Smiling_Joe

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  1. Quote:
    Originally Posted by Dechs Kaison View Post
    I'm saying you don't need to add any slots to stamina.

    Also, that's a terrible slotting for dwarf. The end mod that dwarf provides is not worth enhancing. The performance shifter proc is worth including, because it will essentially double the endurance recovery it grants with one slot. And I'd devote at least two slots to resistance.
    I also disagree with only putting one slot in a PEACEBRINGER stamina in some circumstances. On a Warshade, you've got Stygian Circle up every time you swing a corpse, and inherent stamina wasn't even needed on my Warshade.

    On a Peacebringer, you're fine with one slot so long as you spend most of your time in forms. If you spend any time at all in human form, however, an extra slot in stamina is never a bad thing. We're not THAT slot-starved.
  2. Quote:
    Originally Posted by Jibikao View Post
    At this point, I say any buff is a buff. Giving Build Up to Nova and Dwarf makes sense to me.
    I did the math earlier up in the thread. In case you missed it, giving Build Up to Nova form (for example) increased its dps from 101 dps to 104 dps.

    It isn't enough to merit the work.
  3. I don't hate it. Were such a change to be made, it would likely be implemented as an auto power that nova form itself grants, similar to the self damage buff that nova already grants. I'm not sure if it's possible to directly buff certain damage types, however, and so can't say one way or another if it's a realistic request.

    As an AOE buff though, pets would also be affected, and so Dark Novas would absolutely LOVE the extra damage their extracted essences would do. Peacebringers? Not so much benefit for them.

    But I love hearing creative ideas like this.
  4. Quote:
    Originally Posted by IronAlex View Post
    wait wait wait wait wait!!!!!

    ARE YOU SAYING that i can execute the dwarf heal without shifting into dwarf? also does that make my toggles drop?

    If this is true, this is prob the best thing to pvp pb since incarnates lol..

    And if its true that means i would have 4 heals, and my shields.. i would really be regen then
    You will still have to be in dwarf mode to execute the heal, which means you'll still have to go through the three second form-shifting animation, which would still be interruptible. AND you'll have to keep your finger on the key until the heal fires.

    Worse yet, because it does activate dwarf mode, all your other toggles that aren't compatible with dwarf mode will detoggle.

    HOWEVER, once the heal fires, dwarf mode ends automatically when you let up on the key.

    SO... if you think of it as a heal with a three second interruptible animation then the answer to your question is yes. And bear in mind that shapeshifting doesn't root.

    Think of it as an "Aid Self" that can't be slotted to reduce interrupt time. AND detoggles EVERYTHING.

    Which basically severely limits the bind's usefulness in pvp.

    To the OP - Toggle key binds can only use two commands, so there is no way toggle-bind more than two powers that I know of.

    But let me think about it and see what alternatives I can come up with. I don't think you're going to be able to do a true double stomp without an auto-fire, though.
  5. Quote:
    Originally Posted by Bionut911 View Post
    And, regardless, the _ just makes it easier to read, the bind works exactly the same with or without them. I've already tested it out on my Khelid.

    But if it's just a fluke, then what am i doing wrong here? My logic was basically taking the idea of the Moving out of dark dwarf to heal, then back into dwarf, accept the process is completely inverted. Doesn't the bind execute from right to left? If so, like i've read numerous times wouldnt

    powexecname white dwarf --> first turn on the power
    powexec_auto white dwarf sublimation --> then auto-activate the heal
    powexectoggleoff white dwarf --> toggle off dwarf mode and revert back to human form?

    If not, could i get some clarification or maybe some direction as to what to do?
    Interesting idea. Lemme guess. You got that from this part of the first post:

    Quote:
    File this one under the "Now why didn't I think of THAT" category. Dremster has a couple of binds that will drop form, execute a power and go back into form when the key is let up. It's all in this post.

    The binds use toggle keys and autoexec together. Now I'd tried toggle keys, and I've had my share of binds using autoexec, but I never thought to put 'em together! Here's the bind:

    /bind [key] "+down$$powexec_auto stygian circle$$powexec_name black dwarf"
    ...Right? I'm not in a position to test it out right now, but I think that probably the end result will be three seconds of shifting animation with you back in human but no heal. The reason is that the powexecauto command will only set the power to autofire. It's possible that the toggleoff will happen BEFORE the power can actually fire. In fact, I'm betting that the toggleoff will happen before the dwarf power will actually finish activating, and therefore cancel it out.

    Now if shapeshifting were instantaneous...

    But I can't say without testing it myself. It's not a bad theory, though.

    I can also think of two other ways off the top of my head whereby you might accomplish this, depending on how you intend to use dwarf.

    If you're mostly human form and only using dwarf for the extra heal, then just put the dwarf heal on auto fire and leave it that way. Then use the following bind:

    /bind [key] "+down$$powexec_name white dwarf"

    The +down designates it as a toggle key (and I'm not even sure the "down" after the + is necessary), so that when the key is pressed down the white dwarf power will activate, and when it is let up the white dwarf power will toggle off. If your heal is on auto it will fire immediately after the white dwarf animation finishes.

