Sunpulse

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  1. Quote:
    Originally Posted by TonyV View Post
    Man, there's always one in every crowd.
    I'm hardly the only one thinking this. The rise and fall of server population can show some indication.

    And sorry to rain on your parade, but it's always fine and dandy when people come on the forum screaming how much they love the expansion and people agreeing with them, but as soon as someone mentions what they don't like... oh no, that's just wrong. They're just trying to be negative and bring the game down. Well news flash. There's always two sides to every story.
  2. Quote:
    Originally Posted by Oneirohero View Post
    Point one: Paragon Studios announced ALL the way back to Herocon that Praetoria would be levels 1-20 to start with.

    Point two: Tip-missions and the Cathedral of Pain Trial are both good pieces of content to run through and is infinitely better than nothing at all. And the tip missions aren't glorified paper-missions either.

    Point three: Going Rogue never claimed to be an overhaul of the game, the fact the core element to the expansion of side-switching should've hinted to you that you'd be going from one side to the other, and if you've played both sides, the reasoning completes itself. Plus the aforementioned Praetoria was only for lowbies at announcement, until endgame content is released next issue.

    Point four: The Alpha slot was only a PREVIEW of the Incarnate system to be fully released for issue 19, the delay was for a good reason, it wasn't giving exemplared characters any benefit or something like that and needed to be reworked. And it's been a trend since the beginning of the game's creation to spread an expansion over two issues, the launch issue and the issue after. Going Rogue is no exception.

    Point five: Yes there were changes to some story arcs, particularly Maria Jenkin's and...okay I forget the other one, but the two hero story arcs related to Portal Corp and Praetoria has been altered to reflect the new story, and I heard that it's possible to get some defeat badges of the new praetorian enemies in this revamp too.



    Essentially, Going Rogue's launch is only part one of the expansion's grand design. The launch issue is mainly to set both the new additions and tweaks as well as establishing good lowbie experience. The next issue coming is speculated to be all about the endgame, highbie content and progression. And considering that Paragon studio also says the Incarnate system is only accessible to Going Rogue players hints that it's meant to be part of the expansion as well.

    Issue 19 is also speculated to be when Primal and ex-praetorian characters can return to Praetoria, or gain access if they don't already now.
    1. I didn't do herocon or read up on it. They never mentioned it on the GR site or in any noticeable way were anyone who decided to read up on it, would be like oh.. only 1-20 huh.

    2. Yes.. there is CoP.. which was beaten in 18 minutes by a Victory group. All this way for 18 minutes of fun, a badge and ability to buy more of the same IOs already in game. Tip missions are all right. But they lack substance.

    3. Acutally they were quite fond of allusions to overhaul and the game being different than you ever seen up to this point. And the side switching part is actually a nice thing. Not arguing that. But outside of that, you're pretty much stuck with lack of content unless you level a new character. IMO, mind I say opinion, expansions should have a lot of new content to go along with it. CoX is the only game I've seen, well not even that, really GR is the only xpac I've seen where that's not true.

    4. A preview is better than nothing. And depending on how long you have to wait, well then kills some the hype of waiting until GR... when it's really waiting to i19.

    5. Those things were change due to Praetoria... kind had to without a broken story.

    All in all, unlike CoV, though people had issues with it. GR is just a glorified issue. Which sure expacs are generally issues... but still more robust than an issue. It's cool to bring in new people and all, but the word is i19 is a while away from coming out. And my qualm is that GR brings nothing to keep me wanting to play. It's too easy to switch sides and I've never been a big fan of the end game too much. Hoped new expacs would make it better.
  3. Quote:
    Originally Posted by Khiva View Post
    You're saying they should have waited until the end game stuff was finished to release the expansion?
    I think that would have been a very bad idea. The idea behind what they did was that most people would create new characters to play Praetoria and the new power sets anyway, and by the time they got those characters to the end game the next issue full of end game content would be ready for release.
    People who don't want to start new characters also get to do tip missions and switch sides, more than doubling the content for that character.
    The fallacy with that is that Demon Summoning and Dual Pistols have been out for months now. There's no shortage of level 50s of those sets.

