My First Epic AT


bmbeeman

 

Posted

So after countless hours of giving things the boot on my Scrapper I hit 50 this morning. I've been anxious to try kheldians since I hit 40. I'm interested in shape shifting and the fact that one AT can fit just about any playstyle. I'm trying to pick out the differences between the two khelds and they look almost identical to me. I hate teleport as a travel power so I'm tempted to try a PB, but I'm still not all that sure what I'm doing.

I should probably mention what I expect to get out of a kheld. I got attracted to the AT at first for their inherent abilities. They thrive when in a group. I love grouping and came to this game to play with others so this is right up my ally. I see Kheldians as not one AT, but three. If at all possible I want to build one that takes advantages of all three forms. I could be blasting as a nova on one mission and smashing things as a dwarf on the next. I want to experience the whole class, plus it will liven things up not doing the same thing all the time. Is it possible to build three ways, or does it pay to specialize? and now that I've lost my train of thought I'll go back to my original question as to what the difference between a warshade and a peacebringer? And which one might a scrapper/blaster player fit into.


 

Posted

I'd encourage you to start by reading the guides, particularly this one, to answer many of your basic questions.

As for the differences between Warshades and Peacebringers, there are many. <ul type="square">
[*]As you already know, Warshades begin the game with teleport and get a version of recall at level 10 (in addition to whatever power you choose at 10 - this power is given 'free'). Neither Warshades nor Peacebringers can access the Flight or Teleportation pools, meaning that Hover, Fly and Air Superiority are not available.

Warshades have a number of powers that give conditional buffs based on the number of targets hit, such as Sunless Mire and Eclipse. Warshades also have several powers which require defeated foes to work, such as Stygian Circle, Unchain Essence and Dark Extraction. Many other Warshade powers may be familiar to those familiar with Dark powersets as several powers like Inky Aspect and Sunless Mire are near-direct clones of some of those powers (Oppressive Gloom and Soul Drain, respectively).

Generally speaking, Warshades are capable of greater extremes in damage output and survivability than are Peacebrigners, but require more effort to sustain these peaks and generally have a 'peaks and valleys' performance curve. A well-built Warshade at the top of his/her game excels at large-scale PvE. The more mobs, the better.
[*]As you already know, Peacebringers begin the game with flight and get a version of hover at level 10 (in addition to whatever power you choose at 10 - this power is given 'free'). Neither Warshades nor Peacebringers can access the Flight or Teleportation pools, meaning that Recall Friend, Teleport Foe and Air Superiority are not available.

Peacebringers have a number of powers which may be familiar to many players such as Build Up, Conserve Energy and Essence Boost (a Dull Pain clone). Peacebringers also have many self-heals and stronger melee attacks than their dark cousins, which makes them stronger in tough one on one boss fights. Also, the tier nine Peacebringer power Light Form locks the player in human form for its duration (essentially it's a clone of Unstoppable, complete with crash). This makes PBs a more natural choice for human-centric or Human Only builds than Warshades, although this should not be taken as an absolute as Human Only Warshades and Tri-Form Peacebringers do exist and are quite viable.

Generally speaking, Peacebringers are very stable in their performance as their buffs are all self-contained, not reaching quite the heights of Warshades but requiring far less effort to attain and sustain. A well-built Peacebringer is a match for just about anything and excels at taking down hard targets and surviving inordinate amounts of punishment.
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With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
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Posted

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I hate teleport as a travel power so I'm tempted to try a PB, but I'm still not all that sure what I'm doing.

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You shouldn't let this stop you from trying a WS. If you don't like TP'ing, then just switch to Nova form and fly around. Nova form is my main method of travel. As a WS, you get the Nova form at lvl 6 so you'd only have to bear the teleporting for 6 levels or so, which fly by extremely fast. You can get to lvl 8 just running through the sewers once.


 

Posted

Quite true, there's no need to feel trapped into the power you start out with. You can fly around all the time in Nova form if that's what you want (if you take Nova form). You can teleport around all the time in Dwarf form if you want (if you take Dwarf form). You can take Super Jump or Super Speed just as normal if you wish.

I wouldn't recommend basing your decision solely or even primarily on travel preference.


With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server

 

Posted

True to form, Justaris has done an excellent job of explaining the basics of Kheldians and given you the link to Plasma's guide (Considered the unofficial Kheld manual).

As to which one best fits a Scrapper/Blaster playstyle, I'd reccommend a Peacebringer. While Nova form allows both Kheldians to blast, scrapping is a PB specialty. They have two powerful melee attacks in human form. Warshades have a more control centric focus.

