Flux_Vector

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  1. The death patches always appear targeted on a player.

    This means we players can control where they appear by choosing where we stand.

    The strategy I'm intending to try next time I do the TF is to have the entire team hug Battle Maiden. Squishies only stand back about 10 feet to be outside of her whirling sword radius, and stay to the same side, all in one spot. This will make all the patches fall on/near her current location. When the warning fields show up, everyone moves out together, and we taunt/drag BM with us as best we can. Then when the next patches fall, we move again, etcetera, basically kiting her in stages all at once as we avoid the death patches. I feel this method has a few advantages:

    1. It ensures you never blunder out of one patch and into another.
    2. Since the whole team's together and moving together, if you see someone else moving, you know you need to move even it you miss the warning graphics. Having a macro to warn that you hit will help too.
    3. It reduces the distance you have to move and thus the time spent moving - thus reducing the amount BM will regen while you move, and reducing the distance she has to move to stay in melee. That hopefully will also keep her in 'melee mode' AI, rather than indulging in her tendency to switch to ranged and park in a death patch.
    4. It ensures that the field's never 'mostly covered' in patches, so there's always plenty of room to fight. This should help pets stay alive as well.
    5. It makes the adds somewhat more manageable as the melees will be well-able to taunt them off the squishies, and gather them around BM, making them fuel for powers like invincibility, RTTC, heat loss or fulcrum shift, as well as probably bringing them into the effect of toggle debuff and your own team's patch/rain powers.

    The major disadvantages I see with this method are that the patches will fall 'stacked' so the chance of making it out of them if you don't move in time will be smaller, and squishies who stand too close might get hit by whirling sword from BM. However, the chance of surviving a long time in a death patch is small already, and BM's whirling sword doesn't really hit all -that- hard, so even if you get winged it's likely to be more a reminder to back off a bit and give her more personal space. I don't consider them severe enough to make this tactic anything but an improvement over 'randomly running around when you see blue on the ground.'

    The reason to hug BM, by the way, is more to hug your melees who are fighting her. If you're on an all-ranged team, you can just hug each other anyplace you choose; if BM switches to ranged mode and gets into a shootout with you - hurray. Her ranged attacks deals less damage, though she does have an exploding crossbow bolt AOE.
  2. Oh back before ED, my claws/invuln scrapper soloed Nemesis Rex in a mission... sort of.

    I got him down to the point where he PFFs, at that point he regenned up enough that by the time it dropped and I got him back down in hp... it had recharged. So I was recruiting for a -regen debuffer or extra DPS via team search (we didn't even have global channels back then!) while standing there continuing to pound on him to keep him from regenning to full, since I was able to keep fighting him indefinitely. After 4 or 5 PFF cycles I finally got a couple people, they showed up, and we finished him off.
  3. Quote:
    Originally Posted by Blue_Centurion View Post
    I seriously hate to start this way, but this is wrong. If you are running a story arc solo that has a Hero or AV in it, it is set up as an EB with specialized powers to mirror it's full strength build.

    I believe there is even an option in the fateweaver to allow you to solo these at full strength. However, the default is EB level.
    This is false. The default NPC type is actually Archvillain. Elite Bosses didn't exist as an enemy type when many of the original story arcs were written. They were introduced later and the difficulty option to 'downgrade' AVs to EBs was an addition to the game.

    Back in the olden days, if you were solo and you got into a storyarc with an AV in it, you would probably have to recruit a team to help you finish that mission. There was no EB option.

    The conversion the game makes in storyarcs is thus from AV down to EB, not from EB up to AV. There's no difference in the powers available to them, either, only a difference in their hitpoints and rank modifiers for combat. EBs who are downgraded from AVs also tend to retain the "purple triangles of doom" that render them nigh immune to crowd control, just like full AVs.

    Quote:
    "I would like to fight Arch-villains at their full strength, not as Elite Bosses" yes, there is the exact wording.
    I am taking people at their wiord they can solo 4 of these at a time.... mostly cause I hate to argue. seriously.

    But i do find it amazing when I do a LRSF against a bunch of heroes and it takes 7of us to take down one, while our 8th keeps the rest slept..... And then a melee character is like "I eat them for breakfast' Good for you, but I want to see it, ya know. Not saying anybody is lying, but danged. Hats off to you if you got this kinda toon.
    My nightwidow can solo most AVs. I often "off tank" the current target of the Freedom Phalanx in the LRSF, too, while the "main tank" is occupying most of them, simply because my DPS tends to outpace most of my teammates, thus grabbing me aggro over time unless one of them's a brute.

    Some luck is involved in AV-soloing (it tends to hinge on being defense softcapped and then not getting hit twice in short timeframes), and it can be time consuming, but it isn't difficult for an offense-centric AT to put out over 150 DPS, which is about the amount needed to take down an AV's hitpoint bar.

    It's more difficult to be able to generate 150 DPS while keeping your survivability and having enough endurance recovery. I19's inherent fitness and alpha slot though, trivialized those problems for my NW - I can now have every power I want in my build including Aidself to back up my softcapped defense, and the Cardiac boost alpha slot means I can ignore my end bar anymore.
  4. Did Apex with a night widow (me), crab (melee-flavor), two brutes (fire/fire and DM/invuln), two peacebringers (one human, one tri), a blasters, and a scrapper (MA/SR). No "real" support. Three of us relied mainly on defense as our defense. We beat her pretty good once we got the hang of it.

    Most of our deaths came from people taking a while to get the hang of dodging the death patches in the BM fight. Once people got the hang of avoiding the patches and started listening about ignoring the adds, she went down pretty handily. The biggest problem was her tendency to stand in death patches and switch to ranged mode.

    Now something interesting is that we can 'back in to' her ToHit Buff level if we do some math. Remember that the tohit formula is:

    End ToHit = (Attack Accuracy) * (Rank Buff) * (Level Buff) * (1 + Accuracy Enhancement) * [ Base ToHit + ToHit Buffs - ToHit Debuffs - (Defense - Defense Debuffs) ]

    For level 54 AV Battle Maiden using a broadsword, her end tohit is going to look like this:

    End ToHit = (1.05) * (1.5) * (1.4) * (1 + 0) * (0.5 + (ToHit Buffs - ToHit Debuffs) - (Defense - Defense Debuffs))

    That comes out to 110.25% without any buffs, debuffs, or defense in the equation.

    For someone who's soft capped, with no tohit buff, her chance to hit should come out to 11.025%. Ie, 1/10th as often.

    If we take the first poster at face value who said she had a 90% chance to hit him while softcapped, we want to solve for X here.

    0.9 = (1.05) * (1.5) * (1.4) * (1 + 0) * (0.5 + (X) - (0.45)). That ends up being about a 35% tohit buff if I'm doing my math right here.

    But I didn't see her having a 90% hit rate, and I think if it really is at that level against a soft-capped character, then everyone has the right to complain (because this in fact does affect the buff/debuff classes, in some ways even more strongly than melees - tohit debuffs are resisted both by AV resistances and the purple patch, and the majority of buffs available are to defense, not resistance).