    In fact, now that I think about it, I see no reason why you couldn't use Dremster's bind for what you want:

    /bind [key] "+down$$powexec_auto white dwarf sublimation$$powexec_name white dwarf"

    Be careful, though: if you let up on the key before the animation finishes, I'm betting nothing but the animation will happen - for the same reasons as above.

    The most reliable method involves two binds, and is more useful if you're planning on using dwarf more:

    /bind [key] "goto_tray 4$$powexec_name white dwarf sublimation$$powexec_toggleon white dwarf"

    /bind [key] "goto_tray 1$$powexec_name solar flare$$powexec_toggleoff white dwarf"

    Insert whatever power you want in place of solar flare. In fact, since my dwarf tray is so empty I like to use macros that transform me into human form and execute different powers based on the situation.
  6. Quote:
    Originally Posted by Coolio View Post
    I20 has borked Kheld Targetting...

    /bind tab "target_custom_next alive quantum$$target_custom_next alive void$$target_custom_next alive cyst$$target_enemy_next"

    Becomes:

    /bind tab "target_enemy-next$$target_custom_next alive quantum$$target_custom_next alive void$$target_custom_next alive cyst"

    As for the Teleport glitching...
    I have it bound to a key so I know it works, try lbutton if lclick is glitching.
    Also don't click next location until you re-appear as this will help fix the 90 degree turn in mid air.

    Good trick to know when teleporting across cities tho, once you start the teleport anim reselect teleport and click to the left or right of your current teleport location and it will queue, teleporting you as soon as you complete the initial one to your new target location and turning you to face that way.
    So to clarify (because I haven't been in game for longer than five minutes since I20 went live and haven't been able to test for myself - stupid real world) you're saying that the target_enemy_next must now come FIRST in the bind? I'll edit the OP accordingly - thanks!!
  7. Quote:
    Originally Posted by Grey Pilgrim View Post
    If you can fit it in to your big AOE powers, the Force Feedback +recharge proc is awesome. It's quite easy to get it to fire if you use it in a crowd (gets a chance to fire with each target you hit), too. I could only manage to get it in to Nova's targeted AOE, but it fires constantly when I use it on teams... that big 100% recharge makes a big difference, even though it's for a short duration.
    DOH! Another one I forgot! Both here and in game - keep forgetting to get that one!

    ...where's a pen and a sticky note? Gotta start writing these things down...


    OP, glad I could help!
  8. Quote:
    Originally Posted by Memphis_Bill View Post
    - Winter's Gift 20% Slow resist. Helps in Dwarf. You don't have much there, you don't want it coming up slower.
    Knew I forgot to mention something!
  9. Quote:
    Originally Posted by Starcloud View Post
    Peacebringers just cannot pull off the same things Warshades do, because Peacebringers cannot self-cap their own resists.
    What a ridiculous statement. Of course they can.

    UNSLOTTED - the shields plus lightform yield 75% resistance to all but psi. Slotting them puts you well past the cap.

    A slotted light form ALONE caps a Peacebringer's resistance.

    Now, if you had said Peacebringers cannot PERMANENTLY self-cap their own resists, I'd have been more inclined to agree, but I'd have had to point out that Warshades cannot get Eclipse Perma without major Invention investment and even then have to have living enemies (contrary to other powers) to saturate that eclipse.

    And while I'd also agree that Peacebringers can't pull off the same things that Warshades can, I'd also point out that just as much of that amazing capability in Warshades is due to Extracted Essence (damage multiplier and aggro soaker) as much as to Eclipse.

    Okay, to the OP, some general tips first:

    Don't waste an endmod IO in Nova or Dwarf. Stamina works in forms now, so you'll have very little problem with endurance when in form. That being said, I'd really recommend investing in three performance shifter procs - one for nova, one for dwarf, one for stamina. You won't regret it.

    Invest in Achilles' Heal procs. You don't have to buy them all at once, just put some lowball bids on the market and let them set, picking up the bids you win over time. Spend some merits on them. They go especially well in form powers
    There are those who will tell you that more than one is wasted since it doesn't stack, to which I say pppthhhhbbbt! One Achilles' heal -resistance proc in each nova attack gives you around a 75% chance that at least one of them will fire over the course of a complete attack chain (bolt-blast-scatter-bolt-blast-detonation). A 75% chance for 20% extra damage? Hell yes. I have one in each nova attack and one in each dwarf attack, and I spent LESS THAN A MILLION on the whole lot by low-balling the bids. Got them all over a two-week span. DO EET!

    Take Hasten. Slot it. Kheldians get so much more from hasten than other archetypes because of their power-starved attack chains that it's just a damned shame to see a kheld without hasten. You'll REALLY thank me when you're locked in light form if you do.

    Your heals are VASTLY underslotted. At least four slots in both human heals and the dwarf heal is essential to your survival. You want a monster Peacebringer that can survive against the odds? Slot your heals. Resistance isn't enough. One of the reasons Hasten is so important is to bring your heals back quicker, but if you don't slot them all that recharge goes to waste so far as your healing is concerned.

