Obsidian_Force2

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  1. I'll take a stab.

    In order asked...

    Yes.

    No.

    Yes (but only for a short while).

    Yes.

    Yes.

    Yes.

    No.

    The rules on IO's and Khelds are so helter skelter, with so many exceptions and adendums it would take me forever to explain all of it.

    Many people do infact slot endurance reduction and endurance mods on the forms and believe it works wonderfully. I simply do not for the simple reason that endurance reduction only reduces the endurance cost of running the forms toggle and does nothing at all for any powers used in the forms, and endurance mods add such a small amount of endurance recovery you would save more endurance by simply adding a single endurance reduction to ONE of the attack powers than you would get from a single endurance mod to boost your endurance recovery.

    Conversly most people believe the use of Gaussiens chance for build up proc to be rather worthless due to its small boost to overall damage in squid form (around 2.5% extra damage applied to only the damage done in squid form). I personaly like the occassional damage spikes it provides as well as the overall damage increase spead over the life of the character.

    Most posters and I do agree on two points though.

    The first being that additional hit bonus is a poor use of slots due to the rather low base to hit bonus provided by the base power.

    The second being that on both forms the Performance Shifter +Endurance proc is invaluable for it's prolonged improvement to almost every builds performance.

    Good luck.
  2. Two points I left out.

    If you do not have some of the powers listed simply skip that step and move on.

    The key points are stun them from range,keep them stunned while you mire, then squid AOE them from a range that lets you hit the max number of the enemies, and always remember to eat what you killed.

    The last point I left out is this is ohh so much easier if you have a keybind for human a keybind for squid and a keybind for dwarf. Without the binds you spend alot of uneeded time searching for the powers to click manualy.

    The three seconds of animation on form switching plus two seconds of key hunting pretty much eats up most of the stun time you have to operate unhindered, so keeping the form switching process streamlined saves you more incoming damage than your human shields would imho.

    Stunned enemies do not hit you.
    Ever.
  3. There are literaly dozens, if not more "dances".

    The one I most often do is this.

    1) Approach the spawn with stealth/invisibility to line up a shot with gravitic emmination attempting to catch as many of the spawn as possible in the cone aoe. I try to KB them all into a pile against a wall or other structure.

    2) Quickly move up and into the center of the pile while running the pbaoe stun aura (yes I have been gone so long I cannot remember the powers name) to keep them stunned.

    3) Immediatly fire off Eclipse first if you have it, followed directly with Sunless Mire (if you need the added fire power you can shift to dwarf form for a second mire, then shift back to human)

    4) Hit one target with Gravity Well to kill it (add a second attack if needed to kill that mob) then without changing targets (you still have the dead one targeted) unleash Unchain Essence

    5) While hopping backwards begin shifting to squid. Stop when your far enough back to catch all of the remaining mobs (if any) or the next spawn in your squid AOE's.

    6) When all mobs are dead return to human form to sponge up their life with Stygian Circle (I always suggest sponging up life even if you do not need it as it develops a pattern and habit so you do not forget to do it when needed.), and summon a fresh pet. It is important to get back to human quickly to get off the Stygian Circle and the pet summons before the corpses begin to fade.

    This is not the only dance nor is it probably the "most effective" for everyone, but this is the one that allows me to get past most spawns solo or even in a team, I like to race the scrappers and tanks to the spawns.

    You will learn your own favorite methods and come up with other combos like nuking and sponging essence before shifting to squid, but I think this is a good pattern to get into the habit of.

    Good luck.
  4. Gotcha, thats clear to me now.

    As an aside, will the dwarf form even take travel sets? I know Nova will but I didn't think Dwarf did.
  5. Quote:
    Originally Posted by Square_One View Post

    Also you could throw either an Endmod or End into dwarf form, will help a bit if you are stuck wailing on some tough mob, or tanking for a team. Thinking about it, given the choice between Endurance in Nova form or in Dwar form, I'd put it in dwarf. Nova can be more of a 1-2 punch in a lot of situations, while dwarf is usually used for longer periods of time.
    Use of endurance reduction and endurance mod enhancers in the dwarf and squid toggles results in a very very small change in endurance consumption. Don't get me wrong it helps, but you will get alot more milage out of using slots on the powers within the forms than you would ever think of getting from the end/red or end/mod on the toggles.