    A 47% hit rate against a softcapped character, meanwhile, implies a tohit buff of about 15%. That's a bit more realistic, though it still means that she's hitting roughly three times as often as a 'normal' level 54 AV should.
  5. It will act exactly like adding an additional Heal SO to all your powers will, with a portion (but not all) of the bonus ignoring Enhancement Diversification.

    So if you have 0 slots in health, you'll gain 33% enhancement to health with a spiritual radial boost. If you have 3 slots in health, you'll gain about 15% enhancement value (11% - one third - from ignoring ED, and then about 4-5% of 'over ED limit' benefit from the remaining 22% of non-exempt enhancer).
  6. I worked out this i19 build for my friend, who's playing a "quadform" (aka, triform who wants to not suck in human) PB. No purples/PVP IOs were my only constraints, though I realize that I'm using a lot of expensive IOs anyway, they're still about 1/4 to 1/6 the price of purples lately.

    I'm advising him to use the Spiritual Radial Boost (recharge/heal) alpha power with it. This is intended to cover for me not squeezing the absolute maximal +recharge possible out of the build - that's an intentional tradeoff in order to work in a few extra procs and alternative bonuses. If the spiritual boost doesn't prove sufficient, I'd probably swap in more recharge set bonuses and switch to a musculature or cardiac, depending on if the build needed more endred or not. Hurray for alpha slot flexibility.

    Noteworthily, there are no slots left for health/stamina. That may prove unsustainable in the endurance category, but we'll see. A slot might be freeable from pulsar or white dwarf for stamina. I'm using the miracle +recovery in health's native slot for this build, just, we can't see it here.

    Also noteworthily, the human form's not going to get a perfect attack chain out of this build. However, the +recharge available offsets this to a reasonable degree - radiant strike should recharge inside the animation time of incandescent strike, giving you a workable attack chain of RS - IS - RS - gleaming bolt spam until repeat. It's not ideal, but the boltspam does have the effect of proccing for hold and -res. I decided the almost unnoticeable 0.5 second recharge time of gleaming bolt - while it drags on the theoretical humanform DPS, would be acceptably quick not to seem 'un-fun' to the player. If that bothers you, I'd suggest swapping out your choice of pulsar, glowing touch, restore essence, or maneuvers (move the lotg to combat flight and drop winter's gift) and taking gleaming blast. Slot it with 1-2 acc/dam HOs, then do an attack chain of RS-IS-RS-bolt-blast-bolt instead of RS-IS-RS-bolt-gap-bolt-gap, and you should be fine.

    You might notice the build has stealth, a stealth IO, invisibility, and superspeed. That's a lot of entirely redundant sneakiness. The basic reason for this is LOTG muling, combined with working in a winter's gift recharge resist IO and having full invisibility available very early - superspeed + sprint will stack to "invisible" for level 9 and above when exemplared. My experience playing a kheldian is that superspeed in particular and invisible-level stealth in general are priceless for dealing with spawns who have 'difficult' enemies (sappers, rikti mentalists, voids). Speed lets you get first strikes even if enemies have perception, and it also lets you 'joust' pulsar or dawn strike through the spawn with a little practice.

    Finally, while I'd liked to have found more smash/lethal defense to slot in, I decided recharge was paramount, and that the amount of +def I got trumped the +damage I might've gotten instead.

    Hopefully this gives some help to the 'quad' triform PB crowd.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment

    Hero Profile:
    Level 1: Gleaming Bolt -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(37), Dev'n-Dmg/Rchg(39), Dev'n-Hold%(39), Achilles-ResDeb%(39)
    Level 1: Incandescence -- S'fstPrt-ResDam/Def+(A)
    Level 2: Shining Shield -- ResDam-I(A)
    Level 4: Essence Boost -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(34), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(34), Dct'dW-Heal(36)
    Level 6: Bright Nova -- GSFC-Build%(A)
    Level 8: Radiant Strike -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(46), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/EndRdx/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 12: Build Up -- RechRdx-I(A)
    Level 14: Super Speed -- Winter-ResSlow(A)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 18: Incandescent Strike -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(48), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), C'ngImp-Acc/Dmg/Rchg(50)
    Level 20: White Dwarf -- P'Shift-End%(A), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45)
    Level 22: Reform Essence -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(36), Dct'dW-Rchg(36), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37)
    Level 24: Pulsar -- HO:Endo(A), HO:Endo(45)
    Level 26: Glowing Touch -- HO:Golgi(A)
    Level 28: Quantum Shield -- ResDam-I(A)
    Level 30: Stealth -- LkGmblr-Rchg+(A)
    Level 32: Dawn Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
    Level 35: Restore Essence -- RechRdx-I(A)
    Level 38: Light Form -- RechRdx-I(A)
    Level 41: Conserve Energy -- RechRdx-I(A)
    Level 44: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 47: Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Quantum Flight -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Cosmic Balance
    Level 1: Energy Flight -- Zephyr-ResKB(A)
    Level 10: Combat Flight -- LkGmblr-Rchg+(A)
    ------------
    Level 6: Bright Nova Bolt -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Acc/Dmg(3), Dev'n-Hold%(5), Thundr-Dmg/EndRdx(5)
    Level 6: Bright Nova Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(7), Dev'n-Dmg/Rchg(7), Dev'n-Hold%(9), HO:Nucle(9)
    Level 6: Bright Nova Scatter -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13), Achilles-ResDeb%(45)
    Level 6: Bright Nova Detonation -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(15), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(17)
    Level 20: White Dwarf Strike -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(31), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), Achilles-ResDeb%(46)
    Level 20: White Dwarf Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29), C'ngImp-Acc/Dmg/Rchg(29)
    Level 20: White Dwarf Flare -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(43)
    Level 20: White Dwarf Sublimation -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(21)
    Level 20: White Dwarf Antagonize -- Acc-I(A)
    Level 20: White Dwarf Step -- EndRdx-I(A)



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  7. Please include a working datalink, or data chunk. Off the top of my head, I'd put the BU proc from gaussian into follow-up, and then softcap without the 6th slot bonus in TT: leadership.

    I'd suggest putting hasten sooner, so it helps you when you're exemplaring. I'd say mask presence can go later, unless you want to stealth when exemplaring - though you can just add a stealth IO to sprint and get similar sneakyness. You might want to move combat jump up a lot, and add an actual travel power with your freed powers. Taking super speed and putting a stealth IO in it gives you complete invisibility while travelling, and is available as early as level 6 with the veteran badge, or 14 without - and you're taking hasten anyway, and already are relying on temp powers or ninja run for vertical movement.

    While gloom and dark obliteration are nice attacks, I'd give some thought to swapping dark obliteration back for dart burst. Dart bust does more damage unless dark obliteration hits 4 additional targets, recycles much faster, costs less end, and has a cool pew pew pew pew sound. Also, you can't take dark obliteration at level 30, because it's a patron power and has 'another patron power' as a prereq. The earliest you can take it is 44, if you take gloom at 41.

    I'm a fan of adding elude now in i19 with freed-up powers, too. Defense debuffs are a widow's achilles heel, and elude is a really good pair of armored heelguards. You don't need it constantly, you don't need to slot it, but when you see your defense starting to cascade you can hit elude and all that pain will just go away.