    Unless you're just using it as an oh crap button, White Dwarf is also underslotted. If you're going to spend any time at all in Dwarf form you'll want to max its resistance with three (that's right: three) resist IO's and one performance shifter proc.

    You're wondering where to get all these slots, right? Okay power by power then:

    Glinting eye: Remove three slots. You'll never use this in the higher levels.

    Incandescence: Remove the status resistance slot. Too little bang for the buck when you've got dwarf form, and you can use the slot elsewhere.

    Shining Shield: Okay, how much time do you expect to spend in human form. Me? I'm only in human form when Light Form is up, so I originally found that a single resist damage IO is sufficient for my purposes, because a well-slotted Light Form will cap your resistance anyway. In fact, I dropped all shields from my build altogether and haven't looked back.

    Bright Nova: A single Performance Shifter proc is sufficient here, but you might consider another slot for a Rectified Reticle +perception (BITE ME NIGHT WIDOWS! Stupid blinding powder) or even a Gaussian's chance for Build Up. Those last two are strictly optional, though.

    Essence Boost - Four slots at least, please. Me? I'd five slot it with Doctored Wounds for the recharge bonus, as well.

    Radiant Strike: IMHO Four slots are plenty for this power, but if you're going to put five in there then for Pete's sake get that Focused Smite out of there and replace it with a fifth Crushing Impact for the recharge bonus.

    Gleaming Bolt: No. Do NOT take both Glinting Eye and Gleaming Bolt. DROP this power from your build. Take Hasten instead here and keep both slots in. Add a third if you can and fill them all with recharge.

    Build Up: That Adjusted Targeting is wasting potential recharge enhancement with Tohit enhancement. Add another slot and put two Generic level 50 Recharge IO's in here.

    Thermal Shield: Okay, this is the slot where you SHOULD have taken Incandescent Strike. Don't put that one off. As far as Thermal Shield goes, personally I'd drop this one, but if you REALLY want to take it go ahead, but I'd recommend only the default slot and take it at 22. Me? I'd take Maneuvers or Stealth at 22 and drop a Luck of the Gambler +recharge in there. OR you could drop a Kismet 6% ToHit in there (enhancement says 6% Accuracy, but it's ToHit)

    White Dwarf: As mentioned, this power needs at least three or four slots, three for Resist Damage, and a fourth for a performance shifter proc. if you can swing it.

    Incandescent Strike: Take this power at 18. I'm really wondering about your slotting philosophy on this. Why wouldn't you go for FIVE Crushing Impacts? Remove the sixth slot and use it elsewhere.

    Quantum Shield: Another shield, another excuse to free up a slot and/or take something else. I suggest Combat Jumping for the LoTG recharge IO. Or how about Pulsar? Keep the extra slot and slot them both with accuracy. Even better, take Reform Essence at 24 and swap whatever this power ends up being with that (at 30)

    Conserve Energy: Swap this with Solar Flare. You're really not going to need it much, but it is good for mitigating the end crash after dawn strike, so take it at 35 instead.


    Reform Essence: you should take this earlier. Five Doctored Wounds, if you can. But AT LEAST four slots.

    Light Form: If you're keeping the shields, two Generic Recharge IO's and have done with it. If not, slot it more. Like I said above, you can cap your resistances with Light Form alone, but you'll want to slot it for resistance AND recharge.

    Photon Seekers: If you're going to take it, SLOT it. Might I suggest five Expedient Reinforcements for the recharge bonus?

    Nova powers - Judging by the sheer number of slots here, you're expecting to spend a lot of time in nova, and you're not too worried about set bonuses. My go-to slotting for the nova attacks takes up just four slots:

    The lv 50 Acc/Damage from the set of your choice in the first slot.

    Two Centriole Exposures

    One Achilles' Heel chance for -resistance.

    Total Enhancement:

    26% Accuracy+100% Inherent Accuracy from the Power+9% ToHit from Nova=more than enough (Especially if you slotted the Kismet +ToHit in a defensive power as suggested earlier)

    67.2% Damage from 2 Hami's+26% Damage from the IO= 93% Damage Enhancement

    67.2% Range Enhancement=comfort

    WITH room for a chance for -resistance.


    Dwarf Attacks: I tend to five slot these so I can proc them out with damage/Achilles Heel procs. Four Mako's Bite in each attack gives you two proc slots and a nice little damage bonus too.

    Dwarf Heal - five slot with doctored wounds, please, for the recharge bonus.


    Slotting for recharge bonuses is one thing that is valuable for a Peacebringer. It brings your heals, light form and photons seekers back earlier, but more importantly it smooths over attack chains and makes them seemless, which is something kheldians as a whole need. Nothing kills a dwarf faster than standing around waiting for attacks to recharge. Want to survive more? Kill faster. I used hero merits and reward merits to give me five LoTG's and five slotted five powers for a 5% recharge from doctored wounds or Crushing Impact, but truth be known that - and the 6.25% you'll get from expedient reinforcement in Photon Seekers - is probably all the recharge that's practical for a Peacebringer to have, since you'll never be able to make Photon Seekers or Light Form perma as it stands now.

