TwoHeadedBoy

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  1. TwoHeadedBoy

    new kheld proc

    It would be nice if the catalyzed recharge bonus didn't go up to 10% but a purple set giving a recharge bonus that wasn't 10% would be something completely new. I guess we'll have to wait and see.
  2. And before people start taking things that I say out of context and attribute it to me just insulting Beam Rifle, let me say that I think it's one of the better blast sets in the game. No, I don't think the nuke is great, but the set itself in my opinion is still very awesome and balanced. The -regen gives it an advantage against tough targets. It also means that it can be reasonably paired with just about any secondary and won't have to go the extra mile to build melee survivability to take advantage of Drain Psyche- The regen debuff present in the primary attacks means that it can solo tough targets safely from range. The -regen is also an asset that will increase overall killing speeds for entire teams against AV's which is worth mentioning. Plus the BR models are all really cool looking so that definitely counts for something.
  3. Quote:
    Originally Posted by Zemblanity View Post
    With just 3 attacks? White Dwarf needs a lot of recharge to build an attack chain, don't think it's possible with only SOs, and it's definitely a problem while leveling. Regardless, just cycling two ST and an AoE gets repetitive.
    I don't have Mids up right now but I'm pretty sure that at least during the duration of Hasten Warshades can build a seamless attack chain in Dwarf form on basic IO's/SO's fairly easily. Not as sure about Peacebringers. It should never get boring and shouldn't be an issue while leveling because most builds will not have a fluent attack chain throughout their level up journey anyways and the additional access to form powers for Kheldians actually gives them more of an advantage in that department. Also if you['re getting "bored" just switch forms, that's the beauty of a tri form build. Shrug.
    Quote:
    As to survivability, light form lacks any sort of debuff resistance, which could very well become the tank-form's niche.
    Huh? Resistance always resists resist debuffs and LF is a resist power. I wouldn't mind seeing DDR for Dwarf forms either but that would only make sense of some sort of +defense powers were given to Dwarf forms first.
  4. Quote:
    Originally Posted by MisterD View Post
    Oh get over yourself. Pretty much everything you say, about anything, can basically be summarised as "I am RIGHT, don't even try to make a case or reasons about the opposite opinions."
    What are you talking about? I was specifically addressing a point about the BR nuke vs. RoA and I explained my point very specifically.
    Quote:
    Not everyone likes archery. Not everyone wants to play a power set that basically has 2 decent attacks, one being a OP nuke that somehow got an awesome recharge.
    I don't care what people "like," people are welcome to like whatever they want. 2 decent attacks is pretty lame to say... The low level blasts are basically the same as any other, Blazing Arrow is awesome, Explosive Arrow is awesome, Aim is always awesome and RoA is awesome. The only thing that makes sense to me for someone to call bad is the snipe and snipes always suck anyways.
    Quote:
    If the whole point of nukes is doing damage, as you say..then Overcharge doing MORE damage, makes it..you know..more damaging. Of course then you have to bring in the damage over an entire mission, since that is so related to the pure damage of a nuke..not.
    What? It doesn't have enough of a damage edge to justify the over 2x base recharge. RoA will BRING MORE DAMAGE because of that. I'm sorry if you're not able to mentally make that connection but I can't be held responsible for your comprehension issues.
    Quote:
    Nevermind that unless your archery blaster is dead set first to a new spawn every time, and you manage to Q up RoA, wait the 5 days, then have it land, in tics, a good portion of the 'damage' required to kill said spawn will have already been done.
    You realize that you can que RoA while standing in the mop-up zone of one spawn on the next spawn? That works just fine. If you build a survivable enough Blaster, you can get to the alpha strikes far enough before everyone else and play leapfrog with yourself and the rest of your team from spawn to spawn. When you solo, none of this matters anyways.
    Quote:
    Also..maybe consider that the thread was about BR, and people who like it. Coming in and comparing it to ONE power in archery, as a case to not use it, is just pointless.
    You're crying like I just kicked your dog or something. Shut up dude, it's not attractive at all. I already mentioned BR's strengths and why I considered it to be a solid set, but I also mentioned a weakness. Sorry that pointing out a deficiency in the set hurt your wittle feelings.
  5. TwoHeadedBoy

    new kheld proc

    Quote:
    Originally Posted by Stone Daemon View Post
    Just to make sure we're clear, you understand that the proc will function like interface, right? It won't just proc on the attack you slot it in.
    Redacted because I just thought of a perfect master plan after learning this information and it's now top secret.
  6. TwoHeadedBoy