    Another 'extra power idea' might be placate. It's DPS-neutral (you don't actually do more damage by placting to get another crit on the target) but it does give you a power to use to fill gaps that maintains your DPS, and it also works as control that nothing really resists. Fighting an AV/EB and a boss at once? Or two AV/EBs? Keep the harder one placated - and out of the fight - while you kill the other.

    And another alternative is vengence. It's a nice team buff.

    For a look at where I'm coming from, here's my night widow's i19 build (slots in brawl and sprint are 'placeholders' for health and stamina. Yes, I have health and stamina 6-slotted). Stamina has 6x performance shifter, health has miracle unique, miracle heal, numina unique, numina heal, numina heal/end, and panacea chance for +hp/end.

    I'm using a Cardiac Radial Boost in my alpha slot at the moment. I've found I can fight full-force indefinitely with its endurance reduction and never bottom out. I'm working on putting together a Musculature Core Boost to swap in and out with it as needed.

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Widow
    Primary Power Set: Night Widow Training
    Secondary Power Set: Widow Teamwork
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Medicine

    Villain Profile:
    Level 1: Poison Dart -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(11), Apoc-Dam%(11)
    Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A)
    Level 2: Strike -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Dmg/Rchg(3), Mako-Dam%(5), Mako-Dmg/EndRdx(13), Mako-Acc/EndRdx/Rchg(15)
    Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(5), RedFtn-Def/Rchg(7), RedFtn-EndRdx(7), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(43)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 8: Follow Up -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(21), Hectmb-Acc/Rchg(21), Hectmb-Dmg/EndRdx(33), Hectmb-Dam%(33), GSFC-Build%(33)
    Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(27)
    Level 12: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34), Mako-Acc/EndRdx/Rchg(36)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Dart Burst -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(17), Ragnrk-Dmg/Rchg(43), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(50), Posi-Dam%(50)
    Level 18: Slash -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg(36), C'ngImp-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37)
    Level 20: Fly -- Flight-I(A)
    Level 22: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
    Level 24: Mind Link -- RedFtn-Def/Rchg(A), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(25), RedFtn-Def/EndRdx(27), RedFtn-EndRdx/Rchg(36)
    Level 26: Mental Training -- Run-I(A)
    Level 28: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/Rchg(40)
    Level 30: Aid Other -- HO:Golgi(A)
    Level 32: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(46), Posi-Dam%(46)
    Level 35: Aid Self -- HO:Golgi(A), HO:Golgi(46)
    Level 38: Spin -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(48), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Acc/Rchg(48), Armgdn-Dmg/EndRdx(50)
    Level 41: Tactical Training: Assault -- EndRdx-I(A)
    Level 44: Mask Presence -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45)
    Level 47: Placate -- RechRdx-I(A)
    Level 49: Elude -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A), Empty(15), Empty(39), Empty(39), Empty(40), Empty(40)
    Level 1: Sprint -- Empty(A), Empty(37), Empty(39), Empty(42), Empty(42), Empty(42)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    ------------



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  8. Alot depends on your build. One little trick I'd suggest, especially with i19 bringing us more flexibility in our builds, is rearranging your defenses to not require the 6th slot Gaussian set bonus to stay softcapped, and then putting the Build Up Proc into Follow Up. It will fire much more often as long as you have a tight attack chain, and it always fires when you're attacking. It goes from having a negligible impact on your damage output, to have an actual impact on it, and can help push you over the top on what you need to bring down those AV hitpoints.
  9. Interesting tidbit: since the vigilance upgrade a solo defender does 95% as much damage in terms of "modifier * enhancement" as a kheldian's ranged attacks. I haven't done actual attack chain analysis because that's a lot of work, but a defender's 0.65 mod * 225% (100% base + 95% enhancement + 30% vigilance) = 1.465. A kheldian's is 0.8 * 195% (100% base +95% enhancement) = 1.56.

    My estimate is that an attack chain analysis will, for many of the blast sets available to defenders, probably fall in the defender's favor because of their access to superior attacks, ie, their sets mostly have actual tier three blasts in them. The 'good' defender blast sets like archery, ice, or radiation will certainly match or exceed kheldian damage; this is without regard to what the defender's primary is, an empathy or forcefield defender's personal damage when solo is now looking to be basically competitive with a humanform kheldian's damage. And while I'm just going to leave things there, if we start involving sonic blast and primaries with -res or +dam, things will get pretty messy. Though I'd note that those sorts of "offensively slanted" sets are very popular today among people who do play support characters at all, especially radiation emissions and kinetics.

    The warshade I'm sure can then pull ahead consistently with good use of mire and help from their extracted essence, and the PB can probably pull ahead if they use their melee attacks often and effectively. Both can pull away a bit with nova form too, I'd expect. Still, the gap clearly isn't as big as we'd think - or want - between the 'worst damage AT' and kheldians.

    And this further reinforces the fact that the PB human form is really, in practical gameplay, a melee oriented character, and that their ranged attacks are a tactical convenience at best and a performance-sapping trap for their player at worst. If you want to consistently and clearly outdamage a defender, anyway, you need to be meleeing. It also reinforces the point that defenders who don't take, slot, and use their attacks are doing themselves and their teams a disservice, but this isn't the defender forum
  10. I don't understand why having some ranged attacks, especially the weak ones PBs get in human form, is considered such a serious advantage. It's not like the AI doesn't tend to run right at you, conveniently putting themselves into range of melee attacks whether you want them to or not.

    In fact as a PB you'd have to rely on sometimes-knockback that most people hate, or hover, to keep things from closing on you for melee combat.

    Most enemies have somewhat weaker ranged than melee attacks, true, but if you can kill something in melee before it attacks more than twice, you're saving yourself more damage than if you let it get off 4-5 attacks using your relative peashoot ranged blasts on it.
  11. The problem with it is twofold - one is the animation time of shapeshifting. It represents at least one lost attack. Two is not dwarf's base modifier, it's its attack chain. Or rather the lack of one. You move from having a full attack chain to a non-full one, as well as from having simply better attacks in the human form. You're going to end up with less damage even if the human and dwarf forms had the same modifier. Slotting and buffing applies to both forms - if you don't slot your human in favor of your dwarf, then yeah, dwarf will look better to you... but that doesn't mean it is better, just that it looks better.

    Dwarf's like a much weaker granite armor, as I've said before. You get a survivability boost at the cost of a large offensive loss, but the survivability boost isn't nearly as good as actual granite armor's, and the offense loss is even bigger than granite's. And City's an offense-centric game. This is why I call dwarf a trap for PBs. It looks like a good idea to build up its attacks to use it to deal with being mezzed, but after level 30, mezzes are either constant or no problem at all depending on your playstyle and team composition.
  12. Quote:
    Originally Posted by Irresponsible View Post
    My Triform PB on live just doesn't seem to need any more damage or suvivability when in Dwarf considering that it's quick and easy to set up a bind or macro to drop into human form and activate Build Up (or Hasten or whatever) and then switch back to Dwarf very quickly which I can usually do in the middle of a fight without getting hit. Not that I often need to as it seems to be able to defeat most foes pretty quickly for a tank even without upping its damage. We can now get damage increases from IO sets and the Inherent damage boost applies to forms. Don't we have to stop complaining about supposed meager Kheldian Dwarf damage at some point?
    No. We never "have" to stop complaining about anything. But it's especially unrealistic to expect people to stop pointing out what anyone who applies unbiased qualitative -or- quantitative analysis will show is an absolutely awful situation, especially in an AT as cool-looking as Peacebringers are.