    I slotted that way so I could go for the Musculature rare in the Alpha Slot for better damage potential, but you might look into the Spiritual Alpha too.

    Well, hope that all helps a little - much of what I said is up for debate, I'm sure, but it's helped me out, so YMMV.
  10. Smiling_Joe

    Stupid but fun

    Quote:
    Originally Posted by Neogumbercules View Post
    A while back there were people using power boost + a fully slotted Power Thrust to knock level 1 hellions halfway across Atlas park. That was hilarious. I think the devs made it so that doesn't work anymore, though.
    Like Hellion Golf.

    Go as far south in Atlas as you can and find a Hellion (Clockwork will do, but there aren't as many) and knock him as far north as you can. If he lands in the pool behind Miss Liberty, it's a hole in one. If he lands anywhere else, you have to go to where the body landed, find the nearest Hellion (or enemy from the same group if you used someone besides a Hellion) and try again.

    Atlas Park is a par 4, IMHO. Don't forget to shout "FORE!!!" in broadcast each time.
  11. Quote:
    Originally Posted by Flux_Vector View Post
    Secondarily... I'm not assuming that warshades won't have their pets (and eclipse or stygian circle) toned down as opposed to PBs being brought up.
    This is a good point, and one I'd like to hilight. I've actually worried about this a bit, but one thing keeps popping up in that cluttered head of mine. In order for something to be nerfed, it has to be demonstrated that it is actually overpowering other key aspects of the game.

    With incarnates tossing out judgment AoE's on every other spawn, Soldiers of Arachnos soft-capping entire teams and Fulcrum Shift completely trivializing entire spawns, I don't see how Warshades are overpowering anything in the game that wasn't overpowered already by a dozen other archetype/powerset combinations already.

    But that's my point: you can prove empirically that Peacebringers are underperforming when compared to the vast majority of the game in general, but the only thing you can prove with respect to Warshades being overpowered is that they're overpowered when compared to Peacebringers. With everything else in the game, they're holding their own. In other words, they're balanced.

    The problem is that Peacebringers' aren't. So I'm not really worried about any kind of nerf sports equipment visiting Warshades any time soon.
  12. Quote:
    Originally Posted by Flux_Vector View Post
    I think the reason peacebringers aren't getting very good damage in human form is related to their powers... and having the wrong design thereof. PBs basically have 3.5 tier 1 attacks (gleaming bolt, glinting eye, and gleaming blast is more tier 1.5 than tier 2), no tier 2 attacks at all, one tier 3 attack (radiant strike) and a tier 4 attack (incandescent strike) that's hampered by its long animation speed. Out of the 5 single-target attacks available, only one* - radiant strike - is especially good at base. (* - gleaming bolt can be procspammed into something decent, but you lack other highspeed attacks to chain it with to make a true 'buzzsaw' either)

    And dominator assault sets are the closest thing in attack set design to khelds, mixing melee and ranged attacks into one set. They even get about the same number of single-target attacks (usually, 5 if we discount snipes for sucking), but the difference is dominators broadly get better attacks. They get total focus, bone smasher, and power burst. They get blaze and incinerate and fire blast. Seismic smash, and both mallets. Etcetera etcetera.

    While making PBs directly do more damage when solo from a base cosmic balance value would naturally increase their dps a bit, I think it would be treating the symptom, not what appears to be the underlying problem. In fact warshades have this same problem - extracted essence just covers for it, and the way warshades are much stronger shape-shifters helps cover for it too. The attack stats themselves need looking at, IMO, and maybe even need to get the dominator fix treatment of receiving significantly higher basic damage with appropriately bigger recharge and end costs.
    Remember that thread you recently pointed to that I started?

    For reference, here are the links again to the spreadsheets referenced therein:

    Peacebringer

    Warshade

    Now, if you'll go in and look at those spreadsheets, you might notice that - apart from the pets, Peacebringers have the following Single Target damage potential (expressed in dps):

    Human: 99
    Dwarf: 74
    Nova: 101

    Warshades have the following damage potential:

    Human: 68
    Dwarf: 77
    Nova: 91

    AoE is as follows:

    Peacebringers:

    Human: 119
    Dwarf: 96
    Nova: 214

    Warshades:

    Human: 76
    Dwarf: 143
    Nova: 177

    Single Target, Peacebringers HANDS DOWN out-damage Warshades outside of pet/nuke damage, so far as those spreadsheets are concerned (important caveat, there). Even Black Dwarf with its double mires only pulls ahead of White Dwarf by 3dps.

    These numbers are due to two things: The power of Incandescent Strike, Radiant Strike, and Solar Flare (which, despite its knockback, is up more often than its Warshade Counterpart Gravitic Emanation) and the efficiency and consistency of Build Up verses the long recharge and accuracy-dependent nature of Sunless Mire.*

    *The catch is rather large, however; you have to drop to human form and use Build Up every time it's recharged. In that sense the numbers will be heavily dependent on player skill at switching forms and hitting the power to keep up the damage (in a way, kind of like brutes have to keep their fury going, not that I'd ever compare the two) Human Form Peacebringers have less trouble with that, obviously.

