Timeshadow

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  1. Quote:
    Originally Posted by Dechs Kaison View Post
    Imagine the alpha slot as an enhancement, not a set bonus.
    Precisely this. The Alpha Slot effectively functions as an enhancement. It applies to all applicable powers and has a percentage of enhancement that ignores Enhancement Diversification. The exact percentage that bypasses the limit depends on the tier of the Alpha Slot.

    I'm going for Musculature. I've always been after more damage for my PB and the added Defense debuffs will help with to mitigate the lack of a consistent ToHit buff.
  2. Timeshadow

    PB and WS on SOs

    Both Kheldian ATs perform quite well on SOs alone. You won't be able to do some of the heinously awesome things you read about here on the forums but you'll be able to do as advertised, fill a multitude of roles adequately via your forms and diverse suite of powers.

    That being said, why are you going SOs only? I've found that a lot of players don't bother with IOs because they're put off by the seemingly astronomical prices on the market. If that's the case you can rest assured that, in most cases, you don't need to pay anywhere near what's listed as long as you're patient and learn the system. There are plenty of great guides in the market forums if you're interested in making money without all the time (And frustration) that farming or "just playing the game" requires.
  3. Quote:
    Originally Posted by BunnyAnomaly View Post
    They also have an AOE -resist debuff that doesn't require you to be hit by it. It emanated from wherever it lands. It also stacks. Stand amongst 3 or 4 of them and you'll die in a heartbeat.
    If I recall correctly the Sonic Grenade the Nullifiers use actually emanates from a target as opposed to a location. You can confuse said Nullifiers and they'll apply the debuff to themselves but it ceases as soon as they die. That would also explain why the effects persist even if you get well away from the graphic that indicates the area of effect.

    Either way it's still a nasty little power that can really sting. Especially when, like you said, a few of 'em stack and leave you with worse than 0% Resistance. Still, Longbow's not nearly as tricky as Arachnos can be
  4. Longbow is one of those groups that becomes really dangerous when all the various parts work together. They've got a pretty good variation of damage types and special tricks as opposed to a single threatening enemy (Master Illusionists, Paragon Protectors, etc.)

    Defense based characters tend to struggle against Longbow because just about all their attacks carry Defense debuffs. Combine that with the odd Radiation Warden and you've got cascade failure before long. Pay careful attention to the mobs in a spawn before you jump in. Also, monitoring your Defense numbers will help a lot. I suspect it's the debuffs that are getting to you.
  5. I'd say Science since the technology they use doesn't actually create the poison. It synthesizes it from other ingredients. But it really depends on how your character generates poison.

    For example, if they use some kinda device that they keep on their person I'd go with Tech. Otherwise, I'd go with Science.
  6. Can't say I'm not excited. My Warshade's gonna be even better. Now if only the Musculature slot were a little more tailored for my PB...
  7. Wanted to refresh the argument for increasing Peacebringers' base damage with some calculations comparing their self-damage buffing ability to that of Warshades.

    tl;dr Version: Warshades' methods of buffing their own damage leave Peacebringers in the dust both in terms of the amount of the buff and its consistency. Peacebringers need an increase to their base damage to keep from being left behind. Not enough of an increase to bring them on par with Warshades but enough so as to make a Peacebringer a comparable choice for DPS when trying to decide between the two ATs. Raise the melee damage modifier to .95 and the ranged damage modifier to .90.

    Long Version: All numbers are taken from City of Data or Mids' and are for unenhanced powers at level 50.

    Both Peacebringers and Warshades have same damage modifiers, 0.85 for melee and 0.80 for ranged. So at the baseline the two ATs are doing the exact same amount of damage with their attacks barring enemy resistances. But discrepancies begin to appear as soon as they acquire their respective damage buffs, Build Up for PBs and Sunless Mire for Warshades.

    Build Up: Build Up is a standard damage buff that most DPS focused ATs have. For Peacebringers it provides a 72% buff to all damage types for 10 seconds. It has a 90 second recharge so that buff will be available every 80 seconds.

    Sunless Mire: Sunless Mire is a bit of a unique power based on Dark Armor's Soul Drain. It provides an 11.25% buff to all damage types per target in its 15 foot radius up to a maximum of 10. So that's a potential 112.5% buff. The effect lasts for 30 seconds and the power's on a 120 second recharge so the increased damage will be available every 90 seconds.