    If you can afford to drop out of dwarf to use buildup, you might as well then stay human or shift into nova, either of which has better attacks. If you have a mez on you when you drop out of dwarf, you'll immediately be mezzed. Re-dwarfing also costs 2.25 seconds of animation time during which you deal zero damage and lose 1/5 of your buildup's duration. 2.25 seconds is also about the animation speed of a medium-long attack (shorter than total focus or shadow maul, longer than blaze or bitter ice blast, and around the same speed as midnight grasp or headsplitter).

    So... if there's a worse tactical move than leaving dwarf form to hit BU and then re-dwarf in a combat, short of things I'd say fall under 'intentionally trying to lose on purpose,' I'm not sure I know what it is. It's a pretty big risk (mez) for very limited benefit (2-3 attacks worth of +72% damage buff). If you don't have to worry about mez, why did you dwarf to start with?

    A +damage build is unlikely to yield more than +25-30% damage buffing... and as they say, a billion times zero is still zero. Or a house is only as good as its foundation. White dwarf's DPS has a terrible foundation.

    Quote:
    By the way, Warshades actually have 4 attack powers in Dwarf form (5 if you count the proc they can slot into Antagonize) and a way to buff their damage output via Mire without shifting form.
    Which is great for warshades, and warshades have always been great. I don't see how this is relevant to a thread about Peacebringers in general or a point regarding White Dwarf in particular.

    "Leave PBs alone because my WS is fine" has never been an appropriate, valid, or useful response to anything.
  13. Def debuffs are extremely common, and without DDR your defense is noteworthily less useful.

    However, that doesn't make it pointless, it just makes it a 'layer' of your defense that you lose effect from as a fight goes on. Since the alpha is the most dangerous part of a spawn, normally, the fact that your defense might be debuffed following the alpha is less important than the fact that you had it up to mitigate more of the first strikes than otherwise.

    Further, not everything is -def. A lot of groups are, but you'll still at least occasionally run into ones who don't, and in those situations you can really cut loose. Rikti, for example, have no -def.
  14. Flux_Vector

    PB and WS on SOs

    Quote:
    Originally Posted by Memphis_Bill View Post
    I think, Flux, that with your last reply I see where you're coming from. I still disagree that it's "the worst," as we'd (IMHO) really have to go, not by AT, but by powerset combination. And even then we're going to have five (Human, Human/Dwarf, Human/Nova, Triform, Dwarf/Nova focused) "sets" for each Kheld.
    While it's true that some ATs have a very wide variance in performance from set to set (the buff/debuff ATs, at least, do), a lot of ATs actually don't. Mainly, any AT without significant buff/debuff capacity has their performance rooted in personal offense and defense - dark melee performs differently from fire melee, and both are different from dual pistols or super strength or ice blast - but they're all fundamentally offense sets and intended to be used in the overall manner of "hit things until they fall over."

    Ditto for personal defense sets. Whatever the mechanic, they achieve the same result in the end - keeping you from falling over.

    That applies to PB and the forms - nova form is an offensive buff power that inflicts a defensive debuff on you (loss of access to anything but blast powers). White dwarf is a defensive buff power that inflicts an offensive debuff on you (pathetic attack chain). The problem and what causes PBs to lag in my opinion is the fact that they need to accept a 'debuff' to their defense in order to realize their best offense potential, or a debuff to their offense in order to realize their best defensive potential. It doesn't help that dwarf's defenses are subpar by modern-game standards, and it really especially doesn't help that warshades - along with most other ATs except blasters - get to have it both ways to a much higher degree than PBs do, and realize much of their best offense and much of their best defense potentials both at once.

    Warshades get to do it cause of mire and eclipse, everyone else gets to do it because they don't lose access to most of their powers depending on if they're in "attack form" or "defense form"

    Quote:
    I think we're just going to have to disagree on quite a bit here. You don't see the flexibility, for instance, where I see *more* flexibility than I do on several tanks, for instance. Most tank sets (for instance) don't have a ranged component - the tank's option, even if it's going to be a troublesome enemy, is "run in and hit it." My PB, however, has ranged, melee and control options (as well as "pets," though I hate calling seekers that.) I can separate the enemy and take them out the way *I* want, or hop into melee and deal with them, or hop into melee and use hard and soft controls on them - I've got several ways of handling the situation.
    Tanks don't need a ranged component (nor does anyone). Range is a convenience, not a defense, for any character without a means of preventing NPCs from closing on them. The enemy AI is eager to close in on you, and in fact, most melees generally -want- the enemy to close in on them for defensive purposes as well as offensive ones. Invincibility, Rise to the Challenge, Dark Regeneration, Soul Drain, Dark Consumption, Consume, Blazing Aura, Quills, and on and on represent a paradigm where melee characters are able to be safer and/or more damaging exactly because things are next to them, compared to if they kept at a distance.

    Most characters do have some form of control, meanwhile. Melee sets are full of knockdown, knockup, stun, and hold as side effects of their attacks; indeed most of the control available to a PB is copied over from the melee attacks the devs ripped off to give us. And Pulsar, while a key power for the PB, is a power practically anyone else but a PB or maybe a blaster would laugh at the stats for and skip in favor of their other, better powers.

    Photon seekers aren't pets anymore than rain of fire or blizzard is a pet. It's an attack that's delivered via a pseudo-pet mechanic. It shouldn't take pet sets, it should take ranged AOE damage sets, like its actual peers. It should also be rebalanced to recharge, damage, and radius numbers to match. Or else it should be made an actual pet, which would be a much superior power performance-wise for a PB, just like extracted essence is for a WS.

    But yes, in your terms you do have the "flexibility" of using several methods of defense to stay alive as a PB. But every method of defense is still just defense. Whether you stay alive by using control or stay alive by using a defensive secondary, or whether you use both, all that matters is that you stay alive.

    In my terms, I abstract "methods" out to their purpose - offense, defense, and downtime reduction/recovery. And downtime reduction/recovery (which is where things like resurrect powers or travel powers lie) is a much smaller category than the first two.

    Quote:
    I'm half wondering if you're looking at this solely at a high level or "once you're 50" situation, too. It's something that happens a lot on the boards. (And something that irritates the heck out of me - like someone asking for info on a powerset and being given a purpled-out level 50 build - that's great, thanks, but what do I do at 20 and what can I expect?) I'm wondering that because (aside from the sliding back into IO references) of your comments about how tanks can be offensively. Yep, tanks can be *great* offensively - once they've grown into the 30s, generally. That AOE capability varies by set, admittedly, but they're often not touching it until 35 or 38 (or an early Shield Charge.) Of course, then it needs slotting and whatnot... Meanwhile I've had some pretty good capability on my PB since level 6, if I've taken Nova.