    And expansions are supposed to expand your playing in many areas. Hell most expansions I've ever seen focused mostly on expanding things to do at the ultimate level. Many even upping the level you can get to. We've been level 50 for years with the same boring powers and nothing added. All we've gotten is power proliferation and new epic-ats. Now we finally get 4 new powersets for that ATs. DS which I think is actually great, and DP has some great animations. But most people agree that DP and KM are pretty lackluster. Maybe that will change for KM as people get higher and learn more about it. And Elec is so similar to other control sets that it's not that exciting in my opinion.

    They have had years and years to work on a new expansion. Why is it's strange that people would think it would come with more stuff to do at level 50. It's not like they've only had a few months to come out with it and have stuff ready for release.
  4. Quote:
    Originally Posted by Zortel View Post
    1: Primal Earth characters will be able to visit Praetoria later on, probably Issue 19 or 20
    Which as I was saying is pretty retarded. I like playing my 50s, I have tons of fun with my current ones. One I've never tired of playing. I want to do stuff with it. Why bother releasing an actually expansion if you have to wait for several issues to even make good use of it.

    Quote:
    Originally Posted by Zortel View Post
    2: What would be the point of bringing primal earth lowbies there, they don't fit in with the story.
    None, I'm not suggesting they should be able to. Just point out that not only can't 50s go there yet, but you have to create a whole new toon to play the new content. Means all those lowbies you have yet to lvl are no good since no one will start blue or red anymore.

    Quote:
    Originally Posted by Zortel View Post
    3: The game is very alt driven, which is why we have up to 32 slots per server.
    If you buy more. And an alt driven game is a fallacy. It's no surprise why the servers died steadily over time. Only the hardcore love so many alts. Many people like to make concepts they enjoy and play those through content and bring them through new content that is released. And for such an alt driven game the arch are seriously lacking in diversity. Having the same powers but on one too you get -def instead of of -recharge does not make an interesting different power.

    Quote:
    Originally Posted by Zortel View Post
    4: Solo and the levels go slow, but with lots of content in them.
    Are you suggesting people should solo so that it takes longer to hit 50 and they can hit all content? That is pretty ludicrous. Why play an MMO if you aren't getting into the social aspect of the game. And only reemphasizes to me the game's lack of end game content.
  5. Maybe everyone's not die hard CoX junkies that care to have 50 level 50s... The power sets are not that diversified that I can keep my interest in leveling too many of the same arch. Kudos to those who can.

    Maybe some of us were expecting more to do for our level 50s. THAT'S how a game keeps going and keeps people's interest. Leveling is transient. Being 50 is not. This is a them-park game without any new cool rides coming in. Would be different if this was a sandbox, but it's not.
  6. With Praetoria being only for NEW created characters and even then only from lvls 1-20, a big chunk of the expectation was cut out of the game for me.

    On top of that Incarnate system being delayed and failing to see any other kind of end game system. The ONLY thing for a lvl 50 to do is change their alignment and do Cathedral of Pain (at least as far as I know, because if there is more it's not readily apparent).

    So after moving my Dom and MM to hero side.. it's like ok what to do now? Same stupid stuff I been doing for a while already. Going Rogue was not the overhaul thing game needed. And right now all that hype seemed just that, hype.

    Waiting for the first issue after an expac's release is not the way to go about doing things. Not only that but no archs were touched... no new pool powers, or travel powers. Couple added main power sets. Of which Demon Summoning is interesting (but been playing that for months now) and Elec control looks interesting, but since controllers/doms are my fav arch I've played all the ones I care to. No urge to level an elec/

    I doubt the explosion of population will last that long. Many people have come to the same conclusion as I have already. Only the die hard CoX fans are ecstatic about it all.
  7. Too bad Praetoria is only for the newly created 1-20 Praetorians... Imagine how shocked I was to find out that omg, not only can't lvl 50s go to Praetoria, but even low lvl players in that lvl range can't.

