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Quote:I can agree with you on Photon Seekers to a degree. That I think is still an issue of opinion though as I have seen a lot of people say they really like Photon Seekers as they are and use them like a mini nuke. I admit I also use them this way but the knock-back is a little annoying some of the time.The whole thing has kind of gone "dead horse" and all, but just to point to it: The recent buff to PB's basically brought them defensively in-line with Warshades. It wasn't a "Buff" it was Balance. The scales are still tipped towards Warshades for their AoE capacity. I, nor anyone else, is saying we want PB's to be AoE machines (they're not), but their Single-Target capacity (what they DO "specialize" in), is lackluster. You said you felt your PB was "top of the line," and that's fine from a perspective, but numerically PB's aren't any better than Defenders in solo straight damage ability.
We all agree that PB's "work," but the problem is that there are a few small idiosyncrasies that aren't quite right still. Photon Seekers are a bit out of whack, the ST could use a bit of a touch up. Human Form outperforms Nova and Dwarf in all respects for both WS and PB. These are just simple and small things that have been brought up over and over. It would be nice if they were "balanced."
None of the changes anyone's asked for are going to dramatically change the playing field. Just...clean it up a little.
I don't think I agree on our ST damage though. I have 4 or 5 Defenders I think last I checked, some I have not played in a long time though, and I really cannot think of one that can take down a tough EB/AV/whatever as quickly as my PB can. Granted I have built my PB for Perma Lightform and has a great deal of recharge which lets me fly through my single target attacks but given how things are today I don't believe this is terribly uncommon. With a lot less recharge... maybe but I'm not convinced yet. The difference in the time it takes for these characters to take down some things using relatively the same levels of powers (no judgement powers or lore pets) is noticeable enough to make it stand out while I am playing. Numerically on paper it might seem that way in a certain vacuum situation but I don't see it in my day to day play. But again, I don't think we are supposed to be these really monstrous damage machines. If we get enough of a boost from Cosmic balance on top of Inner Light or some such you can get some really ridiculous numbers however.
Now look, I am not saying my opinion on this is THE only one, or the RIGHT one or however you might want to say that but it IS the opinion I have formed after playing my Kheldians for the last 4 or 5 years or so and I am trying to provide the information I have used to base that opinion on as best I can. And again I am all for quality of life changes, little things that make certain powers more likely to be used, or makes gameplay more enjoyable some way. I don't want the stereotypical tankmage even though I think we are fairly close to that as it is right now. If there's no challenge, there's no fun. -
Quote:Ok maybe I am not seeing this is the same way you are but... how exactly are Kheldians really underperforming? My PB is quite literally the most powerful toon I have out of dozens of different archetypes and powersets.Austrian economics is a school of thought. Less is more is.. Well, a phrase. Just thought I'd put that out there.
Moving forward, the "wait and see" approach is what Arbiter Hawk used after the initial i21 (it was 21, right?) Peacebringer buffs. The changes helped, but Peacebringers are still underperforming. Can we maybe address the concerns from the last wait and see period before we instate a new one?
About the only things I could see advocating for right now are quality of life changes.
Lets break this down -
1. Kheldians are insanely survivable right now, probably more so than just about any other AT out there regardless whether or not you figure IO's into this equation. There are specific powerset combinations in specific AT's that do probably meet or exceed Kheld's in this regard but taken as a whole you'd rather hard pressed to equal a Kheldian.
2. Flip side of the survivable coin is damage. We're not the top of the pack but we're not the bottom of the pack either. We can do respectable damage, DPA, DPS or however you want to quantify it. We probably aren't going to win any trophies for it but playing CoH isn't about making your specific toon the most powerful toon in the game. We're not the best, but we're not dragging anyone down where we are and that is perfectly OK.
3. Versatility - Ok, this is probably more of a perspective kind of a thing but there are a few points that come to mind as fairly universal. Kheldians were designed to be able to marginally fill different roles, specifically either as a damage dealer or as a damage soaker. Warshades even got a little control added in. You're probably going to point out that many other AT's have this kind of versatility as well and you'd be correct. I'm not saying this is something Kheldians have OVER other at's, because not everything we do needs to be. OK read that again. Not everything we do NEEDS to be better than all the other AT's. In fact most of what we do doesn't need to be better than anyone else. We just need to be competitive. In terms of versatility we certainly are.
When speaking in terms of game play and how any specific AT's handle game content those 3 things are pretty much it in my opinion. How well can you survive? How fast can you eliminate the "bad guys?" and How well can you adapt to a changing gameplay situation? As Kheldians stand my answer to all 3 of those answers are very positive ones.