    AoE-wise, Warshades need to hit much more than three with their mires to compete with Peacebringers until the pets are taken into consideration.

    In other words, it's not that Warshades are that much better at doing damage than Peacebringers; it's more like Extracted Essences are that much better at adding to the damage than Photon Seekers.

    Outside of the pets, the two archetypes are pretty balaced, damage-wise. Asking the developers to go in and disrupt that balance by buffing multiple powers for Peacebringers when all that would suffice would be to fix a single pet power that's clearly broken is not something I would do, but whatever floats the nova, I suppose.


    Quote:
    Since human form can cap off its resists from cosmic balance already, and warshades have eclipse anyway... I can understand why Castle thought dwarf form needed to be 'the' mez protection, but I said at the time and will say again: he was fixing the wrong problem the wrong way there. Clarion Destiny tramples that rationale anyway.
    One thing to note: Since Cosmic Balance works in forms now as well as human form, Dwarf and Nova can cap their resistance the same way Human Form can. I can't tell from what you wrote, so you may well have meant to say it and I'm just thick, but it is a valid point that - since Dwarf Form can cap its resistances from Cosmic Balance now (and couldn't when Castle made that decision) then there is more reason to take Dwarf than just mez protection, and by extension that giving some sort of mez protection to human form (or at least defensive shields) might be something worth revisiting.

    As a dedicated triformer who really doesn't have a stake in the debate one way or the other, I'll leave the finer points of that argument to others.
  13. Quote:
    Originally Posted by Zenyth View Post
    Invention Enhancements.

    But not really, we're still short on slots. The IO's help make it a smaller problem than it used to be.
    Don't forget about Hami-O's. They're a nutritious part of a balanced slotting plan!

    Quote:
    I want cosmic balance to provide me some bonus while solo. Same thing as Defender's getting a bonus while solo for THEIR inherent. I suggest 30/30/3 dmg/res/mezprot, and have it lose 10/10/1 per teammate added (They still provide their usual bonus so it "shifts" the effect rather than a loss).
    I wouldn't be against it by any stretch, but it still doesn't address the discrepancies between the two kheldian archetypes specifically. But I sure wouldn't turn it down, nope nosiree...

    However, keep in mind that a well-slotted dwarf has 65% damres in the first place, so a solo dwarf with this change would hit its head on the cap so hard the nova would bruise.

    Quote:
    I want dwarf form to get some form of scaling taunt-aura effect. Either defense for enemies around us, or regen...or something else totally neat and useful that none of us have thought of yet. Its the one tool dwarf lacks in its toolset, and with the other changes to human form stuff I'm suggesting would probably keep it as a power worth taking.
    On the fence about this one. Seems like everyone wants to take over the tanking role, lately. I can see problems with it. For example give my Peacebringer a taunt aura with even a little +regen and you're asking for some serious balance problems. I don't even need a full team of damage dealers to be at the resistance cap. At the resistance cap with even half of what Willpower's +regen aura gives - combined with health that works in the forms now - and I'd be frickin' unkillable.

    Not that I'd complain. I'm just saying that an kind of taunt aura effect that increases the dwarf's tanking ability REALLY needs to take cosmic balance into effect, so much so that I'd wonder a little if it's even possible, balance-wise. After all, a dwarf kind of needs to be on a team to tank, no?

    ON THE OTHER HAND, I would be frickin' unkillable, so why would I say no to that?

    Quote:
    I want Buildup on PB's to become a rage-esque effect so its not mostly lost switching forms. Lesser damage bonus out of it of course, but the longer duration will make up for it, and make it useful in all forms, which most of our clicky-buff powers should be.
    Been there, done that. As the link says, it would bring human form damage potential up from 112dps to only 134dps. Given that a Warshade's damage potential - after the extracted essences are taken into account - is 189dps, I don't think it would be enough of a buff on its own.

    But check out the link in that post to the spreadsheet and decide for yourself on that.

    Quote:
    I want Group Energy Flight taken out of my secondary and replaced with something actually worth taking. Some sorta group buff aura or clicky would be kinda nice. Should give us group energy flight at 30, if nothing else you might actually see a group travel power used if its handed out.
    Remove the accuracy debuffs and normalize your passengers' speed with yours and I'd take it. I've been on too many verticle maps with superspeeders, I suppose.

    Hell, give it a little defense and let me slot another LotG in there. Not likely, but more likely than dropping it entirely.

    Quote:
    I want our shields changed from resistance to defense. I find I just don't need them on a lot of the teams I'm on thanks to a prevalence of brutes and scrappers. Changing them to defense keeps their usefulness in providing protection while not losing most of the effect thanks to grouping with characters that trigger so much of your resistance bonus inherent that you cap.
    Yes. A thousand times, yes. Keep it typed defense if you must, but make them defense. I might actually take them then.

    But what to do with Light Form if that's the case? Make it a clone of Elude? Just don't think they'd let you have that level of layered mitigation.

