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Posts
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I enjoy my EM/DA. Take OG and love it - if your fury is low, you're not fighting enough guys.
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Quote:Everybody knew the steel mill was poorly run. The shifts were too long, the men were too tired, and the machines were too old. But it was the only work in town, so every able-bodied man shoveled coke and poured metal and hoped to live another day. The ore was cheap, too, coming from abandoned and condemned mines worked by desperate men. There were... impurities. Strange minerals that glowed faintly, that released sickly clouds as they fell into the ovens. The workers would get sick, and keep working, because they had to.Name: Mill Worker.
Gender: Male
Archtype: Tanker
Origin: Science
Primary Power: Stone Armour (Magma Texture)
Secondary Power: Super Strength
http://s974.photobucket.com/albums/a...albumview=grid <-Click for picture
Nobody knows why John Mill fell into the vat that day. They knew he had the sickness, that it was changing him. They knew he had lost his wife in childbirth, and that the child had been a freak that died before it drew its first breath. Some said suicide; some said accident. They stopped the line, of course, but the heat that melts metal burns bones. His body was never found.
But the stories flourished. They said that old John Mill haunted the earth still, in a body made of ore and steel, with fists like hammers. They said that he stalked the mill, seeking redress for his unfathomable loss. By day the mill owners laughed at the superstitions, but they had no explanations for the things that happened by night. Their nerves stretched to the breaking point, and at last one snapped, turned on the others, and turned states' evidence. The owners went to jail, the workers got settlement checks, and the mill closed down... and of John Mill, who knows? -
A young Martial Artist hero must necessarily focus on attacks to the lower body.
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I was just doing a little DPE math on Dark Blast, actually. It's a general rule of thumb that ST attacks do about .192 DS per point of endurance, and AoEs do about the same DPE against 2.5 targets. Against those measures, Dark Blast beats the average, with Gloom, Tenebrous Tentacles, and Night Fall all doing over .2 DS at the same target numbers. I think this slight bonus damage is meant to compensate for the fact that their damage is done over time rather than in a burst, which leaves enemies alive longer and gives you more opportunity to waste attacks against enemies that are already doomed by the DoTs on them.
I'm guessing one key to endurance efficiency is to let the DoTs cook instead of throwing them out continuously. Acid Mortar also offers good DoT and a nice bonus to effective DPE through -res, but only if the spawn lasts long enough to pay off the price of putting it down. The same can be said of the other traps - the faster you kill a group, the less efficient they become, since they won't be following you to the next group.
I think that once I have the cones and some reasonable levels of mitigation, I should be running against something like x3/+1 or +2, giving my slow-burn damage as long as possible to cook against lots of tough enemies. -
Quote:This would be an excellent opportunity for you to do so, then. I'd especially be interested in an analysis that shows that Khelds can be built to perform well using only SOs and HOs, since those were what was available when they were designed.I would really like to see someone try rather than just spout rubbish.
I'd do it myself, but I'm not terribly interested in having people pick apart my analysis on the one hand while decrying me as a fun-hating spreadsheet jockey on the other. Also, Kheld performance analysis is an unusually difficult problem owing to the complexity of form-changing attack chains. No other AT has a potential 3 second difference in the cast time of two consecutive attack powers, depending on the order in which they are activated. I could analyze attack chains that stay in human, nova, or dwarf form, but then I'd be accused of doing it wrong. -
I don't see a lot said about this combo. I'm considering rolling one, and at first glance it looks like there's some strong synergy to be had. Dark Blast has -Tohit and Traps has Defense; Traps has zones of debuff and damage, and Dark Blast has an AoE immobilize to keep enemies in them. Is there anything about this combo I've missed that is particularly notable, positive or negative?
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Force Feedback has a 10% chance of activating per target.
1 target: 10% chance
3 targets: 27% chance
6 targets: 47% chance
12 targets: 72% chance
As an opener against a thick mob of enemies, it has a pretty darn good chance of activating. Not guaranteed, but worth considering. -
Quote:It's even worse than that, actually. Not only is a poorly-played Kheld weaker than the specialist he's imitating, but he also brings with him more (and more dangerous) additional enemies than any other AT. One might say that the unspoken Kheld inherent is to nerf whatever team they're on, or rather to buff the encounters faced by that team. In order to be a good choice on a team as a Kheld, either you have to be good enough to be worth Cysts, or the team you're joining has to be good enough not to care. So, yes, Khelds are the "challenge AT" - in a way that makes them deeply undesirable as teammates for anyone not looking for extra challenge.As it stands, many teams don't find Kheldians worth the risk of an invite. I feel this is because a poorly played Kheldian is more common than a good one, and a poor one is only 80% of what the specialized player would be, even if he was also poorly played.
