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Posts
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I'm personally fine with the powers the way they are, but then again I am a fan of KB so I have a positive bias towards it. So of the powers would just look dumb having KU rather than KB. Dawnstrike is an explosion which would expel enemies away from you , not up from you. From a common sense approach adding KU doesn't make any sense whatsoever. To me these changes seem like proposals to satisfy people that hate KB without looking at the common sense of the change. Sure AS has KU, but its also KD since one point of the power is that it was intended to be a power that flying players used to KD other enemies that closed to melee on them. That's not really a good example to use when trying to justify changing a PBs already good albeit inconsistent KB. I agree it would be nicer if it were more consistent, but in all the years I have played one its never been an issue to me.
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Before Light Form was made perma I played by Peacebringer (human form) 1 to 50 as my main and completely IO'd her out. Anyone that says playing PB's is bad is either retarded or only likes playing easy to use characters such as Dominators. I've been told a couple times that I have the best Peacebringer build people have seen. That makes me feel good considering how many people have negative feelings towards Peacebringers. They are effective in any team AND with Cosmic Balance you are always receiving a buff of some kind to make you even better.
If you know how to play a Blaster or Scrapper then you can play a Beastbringer. My PB has perma Light Form, Inner Light, and Restore Essence, and is a complete monster. She had perma RS before the change so that made it nice having capped HP, but the changes just made PBs even more powerful than they already are.
As for KB, I love it and have always loved it. Pop some +rech procs in your powers and you could potential cap your recharge without any buffs. I love Warshades too, played two of them human form only, but ended up deleted each one post-40. You can't compare them at all, but if I were to compare them I would roll a Peacebringer each and every time. That being said I still think Eclipse is the best tier 9 power on the game and has been for a long long time, but the LF timer shorten puts it on par if not ahead of even the mighty Eclipse now. -
I may be the only person, but I don't think anything needs to be done with Stalkers. I wonder if this change is only being implemented due to people not making as many Stalkers as other ATs?
Granted being able to use AS with no interupt and have superior damage does sound wonderful, but if that happens then what about the damage for AS while in hide? Will it get a buff then because what would be the point of using hide and AS when you can just do superior damage while unhidden and still have a chance to critical due to AF? -
I still find forms inferior to a human form even at exemp levels. When you factor in Cosmic Balance at lower levels you still get excellent resistance without having to use toggles unless you want too and there is no need to change forms constantly for any reason.
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No worries I don't think you're coming across as a noob. If you don't know you don't know, nothing wrong with that.
Light Form is best if slotted randomly. Slot 4 Res/Rech IO's in it and you will get the best return for resistance and recharge. If you plan on taking the shields you might wanna do 2 Res/Rech + End/Rech IOs for the best mix of resistance, recovery, and recharge. I didn't take the shields since I don't really respec to levels where my recharge is effected AND with Cosmic balance my teams are always made up of people that I get resistance buffs from.
Anymore questions feel free to ask. -
Alright, that makes sense. I was completely looking at it wrong.
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I made my Spines/Willpower solely as a farming character back when Willpower first came out and I love her to pieces. As has been pointed out previously, IOs can alter the performance of the character a lot and the Willpower secondary offers a completely different playstyle than the sets that give you a damage aura, etc. I would recommend Willpower over Regeneration for various reasons, but Regeneration does have its pluses.
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First off you have overslotted some of the powers, Light Form being one of them. Also you don't really need the shield if you plan on going with a high recharge build. If you plan on exemping a lot then fair enough, but outside of that you don't need them at all. Using Light Form and the inherent power you should hit about 82% to smashing and lethal damage and then cap out to everything else except psionic damage.
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From the patch notes:
Peacebringers
Combat Flight now correctly provides defense to all types of attacks.
Luminous Blast
Build Up has been renamed "Inner Light". It now grants a large damage and ToHit bonus for 10 seconds, and then a moderate damage and ToHit bonus for 20 seconds thereafter, for a total of 30 seconds of boosted damage.
Photon Seekers cooldown has been reduced from 300 seconds to 180 seconds.
Luminous Aura: Quantum Acceleration
Added a new power available at level 24: Quantum Acceleration.
