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Posts
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Joined
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Make them all. Those are all good combos.
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Quote:That's only if you keep energize going all the time, and it's not arbitrarily discounting a clicky, unless you have to use power sink.Redrawing once every 30 seconds isn't actually "way less clicky" than regen, and that's AFTER arbitrarily not counting a clicky. Besides that, being in the top 3 clickiest does in fact make it "one of the clickiest" as I wrote.
Regen requires more frequent use of your click heals, so I don't see why it would be less than Electric. Dark Armor is also more clicky with dark regen; fire is clearly more clicky, so are Ninjitsu and Energy Aura. Stalker Willpower is possibly more click as well, with Reconstruction instead of RttC.
It is more clicky than Shield, Sr, (Brute/Scrapper/Tanker)Willpower, Invuln and Stone.
That puts it soundly in the middle of the pack. -
FE won't hurt dps, but the original statement was
Quote:My point was it is relatively low on clickies.I personally don't like /Elec with weapon sets because it's one of the clickiest secondaries. Redrawing every 15 seconds isn't my thing. -
There is also Fiery Embrace and Burn to cause more redraw more often.
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Seems like we are getting stuck on this kb thing and derailing the rest. Can we, for the sake of having a consensus, agree that we would like an option for pb powers to do either kb or kd? Then everyone should be happy.
The initial purpose of this thread was to consolidate a list of agreed upon fixes to parade across the Dev's path whenever possible, which was a great idea. The more organized and vocal we can become with it, the more likely changes will happen. -
Quote:The endurance and survival is electric, the great damage is db + electric.That doesn't seem specific to DB though, that's /Elec paired with anything.
Quote:I personally don't like /Elec with weapon sets because it's one of the clickiest secondaries. Redrawing every 15 seconds isn't my thing. -
I've had great luck with db/elec scrapper. If you want more damage, go scrapper; if you want more survival, go brute.
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For warshades, do a standard PI farm (demons is good), at +anything/x8, no bosses. Bosses slow them down too much as their aoe is soooo much better. You need enough recharge to get and keep 3 pets going, perma-eclipse and close to perma-mire. The pets will more than double your dps. You can plow through those mobs as fast as anyone else. I wouldn't really try to get extra dwarf mires, that will just take up too much time for too little return.
If you want to use a NW, you could try your hand at ambush farms in AE. That would allow you to make best use of spin. Crabs have better cone attacks, and will do better in the standard PI farms like warshades. -
Quote:The difference, both thematically and mechanically, is just a matter of magnitude. An attack can knock someone off their feet by sheer force, or, by more force, it can knock them off their feet and 10 feet backwards. Hit someone hard enough in the gut (like R-Strike), and they'll drop to their knees momentarily. Hit them hard enough in the jaw, and they'll fall on their ***. Hit them with the force of a truck, and they will fly backwards. You don't need any vertical application of force until you start talking about knockup.If for no other reason, because it's got major thematic value. Besides, I'm not sure how you justify KD on attacks that aren't on a vertical trajectory. That just doesn't make sense.
And I do not agree with Keeping R-strike as kb, simply because it is a staple in the PB single target chain, meaning you have to chase whatever you're fighting all over the place. You can aim them toward a wall, if there is one handy, or try to hover above them, but that simply doesn't work all the time.
I have a few storm characters, and the comparison to storm powers does not work well. Storm users frequently have other powers that can negate the knockback when needed (many immob powers). Storm users are very frequently ranged fighters, and keeping enemies away from them is their specialty. Most of their damage is frequently from their other set, and though they may lose damage if they don't use tornado/lightning storm all the time, they have other options for dealing damage when knockback is not appropriate. Also, Lightning storm can be used while jumping to largely turn kb into kd. They're kb can be aimed more appropriately (except for tornado which is chaos in a can), but the only way to aim Solar Flare is to use it at the edge of the mob; doing that limits the number of enemies hit and severely reduces the overall damage of the power. -
Crabs and Warshades can both farm the standard stuff pretty well to very well, depending.
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That's a valid viewpoint, certainly, but I hope you could get behind a change that makes the powers just shy of knockback. The vast majority of players would like this to happen, and for those people, like yourself, who enjoy the kb, you can add a kb enhancer and voila. That change alone would make pb's more popular and more welcome on teams.