    Comparison: Off the bat some simple subtraction reveals that the difference between Build Up and Sunless Mire with the maximum number of targets is 40.5%. Let's use the Tier 1 human form blasts for this.

    Quote:
    Gleaming Bolt does 44.49 damage at level 50. Modify that with Build Up and you get the following:

    44.49 * .72 = 32.03 (This is the amount of extra damage the attack will do) THEN 44.49 + 32.03 = 76.52 (The total amount of damage dealt with Build Up active)

    Now compare that to Shadow Bolt which also does 44.49 damage at level 50. Modify that with fully saturated Sunless Mire and you get the following:

    44.49 * 1.125 = 50.05 (This is the amount of extra damage the attack will do) THEN 44.49 + 50.05 = 94.54 (The total amount of damage dealt with a fully saturated Sunless Mire)
    At first glance the numbers don't seem all that far apart. But one must also take into account the fact that Sunless Mire has a long enough duration to also be effective in forms. Shifting from one form to another takes 3 seconds. Build Up only lasts for 10 seconds so 30% of its duration expires in the time it takes to go from one form to the next. Compare this to Sunless Mire which will continue to be in effect for another 27 seconds after a shift so only 10% of its duration is lost.

    Let's look at another example with Bright and Dark Nova. Both forms come with an inherent 45% increase to Smashing and Energy/Negative Energy damage respectively. This time I'll compare their AoE potential with Bright and Dark Nova Emanation.

    Quote:
    Bright Nova Emanation has a base damage of 66.1. So, accounting for the buff from the form itself and modifying for Build Up you get the following:

    66.1 * 1.17 (45% from Bright Nova Form plus 72% from Build Up) = 77.33 THEN 66.1 + 77.33 = 143.43 (The total damage dealt per target hit)

    Calculating the damage done by Dark Nova Emanation, which also does 66.1 base damage, with fully saturated Sunless Mire produces the following:

    66.1 * 1.57 (45% from Dark Nova Form plus 112.5% from Sunless Mire) = 103.77 THEN 66.1 + 103.77 = 169.87
    Now there are some mitigating factors to be represented. For the sake of fairness I'll include them.

    1) Sunless Mire's buff is dependent on the number of targets in range and has a toHit check. The first point was a very good counter argument in the days before the advanced difficulty settings. In those days players were limited to simply doubling the number of enemies; the game would still register them as being solo (So the limit was essentially x2). That's no longer the case. Players can now set their missions to spawn the same number of enemies as would appear if they were on a full team. So Warshades can, in effect, receive the maximum benefit from Sunless Mire even while solo.

    As for the toHit check, who doesn't slot their powers for Accuracy? A 5% chance to miss is hardly a mitigating factor of any significant degree.

    2) Fully saturating Sunless Mire requires a Warshade to put themselves in greater danger. This is theoretically true but there are other things that must be considered as well. Warshades have two AoE Stuns that stack with one another. I'm referring, of course, to Gravitic Emanation and Inky Aspect. A Warshade equipped with these two powers can stun anything short of an Elite Boss and then proceed to use Sunless Mire with impunity.

    Conclusion: The discrepancy between the two Kheldian ATs' damage dealing potential is clear. In days past this was limited by the fact that Peacebringers' buffs did not require enemies, living or dead, to be effective and therefore granted them a steadier performance curve, particularly while solo.

    But those days are gone. In the current game environment Warshades can easily outpace Peacebringers regardless of whether they are solo or teamed. This makes Warshades a vastly better choice for anyone seeking to increase DPS whether they be a solo player or a team leader in search of another member. Peacebringers need an increase to their base damage in order to continue to fulfill their role as a hybrid AT that puts out above average damage. My recommendation is to raise the melee damage modifier to .95 and the ranged damage modifier to .90.
  8. Thanks for your responses. I'm very eager to take a look at both of the groups you've suggested.

    Andora: I checked out the Titan Insudtries website and I'm quite intrigued. Would it be best to apply for membership via the site or just contact someone in-game?