    I'm just thinking we're looking at the two completely differently. (Well, obviously, but I mean I'm looking at it from "whole journey," you're looking at "at 50.")
    I'm not really just looking at 50, I am looking at 'whole journey' too. But to me 'whole journey' includes 'post-50' play as a large part of the journey. I assume characters don't level to 50 then delete or get shelved, they level to 50 then IO and (in the next issue) work on incarnate powers and continue to play.

    Most of my characters are 50 for far longer than they're 1-49. I don't think I'm unique in this, and especially not in the context of forum posters who are mentioning their heavily IO'd characters like the other people in this thread.

    Quote:
    I'll also admit I approach the game thoroughly differently from most who post, from appearances. I don't care about XP/sec or DPS or whatnot. Am I moving fast enough to keep me happy? Am I dying enough to get frustrated? If the answer to the first is yes and the second is no - hey, great. If I'm keeping just busy enough, too - bots/FF, for instance, is a powerful combo, but nearly turned me off MMs completely because it bored me *stiff.* People praise Illusion but I can't stand it. I cannot stand VEATs - well, let me amend that, I've gotten to like my crab, but not because of numeric performance, rather that it doesn't want to rely on not-enough-stealth (that doesn't come back fast enough) and feels like what it should be, even if I still hate the wasted levels before 24.

    Small pause in my PB's attack chain? Quick drop to human to buff, or check/combine insps and move on. I make use of it, so it doesn't bother me in the least. *shrug* Some people can't stand not having damage going out every possible millisecond. It's not how I play.

    (Side note to Gavin - Actually, the devs have mentioned Blasters being underperforming - which is why we've had two versions of Defiance. I want to say they still aren't happy with them, but don't have a quote to back it up. What they have stated as "just right" for the AT? Defenders. Though that's been a while.)
    Well, this is a point where we need to agree to disagree because now you're talking about personal preference. My personal preferences are separate from my views on performance. I would like city to be more complex and allow more variety and flexibility. I play plenty of characters who are 'substandard' performance wise and enjoy them immensely.

    I don't let my wishes for the game color my perception of its reality, nor my enjoyment of those characters skew my view of their performance, though. And the way the game is, rather than how I'd like it to be, is a common experience to all players that can be checked just by logging in; the way ATs perform can be measured and compared mathematically, independent of opinion.

    That's why I speak in the terms I do about those subjects, and try to leave preference out of it as much as possible, because you can't argue opinions and likes. Some people will like anything, they aren't wrong to like it.
  15. Flux_Vector

    PB and WS on SOs

    Quote:
    Originally Posted by GavinRuneblade View Post
    I'm just curious Flux, what's your take on PBs compared to stalkers? Because Posi has come out and said that the Stalker is broken because of the way game mechanics impact it. Specifically referring to them being great at slow (because of 6 second re-hide and long activating assassin strike) Single Target combat but the game being built around fast AoE combat.

    Near as I can tell that's as close as any dev has come to saying one AT is behind the others.
    That was Castle, actually. And as he says there:
    Quote:
    In the past, I've addressed this to a degree by increasing their damage, adding additional critical avenues and even adding a Fear debuff to their Assassin Strike abilities. At this point, they are about as strong as we want to make them, which means any further improvements have to lie in addressing those systemic problems. Frankly, that means it is a LOT more complicated and manpower consuming.
    Stalkers have nearly the same defensive potential as scrappers. And since the fixes Castle already made to them, they don't need to use hide and AS to equal or even exceed the single-target damage of scrappers or brutes under many conditions.

    In fact like white dwarf is a trap for PBs, I'd posit hide/AS are a trap for stalkers. Given their actual survivability (two or more times better than a squishy's) and their high offense without hide/AS, many are better off using a faster-animating attack out of hide for the guaranteed critical, then staying in the fight and scrapping it out rather than trying to re-hide mid battle and AS more.

    I'd like to say that it's not the AT's fault if people are trying to play it the wrong way, but actually, stalkers strongly encourage you to play them the wrong way with their design, so -that- might be a serious problem with the AT. If you adapt to the reality of the gameplay, though, their numerical performance potential is far higher than most people want to believe and while it does lag a bit behind scrappers and brutes, that's like saying a corvette lags behind a ferrari.

    Quote:
    And quite frankly, in nova and human form a PB brings a LOT more AoE to the table than a stalker does, in dwarf is miles more survivable, and in general are much more welcome on teams.
    AOE damage is very important, if not the "king of damage" in City. Stalkers do have too little AOE on an AT-wide basis, but it does still exist in their sets and APPs/PPPs. It's not great, you won't be a super farming stalker, but you can get enough to contribute to a team fairly well.

    As for teams... teams don't like stalkers, in my experience, because stalkers don't play like teammates. If stalkers stopped stealthing to the objectives and completing them without telling anyone or waiting for the team to play the mission, teams might like stalkers better

    The only complaints I hear about stalker teammates ingame, in short, are about how they act, not how they perform.
  16. Flux_Vector

    PB and WS on SOs

    Quote:
    Originally Posted by CrazyJerseyan View Post
    I was talking about both and I agree they are different games, thats why I said, "I know PvP and PvE have their differences". If you're saying that an IOd Human PB can't compare to an IOd high defense Scrapper, I agree again. Seriously though, what isnt gimped when compared to those couple of builds? I mean you can compare other melee ATs to those builds and call them gimped as well.
    It's more than just a couple of builds, though... you can reach quite high defensive performance with little offensive tradeoff on many melee characters. Like I've got a dark melee/fire armor brute who, with no purples, has 35% defense to smashing/lethal and to melee, 50% smash/lethal resist, and a 14 second recycle on healing flames. My old triformer PB's white dwarf is looking at that, crying, from over in the corner.

    [/quote]You can see that my post count is low and I can count the # of times I have posted in the Kheldians section on one hand so I'm not a die hard "I LOVE MY PB!!!" guy. With everything you have said though, I just can't get with the "its the worst AT in the game" concept.[/QUOTE]

    People read "it's the worst AT" and see it as a statement that it's not viable against the content. But that's not what it means, what it means is less that PBs are weak (though in a number of ways they look stronger than they really are) and more that the other ATs are by and large, very, very strong and get even stronger with IOs.

    PBs are perfectly good SUVs, but the other ATs are drag cars, porsches, ferraris, and so on.
  17. Flux_Vector

    PB and WS on SOs

    CrazyJerseyan, I can't tell if you're talking about PVP or PVE in some parts, but they are fundamentally different games. I am only talking about PVE. I think PBs compare fairly well to regen scrappers in PVE, actually, because regen scrappers generally aren't the ones who are stacking defense IOs onto defensive powersets to reach over 90% average mitigation to damage while retaining near-blaster levels of damage output
  18. Flux_Vector

    PB and WS on SOs

    Quote:
    Originally Posted by Memphis_Bill View Post
    No, the question is "How do they do on SOs?" And they do just fine.
    In the context of "because I want to go on to IO the better of either a PB or a WS, but not both."