Quantum Acceleration is similar to Afterburner.
This allows Peacebringers to select this power if they wish.
This power now provides a moderate amount of defense, improved flight control, and -fly protection, but has a 30 second cooldown once toggled off. This power can now accept Defense enhancements, IOs and Defense set IOs.
This power will not allow the user to fly unless the user has a flight power active.
This power's long help now clarifies that this power's flight protection is only granted while Combat Flight, Energy Flight, Quantum Flight or Group Energy Flight is active.
Light Form has been redesigned. Its cooldown has been lowered from 1000 seconds to 300 seconds, but its duration has been reduced to 90 seconds to match that of Eclipse. The recovery bonus from the power and the status protection from the power have been moderately reduced to compensate for the drastic increase in uptime now possible. Additionally, Light Form now persists when activating White Dwarf or Bright Nova.
White Dwarf now protects the player from status effects as soon as its animation begins, preventing the power from being interrupted.
Solar Flare and White Dwarf Flare are now generated by the Peacebringer's hands instead of their feet, and can now be used while in midair. -
I'd remove the form simply because I don't like them. I would either remove them and add another utility power or just take them out completely and add something else to Kheldians. In the end with the recent changes there isn't anything wrong with either of them so I can't see the devs doing much else to them power-wise.
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Well in essence its increasing the cap and the speed since the hard cap seems to be different on different characters due to EF's inherent higher bonus than the pool version. Granted I am comparing a slotted Controller to an unslotted Peacebringer and the difference is 64.16 to 58.63 excluding QA or Afterburner. I simply don't understand why they couldn't make it affect CF also. Would have made more sense to me, but oh well its nice either way.
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I figured that this had already been brought up, but I guess not. When I asked more people in the game that have been here while they weren't even aware that it didn't affect Combat Flight.
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Not sure if it has ever been addressed, but how come QA has no effect on Combat Flight even though in the game description it says it does. When I look at the in-game numbers my speed does not change when that power is active on CF versus EF.
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Yeah its lovely. I love the change from Build Up to Inner Light. I am able to get that perma. When I first saw that it has a diminishing effect on it I was truly amazed and thought I was tripping.
Its time like these that I wish we could auto two powers because I have forgot to click Light Form when its back up because I was in the middle of dishing out some Kheldian punishment.
The devs definitely came through BIG TIME with this buff. -
Well the not turning into a ball of light didn't really make me think differently because there have been glitches that have prevented that in the past.
So far I am loving the Light Form change and Inner Light totally rocks. -
I've been gone for quite a while, but I decided to go through my characters today and redeem rewards. I clicked on Light Form and started to fly to City Hall to log out for the bad, when suddenly it recharged while I was still in Light Form.
Now immediately I thought this had to be a glitch so I clicked it again. Once again it recharged while I still had it on. Perma-Light Form thank you devs (if this is really a new form of the power).
I am hoping this change was made to bring the power more in line with the awesome Eclipse that Warshades have always gotten. -
I wouldn't touch the powers since I think the powers are fine as they are although changing the order as some of you have pointed out would be nice. Having "Hide" become inherent would be ideal and I would also increase the defense of the power to be base 7.5%. I would also raise their base health just a tad.
Otherwise I think Stalkers are fine as they are. -
Quote:Well I use Blizzard A LOT. I only worried about capping ranged because when I get into melee I drop things quick and anything that attacks me while I am focused elsewhere is locked down since I have 4 holds on my Ice/Elec. Fighting in my opinion is a waste of power choices even with the goodness that is Weave.The only reason not to take fighting is if you frequently use a crash nuke, or are using an extremely tight build (less likely). Weave makes it signicantly easier to softcap, and even if you have an ancillary resist shield to put steadfast/glad armor procs in you can still put 1 in the base slot of Tough as well as toggle it on if you want a little extra bulk. And just as important, Weave also boosts your other positions, which does help, unless you're a 100% of the time hover blaster (which would mean you're only playing the toon to half its potential by ignoring the melee attacks, which, especially in /elecs case, hit very hard) Weave is also going to stack in with any defense buffs you're receiving from team mates, so even if you just softcapped range, taking weave will boost your other defenses and make it easier to softcap them though buffs, meaning you're free to play more offensively. Botton line is, weave is great and should really only not be considered if you're a frequent nuker that loses their toggles often.