Edit: if having to add an enhancer to retain your kb is unacceptable (understandable ask we have so few slots anyway), we could as for some sort of option for kheld powers to be kb or kd, though that would be more time-consuming for the devs. -
-Increase base damage, lower bonus damage from inherent slightly (both pb's and ws's)
-Turn the toggle shields into moderate typed defense versions, keeping a minor resistance element, and a minor mez protection in each shield (like mag 3 hold in Shining, mag 3 stun in Quantum, mag 3 immob/sleep in Thermal); do this for both pb's and ws's, as the shields would then stack better with the tier 9 and inherent instead of becoming totally useless in many situations
-Turn Build Up into Astral Rage (rage clone), because rage is just better and would interract with form shifting much better
-Fix photon seekers in whatever way Smiling Joe proposes
-Turn all kb powers to mag .67, and thus knockdown; this seems only fair, because any who wish to still do knocback can slot a kb enhancer, but currently we can't slot a -kb in them
-Reduce animations on form shifts and pulsar
-Turn Group Energy Flight into Group Combat Flight, add minor defense to all and an 8' pbaoe minor damage aura to the PB (ws's get a damage aura, why not pb's)
None of that would be overpowering, but all of it would make the play experience exponentially better. -
Well, I went ahead and made one anyway
Gonna try to suppress the min-maxiness with the cool shiny powers and rockin costume. Anyone think they can figure out how to add glowing touch into that build without losing recharge or s/l defense?
Edit: nvm, figured dropping Veng and its LotG didn't hurt me much -
Quote:The tp protection comes from the Glad +3% defense unique. I can see how a pb might do well in pvp, but I haven't touched the stuff since i13 and don't have any intention of doing so.are you planning to PVP? Curious because of the TP protection (if I'm reading that right.) As opposed to, say, a KB resist IO.
Also... if I can be blunt (which I can be, as anyone who's been on the forum any amount of time has probably discovered) - if you're going to go into it with a "These have sucked before, probably suck now, too much knockback, should I bother?" attitude... you're going to hate playing it. Doesn't matter if it's the most perfect build around, or what have you. Going in like that will mean you hate it and stop playing.
The attitude comes from a min-maxer perspective, and probably won't change until there are some big mechanical adjustments. I really want to like pb's (unlike, for example, tanks, whose entire theme does not appeal to me), so I guess I'm looking for some reason that will overpower the min-max tendency.
Quote:took all the purps out of the pb, put em in the WS and never looked back since atleast the WS has the higher potential of the two, albeit both still need buffs.
Quote:The peacebringer is an extremely visually appealing archetype. Mechanically it is now and always will be something of a dud.
Quote:EDIT: Yes, Celmor exists right now on Pinnacle. I think she's (yup, he even changed sexes) -
Quote:Well, since follow up is already part of the higher-base-dps chain he's got there, he won't have to keep up as much +dmg from insps. On my SS, I get enough reds to drop solo or with up to two teammates that I can keep myself capped for a whole farm easily. More teammates than that and the insps don't drop fast enough.I find it quite hard to actually stay at the dmg cap 100% of the time even with stacked rage. Esepcially if you team and they dont feed you reds as veng only makes up about about 1 small red while you loose a ton of insps. But it is possible claws could pull ahead at higher levels of +dmg.
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I've always been in the "Pb's suck" camp. I frequently, however, get the urge to play them, partially because their version of the inherent is so much better than the warshade's, and partly because I like the theme of the powers. Every time I make a build, though, I see the things that turned me off of them in the first place.
This time, I've a human/dwarf build that looks ok (gave up on Bright Nova). There are several powers that I wish I could pick, like glowing touch and qfly, but I actually find this tighter than my warshade builds. It still has weak damage, which annoys me, and too much knockback. Survival looks very good though.
Should I make it, or wait until the devs fix pb's, if ever?