    Quote:
    I want Pulsar or Incandescent strike changed to match the others mez type. They just don't have synergy with each other but they should. Pulsar should either become a hold, or Incandescent strike a stun. I don't much care which they go with really.
    My vote would be for the hold.

    Quote:
    I want Photon seeker's to either become an actual "nuke", with the three pets firing off in larger than a 10 foot radius, or I want the cooldown reduced from its nova-esque state. Im open to other suggestions here as well since the seekers themselves have been dumb as dirt from day 1 and still aren't all that much smarter today.
    Not /signing this one at all. Cottage rule notwithstanding, I like Photon Seekers as Pets. You've already got a nuke.

    Besides, my "pet" suggestion is to give each seeker a small radius (10-12 feet) pbaoe damage buff that lasts for 30 seconds, to the amount of 15%, and shorten the recharge to 90 seconds. That's 15% +damage for 30 seconds per seeker, for a grand total of a possible 45% defense for a maximum of 30 seconds.

    Used as they are typically used now, this brings PB damage potential up from 112dps in human form to 158dps, provided all three seekers explode at or around the same time and explode within 10-12 feet of the caster.

    It's also a potentially nice team buff if you've teammates fighting in close range of you. They're flexible, in that you can release them all at once for maximum buffage to stack with build up, or you can use them from range (like in nova form) allowing them to protect you from meleers and let their buff fall on you - and/or your teammates in range - in layers.

    And you don't have to break the cottage rule. You're essentially assigning an additional buff power to the seekers. It could also be done by the same means by which Fiery Embrace was buffed - give the caster an extra 15% energy damage on each attack per seeker exploding. (since they're pets, however, I'm not sure how doable that would be).

    Quote:
    I also want a pony...no reason really, I just think a pony is the standard thing to ask for in MMO's today....
    Pie is also acceptable.
  14. Quote:
    Originally Posted by Flux_Vector View Post
    You'd think but actually I'd expect thanks to supressionsville, nova form slotted for range could theoretically be a good hoverblasting harrasser in the zones... if only you could run toggles in your forms so you'd have perception from Tactics to be able to see anyone who wasn't a badger or lost pve'er from that far away in the first place.
    Rectified Reticle: Increased Perception goes very nicely in Nova for just that reason.
  15. Quote:
    Originally Posted by Zenyth View Post
    Its a step up from "We'd like to get around to it" at least. Id still have liked something a bit more concrete than "When we get around to it." though.
    I'll take it! Just to have them acknowledge that they need looking at is encouraging!

    So, yeah. Yay!
  16. Quote:
    Originally Posted by Zenyth View Post
    Ninja run doesn't work in dwarf for me at all anymore.
    Same here. In trial or out. Ninja Run and Beast Run are both unusable.
  17. Smiling_Joe

    i20 Questions

    Quote:
    Originally Posted by Flux_Vector View Post
    Why exactly are the reasons relevant? I'm serious here. Enlighten me. The problem in this discussion isn't that people don't know how to fix PBs. There are numerous threads on that subject. The problems in this discussion is that people are 1 - denying PBs even have a problem, and 2 - denying that the problem is important enough to merit resolution, and 3 - giving new players bad advice that will almost invariably lead them into buyer's remorse over their PB a few weeks or months down the road, unless they abandon the character prior to hitting the endgame.
    Two powers need changing. Two. Changing one power will double your dps. Changing one other power will increase your survivability. What sounds more likely to you: convincing the devs that the entire archetype is crap and must be changed, or convincing the devs that two powers are seriously underperforming and need fixed?

    I don't disagree that the archetype needs major help, but there's nothing wrong with being pragmatic, either. If changing two powers will change the archetype, then I'm all for focusing on those two powers. Hyperbole will not convince them. Reasoning by one or two players will not convince them. Know what else won't convince them? Putting on our walking shoes and discouraging other players from playing them.

    Only datamining on their part will bring any kind of change, and you want to deprive them of that data by staging some sort of mass walkout on the archetype? That's wrong on two levels. First, even if you get everyone reading the forums to stop playing Peacebringers, you've got... only the people on the forums not playing Peacebringers. People playing the game who don't read the forums vastly outnumber us, as if you didn't already know that, and would still be providing that data.

    Second, thousands upon thousands of blasters walked around at the debt cap for the first few years of this game, and it was that huge amount of blaster debt that convinced the developers to scrap Defiance 1.0 and come out with Defiance 2.0. People sure didn't avoid the archetype.

    Same with stalkers. People might not have teamed with them, but they sure as hell didn't suffer in terms of population. The developers saw that the vast majority of them were in pvp and were solo in pve and decided to help them team.

    If I had my way, I'd convince EVERYONE who could to play a Peacebringer to at least 38 not only to share in my joy of the archetype (languishing though it is) but also to provide the developers with enough data to hilight the problems with it. A walkout is counterproductive to that goal.
  18. Smiling_Joe

    i20 Questions

    Quote:
    Originally Posted by Flux_Vector View Post
    The numbers you did showed PBs doing roughly half the single target and 2/3s the AOE damage of warshades, with at best even survivability and at worst 1/20th the survivability.

