, phase has been nerfed heavily and repeatedly for PvP purposes, including timers on how often you can use it and now the change where you can phase in order to attack a phased target. -
Pre-13, PBs had very good survivability but too weak damage to score many kills, though you could quite often surprise inexperienced/non-pvp doms, corrs, or stalkers and take them out. Brutes, well, I don't know if I've ever beaten a brute 1v1 with my PB, either before or after I13. Electric armor used to be a very popular set in pvp zones and it gave them 90% energy resistance... not exactly a good matchup for a PB
In i13+ pvp, PBs are still very, very survivable - one of the more survivable ATs, in fact, and the only one to get a dull pain clone, a reconstruction clone, and a phase shift power all as part of their main sets. The status effect changes work strongly in your favor and nova form's ST attacks are now both brutal and evil (100 foot base range, good damage. Slot a little range and odds are good if you can see it, it's in range to attack).
Human form damage is... very weak still. You'd probably be better off using Flurry instead of incandescent strike, for example, even though their activation times are similar (flurry is actually a little faster). -
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I would put always put money on the player rather than the build in PVP. A guy who knows his class inside and out is a far more dangerous oppoenent than the build of the week. Pick a class, learn it and play it every day. That's the only way to get better at PVP.
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My recent testing of pvp disagrees. Some characters I beat 100% of the time; some characters I beat 0% of the time, and it has entirely to do with their build, not anyone's skill. And I know this because we tested under 'anything goes do whatever you can to win' rules, under 'no insps/accolades' rules, and finally under 'lolfiteclub' stand and buttonmash rules.
No matter what tactics were employed on either side, some characters I always beat, others I never beat. The only place skill played much of a factor was that against the people I couldn't beat, I could usually pull a draw from by evading.
There were no characters I tested against that I won some of the time and lost some of the time against. In every instnace it was always all or nothing. Everyone involved was, like me, a fairly novice pvper and wasn't using a pvp-tuned build. We just decided to get some of our characters out and test out pvp in the arena to see if making pvp builds and getting more involved with it would be fun and worthwhile.
I have to say it doesn't feel very fun and worthwhile when the outcome of a match is so predictable.
The builds tested included 2 night widows, a fortunata, a DM/invuln brute, thugs/dark MM, BS/regen scrapper, and ill/kin controller. From what I've read, however, that widows were probably a waste of time to have tried in the first place -
IO Set bonuses carry between forms, including special IOs that operate as if they were set bonuses (luck of the gambler 7.5 and KB protection IOs are examples of these). IO proc bonuses carry between forms for the duration of their proc (ie, if you have Miracle slotted in health, you'll still get the recovery bonus for 120 seconds after shifting). One-off procs (performance shifter +end) will only operate as long as the power they're slotted in is active (thus, slotting one in stamina will do nothing while you're in dwarf; slotting one in dwarf will only fire if dwarf is toggled on).
KB can be a problem. For you, NPC use of KB will be a problem in human form unless/until you get a protection IO. NPC use of knockback/knockdown has exploded since issue 7, to the point where for a long while I felt like there were fewer enemies who -didn't- use it than did. Your own KB ranges from a nuisance (radiant strike punting something you want to keep whacking on, forcing you to chase) to a detriment (AOE powers scattering spawns and interfering with team performance). All you can do is work hard on controlling it in teams.
Dual builds can be very expensive, unless you're sticking with SOs or frankenslotting. Personally I'd say to create one 'top-end' build that suits your style properly, instead of two mid-range ones. Then either SO or frankenslot the secondary build you'll not use as much. You're going to spend most of your time on one of the two builds, depending on your favored activities and playstle, and the other build will thus represent time (because inf and merit production is a matter of time) that's gone to waste (because you aren't using it much).
The one character I'm using dual builds on is a widow, taking one NW branch build and one fortunata branch one. But the NW build is just plain better for what I do and matches my playstyle more, so the fortunata one is now mostly for show or the occasional change of pace. The rest of my characters really have no use for dual builds; my PB had an extremely high end build already when the feature was introduced.
I'd say to split your two builds between 'solo' and 'teaming' on a PB, rather than specifically by which forms either build has - decide that on preference and playstle. You can dramatically change the soloability and team utility of triform kheldians by rearranging their slots; it wouldn't be ludicrous to have two differently-slotted triform builds if that's what you like (especially if you're using SOs). -
Glowing touch is a very useful power when you need it. It's also good in not needing any slotting. Assault's not terrible, but the extra endurance usage in your build might not be sustainable since you already have 5 defensive toggles and hasten crashes to contend with.
I'd drop thermal shield and put quantum shield off till later. Take hasten much earlier. Stick a second recharge IO, if not a second and third, into lightform.
You don't have enough attacks. Especially not at lower levels. The fact that your slotting boxing up should be a warning sign. You should take Gleaming Blast at level 2. Also, slot gleaming bolt up. Put procs in it. It becomes quite good with 2-4 procs (it can take achilles heel -res, touch of lady gray %dam, shield breaker %dam, apocalypse %dam, and devestation hold). If you don't have a +recharge build, you're going to need to use this attack for damage, because you'll be filling your attack chain with boxing otherwise - and on top of that, you don't even get boxing until the 40s.
Going for melee defense and resists instead of +recharge is, in my opinion, a mistake. You might get decent results, but without status protection you're still going to end up a sitting duck on a pretty regular basis with your toggles suppressed. If you want to be a very strongly defensive kheldian, you'd really be a lot better off with dwarf form. Or with a perma-eclipse warshade. For a PB however, getting to perma essence boost, or near-perma essence boost, is much better practical survivability than taking the fighting pool, again, in my opinion. -
Are you looking for a vg to join, rp with (possibly for a specific plot), coalition with, or something else?