    new kheld proc

    Quote:
    Originally Posted by Blood Red Arachnid View Post
    I get the feeling this proc will benefit WS more than PBs... again. My PB has no issues healing itself, and much like the other proc there's no real place for it.
    The real value is in the set bonuses. My PB will actually have an easier time taking advantage of this set since his human build has no place for Armageddon or Absolute Amazement, meaning all I'll need to do is replace a rare set somewhere with this new set. It'll be going in one of the ranged AOE's easy peasy.
  7. TwoHeadedBoy

    new kheld proc

    Quote:
    Originally Posted by Draeth Darkstar View Post
    So... slot this thing 6'd in some power of choice, remove a legacy purple set from your build, and reslot the power you dropped the purples from with the next-best recharge bonus, or some extra defense? I recently did this with a Controller build that had 5 purple sets in it.
    My options are limited since I need to keep the Armageddon/Hecatomb/Apocalypse procs. I can't replace Kheldian's Grace because I have it 5 slotted for the 10% bonuses plus a Soulbound proc in the sixth slot which I'm not willing to drop (I'll need to 6 slot this new set.) I could replace Ragnarok I guess, but I have that in a long recharging power where this new heal proc wouldn't be very beneficial. I'm going to have to be able to see final values before I decide how and where I'm going to slot this new set and then sit down staring at my build for like 45 minutes until the solution comes to me. Right now the very best option might just be to slot this set uncatalyzed in Detonation, but then I would lose the FF+recharge proc and I don't think the gained global recharge bonus comes anywhere close to making up for that.
  8. Quote:
    In regard to the Nuke being trivial compared to RoA..rubbish. Maybe the rech is not as good, but it is still up every second spawn easily, does not take 5 days to actually fire, and comes with a mag 3 stun and -def. Oh and it isnt lollethal damage.
    Secondary effects are nice and everything, but you don't judge how good a christmas present is because of how much you like the wrapping. The whole point of Nukes is to do damage, and Overcharge has more than twice the base Recharge of RoA. Even with the better DPA, I would estimate that RoA does around three times the damage over the course of a mission than Overcharge does.
  9. I really wish the OP had added "besides Blasters" to the agenda for this thread, just to avoid a repeat of the 50 other threads within the last weeks that this is now probably going to turn into.
  10. Quote:
    Originally Posted by Fireheart View Post
    Quite right, I mean a regular attack. Eye-beams and another punch.

    Nukes just aren't that useful in the attack-chain.

    Be Well!
    Fireheart
    So you want a ST attack in order to give Nova forms competitive DPS with human and Dwarf form? I don't really think another option for strong single target damage is necessary for Khelds. As it is now, the Nova's constant burst AOE is the most powerful either Kheldian has access to aside from the Nukes, but the survivability cost for leaving human form and dropping defense toggles is not worth the only *slight* increase in AOE output. Adding a crashless, fast cycling nuke to the Nova forms respectively would add incentive for taking and using the form in the first place. I see no logical reason for Nova to excel at single target damage- The forms are supposed to provide versatility by fulfilling different roles, not compete with one another.

    Also, why "another punch"? I'm pretty sure that both dwarf forms can make an attack chain with just SO's as-is. The reason why I would like to see a Tank-esque Storm Kick mechanic added to both of the t1 Dwarf Stikes (not a new power, just an added functionality) is that human form currently has much higher potential for survivability than Dwarf form on both brands of Kheldian, and this seems like it needs to be counteracted since Dwarf is meant as the 'tank' form.
  11. Quote:
    Originally Posted by Redlynne View Post

    Warshades don't need any help.
    The AT as a whole doesn't need any help, but the Shade AT does suffer from the same issues that Peacebringers do also in a general sense. The form animations need to be shortened, and toggle suppression needs to happen in order for the forms to be worth using for end game purposes. Stacked Mires are great and all, but they're sure as hell not worth missing out on the small purple from softcapped defense to all positions that human form only can achieve. As it stands now, Dwarf form (the "tank" form") at its highest peak is marginally less durable than human form can be. This is a problem. The Nova burst AOE is better than human form, but the sustained AOE from human form is noticeably better and human essentially misses out on one AOE power in exchange for possibly the highest survivability potential in the game (and can still potentially cycle the one they have in ~5 seconds, while using it to more frequently cycle a crashless mini-nuke with a strong AOE stun component and fill the role of Dominator, Tank and Blaster all at the same time, no sacrifice required.)