    I can't even been to describe how insanely retarded a concept like that is. Let's release a new expansion that you can't even enjoy a huge chunk of it unless you make a new character, and then only for 20 levels.
  8. So anything new going on with your Plant/Storm? Mine has been 50 and complete for about a week now. It's pretty powerful and fun to play. I play the concept of a Druid.
  9. Quote:
    Originally Posted by Son of Amber View Post
    Thank you to all who have replied; please allow me to clarify my thinking. I am fond of a fast moving and efficient play style ;as most of the teams i play on are very quick and destructive. This is why i didn't take Spirit Tree; barring AV's, i am not in one place long enough for it to help. Maybe it was my slotting but i didn't find Thunderclap or Vines very useful (for vines - just did not hit very often). Tornado is my "Oh Crap" button - combined with roots it does more damage and without it removes them from my vicinity. I agree that my best mitigation is to control & obliterate my opponents and if i could i would have Freezing Rain and Carrion Creepers up at every spawn. I will consider your advice and try to come up with a better build - not just one slapped together from what i have stored.
    Depending on how much dmg you get from elsewhere you really don't need to slot for dmg like the above posters are saying. IN my build I slot both Roots and Strangler with control IOs. Albeit purple ones. Changing it to dmg only put me up 18 more dmg that's not worth it. I also disagree on them being your PRIMARY dmg dealing abilities as a plant/storm. Here's my take.

    1) Seeds of Confusion is primary dmg. As a plant/storm it's easy to get in and affect the whole group. With my seeds slotted with coercive persuasion they mobs are confused the whole fight. The reason it's the highest dmg is because every last one of hose mobs are going to take the alpha strike and continuously kill each other. With Rain down under them they are taking even MORE dmg. And those bosses help mop stuff up fast.

    2) Creepers: These bad boys are nice. Mine are slotted with Ragnaroks. And it's a lot of dmg.

    3) Fly Trap: Slotted well this baby does a lot of dmg on foes. I've seen it thorns rip through half a LTs health.

    4) Tornado/Lightning Storm: Then of course there are these. Both do good dmg and can be cast and forgotten. As I said in a previous post. I get streams of orange 20s on bosses and my tornado is only 4 slotted.

    With all these damage options, there's really no absolute need to slot your strangler and roots for dmg. You can slot them for holds and ensure what you strangle is out of the fight for a good long time (bosses) or that the only need to keep usings roots is the dmg and to keep up the -KB. On a team you can lock down hordes of enemies for a while.
  10. Quote:
    Originally Posted by Asha'man View Post
    If you want to get at least a ballpark idea on how to slot /storm, devote some of the slots in your build to Ice. That way you'll get at least a close approximation on how many slots you will have available to /storm. The way you have it now, you're able to six slot all of your /storm powers, which you may not be able to in a real build.

    That being said, I recommend you 6 slot Freezing Rain ASAP, Hurricane, Lightning Storm, Tornado, and O2 (some may argue against this). I typically slot Steamy Mist with 3 slots total. Some may think it's worth 6 slots but I never find "extra slots" to throw in there. Snow storm typically gets slotted with end reducers and maybe a Slow thrown in.
    It all depends on if the person is trying to IO or not. I would assume they are. In that case there's really no reason to 6 slot Freezing Rain.

    Freezing Rain: Use this power for what it is; a def/resis debuff. I'm assuming Elec/ will have -KB/KD built in like most of the primaries. In this case mostly it will be used with your immob on the mobs unless you specifically want the KD effect.

    Slot: 4 or 5. 2 Enzyme Exposures for defense debuff and endurance. And optional Achilles Heel -resis proc. That puts the power at -47.1% defense and with -resis proccing -50% resis.

    Snow Storm: Don't know why it wasn't mentioned. One of the most powerful slows in game. With 2 Tempered Readiness you will get -62.5% recharge (not changeable) and -92.3% Speed. While at the same time getting some recovery and saving slots.

    O2 Boost: Great Heal and buff. Sucks can't use it on yourself. 5 slot with Doctored woulds to get the bonuses. Makes the heal more useful. Maybe less slots if you solo a lot, but it's nice to heal pets. Or those times you're teaming.

    Steamy Mist: One of those ones where slotting is depending on your build and playstyle. Great slot to fit in a Luck of the Gambler recharge. For me I 4 slot it with LotG set for the bonus. I had the slots to spare. Give 5.78% defense.