Now quality of life things are in a different category. These are things that are specifically geared to make what you can already do easier or more enjoyable in some way. Or possibly to eliminate something that is keeping you from enjoying what you can already do. The whole Knockback/Knockdown issue is a good example. Toggle suppression is another good example.
I am all for quality of life changes when they wont impact game balance and make sense.
Now I am open to a discussion here but please keep it civil. I'm too old and cranky to put up with "internet games" and "flame wars." I've done my best to show you due respect so please do the same in return. Thank you. -
I really believe in the "less is more" school of thought and I think it applies here as well.
The only change I would like to see is toggle supression. That's it.
Anything else I would prefer to be on a wait and see basis. Kheldians got such a huge boost overall already that it would very easy to totally throw everything out of whack if you started messing with too many things at once. Start small, and this is something that practically everyone has asked for, and then see where we are after. -
I wont comment much on the powers and slots as I am still trying to come up with a tri form build I like that has Defense as well for when i23 goes live. However, I think I have my incarnate abilities pretty well chosen.
For the Alpha I am currently using Cardiac for my Human only PB but once I try to go tri form I will likely switch to Agility or Spiritual for the recharge. Not sure which one will be better as the End mod and the healing mods are both attractive.
Interface I chose reactive so I could get a -res on basically all my attacks. I've been very happy with it so far even if the color of the effect does clash a little with the overall blue white energy theme.
Destiny was a bit of a hard choice but in the end I picked up Ageless. The reason I chose ageless was mainly due to debuffs, and specifically recharge debuffs. In any build where Lightform is going to be perma your biggest enemy will be -recharge debuffs. Not only does ageless have a huge recharge buff which can help negate debuffs, it also has debuff resistance if you choose the right part of the tree. Win win. I thought about barrier but honestly your already capped on resists except for Psionic which isn't a huge deal and you are already building for some defense. You dont really need more of either, so fill your destiny with an ability you really cannot get anywhere else. In this case Debuff resistance and more recharge added in as a bonus.
As for Judgement I ended up going with Pyronic recolored to match the Blue-white of all the other PB attacks. I am very happy with how it turned out actually and it basically just looks like a continuation of the PB powers.
Lastly I think I will comment really on one PB power and that is Dawn Strike. It's a very powerful attack but I found that since I got my Judgement slot I never used it period. Judgement recharged faster and doesn't have a crash. Even before I got judgement I rarely used it given the crash. I'd rather have Photon Seekers or Pulsar to be perfectly honest. I use both of those powers all the time as opposed to something that would just sit in my tray hardly ever being used.
My 2 inf. -
I had to really think about this for some time before I let myself post a reply. For me personally I was fairly happy with my PB before the big changes that happened (most notably with build up/Inner Light and Lightform) and after the changes I was also quite happy barring one thing - given the new playstyle of chase the button as it recharges it made shifting forms take away from the high speed of button clicks and power activations.
As a result I switched from a Tri-form to a Human only and started enjoying it much more. if the new instant shift change does make it live I may end up going back to Tri form though as I really did like that aspect.
As for my 3 suggestions....
1. Toggle suppression. Yes you can do without the shields in human form with perma Light form which I do have but sometimes you find yourself with a recharge debuff or if you are tight on slots it's harder to fully slot Light form to maximize both resists and recharge without the little extra from the shields. My human only has all 3 and uses them and I wouldn't change that for anything. If I was a triform though having to retoggle all of those plus assault and hover... well that is close to 10 seconds I am spending doing nothing else after shifting down to human form. QoL change but a very big one.
2. The knockback vs knockdown debate. Until recently I was just fine with the KB as it was. I learned how to position myself and knew what attacks were most likely to cause it and so on. However, after having gotten my kheld several level shifts I am suddenly knocking EVERYTHING back with every attack. My knockdown is now knockback and there's nothing I can do about it except raise my level difficulty in mission settings. I don't like that. Not that I can't handle the higher level difficulty but rather I don't always want to do that depending on what activity I am involved in. Sometimes having the higher level shift is good, but as it stands with practically everything a PB does having either KB or KD and having all of them forced to change to KB makes life a bit harder. Personally I would prefer that both the KD and KB be removed from the majority of our attacks and kept JUST AS THEY ARE on a select few that make sense to do so, specifically Solar Flare and Dwarf Flare. I don't think we need control in our powers really. Once we hit Lightform we are darn near invincible and if you have access to all 3 healing/HP Buff powers even a non perma LF build should be near unkillable outside of certain situations. Just take the KB/KD away and preserve it for certain powers.