    Valentyna: My Warshade just so happens to be one of those "yucky men" so I don't think Justice Girls is the right SG for me . But I'd definitely be interested in meeting someone from your affiliate groups. I'll contact you in game after I make the move.
  9. I appreciate the quick reply but I'm really looking for a larger group that's very active. I'll almost always choose teaming over a lot of solo work.
  10. Hey there Virtue

    I'm planning a server move for two of my toons and wanna make Virtue their new home. Years ago I was very into roleplaying on a particular forum and have wanted to get back into it ever since. So now I come to the unofficial RP server to find a SG and VG that suit me.

    Aside from groups with good stories I'm looking for chatty people. I hate going through missions without a word being exchanged. It really bores me to tears and takes a good chunk of fun out of the game. So I'm in the market for groups that enjoy both roleplaying and general conversation regardless of whether they're engaged in a fight or just standing around.

    I figure some information about the toons I'm looking to move would be helpful. I'll be bringing over my Warshade and my Bane. Both are level 50. The Warshade is in the process of becoming a Vigilante and the Bane is a Rogue who's fighting against Lord Recluse and the Arachnos organization as a whole. I've got no intention of changing their alignments.

    Thanks in advance for any replies and I hope to see you all in game soon
  11. Hello Justice

    I'm a long time player looking for some new stomping grounds. I've played on Justice a bit in the past and I really enjoyed the higher population and CoX typical friendly environment. Now I'm looking to make this server home for two of my toons and am in the market for good groups.

    What I really want are talkative groups. I can't stand being on a TF/SF and going mission after mission without a word. It makes me feel like I'm playing solo with a bunch of NPCs. Ideally I'd like a chatty bunch that doesn't have a problem cracking jokes and just generally holding a conversation while they smash face.

    I'm in need of both a Supergroup for my level 50 Peacebringer and a Villaingroup for my level 50 Widow. I hope to see you all in game very soon
  12. In response to the OP: I don't think a QuadForm Peacebringer is really a functional variant of the AT. It just isn't efficient.

    Quote:
    Originally Posted by Patient_V View Post
    Light Form blocking squid/lobster form, underwhelming human form damage, constant retoggling, annoying KB, Pulsar being terrible, and slot allocation issues are nothing new to Peacebringers. I'm sure more than one forumite read your post while grimacing and nodding his head.
    The two highlighted points are issues that are really only faced by those who attempt to run a QuadForm build.

    Yes, Light Form locks you out of Nova and Dwarf. But what difference does it make? It's a Tier 9 godmode power that's intended for emergencies, not frequent use (I wouldn't even go so far as to say it should be used every time it's available). If you need to activate Light Form it's because you've gotten yourself into something that Dwarf's already considerable Resistance can't handle. Of course being locked out of Nova limits your damage potential but that's more of an issue with PB's base damage values than the way Light Form functions.

    As for the second point, what's to retoggle? The shields are the only things I can think of that fit the description but why are you even using them if you've got Dwarf? If you're making use of the shields to keep you alive while you deal damage then you must be using Radiant/Incandescent Strike, Solar Flare or Photon Seekers. It only takes a split second to drop Dwarf and activate those powers, all of which provide you with some mitigation that allows enough time to get back into Dwarf.

    What I'm getting at with all this is that a QuadForm build, one that attempts to make use of Human, Nova, Dwarf, and Light equally isn't efficient because it suffers from large amounts of overlap. All those powers compete with one another not only for slots but also for proper usage. Some of them are better than others for different things. When you try to make them all function well at the same time you end up with a cacophony instead of a symphony.
  13. If it's a secondary build then your enhancements getting hit shouldn't be a problem as long as you slot enhancements that'll be appropriate for the levels you expect to exemp to. IOs start at 10 so you'll be able to function well as low as level 7.

    But since you're planning to drop down to as low as level 1 some special considerations will have to be made. Purple sets will work if you can afford 'em but I really wouldn't bother. If you can afford it that's cool but seems like a lotta headache for not much gain to me.
  14. I'd recommend a Peacebringer. Warshades tend to be better in later levels when all their various tools are available. At really low levels a PB would probably be a better choice since they don't rely so much on particular combat conditions to perform well.