    Quote:
    For all your post above, all I can point out is that if some mathematical kill/time/xp/inf formula were all that mattered, everyone would be playing nothing but the highest-damage ATs. Probably not touching blasters, because they can be shut down by a mez.

    If you look around, though, you see that's not the case.
    Actually, since the introduce of IO's I have noticed a very strong trend towards scrappers and brutes in the characters I see actually being played. In issue 9-10 when IOs were new I'd see TF teams getting together with multiple defenders/controllers/dominators. Now as I join TFs, alot of the time people are looking around at an AT list that's like 1 VEAT, 3 scrappers, and 2 brutes and going "eh, if nobody joins with one I guess I can alt to my (buff/debuff char) so we have some support, but we probably don't actually need it."

    Numerically - I forget the exact numbers, but the trend over time going by what I recall of some posts BAB made a while ago, has been away from tankers, defenders, stalkers, and dominators, and towards brutes, scrappers, and controllers.

    I can't remember the last time I TF'd with a tanker, in fact, that wasn't the STF. I don't at all think that any of this is a coincidence with how IOs operate on the other ATs.

    Quote:
    You bring up the "worst AT" without defining "worst" as anything but - well, "worst," which is so vague you might as well talk about "that one AT, you know, the one with the powers and stuff."
    No, I defined them as "worst" in terms of relative numerical performance: out of the 14 ATs, they have the poorest numerical performance.

    Blasters are probably the second-to-last on the AT level, because of their atrocious survivability (they aren't actually shut down by mezzes - a mezzed blaster still outdamages white dwarf, with SOs!), but their offense is really quite powerful and makes up for a lot, too. In the car race, they'd be the drag racer - it goes fast, it accelerates fast, but it doesn't turn very well or have much of a suspension and uses very volatile fuel so if you encounter a bump or a curve, you're probably going to die a flashy, fiery death.

    Quote:
    And for all your wanting to dismiss "My Peacebringer is a great Peacebringer," you seem to ignore everything else that went with that. There's little variation in Peacebringers - a few power choices or forms. But as I said before, you *can't* just say "It's better/worse than *insert other AT here* at damage/survivability." (There are cases you can - hard control, obviously, is going to be the Controller/Dominator domain, team buffing the Defender, Corruptor and/or Mastermind - or controller. But with your "Defeat enemies and survive," you can't make the blanket statement.)
    The lack of variation in the AT does not make it a more powerful performer or better in any way in comparisons to others, especially because some of the apparent variation inside peacebringers is illusory because white dwarf is absolutely terrible in the modern game. If anything this point counts against the AT because we're broadening the basis of comparison, such that I could say that blasters allow you real choices between extra offense (fire blast/fire manipulation) or extra survivability (ice blast/devices), or controllers the same (fire/kin vs earth/FF).

    But I disagree, in that I can certainly justify making the blanket statement of "defeat enemies and survive." The game doesn't care if you survive by control-locking the enemy until they're mostly defeated, or if you survive by having high damage resistance and soaking their attacks, or even if you survive by just killing them a lot faster. It doesn't assign you extra points for the first or assign you extra debt if you fail for the second.

    Them's the rules. I didn't make them. I don't even agree with them, but that's outside the purview of this topic. What is in the purview of this topic is that when you log in, regardless of what character you choose to play it with, you are still playing the same game.

    Some characters are better at that game than others, not unlike any game where you can choose different characters. Why else do so many people choose Ryu and Chun Li in competitive Street Fighter?

    Quote:
    The Peacebringer is *not* a melee AT. If you look at its powers, you see quite a bit of range, some buffs (self and team, if you want to count Group Energy Flight in with the heal,) some resistance and some melee. Yes, its heavy hitters tend to be melee, and the Dwarf form is geared toward melee - but that's not the definition of the entire AT, any more than having some melee powers in a secondary makes Dominators or Blasters a "melee AT" (and the blasters would fall short in some of your definitions as well, lacking mez protection, any sort of built in defenses until APPs in most cases, etc.)
    Scrapper melee attacks have remarkably similar stats - damage, recharge, endurance, and except for fire and ice blast, animation speed - compared to blaster ranged attacks if you look at them tier-by-tier. Meaning that a scrapper is going to be remarkably close to a blaster's damage if the blaster stays at range and doesn't use their extra high-tier melee attacks to increase their damage (especially if they aren't fire blast, with its brokenly good Flares power). And scrappers will have three or more times the survivability of blasters pre-APP (and between 2 and 3 times with an APP armor, depending on the damage type in question), and that's on SOs and without accounting for the survivability advantage of mez protection.

    Now, I actually think that's an atrocity of game balance. And like I said above, I definitely have seen a shift towards damage-based melee characters (ie, brutes and scrappers) since the introduction of IOs. (And I already mentioned blasters above, the drag car thing would repeat here).

    As far as peacebringers not being a melee AT: go try and put together an all-ranged attack chain that doesn't suck in comparison with a melee-ranged combo one, and doesn't rely on a procspammed gleaming bolt. The truth is you don't have enough attacks - especially on SOs - to have a seamless attack chain of all melee or all range unless you're using gleaming bolt every 2nd attack. Which actually is less bad than it sounds because gleaming bolt and glinting eye have the same DPA (meaning a ranged attack chain of say bolt/blast/bolt/eye/bolt/blast/bolt is 5/7 comprised of tier 1 attacks... in english, that means its damage is gonna be pretty awful*).

    * - procs can increase it a lot, mostly because PBs can take -def sets in their attacks.

    But realistically you have to use both the ranged and melee attacks. However since you can use ranged attack in melee but can't use melee attack at range, guess where you'll be standing when you fire those ranged attacks?

    White dwarf is something I'd love to forget exists, but you seem to see it as a positive. In fact, it's a trap! </mon motha> White dwarf doesn't have the survivability to handle modern tanking situations (which tend to require debuff resistance) and it doesn't have the aggro control to protect teammates very well either. Willpower tankers can struggle to keep aggro, and that's just with a 'weaker' taunt aura, not with 'no' taunt aura.

    White dwarf's damage is ridiculously bad. It's like granite armor with a way higher offensive penalty, that doesn't let you refresh earth's embrace, and that only gives about 1/2 the survivability increase. And when was the last time you actually saw someone playing granite? I think the last one I teamed with was like in issue 12. IOs have closed the survivability gap and widened the offensive gap, between a non-granite and a granite meatshield.

    Quote:
    I'd argue the Warshade is more of a melee AT than the Peacebringer, as it has more powers that require (and reward) the player in melee range.

    The Peacebringer is a hybrid AT. Again, no, it's not a blaster, no it's not a scrapper. It's not meant to be, so knocking it down for not being some other AT is silly.

    Often enough, you'll hear a comparison of hero ATs and villain ATs, where hero ATs are listed as the specialists and villain ATs are more generalists. And where were Kheldians introduced? Right in between them - and quite honestly, that's exactly where they fit, leaning a bit more toward the redside "not one specialized role" philosophy.
    The warshade is more of a hybrid AT than the peacebringer, IMO. The warshade relies on close-range powers for survivability, and improved offense, not delivery of offense. Ie, for self-buffing, not for attacking. The warshade gains the most by using eclipse and mire to buff themselves at point range, then move to long range and use nova form's powerful blasting attacks to deliver their buffed offense while enjoying buffed survivability that keeps them from crashing and exploding like a drag car.