    Once I get my real computer back I should be able to tell you exactly how much per end red/end mod slot/second of toggle use it helps on endurance use but by then one of the real numbers people should already have the answer.
  6. Are you certain?

    Again it's literaly been months since i even looked into the numbers but as i recall the winters gift was a ressistance to slow effects.

    Is this correct or am I thinking of another set?

    In anycase with luck i'll be back in the game tomorrow and can take a look myself as dwarf teleport is where I have had my winters gift slotted for over a year now.

    Additionaly I didn't understand your endurance reduction being irrelivant with aegis comment. Could you explain that please as I'm not sure what you mean.
  7. To the best of my knowledge (and I have been gone for several months) Endurance reduction used in the dwarf form and squid toggles only reduces the cost of running the toggle itself not the powers contained within the dwarf and squid forms.

    since the toggles run cost is extreamly low the -70% endurance reduction is maybe at best saving you .5 endurance per second (and i doubt its that much).

    If your looking to save endurance I suggest capping your dwarf ressitance and using a single extra slot to put in a Performance Shifter +chance for endurance, and then slot your dwarf powers for endurance reduction.

    While trying to get all your powers costs reduced through slotting just one toggle would be cool I'm pretty certain it simply doesnt work that way and shouldnt as that would be more than slightly broken in the players favor (welcome to the Kheldian slot crunch).

    As for the winters gift proc its always on so using it in teleport is probably the best place for it, as it simply works reguardless whether you ever teleport or not.
  8. This is what I would change personaly.


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Timeshadow: Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Medicine