    Basically the issue that Warshades have is the same major issue Peacebringers have, and it's a fundamental design flaw (this is before we even consider the poor Peacebringer power synergies that you mentioned) the forms simply aren't worth using for end game/high end purposes.
  12. I think Beam Rifle is the only Blaster primary that could solo GM's without /Mental as a secondary so I guess it gets props for that alone. Unfortunately, /Ment does exist and so there's really no non-concept reason to play BR from a pure numbers perspective since the AOE isn't there. It's kind of a one-trick pony. I guess the crashless nuke is nice but ROA trivializes it in comparison.
  13. TwoHeadedBoy

    Psionic Armor

    Quote:
    Originally Posted by Mad Grim View Post
    No, we need Gravity Armor, not Psionic! I want everything that approaches me to be flung back a few dozen feet.
    Take whirlwind.
  14. TwoHeadedBoy

    new kheld proc

    The thing I'm not liking about these is that thinking about it, if I catalyze the pieces for higher defense values the recharge bonus will conflict with the 5 stacked ultimate recharges I already have. Splitting the set up for me won't be an option since I'll want the superior ranged defense... This means I'll miss out on any extra recharge entirely, and I only have on plausible power to slot the set in in the first place. Hrm.
  15. TwoHeadedBoy

    new kheld proc

    All the set bonuses are perfect for my 32.5% defense to all positions Warshade. Depending on what the superior version looks like, I'm likely to have a crapload of leftover slots for some extra touches. Very awesome.
  16. TwoHeadedBoy

    new kheld proc

    Jesus, those set bonuses are insane.
  17. TwoHeadedBoy

    new kheld proc

    Still haven't gotten on beta and I've been mostly looking at the secondhand information about the new powersets. If someone wants to post info on the new Kheld set I'd appreciate it... Don't think I've come across any yet.
  18. TwoHeadedBoy

    Psionic Armor

    The individual power descriptions for all the new sets have been leaked already. I think posting it is against the rules, so I'll just say google it.
  19. Quote:
    Originally Posted by Stone Daemon View Post
    I find it interesting that each time I've recorded our ITF completion time has had a one hour and 8 minute finish time. And if my memory serves, the few times I wasn't able to take a screenie with the times on it were also at (or very near) that benchmark.
    I know it doesn't count, but I'm pretty sure that when me, Doom, and AIB trioed the MoITF we did it in under an hour.
  20. Another vote for a Kheldian Sash for male characters.
  21. Quote:
    Originally Posted by Fireheart View Post
    Erm, right...

    I think the Forms each need one more attack, except Dark Dwarf, which already has one? So D-Dwarf needs something else... I guess.

    Be Well!
    Fireheart
    I still don't see the logic behind putting the nukes into human form when the whole purpose of Nova is to bring the best AOE damage to the table. It's not that I think the form *needs* an extra power, just that I think the change would make the most sense and if the nukes were made crashless it would add a tremendous amount of value to Nova form which is particularly complained about being useless on a Peacebringer quite a bit.
  22. I see the need. Make Quasar and Dawn Strike crashless nukes with an ROA level cooldown that can only be used in Nova form. Bam. Human form only now has a viable contenting playstyle for high end performance Kheldian builds. Oh, and I still think both Dwarf Form's should get a Tanker Storm Kick mechanic added to their t1 strikes.
  23. Quote:
    Originally Posted by Memphis_Bill View Post
    If you read it in an R. Lee Ermy voice, it's more amusing.
    Alternately, the voice of ... gah, brain lapse... Graham Chapman from the abuse part of the Argument Clinic sketch works too.

    I'd prefer it everyone read all of my posts in the voice of Skeletor personally.
  24. Quote:
    Originally Posted by The_Warmage View Post
    I obliviously made some...mistakes. I knew it looked good on "paper" but wasn't right, which is why I asked. I left the game shortly after i13 came out and only recently returned, so I'm relearning ALOT.

    I saw your build posted and was trying for something a little less...expensive. I realize I could perma light form, but don't you still get the crash? IIRC (and I may not be), it worked that way before. It's a much more expensive build (roughly 7 vs 4 billion), but it may be the way to go anyway. (Not counting merit purchases, drops, and conversions)

    The reason I was going for defense is because you easily cap resistance on a team with Cosmic Balance buffs. Any combo of 2 scrappers/blasters/brutes is another 20% damage resistance, putting my build over the cap, making LF redundant. Solo I'd be a bit squishier, but wouldn't necessarily have the mob sizes to make it matter much.