    Hurricane: It's a nice power to turn on when you need it. Not used that much if you are playing well but it's extremely useful to use on teams when you pull A LOT of enemies. Not only in pushing them into one place but helping to not take hits. Depending on your build and how you slot Mist and possibly Manuevers, you can effectively soft cap your defense to the enemies the hurricane is hitting. I only slotted with 1 End Redux.

    Tornado: AMAZING POWER! Not only does it chase enemies and has a powerful KB/KD, but it has a small def debuff built in. If you aoe immob mobs and release this on top of them it's -62% defense. And to top it off it's great damage. On lower lvl mobs I see a constant stream of orange 40s scrolling. Only 52 mobs with Freezing Rain down, a stream of 20s. With a group of enemies immob and this dropped right on top of them the numbers get scary. This power destroys minions and LTs and eats through bosses health fast.

    I 4 slot mine with Soulbound Allegiance. The potential for more dmg that I describe can be reached easily by slotting it more. I didn't have the slots to spare and 2 of the SBA IOs I used in my Fly Trap (chance for build up and the 3 effect one)

    Lightning Storm: I love this power. I love releasing it above a group. I love it's range. I love when a mob runs at me and a lightning bolt comes crashing down on it doing a lot of damage and throwing it. I love when a strike kills a mob. Anyhoo. Great power. With the reacharge you can have 2 out at once. Great for when minions and LTs die almost instantly they tick down bosses for you. I 5 slot mine with Apocalypse.

    All in all, /storm is a great power and I asbolutely love it now that I finally got one to 50 and slotted well. Some very good abilities. Some good release and forget abilities that will go on doing there own dmg with no direction from you. And some great debuffs in Freezing Rain and Snow Storm. Realize Rain is for def/resis debuffing and Snowstorm for Slow/Rech debuffing.
  11. Quote:
    Originally Posted by Argentae View Post
    Good feedback and it kind of echos some feelings I've been having as well. If I take Vines in the lvl 28 slot what would you suggest for the lvl 30? I'm not really big on Spores, played around with it, and wasn't impressed, though maybe that's 'cause I'm used to Mass Hyp when it comes to AOE sleep ;-). I could pickup Thunder Clap, but that's only going to work on minions and has a fairly slow (though visually awesome!) animation. Alternatively I could take something out of a pool, I've got Hasten, SS & Hurdle,Health,Stamina. One possibility would be Hover... It would improve the ability to line up some spawns, and act as a mule for a LoTG later. Probably want to swap out Hurdle for Swift if I do that.




    ::nods::

    I'm leaning towards Ice for the APP as well, I can certainly see the point about Hibernate, and really, Frost Breath + Ice Storm would be *very* welcome AOE dmg as well as fitting perfectly thematically.

    Current build-in-progress is:

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Viridicane: Level 42 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Flight
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Strangler -- Acc(A), Hold(3), Hold(5), Dmg(7), RechRdx(19), EndRdx(34)
    Level 1: Gale -- Acc(A)
    Level 2: Roots -- Acc(A), Acc(3), Dmg(5), Dmg(7), Dmg(13), EndRdx(19)
    Level 4: Snow Storm -- EndRdx(A)
    Level 6: Super Speed -- EndRdx(A)
    Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(9), Mlais-Conf/Rng(11), Mlais-Dam%(11), Bfdlng-Acc/Conf/Rchg(13)
    Level 10: Hasten -- RechRdx(A), RechRdx(15), RechRdx(15)
    Level 12: Hurdle -- Jump(A)
    Level 14: Health -- Heal(A)
    Level 16: Freezing Rain -- EndRdx(A), RechRdx(17), RechRdx(17), RechRdx(31)
    Level 18: Steamy Mist -- EndRdx(A)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb/EndRdx(34)
    Level 24: Spirit Tree -- RechRdx(A), RechRdx(25), RechRdx(25), Heal(34), Heal(40), Heal(43)
    Level 26: Carrion Creepers -- Acc(A), Dmg(27), Dmg(27), RechRdx(29), RechRdx(29), RechRdx(31)
    Level 28: Vines -- EoCur-Acc/Hold/Rchg(A), G'Wdw-Acc/Hold/Rchg(31), NrncSD-Acc/Hold/Rchg(37)
    Level 30: Hover -- EndRdx(A)
    Level 32: Fly Trap -- Acc(A), Dmg(33), Dmg(33), Dmg(33)
    Level 35: Tornado -- Dmg(A), Dmg(36), Dmg(36), EndRdx(36), Empty(37), Empty(37)
    Level 38: Lightning Storm -- Dmg(A), Dmg(39), Dmg(39), EndRdx(39), Empty(40), Empty(40)
    Level 41: Hibernate -- Empty(A), Empty(42), Empty(42)
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 6: Ninja Run
    Pretty much everything I have but the spirit tree and I went psi mastery.
  12. I don't see why you 'wouldn't' start with Seeds of Confusion. That initial Alpha Strike will be used against each other and that's a lot of dmg. No better way to safely mitigate the Alpha either.