Again I probably wouldn't feel this way except for my recent experiences with the Incarnate level shifts. YMMV.
3. I had a hard time coming up with #3 but I really like AIB's suggestion of debuff resists exclusively for dwarf. Very good idea and one that would likely become a game changer depending on the resist value.
Anyway that's my 2 inf. -
Yikes! Ok where to begin.
On paper your widow has everything it needs to do it's job. It will also play just fine but you are missing out on your full potential here. Slots could use some cleanup and your set choices could probably be a tad better. Lets see what I can do for ya.
Ok below I came up with a cheaper build, gets you soft caped to incarnate content, and gives you better utility in general. It will also be 100x better on your endurance consumption as the build you had posted was eating the blue bar up at a record pace (this I personally think is the widow's biggest weakness).
I did drop Soul Tentacles as I didn't see a real reason to keep it other than as a set mule. The immob isn't something you would be looking for on a melee widow anyway. Instead I fit in Psychic scream which is a great opening cone AoE for large groups and does psychic damage which is never a bad thing. Alternatively, you could drop scream and grant invis to fit in kick/boxing and Tough for a little bit of extra survivability. I dont think I would personally but it IS an option.
Lastly, I chose Cardiac as an alpha specifically for the Hybrid changes that are coming on the horizon. If what is being said is true, that the Hybrid will be affected by the Alpha bonuses then this I think is my pick of choice given that it will reduce the .5/sec end use and will enhance the stacking damage resistance given by one of the hybrid choices. Widows just got a whole lot tougher.
Good luck! Also you might check out my guide at the bottom of my sig. It was written pre incarnate content but much of the info is still relevant when it comes down to power and set choices.
http://www.cohplanner.com/mids/downl...ACF52FC260DED0 -
Quote:The thing is that spin does a truckload of damage all by itself. Focus in on a boss for your single target attacks and use spin every time it recharges. Everything should pretty much melt at the same time which will be pretty darn fast. You might have one or two left over to pick off with Poison Dart as they run from you screaming.I haven't tested it yet, but right now I have the ATO set slotted into spin on my night widow. Right now, the plan is to use the proc to keep the enemies in a near perpetual state of terror while using spin as I pick them off one by one.
The Proc will greatly reduce the number of attacks coming at you in the meantime. There really is zero downside to having this set in Spin on a melee centric widow. -
It's a bit of a different build than I am used to, I prefer get into the thick of things and mowing stuff down but you have plenty of AoE in there plus your single target killer so that should be good.
You do have plenty of defense, you have pretty much all of the important stuff covered. Really the only things I can think of to improve it might be an alpha to help with your endurance consumption, and somewhere to put in the SoA ATO set. The bonuses are great, and the proc adds really great control when slotted into an AoE power. I have mine slotted in spin but you might get more mileage out of it in Dart Burst if I am imagining your playstyle correctly.
Good luck! -
Well I wanted to give myself a couple days of playing my Tri-form PB before I said anything regarding the changes and now that I have, I have a few observations to make.
Overall I am very happy. Granted I was in the camp that was fairly happy with PB's anyway before the change now it's only gotten better. As has been stated Inner Fire was indeed a Game changer as is Lightform.
Aside from Psionic heavy groups I can pretty much steamroll through just about anything, though I will say that a +4/+8 CoT mission is a PITA with all the Death Mages healing each other and everything else constantly.
However, I do see some problems and it mostly has to do with forms and the way these changes alter the PB gameplay flow. before it was a fairly steady marathon that was pretty safe, just not terribly fast. Now, it's a great big click fest akin to how the Warhsade plays just without the need for bodies on the floor. What this has meant for me specifically is that I am finding I spend more time in Human Form than I did previously.
To clarify before the changes my strategy for big groups usually went something like this - Summon Seekers, hit Build Up, shift to Nova and pull with an AE or two. When the mob starts running towards me the seekers blast most of them back giving me time to fire off a few more AE's. Then I switch to dwarf and proceed to stomp, switching down to human now and again to fire off more seekers, hit build up, or whatnot as things were flopping on their backs. It worked really well.
Now, I can still use nova for the pull but really no point in staying there once they get to me as the Ae's aren't going to be very efficient when you are surrounded. So I go to Human form and then it's such a fast pace that..... the animation time to change forms isn't really worth it anymore. I can still see using Dwarf form given the way I like to play. There are several things about dwarf that I would really like to keep such as an extra heal, the flare which is really awesome mitigation and decent damage, as well as the taunt. Nova, I just have a hard time seeing myself use it outside of that first contact.