And yet their inherent directly benefits only them, and requires a team to function. That's incoherent design. -
I wouldn't put it in those terms - I think it makes some derogatory and unwarranted assumptions about the mentality of those who prefer VEATs to HEATs. But I do agree that the appropriate response to an archetype you don't enjoy playing is not to play it, rather than to ask for changes to the AT - unless you can actually demonstrate a structural problem that makes the AT objectively inferior, as was arguably the case for Doms, Stalkers, and Khelds before the recent buffs. I don't much care for the MM playstyle, for instance, but the AT is doing fine as is and doesn't need to bend to my whims. The tricky bit is drawing the line between "I don't like it" and "it has problems"; HEATs, designed as the challenge AT, are naturally going to encounter quite a bit of the former, which might mask the existence of the latter.
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Quote:Agreed, and I don't think it should be a design goal. Nor do I believe the design of khelds is necessarily a failure because they are not universally appealing. There are aspects of the design that I do consider questionable, but that has more to do with the goal of being the "ultimate teammate." *I'd argue that just because a blaster is easy to build towards playability, that doesn't make it universally appealing. I still don't like playing blasters. My point is that no matter how you approach a design, not everyone is going to like it.
Quote:Reading comprehension FTL. I'm not exactly sure what you're trying to say here, can I get a hint?
* To see what I'm getting at here, consider that Khelds would probably be far more popular if populations were sparse and we could only have one alt at a time. In that case, an AT that could do a good job of filling the hole on any team they join would be pretty useful - you pick up a Kheld to take the Tanker position, say, and if you later get a Tanker then the Kheld just switches to blasting or whatever. But if you already have lots of people playing alts that do all those jobs better, there's no compelling reason not to just switch alts or grab a specialist - and Khelds are specifically prohibited by design from doing any job better than a specialist, or there'd be no reason to play anything but a Kheld. (This also means that SSK really hurts Khelds, as it opens up an even larger population of specialists to choose over Khelds). VEATs take a different approach to the "ultimate teammate" goal: instead of doing 90% of one job at a time, they do 50% of three or four simultaneously. A skilled Kheld player can shift from role to role quickly enough to provide a similar benefit, but it takes significantly more effort and is probably more a happy accident than a deliberate consequence of the design. -
Quote:That's compelling evidence of design intent, and I am now convinced that the implementation of Khelds does bear a relationship to that design goal. That an archetype designed to be difficult to build towards playability isn't universally appealing was probably a predictable outcome, and contrary to the opinions of some other posters here I don't think that necessarily reflects poorly on the player community.I don't know if this will shed some light on the issue, but here goes:
Quote:"...Kheldians are supposed to be a challenge. They are designed for the most experience players... the players who analyze and dissect an archetype. You are given a lot of tools to work with and a lot of dials to turn. It will be up to you to figure out the best way to spec out a Kheldian..." -
Quote:I agree that these are the results of Kheldian design, but I am not convinced (and indeed, I probably cannot be convinced) that the people who designed Kheldians did so with this result in mind. When the same result could be achieved by accident, and the preponderance of the evidence suggests that the developers at the time did not have the necessary knowledge to deliberately accomplish these results, good old Occam's razor leads me to believe that the accident is the more likely explanation.Kheldians were designed to require more player-effort, period. If a player wants to be successful with a Kheldian, they have to learn more about game mechanics than almost any other class out there requires, and the player is actually tested on their knowledge whenever they take out their Kheldian to the field. This more than anything else is probably the reason most people feel Kheldians are a failure. They require more investment to accomplish anything worthwhile.
One thing I am quite certain of: the current dev team would never create powers like Eclipse, Gravitic Emanation, Gravity Well, or Dark Extraction. On the other hand, they'd also never create powers like Ebon Eye, Gravimetric Snare, or Essence Drain. Take that as you will. -
I stopped here, because it is not necessary to set Rage to auto, and can even be detrimental. Firing Rage more often will let you stack Rage, but it will also lead to more frequent Rage crashes. It is also extremely noticeable when Rage crashes, especially if you monitor your damage bonus: a big red -9999% is hard to miss. I have always activated Rage manually, and recommend that you try doing the same.