    How much farther behind do they have to get before some of you will admit it's a problem?!
    If you're going to quote the numbers from those spreadsheets I made, you might want to go back and look at the reasons for those numbers.

    Peacebringers do half to 2/3's the damage of Warshades for one reason and one reason alone: Extracted Essences. Remove the level 32 pets from the equation and Peacebringers are pretty much dead even with Warshades, with a slight nod given to Peacebringers in human form and a slight nod given to Warshades in Dwarf Form.

    Buff the Photon Seekers=buff the archetype.

    Same goes with survivability. Warshades have ten times the survivability as Peacebringers due to one power: Eclipse. If Light Form were up as often as Eclipse, you'd see the combination of that and the self-contained heals propelling Peacebringers up to par and even past their darker halves' durability.

    To the OP -

    My advice is to roll with the tri-form, but switch forms from spawn to spawn instead of from attack to attack. If there are two spawns in close proximity, go dwarf. If there's a high ceiling in the room, try nova. If Light Form is charged and you need extra damage, pop hasten and light form and don't look back.

    Hami-O's are your friend. Grab some range/damage IO's for around 100,000 apiece (last I checked) and slot two of each in nova attacks along with one accuracy (for an example)

    One IO I would heavily invest in: Achilles' Heel chance for -res. Snatch them up every chance you get and don't stop until you've got one in every attack. That's right. Every attack. There are those who may consider this wasteful, given that it doesn't stack, but what you're doing is stacking the RNG in your favor.

    And use binds and macros. For example:

    /macro stomp "powexec_toggleoff white dwarf$$goto_tray 1$$powexec_name solar flare"

    fits very nicely in your dwarf tray for the final aoe of an almost dead spawn. Many more like that in the link in my sig.

    Good luck!
  19. If that ITF you were on was at 10 pm EST last night on Liberty and that person using it was a stalker named "Strikyr" then it was me. My secondary is /nin, so I have it six-slotted with Kinetic Crash for the kb protection (to go with the Karma in hide) and (because I could) for the recharge bonus. I like to toss it out with a procc'd out caltrops for extra fun. (note to self: get the knockdown proc in caltrops asap). If you slot it that way make sure you're in an enclosed space like a cave when you use it. Me? I was giddy with power after the first mission and used it helter-skelter outside or inside. Sorry about that. No I'm not. But don't use it outside on a team if you slotted it with any knockback whatsoever.

    With a willpower secondary I'd do exactly what David said - throw in some recharge and proc that sucker out! In addition to whatever damage sets it might take (don't remember right now) Explosive Strike and Force Feedback from the stun sets both have great procs, and Razzle Dazzle has a chance for immobilize that might do you some good.

    Come to think of it, I don't REALLY need those extra three points of kb protection, do I? Might proc it out myself, now that I'm typing this...
  20. Quote:
    Originally Posted by slainsteel View Post
    -- below this, really don't bother
    Ice
    I have to laugh at this part even more than the Fire/.

    Really? Don't roll Ice/? A set with a click soft-cap defense power, a damage taunt aura and a -damage taunt aura, max hit point/heal AND a tier 9 Phase that - with SO slotting and Hasten - is up almost as fast the 30 second phase rule allows?

    Yeah. Don't roll Ice/...

  21. We did this a couple of times on Liberty with tremendous success. I'd be there if I had any toons on Virtue... Best of luck, folks!
  22. Quote:
    Originally Posted by Irish Fury View Post
    Battle Axe
    Beheader: Empty

    Gash: Full set of Mako's Bite

    Build Up: Full set of Gausians

    Swoop: Full set of Mako's Bite

    Taunt: 1 generic taunt IO

    Whirling Axe: Full set of oblits

    Cleave: Full set of mako's bite

    Pendulum: Full set of Oblits

    Pool Powers/Fitness
    Hasten: 3 generic rech IOs

    SS: 1 generic run speed IO

    Maneuvers: 3 slotted Lotg: Def, Def/end, Global Rech

    Tactics: 1 slotted Rectified Recticle +perception

    Vengeance: 1 slotted LotG global Rech

    Kick- Empty

    Tough: 2 slotted Steadfast Protection: KB protection, +def

    Weave: 3 slotted Lotg: Def, Def/end, Global Rech

    Health: 3 slots: Regen Tissue +regen, Miracle +rec, Miracle Heal

    Stamina: Full set Performence shifter

    I apologize for not having the mids data, but this is the best I can do right now. Any suggestions are welcome. My only request is no purples or IO sets. Thanks for your insights.
    Can't speak for willpower, but I can speak for the battle axe and pool powers.

    Beheader: Listen to New Dawn. SLOT Beheader! You can't afford to pass up using a 20% resistance debuff, and if you're going to use it, you might as well slot it.

    Build Up: You have tactics, and Build Up is the one you six slot with Gaussians? Put the Gaussians in tactics and put that Rectified Reticle here. It's a global increase in perception and so it's not tied to the power activation. Oh, and two more slots can be removed from Stamina and put on this for Generic Recarge IO's.