    Hero Profile:
    Level 1: Ebon Eye
    • (A) Accuracy IO
    Level 1: Absorption
    • (A) Steadfast Protection - Knockback Protection
    Level 2: Gravimetric Snare
    • (A) Accuracy IO
    Level 4: Gravity Shield
    • (A) Resist Damage IO
    Level 6: Dark Nova
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (43) Empty
    Level 8: Starless Step
    • (A) Accuracy IO
    Level 10: Hasten
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 12: Sunless Mire
    • (A) Eradication - Accuracy/Recharge
    • (13) Multi Strike - Damage/Recharge
    • (13) Cleaving Blow - Damage/Recharge
    • (17) Eradication - Accuracy/Damage/Recharge
    Level 14: Grant Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 16: Shadow Cloak
    • (A) Karma - Knockback Protection
    Level 18: Gravity Well
    • (A) Crushing Impact - Accuracy/Damage
    • (19) Crushing Impact - Accuracy/Damage/Recharge
    • (19) Crushing Impact - Damage/Recharge
    • (50) Crushing Impact - Damage/Endurance/Recharge
    Level 20: Black Dwarf
    • (A) Impervium Armor - Resistance
    • (21) Aegis - Resistance
    • (21) Resist Damage IO
    • (40) Performance Shifter - Chance for +End
    Level 22: Stygian Circle
    • (A) Performance Shifter - EndMod
    • (23) Performance Shifter - EndMod/Recharge
    • (23) Performance Shifter - EndMod/Accuracy
    • (40) Performance Shifter - Accuracy/Recharge
    Level 24: Nebulous Form
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    Level 26: Gravitic Emanation
    • (A) Stupefy - Accuracy/Endurance
    • (27) Stupefy - Accuracy/Recharge
    • (27) Stupefy - Accuracy/Stun/Recharge
    • (29) Stupefy - Stun/Range
    • (29) Stupefy - Endurance/Stun
    Level 28: Inky Aspect
    • (A) Absolute Amazement - Accuracy/Stun/Recharge
    Level 30: Unchain Essence
    • (A) Positron's Blast - Accuracy/Damage
    • (45) Detonation - Damage/Recharge
    • (45) Air Burst - Damage/Recharge
    • (46) Air Burst - Accuracy/Damage
    Level 32: Dark Extraction
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (33) Expedient Reinforcement - Accuracy/Damage
    • (36) Expedient Reinforcement - Endurance/Damage/Recharge
    • (48) Soulbound Allegiance - Damage/Recharge
    • (50) Soulbound Allegiance - Chance for Build Up
    Level 35: Stygian Return
    • (A) Recharge Reduction IO
    Level 38: Eclipse
    • (A) Efficacy Adaptor - EndMod/Accuracy
    • (39) Efficacy Adaptor - Accuracy/Recharge
    • (39) Aegis - Resistance/Recharge
    • (39) Reactive Armor - Resistance/Recharge
    • (48) Impervium Armor - Resistance/Recharge
    Level 41: Essence Drain
    • (A) Crushing Impact - Accuracy/Damage
    • (43) Touch of Death - Damage/Endurance
    • (45) Crushing Impact - Damage/Endurance/Recharge
    • (46) Crushing Impact - Damage/Endurance
    • (46) Crushing Impact - Accuracy/Damage/Endurance
    Level 44: Stimulant
    • (A) Recharge Reduction IO
    Level 47: Aid Self
    • (A) Doctored Wounds - Heal/Recharge
    Level 49: Resuscitate
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 1: Dark Sustenance
    Level 1: Shadow Step
    • (A) Endurance Reduction IO
    Level 10: Shadow Recall
    • (A) Recharge Reduction IO
    ------------
    Level 6: Dark Nova Bolt
    • (A) Decimation - Accuracy/Damage
    • (5) Decimation - Accuracy/Damage/Recharge
    • (9) Decimation - Accuracy/Endurance/Recharge
    • (17) Decimation - Damage/Recharge
    • (43) Decimation - Chance of Build Up
    Level 6: Dark Nova Blast
    • (A) Decimation - Accuracy/Damage
    • (5) Decimation - Accuracy/Damage/Recharge
    • (7) Decimation - Accuracy/Endurance/Recharge
    • (11) Decimation - Damage/Recharge
    • (15) Decimation - Damage/Endurance
    Level 6: Dark Nova Emanation
    • (A) Positron's Blast - Accuracy/Damage/Endurance
    • (3) Positron's Blast - Accuracy/Damage
    • (7) Detonation - Damage/Endurance
    • (11) Air Burst - Damage/Endurance
    • (25) Detonation - Damage/Recharge
    Level 6: Dark Nova Detonation
    • (A) Positron's Blast - Accuracy/Damage/Endurance
    • (3) Positron's Blast - Accuracy/Damage
    • (9) Detonation - Damage/Endurance
    • (15) Air Burst - Damage/Endurance
    • (25) Detonation - Damage/Recharge
    Level 20: Black Dwarf Strike
    • (A) Crushing Impact - Accuracy/Damage
    • (33) Touch of Death - Damage/Recharge