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Quote:*cough*And in general almost all life thrives mainly on competition, the strongest survive and all that.
Hippies and communists tried the co-operation thing and look where that got them.
No. In nature, cooperation is a fundamental success strategy employed by almost all lifeforms. Not just within a species either - consider bees and flowers, or seed fruit and the animals that eat them and distribute the seeds in their droppings, or the intestinal flora of ruminants. The real law of nature is that genes persist when they create traits that give an advantage, and die with their carriers when they don't. This leads to a delicate balance of cooperation and competition within a species, as each individual (not necessarily consciously) balances the value propagating its own genome with the risk of hyperaggressive competition leaving no individuals capable of breeding. If competition beat out cooperation in every case, I would pick up the nearest weapon and start murdering every male I saw and [forcibly attempting to have connubial relations with] every female in a desperate attempt to pass on my genes. But if everyone did that, humanity would not survive.
Your brand of "social darwinism" is counterindicated by actual study of nature, and also simple common sense. Neither cooperation nor competition is supreme - total competition is apocalyptic, and total cooperation is only possible among genetically identical clones, which are an evolutionary dead end.
Sorry for the tangent/rant, but it really jerks my chain when people use a bad understanding of biology to justify a purely selfish (or purely cooperative, for that matter) blueprint for human society. -
A while back I was making a character from the Shadow Shard and did a pretty thorough dig through the relevant lore. This is a summary of what I found:
Sometime in the 1960's, Rularuu, who eats dimensions, enters the CoX prime dimension with intent to eat it. Before he can get a proper start, he is banished by the Midnight Squad. The place they banish him to is the Shadow Shard, a "prison dimension". At this time, the Shadow Shard is not yet blown to pieces. Along with Rularuu, the Midnighters also send a number of hapless civilians to the Shadow Shard. These become the first Shard Natives. Everyone is surprisingly cool with this, possibly because the Midnighters kept it on the down-low.
(Incidentally, Sara Moore claims to be the granddaughter of two such people. She appeared to be in her late teens or early 20s in 2004, when the zone opened. The chronology for this is a little weird when you think about it.)
Rularuu divided into several aspects to administer his prison, because this is always a great plan. Most notable of these were Ruladak, the Natives' taskmaster; Faathim, who tended to their needs; and Lanaru, who was Rularuu's executioner. Both Faathim and Lanaru strayed away from Rularuu's control: Faathim created the impervious Chantry within which he was able to hide from Rularuu's will, while Lanaru created the Storm Palace and was driven insane by his servitude to Rularuu.
What happened next is somewhat ambiguous - either Faathim tried to convince Lanaru to be reasonable, or tricked him into shattering the Shadow Shard. Either way, Lanaru broke the Shadow Shard into the cloud of floating rocks it is now, and then retreated into the Storm Palace. After this, Faathim informed the Shard natives they were now free from Rularuu's control. Ruladak accused Faathim of engineering the catastrophe and attacked him. Faathim trapped Ruladak behind four magic seals, and was then in turn imprisoned within his own Chantry by a horde of Rularuu soldiers. This kind of sucked for the natives.
(Incidentally, Old Fred, encountered in the Sara Moore TF, says that these events happened "when he was just old enough to remember", but also perhaps 15 or 20 years ago. Since Old Fred appears to be in his late 60s or early 70s, something weird is going on here, too.)
Meanwhile, elsewhere in the Shard, Nemesis had discovered a way to gain entrance to the prison dimension. He used the Shard as a location for a secret base, where he prepared the deception that led to the Rikti War - which means that he has been in the Shard since well before the first Rikti invasion. Let me reemphasize: Nemesis discovered a way to enter the prison dimension of a godlike marauder who eats entire realities, and his first thought was "This will be the perfect place for me to hide a base from which I can start an interdimensional war." Let it never be forgotten: the man has giant brass balls. Possibly literally.
Fast forward to 2004:
- Portal Corporation discovers the Shadow Shard. Oddly, the Midnight Squad does not immediately send them a polite letter suggesting that they not touch that. Instead, Portal Corp consults with the UN, which puts together a scientific and military expedition into the Shadow Shard.