    Meanwhile their pets are ranged/independent sources of damage and their preemptive area control is a ranged power. Black dwarf is much more viable than white dwarf because of dwarf mire, but the warshade is also much sturdier in nova form thanks to eclipse so in terms of pure performance strategy, the WS would want to avoid dwarfing just as much as a peacebringer would - and is better able to.

    I actually disagree on the specialist/generalist AT design being hero vs villain. Only blasters are a particularly specialized AT in the game, in my opinion, and along with peacebringers represent the worst balance problem. Tankers still deal quite significant damage in many cases, and certainly are much closer to a blaster's damage than a blaster is to their survivability.

    However, blasters are an "AT-level trade off" that puts what they're about right on the tin. If you play a blaster, stuff's gonna die. Some of that stuff's gonna be you.

    Peacebringers want to pretend towards a versatility and hybridization that they fail to properly deliver, because of the horrid state of white dwarf and the lack of enough humanform mez protection to reliably employ their full attack chain. White nova helps, but if you're hanging out in nova form all the time, you're using the one subset of your powers that does work well... but that a warshade (or just a straight blaster) would do better.

    The "SUV" peacebringer thus ends up finishing somewhat to slightly behind the drag car blaster, who zooms ahead and explodes, zooms ahead and explodes, etc etc while the PB slows down to shift on their four-wheel drive when the going gets rough and occasionally ends up in a rollover if they try and corner too sharply, but otherwise their way at "safe speeds" around the track.

    Quote:
    Oh, and I do have to nitpick:


    Yes, actually, it does. If my AOE hits (say) 5 enemies. One runs off, my followup hits and defeats 4, and someone else does the last bit of damage to the one that ran off - I get credit for it. Not full, but I do get a reward for it.

    I know it's not precisely what you were aiming for, but that case is there, and common enough.
    Yeah, my point is that only gain any reward if the enemy is defeated, period. If you half-kill something and then it kills you or you have to run away (or it successfully runs away, and geez do I hate the "run all over the freaking place AI" - which also is a symptom of how good IOs can be, since what usually causes that is the AI thinking it can't hit you often enough...)

    But what I was getting at is that a wounded enemy still has the same offensive and defensive capacity as a perfectly healthy one, less any debuffs applied by attacks. Just losing health doesn't impact performance (which is why "offense is a defense" only applies in the simplest and most direct manner - kill it to dead before it can do the same to you... going back to drag car blasters yet again.)
  19. Flux_Vector

    PB and WS on SOs

    Your peacebringer is a great peacebringer, yes. That's absolutely true, because it's a syllogism. It's not very descriptive or helpful, though, also because it's a syllogism.

    But, what does a great peacebringer do? The same things as a bad peacebringer, and indeed, as every other character: it moves, it deals damage, it mitigates damage, it recovers damage, and it recovers the endurance is uses to accomplish those things. Every character does all of those things to greater or lesser extents.

    There's no real "jack of all trading" when any "method" of mitigation all boils down to "do you live or not" and any "method" of offense all boils down to "how long it takes you to kill the other guys." The game doesn't give you partial credit for "almost" killing something, or for "almost" surviving it. You don't get a bonus for using special combos or fighting with extra style. (It would be cool if it did and you could!) But the way the game is, either you do, or you don't - regardless of how. The game doesn't change your numerical reward (or punishment) for using one method as opposed to another, and it doesn't grade on a curve.

    This isn't about what I value, in short - it's about what the game values. And the game expresses what it values via rewards (exp, inf, drops) and punishments (debt). Them's the rules.

    You might note, if you read the post I was replying to when I mentioned IO'd melees, that the poster mentioned his own heavily-IO'd peacebringer. It's not a fair comparison to claim an IO'd peacebringer is great while using SO'd characters as the basis for that comparison. If the PB in a discussion gets to be IO'd and played and built intelligently, it's only fair that so does their competition. Afterall, do you suddenly forget how to play when you alt? I don't.

    You make a car analogy. A truck isn't as fast as a sportscar, a sportscar doesn't haul as much as a truck. This is absolutely true. But you don't enter a truck into a sportscar race, if you can help it, at least. Just like you don't use a sportscar (if you can help it, anyway) to haul heavy cargo. You want to make that analogy to that within City there's different kinds of functions for different kinds of "cars." But what I want to drive at is that in fact, City is not really that complex. It's not sometimes a sportscar race and sometimes a cargo hauling contest. It's just a sportscar race, all of the time. What you want to enter into it is the best sportscar, not the best truck, or the best "crossover" or "sport-utility." The truck, the crossover, and the sport-utility will all get to the finish line eventually, but it will be well behind the actual sportscars.

    Edit - in fact this points out several things. You may find driving those other kinds of vehicles to be more fun than driving a sportscar. That's fine. You're perfectly within your rights to drive what you like; nobody is telling you that you shouldn't like it. And you do get to the finish line - you can complete the race (game) with a non-sportscar (any AT/build). But the question in the OP and the discussion at hand is not "if PBs are viable" or "if PBs are fun" it's "how do PBs compare." And they compare like an SUV in a sportscar race.
  20. Flux_Vector

    PB and WS on SOs

    Quote:
    Originally Posted by CrazyJerseyan View Post
    This isn't one of those "PBs are the best!!!" posts, but even though I respect your opinion, I have to disagree. As with anything, it all depends on your playstyle...but I think you are shortchanging PBs by calling them gimp. I IOd my Triform for high recharge, max HPs and solid damage output to try out PvP back in i11. Having said that, I run it through a lot of TF content pretty regularly and with 2x heals that are up every 20 secs, a permad Dull Pain clone that puts me over 2k HPs and blasts that I can throw in a handful of different procs to max the damage, it plays great. Mezzed? If I dont feel like going Dwarf, then I just pop a breakfree like any other squishy AT and keep it moving. A Human PB designed for melee could do just as well if not better if built correctly.
    You can run through TF content on any character - including peacebringers - with just SOs with no problem. My peacebringer had all the TF badges available at the time when issue 9 came out and brought inventions to us. And that was several issues before the kheldian 'fix' too. No AT is so weak as to be literally unplayable unless the player intentionally mis-builds them, and I never claimed otherwise.

    On the human form: you're focusing on "gimped" when the operative term is "gimped melee." Melee ATs are extraordinarily powerful in City right now, and an IO'd melee is going to both kill and survive circles around most other characters. The TF content a PB "can participate in," many IO'd melees can solo at +1x8 (in some edge cases, even higher), including the archvillain(s).

    On mez protection, or more accurately, on breakfrees: Mez is the only place in the game people say "just pop a breakfree" about. Why don't blasters pop enrages to do damage, or tankers pop lucks to have defenses? Why don't brutes and scrappers use breakfrees for mez protection? Or VEATs or stalkers? It's because they aren't going to be functional if they did. Guess what? Neither are PBs.