    But you shouldn't snowstorm until confusion is off. Why would you nerf the dmg your enemies will do against each other? You want to take maximum advantage of forcing them to fight each other.

    I'd go Seed of Confusion > Vines. While they are fighting each other you can set up your other abilities Snow Storm (and hope they don't slip to much. Because that's dmg they aren't doing to each other. But at the same time with the -def and -resistance you want to be taking advantage. You could possibly hold off on this, depending on how fast you want to go). This also give you the chance to throw your carrion down under then, summon a lightning storm etc.
  13. Quote:
    Originally Posted by Techbot Alpha View Post
    Well....I didn't like to say it, but...

    VEATs, especially in pairs or more, do feel so...well...Epic?
    See, I've had the exact opposite reaction to VEATs... I play and play and still can't seem to see why they are any good at all. They might as well be a stalker (Night Widow at any rate) from the way they feel. I ultimately quit my NW because I just didn't like it anymore. There was no different feel to it. There was nothing that really stood out in my experience.

    HEATs from the very start caught my interest. From anyone knowledgeable in WoW's Druid (more so post TBC), Khelds are very much like them in the playstyle. I LOVE that. And personally I would love to see some kind of shapeshifting powerset of it's own.

    I loved my Shade from the first level all the way through 50 and slotting it up.

    Quote:
    On the Hero Challenge AT's... if you've decided to go Tank and work on damage resistances / defense... you'll still be able to pick up ranged powers and status effects or low control. There's never a really clear point to what you're going to be.
    That's the point. There isn't supposed to be 1 clear goal for an AT that's built to be able to 'swap' between roles.

    I'm a firm believer in, if you stay in 1 form too long on a shade you are doing something wrong.

    P.S. Looknig to maybe try a Crab Spider out to see if that changes my opinion of VEATs... but I do so hate lvls 1-15.
  14. Sunpulse

    @Anshar

    Quote:
    Originally Posted by Anshar Seraphim View Post
    Hey, you're welcome. Can't call it much of a community if we don't help one another.

    If you ever want to swing by Infinity I'm on evenings after midnight pacific. Look me up, my handle is @Circus of the Damned

    We can go over pull strategies or slotting if you like.

    Have a good one.
    Well I'm already all slotted up. I went with what you posted and it's been working great. Don't really see a need to change any of it.
  15. Sunpulse

    @Anshar

    Quote:
    Originally Posted by Anshar Seraphim View Post
    Glad you're having so much fun!

    I use three macros:

    DM - Dumps reds into my current pet target:
    inspexec_pet_target Enrage$$inspexec_pet_target Focused Rage$$inspexec_pet_target Righteous Rage

    IN - Dumps protective insps into my current pet target:
    (this is one is great before a pull if you expect your Boss Bot to get thrashed or to get Knocked Back a lot which can delay his AoEs)
    inspexec_pet_target Sturdy$$inspexec_pet_target Rugged$$inspexec_pet_target Break_Free$$inspexec_pet_target Luck$$inspexec_pet_target Good Luck

    (notice that on this one I'm only giving the Tier 1 Break Frees to the pet, I keep the good stuff for myself)

    HL - Throws healing insps into my current pet target:
    (great for keeping a stray bot alive or evening out a bot before a pull)
    inspexec_pet_target Respite$$inspexec_pet_target Dramatic Improvement

    (Once again I'm keeping the very large Inspirations for myself here)


    For some reason when I try to just type a one-line macro into CoH/CoV it only saves what's been given BEFORE the first set of $$ in the macro.