This kind of makes me sad as I really enjoy the triform playstyle but the more I think about it the more making a Human Only form build makes sense. For that to be really viable though it seems to me that I would need either a Perma Lightform build, a softcapped S/L or maybe melee softcapped defense build or both. Not a cheap build by any stretch of the imagination unfortunatly.
Granted my Triform build probably has most of the IO's I'd be looking for in a perma Lightform build already but for a Softcapped build I'd have to do some serious reworking of slots. A Part of me really wants to keep my Triform build though and maybe work on a second Human only version as a secondary build.
So here I am, not really sure where to take my PB. I really think the changes were posotive ones but I am not sure I am happy with the effect those changes have had on the overall game play of the PB. -
Well my first question is what resolution is your normal desktop running at? You have an Nvidia 550 which is a very powerful card and very capable of running very high resolution monitors but your CoH Helper report doesn't show what this is.
A Simple way to find your current resolution -Minimize all your windows until you are looking at a clean desktop and the right click anywhere. This will bring up a menu where ever your clicked. Look down this menu until you see "Screen Resolution" near the bottom of the list. Left click this and another window will pop up listing your Monitor Brand and Model, your screen resolution, and orientation.
I suspect that your resolution is 2400ishx1600ish or higher which is making the CoH screen appear very small as it is running in 800x600.
If this is the case the solution is going to be changing the CoH resolution, but unfortunately the only method I am aware of to do that is from inside the game. I'll do a bit of digging around and see if I can come up with anything. I know there used to be a 3rd party program that allowed you to change some of the in game settings but I don't think it is supported anymore.
Meanwhile, if anyone else knows how to actively alter the game settings (Screen Res, Windowed/Full Screen Mode, etc) from outside the game UI please post it here. -
I'll chime in here a bit.
First- CT Offensive is not worth the power pick. TT:Leadership combined with Follow up and the accuracy in your IO's will more than cover any accuracy issues you have. You can drop CT:O and pick up something else and I highly recommend doing so. It's a wonderful low level power essentially allowing you to slot for endurance reduction and damage exclusively in the low levels but once you get TT: leadership it's time to put it out to pasture.
Second, on the Evis discussion. I used evis for a long time. It does hit hard and when you can line it up right it hurts a good 5 or 6 mobs but at the end of the day you'll attack twice with 2 other powers in the time it takes you to complete a single evis attack. Once I dropped it from my attack chain my damage started to increase a great deal above what it was already. That's saying something! Now if you are taking it to have a second AoE power I'd prefer Psychic Scream. It's another long animation time yes but you have a really REALLY wide arc and good range on it. You'll be getting a lot of targets with it and it's psychic damage which is good for an almost totally lethal dmg AT. Still, when you get enough recharge spin is up almost constantly and well... Spin is just all sorts of awesome. It is enough all by itself to melt spawns.
Third, I think you took too many toggles. Your end usage even with Cardiac is going to be pretty rough. That is the Night Widows one real Achilles heel. I also get why you took those toggles and yes your defense numbers are impressive as a result. Still I truly believe you'd be better off chasing down the ranged defense numbers from set bonuses and mix in a few melee def set bonuses to get to the soft cap. My Widow sits about 65ish% ranged/melee/aoe defense stealthed and 57ish% in combat which is more than enough and I got there entirely with set bonuses.
Now there is one toggle that I DO recommend getting as it addresses a problem that NW's have which is survivability when something does get through your considerable defenses and that is Tough. 4 slots is plenty for tough and will add a great deal of survivability for when you do get hit. We're sort of glass cannons that can dodge and weave really well. Land a punch and we feel it however.
Fourth, I really think that your slots could be put to better use. Right now it looks like you are chasing every recharge bonus you can possibly get. That's fine and all but once you hit perma Mind Link it doesn't do a Widow as much good as other AT's. You'll be able to hit and run with an extremely devastating attack chain with a good bit less recharge than you have and you'll be able to slot more powers for things that they are lacking in. 6 slot attacks are so very worth it and again you'll be getting those all important defense bonuses from the sets allowing you to drop toggles and pick up other powers such as....
AID SELF!!! Again your defense is incredible as a Night Widow. But when you get hit you NEED something to keep yourself up. You ARE going to get hit and if you are facing something like Longbow or PPD Kheldians or even malta... anything that debuffs defense you are going to be hurting real quick. You need a heal even more than you need tough and green inspie's wont be enough. I cannot recommend aid self enough for your build. And hey, look at it this way - Even though I'd recommend slotting it with 2 interrupt io's you could go 5 slot Doctored wounds for a 5% recharge if you wanted to replace one you are losing somewhere else.