    • (36) Crushing Impact - Damage/Endurance/Recharge
    • (37) Crushing Impact - Damage/Recharge
    • (42) Crushing Impact - Accuracy/Damage/Endurance
    Level 20: Black Dwarf Smite
    • (A) Crushing Impact - Accuracy/Damage
    • (31) Touch of Death - Damage/Recharge
    • (34) Crushing Impact - Damage/Endurance/Recharge
    • (37) Crushing Impact - Damage/Endurance
    • (42) Crushing Impact - Damage/Recharge
    Level 20: Black Dwarf Mire
    • (A) Multi Strike - Accuracy/Damage
    • (31) Multi Strike - Damage/Endurance
    • (34) Cleaving Blow - Damage/Endurance
    • (40) Multi Strike - Accuracy/Damage/Endurance
    Level 20: Black Dwarf Drain
    • (A) Crushing Impact - Accuracy/Damage
    • (31) Touch of Death - Damage/Endurance
    • (34) Crushing Impact - Damage/Endurance/Recharge
    • (36) Crushing Impact - Damage/Endurance
    • (37) Crushing Impact - Accuracy/Damage/Endurance
    Level 20: Black Dwarf Step
    • (A) Winter's Gift - Slow Resistance (20%)
    Level 20: Black Dwarf Antagonize
    • (A) Mocking Beratement - Taunt/Range
    • (48) Perfect Zinger - Taunt
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 6.3% Max End
    • 2% Enhancement(Knockback)
    • 2% Enhancement(Knockup)
    • 3% Enhancement(Stun)
    • 35% Enhancement(Accuracy)
    • 32.5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 100.4 HP (9.37%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 19%
    • MezResist(Sleep) 7.45%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 2.5%
    • 10% (0.17 End/sec) Recovery
    • 16% (0.72 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 0.95% Resistance(Fire)
    • 0.95% Resistance(Cold)
    • 5% RunSpeed
    ------------
    Set Bonuses:
    Steadfast Protection
    (Absorption)
    • Knockback Protection (Mag -4)
    Eradication
    (Sunless Mire)
    • 1.8% Max End
    Luck of the Gambler
    (Grant Invisibility)
    • 7.5% Enhancement(RechargeTime)
    Karma
    (Shadow Cloak)
    • Knockback Protection (Mag -4)
    Crushing Impact
    (Gravity Well)
    • MezResist(Immobilize) 2.2%
    • 12 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    Performance Shifter
    (Stygian Circle)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    Stupefy
    (Gravitic Emanation)
    • 2.5% (0.04 End/sec) Recovery
    • 20.1 HP (1.87%) HitPoints
    • 3% Enhancement(Stun)
    • 6.25% Enhancement(RechargeTime)
    Air Burst
    (Unchain Essence)
    • 2% Enhancement(Knockback), 2% Enhancement(Knockup)
    Expedient Reinforcement
    (Dark Extraction)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    Soulbound Allegiance
    (Dark Extraction)
    • 16% (0.72 HP/sec) Regeneration
    Efficacy Adaptor
    (Eclipse)
    • 12 HP (1.12%) HitPoints
    Crushing Impact
    (Essence Drain)
    • MezResist(Immobilize) 2.2%
    • 12 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    Decimation
    (Dark Nova Bolt)
    • MezResist(Immobilize) 2.75%
    • 12 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Decimation
    (Dark Nova Blast)
    • MezResist(Immobilize) 2.75%
    • 12 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Positron's Blast
    (Dark Nova Emanation)
    • 2.5% (0.04 End/sec) Recovery
    Detonation
    (Dark Nova Emanation)
    • MezResist(Sleep) 1.65%
    Positron's Blast
    (Dark Nova Detonation)
    • 2.5% (0.04 End/sec) Recovery
    Detonation
    (Dark Nova Detonation)
    • MezResist(Sleep) 1.65%
    Crushing Impact
    (Black Dwarf Strike)
    • MezResist(Immobilize) 2.2%
    • 12 HP (1.12%) HitPoints (Exceeded 5 Bonus Cap)
    • 7% Enhancement(Accuracy)
    Crushing Impact
    (Black Dwarf Smite)
    • MezResist(Immobilize) 2.2%
    • 12 HP (1.12%) HitPoints (Exceeded 5 Bonus Cap)
    • 7% Enhancement(Accuracy)
    Multi Strike
    (Black Dwarf Mire)
    • MezResist(Sleep) 1.65%
    • 0.95% Resistance(Fire,Cold)
    Crushing Impact
    (Black Dwarf Drain)
    • MezResist(Immobilize) 2.2%
    • 12 HP (1.12%) HitPoints (Exceeded 5 Bonus Cap)
    • 7% Enhancement(Accuracy)
    Winter's Gift
    (Black Dwarf Step)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
  9. The LoTG bonus covers all forms, the bonus from Miracle/Regenerative Tissue/Numinas in health will remain for 2 minutes after you transform after which you will again have to hit human form to reactivate the proc.