- Said expedition is quickly beset by weird and horrible creatures and withdraws to a shielded zone by the entrance portal and a few embattled forward bases, then asks heroes for help. Heroes respond with appropriate enthusiasm.
- Many Shard natives are evacuated to their long-lost homeland Paragon City, which they last saw lo these 40 or so years ago. Sara Moore stays behind to make sure the remaining natives get out safely and certainly not because Lt. Col. Flynn sets her heart aflutter.
- Nemesis sells Shadow Shard portal tech to Crey Corporation, because Crey wants to go to the Shard for... some... reason.
- Uuralur says "oo, new toys" and creates shadow duplicates of all of them.
- Lanaru sulks in the Storm Palace and is occasionally kicked around by heroes.
- Faathim hides in the Chantry and is occasionally harassed by CoT.
- Ruladak sulks behind his magic seals and is occasionally almost released by Nemesis generals in an astounding error of judgment, unless of course it's all a Nemesis you-know-what.
- Chularn, Kuularth, and Aloore are conspicuous in their absence.
- Darrin Wade plots to release Rularuu from his prison using knickknacks that villains steal from the Midnight Club by disguising themselves as hordes of Alistair McKnights.
- A mysterious man with a silly hairstyle warns heroes of a "Coming Storm". Many people expect Rularuu to be involved. Many more expect a Nemesis you-know-what. Very few expect the Roman Space Nazis.
As to your ideas, it's distinctly possible that the Shadow Shard did not exist before Rularuu's banishment, and may be entirely composed of Rularuu folded in on himself. Certainly its geography is strongly linked to the state of Rularuu's psyche, although whether that's because it's a reflection of his mind or because he's a powerful enough reality warper to make anyplace he's in become a reflection of his mind is not clear.
In fact, there's a lot about the Shadow Shard that's not clear. Some of the evidence seems to suggest that the Shard is thousands of years old - the stone monuments written in a mishmash of dead languages, for instance - and others suggest that the Shard is a very new creation, such as Sara Moore being a third-generation immigrant and Old Fred having actually witnessed the sundering of the world at the hands of Lanaru. I wouldn't mind seeing the Shard revitalized and made a bigger part of the game, but I think it'd need a considerable editing pass first.
Kora's an easy one though. It's a fruit that is massively nutritious, incorporating exactly the right balance of carbohydrates, proteins, and trace elements to sustain human beings. Why are they that way? Probably because Rularuu wills it - if he wants his human captives to worship and obey him, he needs them to eat to stay alive. Why are they guarded by vicious monsters? Probably because Rularuu is a jerk - he only wants those who worship and obey him to have it, and the human natives led by Sarah Moore definitely do not.
Incidentally, growing up in the Shard would do some funny things to you. For one thing, it's always day there, illuminated by immobile suns. Imagine what that would do to your perception of time, and how you'd feel about night on Primal Earth. -
Quote:I swear the worst part about the rep system is the need people have to respond loudly to anonymous criticism that nobody would ever know about if they didn't respond to it.Neg Rep Comment: "1920X1200. All windows shrunk to 75% of default. Clicking on powers with your mouse is slow and inefficient."
I'm sorry, but that is an inefficient way to say "LOL LRN2PLY!"
Honestly I wonder how that person can even read the game text at those settings, of course if all they care about if phat XP then reading is hardly an issue for them.
Anyhow, clicking with the mouse may be inefficient for some (probably those with slow hands and poor eye-hand coordination), but for others trying to remember dozens of different keybinds across dozens of characters with many different powersets and builds is rather impractical. Especially if you cycle through multiple characters in a week, if not in a single evening.
Besides, I have much more important things to keep track of day to day than a bunch of non-standard keybinds.
FWIW I use the keyboard for power activation and character movement, with extensive custom keybinds (that I usually keep fairly consistent from character to character), because I want to leave the mouse free for camera control and targeting. It seems to work just fine, but I'm not going to go into the nitty-gritty of ergonomics and human interface design here - though I wish more developers did, because it's often overlooked or downplayed despite it being fundamental to the function of a software product... -
Quote:Which is fine, because it is not your job to do so. A good designer cares about the conceptual design and the mechanics, and irrespective of whether the player consciously inquires into it or not, a better understanding of the mechanics on the part of the designer will lead to more informed and deliberate decisions that have a real effect on the play experience. You've made a stirring defense of the EATs on a conceptual basis, but this is not and should not be the end of the design process.I do not judge a class only by its DPS-meter like most seem to do.