Lastly, it's been a long while since I wrote it but much of what is there is still true so I'd suggest taking a peruse through the guide in my Sig. I know you said money is no obstacle so you can take what I wrote there and go even further with it on slotting if you choose to.
Best of luck, and I sincerely hope that the above helps you get the most out of your experiences with your widow. -
Quote:I am personally very interested in the Grav proc. I've not tested it out but when put in Lightning Field for example it should basically neuter everything around me making them stand there and watch as I pound them into the ground.Reactive radial is the way to go if you have a damage aura for sure.
My main elec/elec is loving it you can just jump in a mob and just with your damage aura watch the extra ticks of damage form the fire proc, and its very easy to see it fire off.
For sets that are mainly aoe then this should help out when trying to whittle boss's down.
I suppose it would have to depend on how much each tick of the Reactive does though. I've not seen it yet and my Brute isn't quite at a point where I could experiment with them but hopefully in the near future. -
I have to admit I didn't read everything in this thread but one thought occurred to me early.
When did this become a competition?
Seriously? Why are we so focused on the "my numbers are better than his" rather than "I'm having fun doing the best that I personally can do?"
Maybe we're taking this far too seriously. This is one of those never ending arguments. No matter what you think is wrong, even if it's fixed as you want it to be there will always be something else that someone thinks is totally broken. It's not worth the frustration to get yourself so emotionally attached to it. -
Well when I think of ghosts i personally think of something that is damn near impossible to hurt. In the real world lore of such things ghosts tend to be intangible for the most part.
Now carrying that over into CoH may be a bit challenging but I think there are two ways you can go about it. First, you can try to get your defense to the softcap. It's a popular tactic and usually works well but the new incarnate content is having a field day with defense toons right now. Besides I think option two is better given your choices of powers.
Try to cap your resistances. This is very doable with /Sonic and you can even get fairly close to the soft cap for Ranged defense as well.
This combination of decent defense with capped resistances (all self buffed) would make for a very hard to kill toon. After that it's all gravy. I've not played much with the sonic primary but I've seen it do some amazing damage particularly once scourge kicks in.
Thing to note - getting yourself near soft capped for range defense and capped resists will necessitate taking the fighting pool and possibly leadership. -
I actually find the proc more useful than I first imagined it would be.
My original intention was to get ranged defense out of it with the 6 slot bonus, and I consider the proc a bonus when it does go off. Yes, you cannot count on it happening when you specifically want it to, however, it does proc often enough that I am very satisfied with it.
Again though when I do slot it, it's usually with the goal of achieving the Ranged Defense bonus at 6 slots. -
Good read and I agree with most of what you said. I would like to interject a few things based on my own observations though.
First, and this is especially true with the new incarnate stuff, I feel the shields have situational uses and are not bad choices. At least Shining Shield I feel is worth taking even if you only leave it as one slot. What you put into that slot is further up for personal preference but if one is taking the Cardiac Radial Alpha slot then this shield powers up nicely with just a single slot.
However, that's not the only reason why I believe taking it is a good thing. All of the shields can be toggled on with Lightform which I also believe is worth taking even with minimal slots (read 1 or 2).
You see when I started hitting my late 30's and early 40's I was looking very hard at powers I could take that would provide at least some usage for me without the need for any additional slots. I really needed those slots for powers I had taken when I was in my 20's and lower. Several powers fit that bill but the shields and lightform both seemed to synergise well in this regard. I also started to find a niche use for Lightform but suffice to say that Lightform combined with any of the shields will bring your resistances to their respective caps, or at least close to them, unenhanced and solo.
I don't know about you but I find a huge survivability difference between when I am solo and at 65% resistances in Dwarf and when I am at the cap of 85% on a team. Lightform is a tool you can use to get yourself to that cap solo for hard targets. This works best against a single target but if you have a few AoE attacks in Human form you can probably handle a decent crowd before Lightform expires. Your single target dps is actually greater cycling through Radiant, Incandescant, Solar Flare, and whatever blast you took as your level 1 power pick than you can get by shifting forms anyway. This is mostly due to Radiant and Incandescant being really strong powers but there it is.
Another neat trick you can use to really decimate an entire spawn sitting around one big nasty target like an EB or somesuch is to eat a purple insp or two, summon your photon seekers, hit build up, shift into bright nova and lead out with proton scatter and detonation. Then fly into the half dead spawn and land to cast Dawn Strike. Eat a quick Blue and then shift into Lightform to go stomping on the EB who by this time should be about half dead. From this point you have 3 minutes to stomp said EB into the ground before you have to worry about a crash.