    Whirling Axe - Obliteration does just above bubkiss for endurance reduction, and endurance reduction you ABSOLUTELY MUST HAVE in every power in the battleaxe set, even with QR and Stamina. ESPECIALLY on the AoE's. If you don't need the melee defense bonus, consider using one of those Obliteration slots for a generic END Redux IO. Me? I frankenslotted mine to maximize damage, accuracy and end reduction, adding in an explosive strike proc for a little extra damage.

    Explosive strike procs, by the way, are dirt cheap and will fit into every single attack. Just thought I"d mention.

    Cleave: Cleave is a very narrow cone, and as such does not take melee sets. So if you're hellbent on Obliterations this is another good spot for it. But see what I said above about endurance reduction. You're going to need it. LOTS of it.

    Pendulum: You know what I"m going to say, right?

    Tough/Weave/Maneuvers/Tactics - massive end drain when coupled with so many aoe's in your attack chain that have full sets of obliterations. Off the top of my head, I also don't believe Mako's offers all that much in End reduction, but I could be wrong. I'd keep tough and weave, but swap out maneuvers for combat jumping, tactics for Focused Accuracy (from the energy epic) and (since you won't meet the requirements for it) Vengeance for Physical Perfection.

    That's pretty much it at a glance, but before I go let me say again to SLOT FOR END REDUCTION!! All those LoTG's, Hasten and all those toggles will likely drain your end bar before you get through three complete attack chain cycles. EVEN with stamina and Quick Recovery.

    When you think you have enough, slot some more end reduction.

    And go for the cardiac alpha. You're gonna need it if you're slotting nothing but obliterations in your aoe's.
  23. Smiling_Joe

    Ice/stone

    Quote:
    Originally Posted by Infini View Post
    Let's say my Icer has a 5% chance to get hit by anything. Psi damage gets bumped up to 10-15% (just my opinion from playing). I rarely get hit by psi attacks. Not as rarely as the attacks I'm softcapped to, but rarely, nonetheless. That's what Hoarfrost, Hibernate, and Chilling Embrace are for. Then again, I also use Darkest Night, which might have something to do with it.
    I'd say Darkest Night has ALOT to do with it. Might also be who you're fighting. My Icer is softcapped to everything but Psionics, and has a fair set of recharge bonuses, as well. Arachnos, Carnies, Council/5th (to a much lesser extent), Rikti (magi, mentalists, and - surprisingly enough - rikti monkeys in large numbers), - all are much more common than not at the higher levels. On the other hand, if you're fighting mainly CoT, Malta and Praetorians maybe you don't have so much trouble. My Icer used to get hit all the time by psionic attacks until I contributed some set bonuses for ranged.

    Besides. It's not like it's hard. Here's the build from above, but with a little more recharge and 31% ranged defense (and a bit more added to that s/l softcap):

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
    Almost nothing's given up to achieve it, so why not have that extra layer?
  24. Smiling_Joe

    Ice/stone

    Surprised no one said ranged defense. You don't have to softcap, but getting 15-20% ranged defense from sets is fairly easy and if you're already taking combat jumping, maneuvers, and weave (and you should) then it's not hard to get as much as 25-30% ranged defense.

    Why do this?

    Psi hole. Cap S/L and E/N all you want; your biggest foe is Psionic, and you have exactly squat for defense against that. Slotting for Psionic from sets isn't particularly easy, but since most of the really nasty Psionic is ranged you've got pretty good coverage.

    Plus, any ice tank with a halfway-decently slotted Energy Absorption doesn't need to use sets to cap defenses. It's good to get as close as you can, but it's certainly not necessary. Regen, max hit points, recharge and ranged defense were my priorities for my Ice/Axe. Haven't looked back.

    And the spiritual alpha is never a bad thing for Ice. I went Cardiac on mine, but - you know - the axe is heavy.
  25. Quote:
    Originally Posted by Scientist View Post
    Which does point to a reason to make and bring a PB along, for scenarios where the main issue is going to be hard targets (AVs, etc.). I've been on two TFs with my WS that failed in fact (1 STF, 1 Khan), because at the final AV fight I was basically just a Nova Form blaster, and the team still couldn't muster the dps/debuff combination to take down the final AV. Too dangerous to Mire frequently, and its not much of a buff on 1 or 2 targets, fluffies wore off. . .
    Actually, I've had similar experiences on my Peacebringer. In the long, drawn-out fight situation where my team doesn't have the dps to bring down an AV quickly, even though my PB outdamages a WS, it's not enough to turn the tide. There's never been a time when this happens when I could say "I'm glad I brought a Peacebringer and not a Warshade," because my Peacebringer only did marginally better than a comparably kitted out Warshade.

    How do I know? My wife plays a comparably kitted out Warshade alongside my Peacebringer. Many's the time she's had me drooling with envy in large groups over what her Warshade and her "kooshball floatilla" could do, but the only thing she truly envies is light form's costume swap. That, and my dwarf tanks a little better than hers.