In other words, one can only say that the HEATs are fully designed if you don't care about mechanics, as neither you nor their original designers do. The problem is that ignoring mechanical concerns does not make them go away, and telling other people that they're wrong to consider mechanics doesn't make them stop. For a recent and dramatic example, witness AE: a system designed with a strong eye toward concept, ignoring mechanical concerns to its great detriment. -
Would it be more acceptable if I said that they were designed according to beliefs which have since been proven false, or at least not the whole truth? Because I'm trying not to say "badly designed" - that has the connotation that they are bad as a consequence of their design, when in fact they are both good and bad for reasons the designers probably didn't understand at the time. So I'm going with the terms "more designed" and "less designed" as a shorthand for the eventual product's performance being the predicted consequence of deliberate decisions on the design team's part to a greater or lesser degree. If you prefer, I could instead say that VEATs are more "working as intended" than HEATs - that is, the relationship between the designer's intentions and the eventual product is more strongly correlated.
It would certainly be difficult to convince me, based on the evidence, that the design team that put together the HEATs knew exactly what they were doing and how it would pan out. -
To reply, and also to rephrase my previous post in a much pithier version: it's meaningless to debate whether the HEATs were designed well or poorly when there's a good case to be made that they were hardly designed at all.
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Here (as predicted) we go again.
As is often the case, EvilRyu has stated his case in an inflammatory and questionably factual manner. As is often the case, he has provoked a response that is likewise inflammatory and also makes some statements that I would consider questionably factual. Heat will be produced, but no light. Nothing of consequence will be determined, and all parties will walk away sore in the hindquarters.
Or we could stop pretending that Khelds are either fatally flawed or absolutely perfect, and recognize that their current design, both good and bad aspects, emerge from a simpler time when the devs had not the faintest clue what they were doing. VEATs are what they are by design; Khelds are what they are largely by accident.
You can even see the tool marks of design processes from a simpler time if you look closely.
Soft AoE mez with recharge in accordance with a pre-nerf Troller? Check!
Stackable pets with fixed lifetimes on enhanceable summon timers? Check!
Attacks with DPAs all over the map, as if the people who made them had no idea that DPA was important? Check!
Chance of knockback being treated as if it were a useful effect? Check!
Several powers that seem designed around the particular pairings of enhancement that HOs provide? Check!
An inherent that rewards joining teams, but provides no incentive (and several disincentives, however mild one might claim them to be) for anyone to invite you? Check!
HEATs are the product of Emmert's throw-in-whatever's-cool design philosophy just as surely as VEATs are the product of Posi/Castle/BAB's more deliberate, knowledgeable, and analytical approach. Which one you prefer will probably depend most on how much you like puzzles - but HEATs can't be considered a well designed puzzle because they were barely designed at all, and to the extent that they were, their current usage bears only the barest resemblance to the intended one. -
This is an interesting question, and I can tell you that in at least one case, the devs' answer could be considered a yes.
A while back, when the recent Kheld buffs were being tested, there were some questions about granting human form an inherent mez protection power in Absorption/Incandescence, much like the inherent protection in Wolf/Crab/Bane Armor. What I remember Castle saying about this is that it was considered, tested, and eventually discarded on the grounds that with mez protection in human form, there was essentially no reason to take the other form powers, and as the form powers were considered a core feature of the Kheld ATs, they decided it would be a bad idea to deprecate them in that way.
However, when teamed with at least 4 controllers, a Kheld actually has the level of mez protection that was asked for and rejected. So on those grounds, I suppose you could say that they are functioning at a level that would be considered unacceptable if achievable solo.
What this says about the level of performance of ATs without inherent mez protection, when granted said protection by teammate powers, I leave as an exercise for the reader... -
Quote:Point.This slow process of seeing my Kheldians change before my very eyes was actually one of the things that kept me interested and still keeps me fascinated with my Kheldians even when they are at Lv50.
On the other hand, I took one look at what VEATs can do, simply reading over the power-sets, and figured out these ATs aren't for me and I was right because whenever I try to go back to them, I very quickly become bored with their playstyle.