However, in the event you can't finish off whatever it is you are fighting before Lightform crashes you are still ok. If you can get some distance between yourself and the bad guys for a few moments before the crash this is where conserve power really shines with a single blue inspiration. Lightform crashes, you eat the blue and hit conserve power. Use reform essence and or Essence boost then you are good to go. I usually shift back into Dwarf at this point and go from there as the situation warrants but whatever works for you. That said if you have a few purples in your tray you can stay right there in the thick of things for the crash and not retreat. Just eat them before the crash actually happens and more often then not you'll be fine.
Anywho just my 2 cents on a few powers and how well they can work together to accomplish some things (especially when you can use your alpha to provide all your enhancing needs for some powers.) -
I pretty much have to echo Psylenz. Sure, /elec might be a little underwhelming compared to some other dom secondaries out there but it's by no means gimped. You can do really well with it even if it's not the "best" out there. I chose it for concept reasons and have not had any complaints with it period.
Basically, once you get to 22 and can start slotting SO's (or better yet Frankenslotting IO's) you become nearly unstoppable. Your most vulnerable time is when you first engage a group of enemies (if you are solo) as they will still have endurance to attack you with unless you can get them all locked down right away. Once you get them locked down you can pretty much eradicate any and all endurance from everything in about 10 seconds. After that, you wont be taking any damage period.
You'll figure out what you can and can't do in first approaching groups and how to deal with it fairly quickly so I wouldn't worry about it too much.
I seriously think that when I get him to 50 and fully IO'd out he will likely be my most powerful toon. I already have a very nice 50 Mind/Psy Dom but I can see that this Elec/Elec has the potential to leave the Mind/Psy in the dust. -
I am currently leveling up a Storm/Elec/Elec Defender ( at 42 right now).
I have to admit that I don't focus on him as much as I could what with all the new alpha stuff coming along but I can give a little insight based on my experiences thus far.
First, my goal for the build was to get myself to the ranged softcap defense wise and as much resistances as I could without breaking the build. Mid's shows me having 44.8% ranged defense and 40% Smashing/Lethal/Energy resists by 50 but those numbers will skew slightly with varying IO levels.
It definitely matures late. At 42 I am sitting at 38% Ranged defense and that makes a huge difference to what I was able to do even in my mid 30's when my ranged defense was only around 15ish%. Once I get softcapped it should be even more capable. However, until you can break the 35ish% ranged defense mark things are pretty rough solo.
*Note* I should clarify that a little. Early early on soloing was pretty easy even before Inherant fitness. It wasn't until the late teens early 20's that things started catching up with me and handing my rear to me regularly. It didn't get much better until I got to 37ish when I started getting some of my 6 slot defense bonuses.
During that time your gonna have to either team for exp or slog through a challenging solo experience. I recommend teaming even after you get matured but whatever floats your boat.
Secondly, it's a MASSIVE end hog to run around with the build I came up with. You'll end up with a small handful of toggles and your storm summoning powers will each eat up a good chunk of endurance even when properly slotted. For this reason I plan to go Cardiac Radial when I finally reach 50 as my Alpha of choice.
Anywho, not intended as a guide or to replace what the OP did but just a few of my own experiences to hopefully help someone decide if this is the right path for them.
Cheers. -
I didn't really pay attention before but I am noticing a small pattern here.
More often than not I am seeing that the people who are complaining about their PB's mention theirs as being a Human Only form PB.
Maybe it's significant, maybe it's not. But there seem to be far fewer people who play a Triform build speaking up about the downsides of the PB.
I've already made my opinion on the subject known so I wont repeat that here but I thought it was an interesting enough observation to mention. -
Quote:Well you pretty much just proved my point rather than disputing it though what I have noticed is something that was introduced fairly recently. I took a bit of a hiatus from the game and came back only to notice I was getting my rear end handed to me a lot more than I used to on my Widow. I started paying attention to my combat window and saw the hit percentages were a lot higher than I previously had seen.Pretty much all of Moonlit's advice was just fine except for this - not because tough isn't going to be usefull but because he is either wrong or over emphasizing how much LT's and bosses attack values are 'adjusted' and how it affects the softcap. Specifically the bolded part. The last changes to LT's and bosses attack values was made in i6 or i7 (I don't remember) and its what actually created the softcap, rather than removing it. Prior to that higher rank (and higher level) enemies actually got to hit bonuses for their rank and level, so even at 45% def they still had above a 5% chance which was then multiplied by accuracy.