    I was also trying to get some psi resist in since so much of the end content has psi damage.

    I do appreciate the help, even if it was "rough", it has me looking in the right direction. I certainly can't doubt your expertise.
    The LF crash is a joke now, you have two click heals to manage it. Just learn to glance at your buff bar until it becomes second nature and the crash won't even be an issue. Defense is good after you take care of the essential stuff like slotting your powers properly. Relying on the inherent for build goals would be retarded because it takes away your self sufficiency and makes your survivability a crapshoot. Building psi resistance isn't something you should be worrying about. I have positional defense on my build as mitigation against some positioned Psi attacks, and a crapload of HP and click heals to aid with that mitigation. Chasing a negligible amount of psi resistance that wouldn't even make much of a difference isn't worth gimping the rest of your build over. The price difference isn't that big. Purples and PVP IO's can be picked up through enhancement converters now (check the market forum for more info) which means you can either get the formerly expensive stuff that way or take advantage of how much cheaper they are on the market. And welcome back to the game.
  25. And a mod with Provoke (not recommended but wanted to show that it could be included while retaining the numbers)

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Presence

    Hero Profile:
    ------------
    Level 1: Gleaming Bolt Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Dmg/EndRdx(3), Achilles-ResDeb%(5), Dmg-I(50)
    Level 1: Incandescence GA-3defTpProc(A)
    Level 2: Gleaming Blast Apoc-Dmg(A), Apoc-Dmg/Rchg(7), Apoc-Acc/Dmg/Rchg(7), Apoc-Dmg/EndRdx(9), Apoc-Dam%(9), Achilles-ResDeb%(11)
    Level 4: Shining Shield S'fstPrt-ResDam/Def+(A)
    Level 6: Radiant Strike Hectmb-Dmg(A), Hectmb-Dmg/Rchg(11), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Dmg/EndRdx(13), Hectmb-Dam%(15), Achilles-ResDeb%(15)
    Level 8: Essence Boost Panac-Heal/Rchg(A)
    Level 10: Hasten RechRdx-I(A), RechRdx-I(17)
    Level 12: Luminous Detonation Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(23), Ragnrk-Acc/Dmg/Rchg(23), Ragnrk-Acc/Rchg(25), Ragnrk-Dmg/EndRdx(25)
    Level 14: Inner Light GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(29), GSFC-Build%(31)
    Level 16: Proton Scatter SKheldiansG-Acc/Dmg(A), SKheldiansG-Dmg/Rchg(31), SKheldiansG-Acc/Dmg/Rchg(31), SKheldiansG-Dmg/EndRdx/Rchg(33), SKheldiansG-Acc/Dmg/EndRdx/Rchg(33)
    Level 18: Incandescent Strike T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(36)
    Level 20: Pulsar Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(37)
    Level 22: Reform Essence Panac-Heal/Rchg(A), Numna-Heal/Rchg(39), Heal-I(39)
    Level 24: Boxing Empty(A)
    Level 26: Solar Flare Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(40)
    Level 28: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 30: Tough S'fstPrt-ResKB(A)
    Level 32: Super Speed Zephyr-Travel(A), Zephyr-Travel/EndRdx(42)
    Level 35: Assault EndRdx-I(A)
    Level 38: Weave LkGmblr-Rchg+(A), DefBuff-I(42), LkGmblr-Def(43)
    Level 41: Light Form Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx/Rchg(43), Aegis-ResDam(43), Aegis-ResDam/EndRdx(45), Aegis-EndRdx/Rchg(45)
    Level 44: Dawn Strike Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(48)
    Level 47: Provoke Mocking-Taunt(A), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(48), Mocking-Taunt/Rchg/Rng(50), Mocking-Taunt/Rchg(50)
    Level 49: Quantum Acceleration LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    ------------
    Level 2: Swift Empty(A)
    Level 2: Health Mrcl-Rcvry+(A)
    Level 2: Hurdle Empty(A)
    Level 2: Stamina EndMod-I(A)
    Level 1: Brawl Empty(A)
    Level 1: Cosmic Balance
    Level 1: Energy Flight Zephyr-Travel(A), Zephyr-ResKB(5)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 4: Ninja Run
    Level 10: Combat Flight LkGmblr-Rchg+(A), DefBuff-I(17), LkGmblr-Def(19), Zephyr-Travel(19), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(21)
    ------------



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