(Incarnate slots: 4Spiritual Core; 4Reactive Radial; 4Clarion Radial)
Hero Plan by Mids' Hero Designer 1.94
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: Leadership
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Glinting Eye -- Empty(A)
Level 1: Incandescence -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(3)
Level 2: Gleaming Blast -- Apoc-Dmg(A), Apoc-Dam%(34), Apoc-Dmg/EndRdx(36), Apoc-Dmg/Rchg(36), Apoc-Acc/Dmg/Rchg(37)
Level 4: Essence Boost -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(5), Panac-Heal/Rchg(7), Panac-Heal/EndRedux/Rchg(7), Panac-Heal(9)
Level 6: Radiant Strike -- Hectmb-Dam%(A), Hectmb-Dmg(9), Hectmb-Dmg/EndRdx(11), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Acc/Rchg(33), Achilles-ResDeb%(34)
Level 8: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(36)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 12: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(46)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(19)
Level 18: Incandescent Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), UbrkCons-Dam%(33), Hectmb-Dmg/Rchg(34)
Level 20: White Dwarf -- RctvArm-ResDam(A), RctvArm-EndRdx(21), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/EndRdx/Rchg(39)
Level 22: Reform Essence -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(25), Numna-Heal/EndRdx/Rchg(40)
Level 24: Conserve Energy -- RechRdx-I(A)
Level 26: Solar Flare -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(27), Armgdn-Dmg(27), Armgdn-Dmg/Rchg(29), Armgdn-Acc/Rchg(29), FotG-ResDeb%(50)
Level 28: Luminous Detonation -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(43), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(43), Ragnrk-Dmg/EndRdx(45)
Level 30: Weave -- LkGmblr-Rchg+(A), HO:Enzym(31)
Level 32: Photon Seekers -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Dmg/EndRdx(46), ExRmnt-Acc/Dmg/Rchg(46), ExRmnt-Acc/Rchg(50), S'bndAl-Dmg/Rchg(50)
Level 35: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(45)
Level 38: Light Form -- Aegis-ResDam/Rchg(A), TtmC'tng-ResDam/Rchg(39)
Level 41: Thermal Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-EndRdx(42)
Level 44: Vengeance -- LkGmblr-Rchg+(A)
Level 47: Shining Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-EndRdx(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
Level 50: Reactive Radial Flawless Interface
Level 50: Clarion Radial Epiphany
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Level 1: Brawl -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Winter-ResSlow(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 10: Combat Flight -- LkGmblr-Rchg+(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
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Level 20: White Dwarf Antagonize -- Zinger-Dam%(A)
Level 20: White Dwarf Flare -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(45)
Level 20: White Dwarf Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(23), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), Achilles-ResDeb%(33)
Level 20: White Dwarf Step -- Zephyr-ResKB(A)
Level 20: White Dwarf Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(13), Achilles-ResDeb%(21)
Level 20: White Dwarf Sublimation -- Mrcl-Rcvry+(A), Mrcl-EndRdx/Rchg(15), Mrcl-Heal/EndRdx/Rchg(40)
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For inspiration stuff, you can check the guide in my sig. For hasten/dom/ageless/dp, you can set one of those to autofire by control-left clicking it. You could bind some of the others to movement keys, but that gets really annoying because every time you move and it's not recharged, it will say so above your character's head.
You can also download hero stats, which can tell you how long until a power is recharged. -
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We should be counting Orbiting Debt in wshuman as well. Also, a better chain for wshuman ST would be something like G.Well>G.Snare>Shadow Blast>G.Snare, and we could put Shadow blast in that build without really changing anything. Sorry Joe, I'll go away now
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Quote:The endurance and -damage part of the crash still happen, but the -def part does not.I dont get it, rage crash doesnt happend if rage refreshes before it crashes? Not even the -def debuff?
Quote:Im very interested by DB, because the combo system feels "new". Is DB Brute set as efficient as Scrapper one? -
Quote:It's ok, I just realized I messed up the correction I posted by not including the SM activation timeAnd here we have the perfect example of why Smiling Joe should not do spreadsheets at 2 in the morning after working all day. I have no idea where that 50.72 comes from either. I either mistyped or looked at something else. Ugh. It all looks the same when you're tired.
It should be
(30/39.862)*.3375=.25 -
Quote:The recharge+activation of Sunless mire on that build is 37.608; not sure where the 50.72 you have is coming from. Your equation should end up (30/35.608)*.3375=.28
Now we weight it for Sunless Mire. What I mean by weighting it is taking a sampling of the power's damage over a period of time when Sunless Mire is up and not up. To find its uptime, I took its duration of 30 seconds, divided that by its recharge and multiplied that result by the damage buff from three enemies (33.75%)
(30/50.72)*.3375=.199
Edit: And actually, for Sunless mire with forms, you should add in the form shift animation with recharge/activation so... (30/37.825)*.3375=.27 -
Joe, you're gonna laugh when you realize what you did. You are taking the damage value of Smite with IO's in it for your base value instead of the actual base value of the power. Smite with the IO's in that build and just the 60% from dark sustenance is coming out to 189.4. Everything from there on just magnifies the discrepancy. If I count the value with IO's as the base damage, adding 60% to it gives me the number you had.
To clarify for those who don't know, damage buffs work off of your base damage value, not after enhancements/other buffs are added. Joe is just having a sleepy moment ;D