    For this reason, just type:
    /macro DM 1
    /macro IN 1
    /macro HL 1

    ..to create the buttons on your bar (make sure you have 3 slots available you can see). After it's made the macro buttons, then just right-click them to edit them, get rid of the 1, and paste in what I typed above.

    I know there are versions of the macro command where you can call out a pet by name, but I found that this was more versatile for me because I could make it work on ANY pet I targeted and not just the Boss Bot (he's big and easy to click target anyway). Also, for some reason when I tried the name-specific macro it wouldn't accept the same commands, no idea why. I had to fiddle with it a long while to get this much to work.

    Hope that's helpful, you'll have to fiddle with them yourself if you want different results.

    Have fun burninating the countryside.
    Thanks, guy.
  16. Sunpulse

    @Anshar

    I just finished my Bots/Traps and having a lot of fun! I feel so overpowered on this toon at times. I've been taking on spawns up to around 20, +2 to my level with bosses in the mix and completely annihilating them. Well bots do die in that number, but as long as I live...

    One thing to mention, though. No matter how great you are, or think you are at least, your bots are constantly looking out for your humility by getting you killed ever so often by pulling another group when not ready.

    Anyone can tell me how I make a macro to dump reds into my assbot?!
  17. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    But that's limiting a decent amount of your AoE damage and stuns. They don't run in that often to have to keep them on passive for the time being.
    I'm a firm believer in total control over pets in MMOs... though CoX has some problem with pets actualyl responding to commands a lot of times.

    Unless using def for BG I keep all my pets on passive. I don't like for them to do anything I don't tell them too.

    I have all the keypad commands bound to control pets individually or together. I also bind the normal 1 key to be an all attack button. And ctrl-lbutton to be an all pet goto mouse over area, just like used for teleportation, but for easy control of stopping pets from chasing. It's not flawless by any means, cuz the AI sucks... but it helps a lot.

    Also I don't see why they couldn't put more pet functionality into MM pets so that you could turn off melee or range attacks if you want. Personally they should allow you to enable disable any of your pet attacks like other games allow.
  18. Quote:
    Originally Posted by OneWhoBinds View Post
    Er... no, protector bots don't have a brawl. Or if they do, I have NEVER seen mine use it.

    But they DO have a reason to run into melee range. You just don't see why untill after level 32.

    It's for their Seeker Drones. Their Seekers may not latch onto an enemy if the ProBots stay at range, so they get close.

    As far as I can tell, this is what's going on. Can anyone confirm what the Seeker Drone's aggro range is? Not it's actual range, but how close it needs to be to an enemy to target it?
    Yes they do have a brawl. And that is the reason they run into melee pre-seeker drones. I don't even pay that much attention to the Protector Bot and I have no problem noticing him swinging his stubby arm in an upward swinging backhand to an enemy's face. Not sure what is distracting you from seeing it.
  19. Quote:
    Originally Posted by AlienOne View Post
    So, am I the only one who thinks that EATs are the only ATs not getting any actual attention? True, it's great that we can scale mob sizes to 8 for those of us who can handle it.... But, that's more a feature for the farmer-types... As far as EATS actually getting some love... It's kind of nonexistant... I'm referring, of course, to not being able to color our own powers and such...

    "The One"
    Why would you want to. I can totally see it for the normal ATs... but for Khelds... that would just be very odd and out of place.

    But I agree that EATs could use some love. It's as if they think they are complete or something else. Heck, it could be something cosmetic if they feel all the powers are where they need to be already. But rather than letting you tint, maybe have choices in the way your Nova or Dwarf looks.
  20. I'm glad that you can't change the colors of Kheldians, that would be completely... odd. The whole thing with khelds is that there is the "light" side Peacebringers and the "dark" Warshades. The colors are indicative of their race... it's all the same across the entire race. Where as with say an electric blaster... ionizing atoms for a lightning bolt could maybe refract light on the light spectrum to change colors. My 2 cents.