However, the nature of Black Dwarf powers can make a Warshade into an effective Scranker. Much of that capability is dependent on Black Dwarf Mire, a self-buff that increases damage and ToHit in proportion to the number of enemies affected for a brief time.


 

Posted

After reading the guides I'm even more confused. I'm noticing that the differences between the two ATs aren't as clear cut as I once thought. I want to try a tri-form build, but I'm not that great with building characters. I've played characters that are clearly defined and easy to slot, this is not the case with Kheldians. I've also noticed the Kheldians can get more clicky than my other characters, I'll just have to adjust. Right now I see Kheldians like this:

Human: Utility
Nova: Blast
Dwarf: Tank

So I thought about just taking human powers that cross-over into the forms and focusing on shifting. The forms have a clearly defined role and that would help me narrow down the plethora of options. To me this fills what I originally wanted. I could blast in Nova or Scrap/Tank in Dwarf, Switching to human form to buff myself. Anyone got an input on how I can refine this idea? Right now I'm still not sure if I'm on the right track, but I did figure out that I want to try for a tri-form. Another Question, do you just slot forms, or are the powers granted by the forms slot-able too?

I'm still trying to decide which AT to take further, eventually I can see myself taking both to the end, but right now I want to focus. After running my scrapper I want run something a little bit less intense. From what I'm seeing this seems to lean towards warshade, am I correct in thinking this? I'll let you guys mull over those questions a bit and get back on the boards tomorrow and see if I can put two and two together, thanks for all the help so far!


 

Posted

One of the beauties of the Kheldian AT is that there is no one "right track". What you're describing is more or less a classic approach to a tri-form build, with perhaps a touch more emphasis on a "forms specialist" variant.

The powers are slottable. You gain four blast powers (two single-target, one cone and one AOE) with the Nova form. You gain six powers (two melee attacks, a taunt, a teleport, a self-heal or drain and a Flare or Mire) with the Dwarf form.

Slotting, far more than power selection, really determines a Kheldian's build. I'd recommend making use of a build planner such as Mids Hero Designer to help guide you as to what the powers do, what's possible and different ways you might approach your Khelds. Even if you don't use any of the builds you make in actual play, messing around with the planner may give you a better understanding of what these ATs are and what they can do. As for which is right for you, Peacebringer or Warshade, that's ultimately a question only you can answer.


With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server

 

Posted

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After reading the guides I'm even more confused. I'm noticing that the differences between the two ATs aren't as clear cut as I once thought.

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The differences become clear once you start playing the two Kheldian AT's.

At first, Peacebringers can be quite aggressive thanks to their -defense effect (especially in Nova) and their first self-reliant self-heal. Warshades are more suited to kiting an enemy (especially in Nova) or keeping it at bay with their Snare attack and the slow effect they stack on their enemy.

Later on, as your Kheldian matures, you will discover that Warshades require enemies around them to power themselves and pack more tactical options than Peacebringers, while Peacebringers have an easier time tanking and can outlive tougher enemies by using their self-reliant buffs/heals at the right time.

Both Kheldians must remain very active to be efficient! Especially if they are true TriFormers.

If you are choosing the TriFormer way, depending on the situation, you will find yourself staying in one form, or shape-shifting like crazy. It is very important to figure out which strategy to employ when.

I would dare say that more than any other AT in the game, Kheldians benefit the most out of having their attributes monitored by the player and the use of keybinds.

From my experience, I have to say, the best thing I've ever done to enable me to understand Kheldians was to research them while playing them.

It's one thing to know that Unchain Essence is an AoE nuke that packs a stun effect on top of some damage and a totally different thing to realize that to efficiently use Unchain Essence, a Warshade can use other powers to first position the enemy group in such a way that once a single enemy is defeated, the Warshade can anchor that defeated enemy, use Unchain Essence and then quickly switch to a Boss that was caught in the AoE and hit it with Gravitic Emanations to stack the stun effect on the Boss!

Then again, some Warshades would simply just go for the kill and will not even bother trying to stun anything, and yet other Warshades would first teleport a foe to them, overpower it quickly, and draw an Extracted Essence to help them in their fight before attacking the bigger group.

A build lets you do what you want, but since there are so many ways to play a Kheldian, building them to effectively match your playstyle means you first have to decide on a playstyle, and to do that, I guess you must first experiment with your Kheldian to make up your mind about what you like to do. YMMV, but that's how it worked for me.