    Quote:
    Originally Posted by GavinRuneblade;3296738I
    'm also thinking of using some of the cheaper PvP IOs to get things like knockback protection all the way to level 1 etc.
    Why go to the expense? You can easily get Knockback protection at level 1 by slotting a Steadfast Protection -KB IO in Incandescence or Absorption.

    Quote:
    Originally Posted by GavinRuneblade View Post
    I'm guessing 1 purple set ought to do me for accuracy, all things considered. Anyone have thoughts on that?
    Once again, why spend the Influence? At the levels you're planning to be at you'll be using Nova for damage. It's inherent ToHit buff will be more than enough.

    Also, as has already been said, if you're exemplared down to 15 then you'll have access to Dwarf as well. But you'll be limited to the base slots that come with all of its powers. That should be fine since you'll really only be using it to tank and break out of the occasional mezz. It's more than capable of doing those jobs without any real investment. The only place you may notice the lack of slots is the heal but it shouldn't be enough to put a damper on your performance.
  15. I've read through the thread and must say I'd be behind most of the suggested changes.

    INCREASE BASE DAMAGE!!!
    If you couldn't tell by the large script and excessive use of exclamation points, this is the buff I'd like to see most Peacebringers don't have anywhere near the same capability to increase their own damage as Warshades do. Now that's not a bad thing since it differentiates the ATs from one another.

    But, as it stands, PBs don't do enough damage on their own to compensate for this fact. I'm not suggesting trying to equalize the two but an increase to both melee and ranged damage modifiers would do a lot to improve the performance of Peacebringers, particularly at higher levels where Warshades begin to severely outpace them.

    An increase to .95(Melee) and .85(Ranged) would give PBs solid damage without making them overpowered or requiring any major changes to power mechanics that could potentially unbalance the AT in comparison to others.
  16. Hey all. As some of you may know Khelds are, hands down, my favorite ATs. I've got a 50 Warshade and PB, both of which are heavily IO'd. My Warshade is great for teams as it quickly becomes an engine of destruction without need of rest. My Peacebringer is good for solo work thanks to its self-contained buffs (The 32% Smashing/Lethal Defense I've built up helps too ). But as I play my PB I've noticed that something's lacking. There's no reliable mezz for use against anything above minions.

    As things stand, this absence can quickly become problematic. The issue really begins to stand out around the 30s when enemy mobs start to come equipped with more and more mezzes of their own. The way Khelds are designed you're often shunted into the more defensive Dwarf form against such foes. That's not as much of a problem for Warshades since Black Dwarf has a fantastic means of boosting it's own damage. White Dwarf has no such mechanism so if you end up stuck in it due to mezzes your damage output is significantly reduced (Which can lead to death depending on what you're facing).

    So, as the thread's title states, I propose increasing the Stun mag on Pulsar from 2 to 3. This minor change would give Peacebringers a means of better handling troublesome enemies without stepping into Warshades' more controllerish territory and prevent them from being forced into Dwarf for large portions of any combat scenario.

    Now some may see this as another argument for adding mezz protection across the board. While that option's very attractive I'm against it because it would fundamentally alter the way Khelds play and remove a certain emphasis on shapeshifiting as a primary means of fighting. This would, in turn, negate some of the versatility that hybrid ATs like Kheldians are built around.

    Please leave your feedback on this idea. Love it or hate it, if it makes the Devs pay attention it's worth posting.
  17. Quote:
    Originally Posted by LordXenite View Post
    20?!!?!?!?!?!!?! Back in the day... it was 50! I've had 50 Levels of Ice/Rad before I could make a PB or WS... I tell you, times are changing alright!
    Seriously. I banged out 50 levels on a Dark/Regen Scrapper (Ah, Voider. I do miss him sometimes) to unlock Khelds. Ever since then EATs of both sides are the only ATs I can seem to really enjoy. That's probably why my stable of characters consists of approximately 6 toons. Well, that and because I hate leveling as an exercise
  18. Quote:
    Originally Posted by EU_Damz View Post
    Thats my opinion too, much prefer the less obvious choices and having to work for it.
    That's cool for you but I don't wanna be subjected to sub par play just to suit your idea of what's "fun". It's your right and mine to do what we want in-game and not worry what anyone thinks.