That's probably also one of the reasons I can't stand the thought of playing a Human-only Kheldian. After 50 levels on characters that have stable and reliable performance I need the excitement and entertainment that only a TriForm Kheldian can provide me with its heart-racing shape shifting.
Counterpoint: If you don't like shapeshifting - and there are plenty of valid reasons, mechanical and otherwise, to dislike shapeshifting - you can actually create a viable human-only Kheld... but not until pretty late in the game, unless you want to level without some fairly key powers. And it's not particularly clear from the outset that this is possible, or why it isn't a good idea to get there in the most straightforward way.
Of course, once again, I am approaching this from the perspective that games should be didactic through play and that a well-designed game has a relatively transparent mechanism for indicating which decisions will be rewarded and which punished. Khelds don't pass that test for me. But then, I'm sure somebody enjoyed the kind of adventure game where you could make a mistake five minutes in that would leave you unable to win ten hours later. But now we're getting into the more general realm of where challenge should reside and what constitutes a fair game. -
Here we go again.
If I had freedom to fiddle with the HEATs, there are a few design decisions I would definitely reconsider. The first form unlocking at 6, the second unlocking at 20, and other key powers coming available relatively late makes the low level HEAT experience rather unrepresentative of the set's potential. As often as the complaint is made that the level 24 branching on the VEATs basically requires you to level a character entirely unlike what you will eventually become, I would say from my experience on my warshade that at several levels (notably 6, 20, 32, and 38) the powers that became available so thoroughly changed the potential of the character that a respec would have been welcome.
Once you get Nova, whatever human form attack powers you picked up and perhaps slotted to get you through the first 5 levels are obviated, and those slots would be better put into the Nova attacks. Then, once Dwarf form becomes available and mez starts to become common, a Dwarf focused build becomes attractive. Then Stygian Circle makes you regret picking up Fitness, and then Gravitic Emanation makes you regret dropping Nova as you now have an AoE mez to disable enemies before blasting them. Then you get Dark Extraction, and Dwarf-tanking with fluffies in tow starts looking hot again. But at 38, you get Eclipse, and tada, human or nova form becomes as tough as Dwarf (aside from the mez issue, of course).
Obviously this is an entertaining progression to some people, but the point is that while there's certainly a fair amount of build flexibility in a Warshade who has access to all their powers, that flexibility is not at all in evidence at the start, and the radical shifts in the AT's capability through the levels can be very confusing to anyone who has experience with any of the other ATs, whose sets tend to be directed along the same line from first to last tier. There's diversity, sure, but the first few powers in most sets tend to set the tone of what the character will be doing for their entire career, and are generally useful all the way to 50. Even VEATs with their level 24 branching tend to keep several key powers from their primary and secondary, or equivalent powers in their branched forms. After several key levels, however, a Warshade can happily discard the powers that have been key to their play up to that point, and continue on using powers that were completely irrelevant until that point.
I don't know how it goes for Peacebringers as I haven't played one to the level where I can speak on the point, but my experience with a Warshade made me glad that I had a pile of vet respecs to burn on rebuilding the character with each successive change, and I'm not done yet. This wouldn't be a design problem at all if the game were more generous with respecs, but the way they are awarded is consistent with the idea that they should be needed perhaps once or twice in a character's progression to 50, mainly to fix egregious mistakes. The position that Warshade power progression puts players into is whether they want to 1) use respecs, 2) have a build that looks like an egregious mistake until they get the key power that makes it work, or 3) have a build that looks like an egregious mistake after they get the key power that obviates everything that comes before it.
Of course, there is no obvious solution to this problem. The enormously effective, game-changing powers sprinkled through the Warshade sets are padded out with a wide variety of other powers which can be described as anything from situational to just plain sub-par, and frontloading the strong powers would result in a bizarre and unworkable power progression. Putting Nova and Dwarf as level 1 picks would not go amiss since the forms are so key to the overall AT strategy; allowing a respec into one or more form powers at 24 would let you rebuild your human form power selections around your form choice, although it's really not possible to evaluate the effectiveness of human form as a whole until the game changing powers at 26, 32, and 38 become available.
Now I'm just going on and on, though. TLDR: Warshades change a lot as they level, and their build flexibility isn't revealed until all their powers become available, before which building toward certain goals doesn't result in a functional character. -