After i6/i7 bosses/LT's no longer got to hit bonuses, just accuracy bonuses - so it does't matter whether you have 45% def or 100% def, they will always have the same chance to hit you, it will just won't be 5% but neither is it going to be a lot higher. Forex: even level LT's will have a 5.75% chance to hit you, even level bosses 6.5 - these values increase slowly as the NPC relative level goes up until at +6 they finally start getting to hit bonuses instead of just accuracy. There are a couple of exceptions to this:
1) Mobs with to hit bonuses from special powers, like DE quartz crystals which give +100% to hit
2) Some oddball mobs that actually have slightly higher base to hits - the only ones I know of are DE in the tip missions - for some reason they have 50%-55% base to hit instead of the usual 45%. I think they are supposed to be the praetorian version of DE.
Here is a wiki link to a full discussion of attack mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
Your right on the even level Lt's boss numbers but the % goes up fairly significantly as level increases. I'm not trying to say the sky is falling or anything else over the top but I have seen bosses, standard bosses, with as much as 12-15% chance to hit me through Elude with 110% defense to all positionals and I can reproduce these numbers with any type of boss you might want to test it against.
The point I am trying to make here is this - Night Widows don't exactly have the biggest health pool out there. When something big hits you, you're going to feel it. In the case of AV's and EB's you could find yourself losing 75% of your HP in a single hit possibly more. Alternatively, if your waist deep in a crowd of bad guys even marginal hits can be serious when you have several of them landing on you.
In both cases your enemy having a ballpark figure of 10% chance to hit you can mean for a very bad day unless you have a plan to deal with it. Hence the choice to pick up Tough. -
I'll echo some of what Eislor said but with a few differences.
First, I really like having 6 slots in my attacks. Sure you can get away with having 5 but it's nice having 6 for the extra IO goodies you can play with. However, you may end up taking a slot or two anyway as I would really suggest at least 5 sots in Aid self. You will want it to crank out as much as possible every time you use it, and in addition you can get another 5% recharge by using Doctored wounds there (Assuming you have not reached the 5x cap on the %5 as I have not looked in detail at each of the sets used).
I heartily agree that if you take TT:Leadership you are getting absolutely no benefit from TT:Offensive. It's way overkill and not even the Incarnate TF's will require you to have that much acc/+ToHit to function.
Lastly I strongly strongly recommend that you find a way to incorporate Tough into the build with 5 slots. A little while back defense calculations in relation to Lt's and Bosses etc was changed in that ranked mobs automatically have a greater chance to land attacks regardless of what your defense is. You're no longer soft capped to everything even with 65%+ defense to all. Even at 100% and more with Elude going bosses and Lt's will have a greater than 5% chance to hit you. What this means is that you really need another layer of defense outside of just not getting hit. Tough when properly slotted can go a LONG way to addressing that.
Personally I'd drop TT:Offensive as said previously and also Gloom. Gloom is a NICE power but most of your time is gonna be spent in melee where you have other harder hitting attacks, and Poison Dart functions rather well as a ranged attack should you need one. This opens up 2 spots for either boxing or Kick followed by Tough and you have all the needed slots right there ready to go. -
Quote:Wow... ok I am not really sure where to start here other than the number 1 mega huge glaring problem I saw - Why 6 slots in Sprint? Seriously?Good luck trying to find that out.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build |
I'm not trying to insinuate anything here, I just truthfully don't understand what your logic was on that one.
Secondly you've massively underslotted Health and Stamina. Your not getting the extra recovery bonus from Forms since you decided to go all Human Form and I cannot imagine how you can't be sucking wind every 30 seconds or so.
There's more but I think it would be easier for me to mess around with your build and then repost it in a little bit. I'll edit this post once I come up with something while still trying to keep most if not all of the power selections you chose.
EDIT-
Ok here is the build I came up with, and I only switched out one power which I'll go over below.
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Instead of putting the 2 uniques in there you will get a much better return putting them in incandescence. In fact, I dropped the +def unique entirely. The reason being that you are built around resistance, and nothing else in your build was built towards chasing Def bonuses so the measly +3% from this IO combined with even both Combat Jumping and Combat Flight would have barely gotten you to 10% defense. You'll get a MUCH better return for investment by going for recharge and +HP bonuses so the Def IO had to go.
Secondly, I dropped one of your KB Protection IO's. Yes, you wont be immune to KB from everything but the few things that will be able to KB you should only be smacking you if you are tanking (which you shouldn't be in a Human form PB unless you have to or with Light Form) and then you can easily compensate for that with Combat Flight.
The power I dropped from your build completely was Dawn Strike. It's a bad crash, especially for a build that is going to be as END intensive as yours and you lack any real AoE attacks. So instead I switched in Proton Scatter. You wont have a full AoE attack chain still but at least now you have something to work with.