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On my Ice/Elec Blaster I focused on ranged defense and the Thunderstrike set is great for that since you double dip in the ranged defense twice within the set. Take your toggle so you can get the Steadfast +3% def and if you can get the Gladiator 3% you can get yourself +6% from just 2 slots. Do not take Fighting just focus on ranged and those two special IOs and you will be set.
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Quote:I can accept criticism, it just seemed like your response was just no this, no that, horrible this, terrible that and sounded very negative._MalK_ did a nice job of explaining most of my objections to your set. I'm sorry if it sounded so critical, but that was my opinion -- it is just not workable, as it has too many problems. The high damage combined with high debuffs in a Controller primary simply don't make it viable.
Control sets generally follow a certain pattern. There are at least two single target control powers, three AoE control powers (assuming you count Phantom Army as an AoE control power, which it is). All but Mind have one or more pets, and Mind trades its pet for an extra AoE Control power. They all follow a certain structure and certain trade-offs. Even the newest one, Electric Control, has the single and AoE Immob, Single and AoE Hold, and pets. It has 4 unique powers, but those 4 unique powers still have a substantial similarity to certain other control powers. Jolting Chain is a chaining knockdown instead of a knockdown patch (Earthquake and Ice Slick). Static Field is a pulsing Sleep patch, and several other sets have control "patches." Conductive Aura is an endurance drain toggle, and Synaptic Overload is a chaining confuse. All of those powers are very, very low damage, and they don't really stack from powers available in the various secondaries. The only significant debuff is Endurance Drain, which is a fairly weak debuff.
Any debuffs in the Controller primary are usually limited to one main aspect. For Electric Control, it is desiged to drain Endurance -- which is not very powerful until you can drain ALL the endurance. Earth Control has Defense Debuff. Gravity has Slow (but not -Recharge). Ice has Slow (and -Recharge, but very low damage). Fire gets a little Damage over Time but less control. Illusion, Mind and Plant really don't have secondary effects. And these are not overly powerful debuffs.
You can make up any set you want and it can be as overpowered as you want, but if you really want a set to be potentially implemented into the game, the Devs are going to want it to comply with the balance standards that they have in place for the rest of the game. That's what I was pointing out -- you put a huge amount of debuff into a proposed Controller primary, and from what we have seen, the Dev's simply won't do that because it would be overpowered.
I provided what I felt was reasonable feedback on an idea that has major problems. I'm sorry if you didn't like the feedback, but I think the criticism was valid.
Additionally the reason that some of the powers have more than one debuff is because the amount of the debuff could be so small that it wouldn't be overpowered or game breaking by any means. I think the power set for the most part follows the pattern of Controller powers with the exception of a few power that step outside of the box. This set would be no more overpowered than Radiation has and always will be for Controllers. That being said I do see where you are coming from when you say overpowered because top to bottom the set does appear to be pretty overpowering.
Back to the drawing board I go. -
Quote:Actually it makes sense just the way it is. This set isn't meant to be like every current set hence why I didn't make it the way you think it would make sense.
Basically, Spectral Wounds, but with an Acc Debuff instead of Illusory damage. It would make more sense if it was a single-target Immob. Every current set with an AoE Immob also has a single target Immob.
Quote:Single target hold with an Acc debuff.
Quote:Targetted AoE Immob. but with an Acc and Recharge debuff. Both debuffs are probably too much.
Quote:A High damage Targetted AoE with Acc and Defense Debuffs? No other set has anything close. Fire has Hot Feet, but it is PB AoE toggle with a high endurance cost, low Damage over Time so that you have to stay in melee for a long time to defeat foes.
Quote:There are several similar powers in other sets, like a PeaceBringer's Lightform . . . but none for Controllers. Controllers are supposed to be vulnerable.
Quote:Terrify, but with Recovery, Recharge and Damage debuffs? Too much.
Quote:Targetted AoE Hold, with a negative energy Dam Resist Debuff built in? Do any of the other AoE Holds have a debuff?