Currently I'm part of a fairly small, mystically-tilted VG named Fallen Legacy that among other things does 'paranormal consulting' work, often involving ghosts, artifacts, demons and/or general magic run amok. We're for hire IC, and being villains are willing to get our hands dirty if we have to. (We probably cannot be paid enough to willingly grab the idiot ball, or the villain ball, however. We have our pride!)
Feel free to contact me ingame (global @Flux Vector) if you want to talk. -
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Now if you are simply asking that Merits be a tradable resource, or even trade-within-account, I am sorry, but that's not going to happen. Characters of different levels earn Merits at different rates. Merits are supposed to streamline the reward process for that character, and that's not going to be changing any time soon.
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Have you looked at the effect the merit implementation has had on the market, especially for sub-50 recipes and inventions?
Do you consider the utter lack of pool C and D supply before level 50 to be a good thing in any way, shape, or form?
Do you plan to correct this in any other way, since trading merits to lower-level characters to generate those low level recipes is apparently off the table? -
I'm pretty pleased with the Robotic Fabrication Machine I installed into my workshop.
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At the time I pointed out that the supposedly-intended original benefit and use of dwarf form - tanking - is not diminished by the human form having mez protection. The dwarf form would still be a far superior meat-shield to the human form due to its bonus hitpoints, higher base resists, and aggro control abilities.
If dwarf form's attractiveness really is that diminished by it that dwarf form needs the additional 'incentive' of mez mitigation as a reason to even take, then I'd say the problem lies with tanking as role/concept, not with the dwarf form power vs the human form ones.
TL;DR version - if human mez protection really makes dwarf redundant, it only does so to the extent that tanking in general is redundant in the game. -
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Conserve power - why is this on a 600 second recharge?
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All versions of Conserve Power, including in-set versions, have a 600-second recharge.
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I'm aware of that.
I want to know what the justification for it is, especially since it makes the in-set versions of it no better than the APP versions.
And especially in light of how much stygian circle is up... what the specific justification for PBs having it and having it on a 10 minute recharge is.
CP and group energy flight really give me the impression the devs were like "huh, let's just throw this crap in there because we don't know what else to fill the powerset with." -
Objective: It'd be more convenient if you could do it like a respec, especially for soldiers of arachnos (who have to level their 2nd build as a wolf spider or blood widow to 24, then are forced to respec and start over from level 1 at 24, then finish levelling up to whatever level they were).
Subjective: I'm not using the dual builds feature very much at all.
First, the majority of my characters have absolutely no use for it, as their primary build is more than capable of doing everything I want them to do.
Second, re-equipping my second build with new IO sets on numerous alts is prohibitively time-consuming. Equipping the second build with SOs or common IOs, meanwhile, would make it so much less effective than the original build that I would probably be better off using the original build anyway, even if it weren't custom-tailored to the task at hand.
The exception to these two points might be PvP, but I refuse to PVP in I13 because of DR and the generic-ization of PvP. -
Both ATs -
Dittos on air superiority.
Controller inherent bonus - still useless with just 1 controller. Please increase to 2 points per controller, or include a substantial mez resist buff to cut durations for each controller, or a powerboost effect. All suggestions we've heard before.
Epic AT inherent bonus - could we get something more to this? Slow resistance is really a minor buff, but add in things like defense debuff resistance, tohit debuff resistance, and end drain resistance, though, and make the bonus a general 'debuff resistance bonus' and it'll be a pretty darn nice one. Basically, same thing as the controller bonus, just newer. Then again, getting a bonus at all was a step in the right direction.
Peacebringers -
Dittos on glowing touch. Even getting a range of 50 feet on it would be very nice and quite usable.
Photon seekers - are these an aoe attack, or are they a type of crashless nuke? Whatever they are, they aren't pets and the devs obviously won't change them to be. If they're an AOE attack they should have their recharge and end cost (and probably damage) lowered so we can use them like an attack. If they're a nuke, they should have their target cap increased to 16 and their AOE increased to 25 feet. Also, their damage wasn't increased with the other powers by I13.
Conserve power - why is this on a 600 second recharge?
Group energy flight - can't we get a useful power that people will want to take, here? My suggestion is 'cosmic dispersion' - a pbaoe 'buff bubble' like sonic dispersion themed around 'sharing the cosmic balance love' with your team - give a 10% resist, 20% damage, and 1 or 2 point mez protection buff to everyone in the bubble. (I'd say 2 points because 1 point is useless, as we all know by now I hope).
Build up - despite the scalar increase to damage, build up only buffs damage +72% for peacebringers. This is in comparison to +100% for blasters and scrappers and +80% for tankers. Build up also doesn't last very long for shapeshifting. Increase at least to 80% like tankers (the damage scalars are similar to tankers), or heck, reduce the buff to 50 or 60% and increase the duration to 30 seconds like Mire, so that it can be more useful to shapeshifters.
Warshades -
Dittos on starless step, the flight pool, essence drain, and gravimetric snare. -
Half of the recipes on that list don't look too worth it for sale, going off market memory. If it sells for less than 10 million, it's not even at the start of shiny territory.
In fact, most of the things on that list are better/more valuable at the lowest level they're available than at level 40 (all procs, for example - especially the stealth ones) and most of the rest are better at levels 34 through 37 rather than 40, for exemplaring.
But either way... the big 3, and the posi, scirocco, and decimation triples will be fairly good. That makes 6, not 19. 7 if the impervium armor still has legs in I13, but I haven't seen many people using those lately.
And, of course, there's still the whole "farming = better average inf/time than TFing with random reward" thing.