    I hear what everyone's saying about players who still contribute to the team without having what are commonly viewed as key powers. To some extent I agree. Will I be upset with a Force Field player who doesn't have Dispersion Bubble? No but if they don't have Deflection or Insulation shield that's another story. I won't kick such a player if we're just running normal missions but if it's a TF/SF/Trial they won't be stickin' around. To some that may seem unfair or excessive but my enjoyment of the game is based on performing well, not just sufficiently.
  19. Quote:
    Originally Posted by Jade_Dragon View Post
    I'm not sure if Mind Link applies to the whole team or just the +Acc is applied to the team. If it does, you're talking about around +28% Def, but if it doesn't, the 3.5% from Manuevers is less significant
    All of Mind Link's effects apply to any teammates within range when it's activated and it provides +toHit as opposed to +Accuracy.

    My Night Widow build is designed for perma Mind Link (Currently about 10s shy) and she does a great deal to keep herself and her team alive. Particularly the squishies. If all that Defense fails I can just finely dice whatever's attacking them.
  20. Quote:
    Originally Posted by MementoMori View Post
    Normly affter you pick pick up a few powers i would say drop the nova form the WS has so many ways to destroy stuff it dose not need "blaster" mode. in fact its human/dwarf forms alone can put out stupid lvl of dmg if you get the timing of the mire down
    Quote:
    Originally Posted by macskull View Post
    lol
    I have to agree with this. Don't get me wrong, a bi-form build is plenty viable but there's nothing more rewarding than making good use of all three forms. A well built and well played TriFormShade is a true engine of devastation.
  21. You can thank Dechs Kaison for the guide. It's a nice little piece of work.

    As someone who plays a 50 Warshade and Peacebringer allow me to welcome you to our wonderful, alien world. All the naysayers who laugh and say VEATs are infinitely better than Khelds aren't in the least bit credible (That's not a knock on SoAs by the way. Got a 50 Widow and Solider too ). Warshades are, without a doubt, one of the wildest rides in the game. I hope you thoroughly enjoy it.
  22. Quote:
    Originally Posted by Terror1 View Post
    looking at his earlier threads i call clueless

    edit: My favorite
    http://boards.cityofheroes.com/showthread.php?t=195549
    I knew I recognized him from somewhere! I read that post last year and thought to myself "Seriously? Wow..."
  23. Quote:
    Originally Posted by Nightchill_EU View Post
    I was hoping a "You just have to you this -grossly-expensive-IO-that-does-the-work-for-you-" answer. But thanks for the replies, I will try to play smarter.

    About Nemesis leuts, if the leuts cast vengeance so I should kill them 1st and not last? Or its some kind of special vengeance that triggers on death?
    Definitely kill the lieutenants LAST. Their Vengeance triggers on death and will stack, as far as I've seen, infinitely so if you kill them first you've got a whole lotta Nemesis left to deal with and they're all buffed to godmode.

    There's no mechanical solution for dealing with enemies that specifically counter Defense. It's intended to be that way. Keeps you from doing the "faceroll" on your keyboard that a lot of us here on the forums say can get you through the vast majority of the content (I vehemently disagree but that's another story for another day )
  24. Yeah they can solo EBs just fine. AVs require significant IO set investment but that's the case regardless of what AT you play.

    As for expensive, not really. One bil is way more than enough to softcap and take care of any other aspects you wanna enhance. Most expensive thing is gonna be Touch of Death pieces. The set provides 3.75% Melee Defense but you need all six pieces. If you decide to use 'em they're gonna cost you. But overall a good build can be done for two hundred mil or less.
  25. Banes are more closely related to Stalkers. Their Cloaking Device provides a higher stealth rating than Widow's Mask Presence. You can stand right next to a baddie with it on and won't be detected (Unlike Widows who'll be discovered at close range). They can also perform an Executioner's Strike from Hide. On top of those two things, they're better suited to extreme burst damage as opposed to really high DPS like Widows.

    Night Widows are more like Scrappers with stealth as opposed to Stalkers. If you're looking for something similar to the latter you definately want a Bane. Only problem is the Soldier version of Combat Training: Defensive only provides Ranged Defense so your overall Melee Defense pre-IOs will be lower than a Widows. Also, you'll be lacking any means of boosting it in an emergency (i.e. Mind Link and Elude).