Quote:Power Boost with a Recovery buff? This is in the wrong powerset, as it does not really fit a control set. And imagine the problems if someone took the Primal APP set to get double Power Boost.
Quote:3 Imps, but with Ranged attacks, too? That's a bit overpowered.
Just looking at your breakdown you basically post one negative thing after another rather than making suggestions on changes. It almost seems like you have never played a Controller (although I know you have) because many of the powers in the set are basically similar to current Controller powers with slight tweaks here and there. Some have Defender aspects to them, but that isn't far from reality seeing as some Controller powers are also Defender powers too.
The set is just an idea, actual numbers would be set by the Devs and that would solved any issues of being overpowered etc. -
Quote:I know where it should, but I chose to post it here because this is where I wanted it. Just like Illusion Control I am looking at this as a Controller only set because personally I don't care for Dominators.This kind of thing really should go in the Suggestions forum, since Control sets apply to Dominators, too. Also, the possibility of a Dark Control primary and/or a Dark secondary has been discussed (and worked on) by the devs . . . They have said that it will really require a bunch of sets and a lot of time to do. It is not off the table, but they don't appear to be in a hurry to add it to the game.
Your suggestions have several things that I think are very unlikely to happen. A ranged AoE damage power in a controller primary? An Unstoppable/Light Form type power in a controller primary? I wouldn't count on it.
Secondly where do you see an Unstoppable/Light Form power anywhere in the primary? Thirdly, a ranged area of effect power in a Controller primary, ever heard of Carrion Creepers?
If you are referring to Shade you couldn't be more wrong. Shade is basically Nebulous Form or Steamy Mist but in the primary rather than the secondary. -
Back in 2007 I posted an idea for Dark Control and a secondary to accompany it. I figured with all the new changes to the game and the advancements of technology over the last couple years I would revisit the idea.
Again I present Dark Control and Visceral Essence. I haven't touched the original idea, this is more like a general blueprint that the power sets could take.
Primary
Darkness Control
Shadow Shard You call upon dark energy which you can fling at your foe, causing moderate negative damage. The shard of negative energy is able to lower your foes accuracy for a short while. Recharge: Fast Damage: Moderate
Shadow Rapture Your foe is trapped caught in a haze of negative energy, unable to move to defend himself; your negative energy causes moderate damage over time while lowering the accuracy of your foe. Recharge: Moderate Damage: Low DoT
Shadow Crawl You hurl a ball of viscous negative energy that explodes on impact, causing damage to the target foe and any foes in the vicinity of the explosion. Aside from taking some damage from the explosion, the foes are caught in the dark fluid and immobilized. Shadow Crawl reduces the effected foes recharge, accuracy, as well as minor negative energy damage over time. Recharge: Slow Damage: Minor DoT
Dark Burst You are able to channel an explosive burst of pure negative energy which causes high damage, as well as severely lowering the target foes accuracy and defense to energy and negative energy. Recharge: Slow Damage: High
Shade You are able to phase into a corporeal form resembling a shadow. This shadow form provides defense to all types of damage, as well as a moderate boost to negative and energy resistance. While in this form you are hard to see but can be detected at close range. Recharge: Long
Visage of Darkness Peer into the mind of your foes and bring forth their worst nightmare. Foes targeted with this power will have there recovery, recharge, and damage decreased for a considerable amount of time. Recharge: Long
Hands of the Shadows You are able to call forth spectral essences to hold your foes in place. This power is able to affect any foe near your target. Since the spectral essence is pure negative energy, the target foe is more susceptible to negative energy damage. Recharge: Very long
Dark Attunement By focusing your energy, you are able to boost your holds, debuffs, and recovery rate for a while. This power does come with a drawback. Since you are so in tuned with the dark aspects of your power, you are highly susceptible to holds, and immobilize powers. Also, you are highly vulnerable to energy damage. Recharge: Very Long
Mire Imps Using complete mastery over the nether-realm, you are able to summon forth 3 shadow imps to do your bidding. Shadow Imps are able to be healed and buffed like any other ally. Shadow Imps are able to assist you with range or melee powers. Shadow Imps are highly vulnerable to energy damage. Only 1 set of summoned imps may be present at any given time. Using this power while imps are present will cause your imps to despawn and be replaced with a new set of imps. Recharge: Very long