    Quote:
    It depends on what I feel like playing that day and even though I prefer my IOd WS better for most PvE content, I have to say that an IOd PB is a farcry from the worst AT in CoH. Yeah it is a jack of all trades, but that gives a player the flexibility to build a Human PB anyway he/she wants by maximizing on whatever strengths that are desirable: a Blaster with heals/softcapped ranged defenses, a Tank with solid HPs/heals/resistances/great damage, a Scrapper with solid HPs/heals/resistances/great damage etc etc.

    YMMV...
    What is the worst AT in COH if not PBs? That's a serious question. Think about it and answer - I don't mean worst powerset combo or worst intentionally-crippled build concept. I mean as an AT, if PBs aren't the worst one, what is?

    I also don't think PBs realistically have all the flexibility you mentioned. Softcapping ranged defense is extremely build-intensive when you have no native +defense powers to stack with, and is broadly exclusive with the +recharge build required to make an attack chain that's not full of suck, and what's more, if you look at stats of the PB humanform ranged attacks vs the melee attacks, you'd probably realize that if you're going to go for +defense, you'd want to softcap your melee defense instead.

    You're not a tank in dwarf form. You aren't even close to a tank in either survivability or aggro management, and your damage in dwarf form isn't great, an earth controller would laugh at it. Just like actual scrappers will laugh at the comparison of a PB to them in the performance arena.

    I'm being a little harsh, but I'm pre-coffee, and well, this is the simple reality of the game. Look around you. Do the math if you want to - it's there in the math too - but really, all you have to do is look around you and see what everyone else is doing that your PB will not be able to even reasonably approach on a consistent basis and/or without the excessive use of inspirations.

    Insps are powerful, but they're powerful for everyone. And every breakfree your PB has to pack into a mission is an enrage or a luck for someone else, adding actual longevity or increasing their damage over already-higher damage or longevity or both.
  21. Well, I'd say the fundamental problem with white dwarf is less the lack of a way to boost its offense, and more the fact that it doesn't have enough attacks to make an attack chain out of without atrociously high levels of recharge, and the then attacks are weak anyway, to the point that they tend to favor using procs for damage.

    Few, bad attacks make for very bad damage regardless of how you boost it.

    To an extent dwarf is kind of vestigial in my opinion - forget comparisons to actual tanks, it lacks the survivability of a modern damage-oriented melee, and it has insufficient aggro control either. The 'use it for mez protection' thing is a crock when you consider that scrappers, brutes, stalkers, and SOAs all are reaching equal or higher survivability compared to dwarf, while also dealing damage that compares to nova's. And have mez protection.
  22. The DPS comparison between a triform and humanform PB would be very situation-dependent and in addition to the usual 'what IOs are we talking about here' problem, also involve questions like 'use of breakfrees' and 'presence or absence of specific teammates.'

    Solo and on SOs, the humanform would likely deal more damage over time assuming they use control-based defense to counter mez. A triformer who's frequently shunted away from nova and into dwarf would find their damage in the gutter; a triformer who's trying to use less-slotted human powers to compete with a focused human build is naturally likely to come out behind. The lower spawn sizes encountered solo on difficulties a PB would find reliably survivable would also work to mitigate nova form's powerful AOE damage advantage over human.

    Teamed, assuming the team can protect its squishies, nova form wins big because AOE is king, and nova scatter and nova detonation are good AOEs. At this point you're functionally an AOE blaster, and you should expect similar damage output results.

    Teamed, assuming the team can't protect its squishies, you'll probably find them working out to about even. The human form's improved survivability and sustainability will offset its relative lack of AOE damage.

    Generally, white dwarf is the major offensive performance drag on the triformer. Its damage goes beyond being a bad joke to being a bad joke that nobody finds funny.

    As for my PB, I'm not sure. This is the one character I'm not confident I can plan a respec for before an i19 version of mids comes out with alpha slot support so I can test the various options. I may end up defaulting to the musculature (damage) boost because I have sustainable endurance (no need for cardiac), I have more than sufficient accuracy and no defense powers (no need for nerve), and I have a recharge build (probably little benefit for spiritual).

    I'd be looking to see if using spiritual and having more LOTG mules from pool powers would allow me to alter my build towards other set bonuses in a useful manner, but poking at it so far hasn't been very encouraging other than the potential of a "ranged defense/recharge split" human/nova build.
  23. Flux_Vector

    PB and WS on SOs

    If you're asking about fun: you have to try them. I can't tell you what you think is fun. Peacebringers have very nice visual effects and can stay in human form more without suffering much for it. Warshades use mob draining and generally should be in squid or lobster form as much as possible to leverage their self-buffs. Both ATs are 'viable' by which I mean they'll contribute to an average team of average players and can solo on +0 x1 difficulty (or slightly higher) without using IOs from level 1 to level 50. From this perspective, which you prefer is going to come down to how it feels to you.

    If you're asking about relative numerical and high-end IO performance: Forget peacebringers. I'd just play the warshade, and IO them. In any game with a diversity in classes/ATs, some AT is going to be the worst one. In City of Heroes, that worst AT is peacebringers. The short reason why is because warshades are better at leveraging the forms because of mire and eclipse, and taking the forms away makes the PB a gimped - yes, if you're a melee who's got no mez protection, the basic damage of a tanker, the basic defenses of a scrapper, and the hitpoints of a defender, you're gimped by COH standards - melee. Your cosmic link buff can make up for some of that, but not all of it and never more than two at the same time.

    On the subject of IOs - it's actually cheaper to 'franken slot' or 'cheap set' your build in the middle 30s and never worry about buying SOs again. The recipes for sets like focused smite or ruin are dumped onto the market for a fraction of the price of an SO, and then once slotted will never go red and need replacement. Generally speaking, cheap IOs that are 'off build' and you buy around level 30 will have paid for themselves by level 40-45. You can then just slot over them with your 'real IOs' later, gradually replacing them with the good stuff as you go, instead of having to save up and build yourself out all at once.
  24. Since we can switch based on our needs, I intend to have musculature and cardiac both available, and swap depending on circumstances. Endurance is my widow's major weakness, but my i19 build should be slightly better endurance-wise and I'm not sure I'll need to use the alpha slot on further reduction or not.
  25. The increased movement in dwarf is especially nice, since one of the things I've always hated about him is how slow he feels simply because of his lower run speed.

    I'd be a little concerned that a faster-flying nova form (from swift) and no access to combat jumping will cause more 'drift' as I stop moving, and leave me slightly 'off' my intended position. This isn't a huge deal except for aiming the nova scatter attack, since the difference in outcomes between a well-aimed cone and a badly-aimed one is pretty big.

    On the topic of more slots - don't forget that the 3 new powers will make excellent places to take the Stealth pool for Luck of the Gambler +recharge mule powers, or grab another travel power (having superspeed is very nice on anyone), or the Leadership pool (kheldians have a pretty good leadership mod), or to fill in your build if you skipped things like conserve power or starless step, or your self-rez.

    On the topic of dwarf form and mez protection: Mez protection shouldn't be your reason to go dwarf. Tanking for a team should be your reason to go dwarf. If tanking for a team isn't enough of a reason to dwarf up, then maybe the problem's not with dwarf/khelds/mez protection, and more with tanking in City of Heroes.