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

First off, let me add to those that have suggested taking Super Jump with your Warshade or using Nova form to get around that you also have a power called Nebulous Form. In addition to making your intangible (so you can't be attacked) I believe you also gain the ability to Super Jump. This power is on a timer, so you can't use it for long, but you can shift to Nova when it wears off and then back to Human when it recharges.

Now, in essense your problem with a Kheldian is that you have way too many powers and not enough slots. If you try to become a generic Kheldian with every power available you will be too weak to defeat foes. Thus, there are a couple of basic build concepts that most people use:

Human Form - This skips the Nova and Dwarf forms (or uses them only as travel powers) and concentrates on slotting the human powers. For a PB you will essentially be a Defender with melee attacks, for a WS you're a bit more like a Controller. Being in human form so much you can take all three of your shields, knowing you won't have to keep putting them back up, and as previously mentioned, for PB you have Light Form.

Bi-Form - This skips either Nova or Dwarf and concentrates on building up the Human form along with the other chosen form. This has less slots to devote to the Human form, but gains the blasting ability of Nova or the tanking of Dwarf. You will probably want to concentrate on the counterpart of your form in Human form, for instance for Human-Nova you would make your Human form defensive and make use of the melee attacks, while for Human-Dwarf you would concentrate on your ranged attacks so you can use Human form as a Nova with melee abilities. You also have the advantage of using your Human form powers to complement your other form, double Mireing as a Human/Dwarf WS, for instance, or using Build Up as a PB and shifting to Nova to blast.

Tri-Form, form emphasis - This is probably the most common Tri-Form build, and the one you seem to be interested in. Essentially, you take both forms, and slot them well, and then take and slot the Human form powers that complement your forms. Your Human form isn't for fighting, it's for support of your other forms. This helps narrow down your options, as you said, and allows you to concentrate slots on your form powers, letting them do all the damage. You would shift to Human form after the battle is over to do a Stygian Circle (WS) or Essense Boost. (PB) Most of your fights, though, would be either in Nova or Dwarf form, depending on what the team needs, a damage dealer, or a tanker.

Tri-Form, shape shifting emphasis - In this strategy, you slot all three of your forms, and try to make them balanced in their capability. As I mentioned previously, this would normally be a bad design, you are so generic all of your attacks would be weak. This concept gets around that, though, by constantly shape shifting DURING the battle to take advantage of each form's strengths.

This is probably the hardest to play well, and since shape shifting takes time you do lose a considerable amount of DPS, but it is a LOT of fun. This is the strategy I use. Basically, I build to each of my form's strengths, on my PB, my Nova form is the ranged blaster, my Human form does all the melee damage, and my Dwarf form takes the hits. I shift momentarily to another form to make a massive attack, then shift back to Dwarf to take the return fire. It takes timing, and you've got to balance the form shifting with remaining in a form long enough to use it to its full advantage, but that's part of the fun of learning to play that way.

On my WS, the Dwarf does more melee damage than the Human, so I typically use Human form only for holds and Mire/Stygian Circle. I do make use of the Human form's stealth powers, though, like Shadow Cloak and Starless Step (TP Foe) to whittle down a group in Human form. Then I go Nova and start blasting, and drop to Dwarf (with a Mire or Stygian Circle in the middle of the form change) as soon as they close with me.

In short, whichever form you stay in the most should get the most attention. If you want to pick a role in a team or a couple of roles, then slot for that, otherwise you can just spread the slots around and go where you seem to be needed at that moment. If you want to play more of a team support role and slot, say, your PB's ally heal power and use Nove for knockback, you can do that, too. You really have a lot of choices, and you can't ever really take them all. (Although with dual builds you might be able to try out a lot of them)


 

Posted

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I would dare say that more than any other AT in the game, Kheldians benefit the most out of having their attributes monitored by the player and the use of keybinds.


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And while I could have just included this in my previous post, I think it's so important it deserves it's own post, even if I say nothing but "I agree 100%".

A shapeshifting bind to change your form and switch to a tray with that form's powers (and another to go back to human) can make the difference between being unable to play a TriForm, and being able to make allies send you tells saying, "Man, you are INCREDIBLE with that Kheldian!"

(And there may be an AT that gets as much or even more use out of keybinds. But they're on red side. Masteminds. )


 

Posted

Well said Jade.

Also, post-I13, with the forms now gaining the inherent team-bonuses, the last approach Jade mentioned is now a lot easier to handle, and perhaps even more fun.