Lastly, this build focuses a great deal on Recharge and +HP as I said above. With these bonuses (And more could be eeked out if you really tried) you will have nearly perma Essence Boost giving you 2100 HP all the time, 50ish% S/L Resist, 55ish Nrg/NNrg resistances and capped resistances to both while in Light form. Also your Reform essence will be on an Average recharge time of 20 seconds if you keep Hasten cycled everytime it is available.
Incandescent Strike and Radiant Strike Both will be available more often with my changes which is really good as they are your best attacks.
As for a solo strategy on spawns my recommendation would be something along the lines of Open by summoning Photon Seekers, fire off Proton Scatter, Gleaming Bolt or Glinting Eye, and then Proton Scatter again after Photon Seekers knocks the spawn away from you. Solar Flare any that didn't get blasted back by the Seekers which will get the whole spawn in front of you again, and use your ranged powers until they get back to melee range. Then start using Incandescent and Radiant strike and Solar Flare as needed. You can refine that to whatever works best for you but that should make you pretty tough to kill when factoring in your Essence Boost and your heal.
Your end issues shouldn't be a huge issue anymore as I got your toggle usage down to .83%/Sec with nearly everything toggled on, and your attacks have been nearly optimized in the end reduction department. The Cardiac Radial wouldn't be a waste for this build if you wanted to go that route but probably Spiritual will be better for the extra recharge.
Anyway best of luck. -
-to hit is interesting but again... most of what people are complaining about is a lack of raw damage from the PB in comparison to the WS. How does -to hit address that?
It doesn't, so why use it as a fix?
Take a look at the -Def in each attack now. It's actually quite minimal and has already been pointed out that the durations are very short. If you model the -Resistance in the same way you wont see anything that will disrupt game balance.
My point being is that the suggestion was made to address specifically the problems brought up by the vocal community that has posted on this forum. I'm not saying implement this and everything will be all rosey but If your going to keep toting one issue as the heart of the problems for PB's I think the proposed solution should be some thing that directly affects that issue. -
Quote:I really really doubt any of the Dev's would agree to combining the -Def and the -Res into every attack. You can say that the -Def is negligible all you want but from an outside point of view you'll hear fairly unanimously that it's too much.I wouldn't *take away* the -defense. I would *add* -resist to -defense. Not in large amounts, because it doesn't need to be in large amounts to be noticeable over time.
Most AVs and some EBs shrug off the small -def of a Peacebringer's attacks already, so it wouldn't change things much on that end, but the added -res effect makes Peacebringers more effective across the board, especially against lieutenants and minions. And really, that's where it's obvious that Peacebringers have an issue, particularly solo. It's okay for a fight against a boss or EB to be a slugging match; it's not so okay for it to take five or six attacks to take out an even-con or +1 minion.
ADDING -Resist to the -Defense Debuff of a Peacebringer's attacks best leverages Peacebringer's survivability, and makes the Peacebringer more effective overall, particularly in fights against a tough single foe.
Note: A Peacebringer's -def debuff secondary effect isn't strong enough or long lasting enough against any target to induce defense cascade failure. If it were, we wouldn't be arguing about how to make Peacebringers more effective.
And besides, if it really is that negligible, would you really miss it all that much? Maybe in the early levels where you don't have ridiculous amounts of Accuracy but once you hit your 30's that's likely to change.
Just a note - Personally I am pretty happy with my Peacebringer. If no changes were implemented in anyway I'd still play him and enjoy it every step of the way. However, I can also see where others are coming from so that is why I have suggested this change. It seems to accomplish what everyone so far has asked for at least partially. Maybe it would be enough, maybe not but I don't think anyone could accurately assess that until it had been implemented. -
Ok so I am not gonna read through all the crap at the beginning of this thread (sorry, spirited discussion or whatever you wanna label it I am one of those people who actually don't like Drama and seeing people argue. Some people get their kicks from it I don't) instead I am just gonna offer a small suggestion.
Everyone talks about what peacebringers are lacking. a LOT of it stems from a perception that their DPS is low both solo and on a team (though I might debate that.) So what if the secondary effect for all the PB powers were changed from -Def+KB to -Res+KB?
Most of us slot for -Rez in some of the attacks as is why not just carry it over to the whole power set? You get a mostly passive +Dmg boost to the whole team and a Dmg boost to your own powers as well. Would it be too much? Not likely.
It could be argued that other changes are needed also, but lets just start small and work our way up. If this one change were made would it be a decent step towards making the 2 Kheld's FEEL more equal?
From where I am sitting I think it would.