    All set bonuses and some procs will work reguardless of the form your in.

    It's really hard to cover everything due to the complicated way they did procs, but your set bonuses are always available.
  10. Thanks for the clarification jade.

    I can understand better now but to be honest the fact I didn't realize the increaced damage of Quantums, and voids is a good indicator that their not "that" much of a threat concidering I play mostley Kheldians.
  11. Quote:
    Originally Posted by Biospark View Post
    Well if the villains called "Galaxy" (Council) are any indication, then no, regular ATs are not vulnerable to the damage. However, my understanding is that Kheldians are "vulnerable" to Quantum damage, so they take more damage than a standard AT.

    Also, if I am not mistaken, "Quantum weaponry" is generally only present if you have a Kheldian on your team. Not every spawn has a "Quant" in it, but its prevelant enough that you MUST react to it when present.
    "If" thats true you have a case, but I was under the impression it was just energy damage, which is ressisted by all AT's the same.

    The vulnerability Kheldians had to the quantum weapons was about -30% (as well as ignoring ressists) if memory serves, but I was under the impression this was removed long ago.

    Can anyone confirm with facts wether the -30% ressist to Quantum damage was removed or if kheldians take more Quantum damage than any other AT in game?
  12. I have been slow to weigh in on this subject because I know what will happen but...

    I don't believe a large overhaul (or even a small one) is the answer.

    Let me remind you what happened on the last large overhaul to something a small percentage of the population enjoyed in an attempt to draw in the larger percentage of the population who didn't like it to begin with.

    It not only didn't draw in that larger percentage of the population but it also made the smaller percentage so unhappy with the results they lost them as well.

    Just pointing this out as the reason I dislike changes of this nature.

    It's dangerous and i'll always take the devil I already know.
  13. I know the Quantum damage is now ressistable but do kheldians actually take more damage from the Quantum weapons than any other AT?

    I was under the impression they didn't, am I wrong and just didn't notice it in all this time since the changes in i13?

    I'm being serious here.
  14. My statement was poorly worded on the money issue, I can see how it could be read that way. My statement was that my Khelds hold all my money and are the bankers for all my toons. They also run my SG's.

    It would simply be inconvienient for me to move any of them and I do not think I would enjoy the experience because I have seen great players who have never played together before get together and playstyle conflicts caused them to work inefficiently as a team reguardless of AT or even personal experience.

    That is all that was meant by my statements. I thought it better to give my reasons for declining attending rather than just a simple "Not interested" as I thought that would be rude.
  15. Very well. from now on I'll restrict my comments to threads such as this to "I have no interest in this event but good luck with it anyways."

    Unless thats also too close to trying to drive people away as well.
  16. Quote:
    Originally Posted by AlienOne View Post
    I can understand if you don't trust your own Kheldian prowess enough to join the rest of us,
    If you believe this to be a factor your entitled to your opinion.

    I have nothing more to say on this matter other than this sort of provoke is what brings out my grinch side.
  17. Quote:
    Originally Posted by Socorro View Post

    I think this would have been the best way to to have constructed the AT when first implemented, but now, everybody kowtows to the sacred 'Cottage Rule' and this idea blows the doors of it.
    Why is it that not wanting radical changes on something we already enjoy for the sake of people who do not enjoy it's current implimentation equate to kowtowing, while the people wanting to have radical changes at the expense of people happy with how things are now are simply open minded freethinkers?
  18. Tinkering with the inherants I would support but turning the Kheldians into a knock off buffbot type like the VEATs I wouldn't support.

    I like my buffs to uberness alot more than I wanna buff others to uberness.

    The buffs allow Kheldians to be major players and not just second string support toons.
  19. Thanks. Just a light fluff post for the holidays.

    After new years I can return to my GrinchSquid persona.

    Merry Christmas to everyone.
  20. It's an interesting possibility but I have several issues with moving servers even temporarily.

    1. I hate high population servers with a passion, and I realize moving the smallest number of people to where the most people are makes the most sense. I just hate the higher jackhole per capita problems of high population servers.

    2. All my wealth (several billion influence all held by my WS's) as well as my all Kheldian SG are all on my home server.

    3. There are several different play styles being used and I believe meshing would become a very big issue quickly.

    4. I just have a bad feeling about this one. Perhaps it's my inate misstrust of the transfer tool and their ability to move people back. I fear transporter accidents..." Let them play pinball with somebody elses molecules."