Secondary
Visceral Essence
Dark Empathy Your connection to the netherworld allows you to sacrifice some of your health to heal an ally. Dark Empathy also grants a boost to health and negative energy resistance of target ally. Recharge: Fast
Dire Drain While you toggle this power, your recovery rate is lessened, but the target foe suffers a severe reduction to their regeneration and recovery. Dire Drain also affects foes in range of the target, causing them to suffer a reduction in their regeneration, but at a moderate level. The stronger the foe, the greater the strain on your recovery due to harder concentration on your part to maintain the drain. Recharge: Fast
Eye of the Ethereal You channel the spirit of a specter into a target ally. This specter grants a boost to recovery, regeneration, damage, and defense. Since this specter is non corporeal, target ally suffers a huge penalty to accuracy as a result. Recharge: Very long
Negation Target ally is infused with negative energy which causes a temporary phase into the netherworld. Target ally is infused with such a level of negative energy, negative status effects are cancelled out for a while. Negation also grants target ally with stealth and defense to negative energy and energy damage. Recharge: Slow
Essence Convergence When you activate this power, you merge with the target foe linking of your essences. When you are attacked by the target foe, you only sustain 25% of the incoming damage, and the attacking foe will sustain 25% of the damage dealt as a response to attacking you. The longer this power is activated the more taxing on your endurance it becomes. Recharge: Long
Crossing the Divide You are able to revive a fallen ally with Crossing the Divide. Revived ally is possessed with dark energy which increases the allys strength, resistance, and regeneration. Once the divide is crossed, the revived ally will become weakened for a short while, losing 50% health and endurance, as well as becoming disoriented for a short time. Recharge: Very long
Spirit Asylum You use your powers over the ether to create a spirit asylum at a location in your area of effect. Each time a foe is defeated, the spirit of the foe is drawn to the asylum, and all allies in the area of the asylum receive a boost to their accuracy, damage, defense, recharge, recovery, and mez resistance. Recharge: Very long
Well of the Furies When you activate this power, your powers cost no endurance for a long time. During the time this power is active, you also receive a great boost to the secondary effects of your powers. Recharge: Very long
Through the Mist You summon a large mist of negative energy to the foes location. All foes caught in the mist are overwhelmed and suffer massive damage while in the mist. Movement speed and recharge of enemy attacks are severely reduced. Damage: Superior Recharge: Very long -
Quote:I think when I started to think about tweaking the power my first thought was that the auto-hit would need to be dropped otherwise it would be overpowered. I do realize that the set as a whole is focused on energy maintenance, but in truth even with out IOs or set bonuses, it is very easy to maintain high endurance in this set even without using ED or CP. Hell I would rather them boost the heal per target to the levels you mentioned because that would yield a little more healing than the paltry sum currently being offered.As to any change that would alter Energy Drain dramatically: any suggestion on changing ED has to factor in the fact that it is autohitting, and thus its strength is moderated because of that. And any suggestion asking to revoke its autohitting status is, in my opinhion, a non-starter. It runs afoul of the cottage rule, which I will remind everyone is not there to protect cottages, but to protect the rest of the playerbase from unnecessary and unjustified meddling. The people who like ED as an autohit power are more important than any and all players that are disappointed with the power unless they can provide compelling evidence that not only is the power unbalancingly weak, but also that there is no way to address that weakness without fundamentally altering the power. That's a very high hurdle to attempt to overcome.
You're probably right, but it is just a very odd power to have in the set when there are many other power that could be substituted and not break the set or make it overpowered. I won't hold my breath that it will ever be changed, but one can wish. -
Quote:To be honest I don't know why they don't just completely get rid of that power outright, it has absolutely no use for the vast majority of people that play Energy Aura other than being a place holder for the Kinetic Crash set if someone were to slot it out.Energy Drain isn't the problem in the set.
Conserve power can be overkill with energy drain, but an option for those that skip energy drain. The problem in the set in my very honest opinion is repulse. If that was changed to be something useful for a stalker, the set would be a lot better for it (eg. Hit point bonus for a limited time).