    Not bashing the idea, I just cannot personaly get past these issues.

    Good luck.
  21. It gets FAR less depressing at 38+.

    Scratch that. At 38+ it's a blast.
  22. I have never had a problem holding agro over minions to AV's with only two exceptions.

    The exceptions being tanks/scrappers with either Stone or Invulnerabilty, anything else I have been able to pull agro from with differing levels of effort.

    The amount of mobs is of course alot less than a tank but I can consistantly keep agro on between 6 and 10 mobs at a time.
  23. On the first day of Christmas,
    my developers gave to me
    a kheldian sash just for me.

    On the second day of Christmas,
    my developers gave to me
    two new shapechange animations,
    and a kheldian sash just for me.

    On the third day of Christmas,
    my developers gave to me
    three points of status protection,
    two new shapechange animations,
    and a kheldian sash just for me.

    On the fourth day of Christmas,
    my developers gave to me
    four brand new Kheldian contacts,
    three points of status protection,
    two new shapechange animations,
    and a kheldian sash just for me.

    On the fifth day of Christmas,
    my developers gave to me
    five inherant changes,
    four brand new Kheldian contacts,
    three points of status protection,
    two new shapechange animations,
    and a kheldian sash just for me.

    On the sixth day of Christmas,
    my developers gave to me
    six built in macros
    five inherant changes,
    four brand new Kheldian contacts,
    three points of status protection,
    two new shapechange animations,
    and a kheldian sash just for me.

    On the seventh day of Christmas,
    my developers gave to me
    seven customization colors
    six built in macros
    five inherant changes,
    four brand new Kheldian contacts,
    three points of status protection,
    two new shapechange animations,
    and a kheldian sash just for me.

    On the eighth day of Christmas,
    my developers gave to me
    eight form costume Options
    seven customization colors
    six built in macros
    five inherant changes,
    four brand new Kheldian contacts,
    three points of status protection,
    two new shapechange animations,
    and a kheldian sash just for me.

    On the ninth day of Christmas,
    my developers gave to me
    nine tutorial missions
    eight form costume Options
    seven customization colors
    six built in macros
    five inherant changes,
    four brand new Kheldian contacts,
    three points of status protection,
    two new shapechange animations,
    and a kheldian sash just for me.

    On the tenth day of Christmas,
    my developers gave to me
    ten bonus enhancement slots
    nine tutorial missions
    eight form costume Options
    seven customization colors
    six built in macros
    five inherant changes,
    four brand new Kheldian contacts,
    three points of status protection,
    two new shapechange animations,
    and a kheldian sash just for me.

    On the eleventh day of Christmas,
    my developers gave to me
    eleven brand new kheldian story arcs
    ten bonus enhancement slots
    nine tutorial missions
    eight form costume Options
    seven customization colors
    six built in macros
    five inherant changes,
    four brand new Kheldian contacts,
    three points of status protection,
    two new shapechange animations,
    and a kheldian sash just for me.

    On the twelfth day of Christmas,
    my developers gave to me
    twelve pages of Kheldian History
    eleven brand new kheldian story arcs
    ten bonus enhancement slots
    nine tutorial missions
    eight form costume Options
    seven customization colors
    six built in macros
    five inherant changes,
    four brand new Kheldian contacts,
    three points of status protection,
    two new shapechange animations,
    and a kheldian sash just for me!
  24. Obsidian_Force2

    PB tank?

    I would maybe look into 3 TOD sets in melee powers, 2 obliteration sets into your foostomps and as many makos and blessings of the zeph. as you can slot along with the steadfast protection KB protection and Ressist/global def.

    This would afford you an amazing level of defence even in dwarf form (22%+ melee def and 15%+ ranged def). It would make a huge difference in your tanking ability in my opinion.

    Just thought of this. With the three heals you have access to, one of the heal sets also adds ranged def.
  25. Quote:
    Originally Posted by Bill Z Bubba View Post
    15 English errors. Maybe more. I counted quickly.
    Thats fortunate, I error quickly.