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

[ QUOTE ]
A shapeshifting bind to change your form and switch to a tray with that form's powers (and another to go back to human) can make the difference between being unable to play a TriForm, and being able to make allies send you tells saying, "Man, you are INCREDIBLE with that Kheldian!"

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Ummm... when I talk about binds, I actually lean more towards those keybinds that take you out of Nova/Dwarf form(s) and switch to corresponding tray and execute a Human-form power. The binds to actually shift to Nova/Dwarf are quite simple in essence both to write and use. It's those drop-to-Human/Activate-power binds that are the tricky ones.

Those binds are my bread and butter, lifesavers and the reason a lot of people tell me I handle my Kheldians very well although in a manner that freaks'em out because of the booming form-shifting sounds

My Kheldians are the only Blue-side characters (on the Red-side, it's Masterminds) who require a complete binding of the NUMPAD keyboard.


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

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Well said Jade.

Also, post-I13, with the forms now gaining the inherent team-bonuses, the last approach Jade mentioned is now a lot easier to handle, and perhaps even more fun.

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Another point I realized is that since the forms do get the team boost, the generic build of a Tri-Form is overcome by those boosts. So you might be able to tank for a team of Blasters (PB) or Defenders (WS) or be a blaster for a team of Tankers (PB) or Scrappers (WS) and stay in that form, while using your shifting to stay alive while solo. (Or if the team makeup makes it hard to stay in a single form)

Your choice, of course, but it gives you that option. And of course my examples also point out how a WS gets stronger in the same way the team is strong, while a PB fills in where the team is weak. Which I think is really cool.


 

Posted

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Ummm... when I talk about binds, I actually lean more towards those keybinds that take you out of Nova/Dwarf form(s) and switch to corresponding tray and execute a Human-form power. The binds to actually shift to Nova/Dwarf are quite simple in essence both to write and use. It's those drop-to-Human/Activate-power binds that are the tricky ones.

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Me too. As I said, when shifting from Nova to Dwarf I will often use Mire in mid-shift, or even Stygian Circle if I've dropped enough foes with my Nova attacks, and I have keybinds defined specifically for that. It keeps the time in non-Dwarf form to a minimum when surrounded, so I don't take a lot of hits in Human form, but can still attack.

The basic concept, though, follows logically from defining binds to shift forms. How far you go with combining form shifts and power activations is where those tells saying "How do you DO that?" come in.

And technically speaking I don't use keybinds, they are macros on that form's tray. Same difference though.


 

Posted

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...technically speaking I don't use keybinds, they are macros on that form's tray. Same difference though.


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So your Nova tray has macros on it that drop Nova, change to the Human-tray and activate a human-form power?


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

these are the ones i use for both my Kheldians

all my nova powers are on 5 and dwarf on 4 and each of those has the off macro.


/macro Nova,powexec_unqueue$$powexec_toggleon Bright Nova$$goto_tray_alt 5

/macro Dwarf,powexec_unqueue$$powexec_toggleon White Dwarf$$goto_tray_alt 4

/macro off,powexec_toggleoff White Dwarf$$powexec_toggleoff Bright Nova$$goto_tray_alt 2


 

Posted

I use a bind layout that utilizes all of my NUMPAD keys including the ones around the number keys themselves. Some of it (for my TriFormShade™) may be seen below:<ul type="square">NUMPAD1 "powexec_toggle_on Dark Nova$$camdist 18$$goto_tray 9"

NUMPAD2 "powexec_toggle_on Black Dwarf$$bindloadfilesilent wsDwarfTP.txt$$camdist 26$$goto_tray 8"

NUMPAD3 "powexec_toggle_off Dark Nova$$powexec_toggle_off Black Dwarf$$goto_tray 1$$powexec_toggle_on Sprint$$bindloadfilesilent wsHumanTP.txt$$camdist 16"

NUMPAD4 "+down$$powexec_toggle_on Gravity Shield$$powexec_toggle_on Shadow Cloak"

SUBTRACT "unselect$$target_custom_near enemy defeated"

ADD "powexec_toggle_off Dark Nova$$powexec_toggle_off Black Dwarf$$goto_tray 1$$bindloadfilesilent wsHumanTP.txt$$camdist 16$$powexec_name Eclipse"

NUMPAD5 "powexec_toggle_off Dark Nova$$powexec_toggle_off Black Dwarf$$goto_tray 1$$bindloadfilesilent wsHumanTP.txt$$camdist 16$$powexec_name Stygian Circle"

NUMPAD6 "powexec_toggle_off Dark Nova$$powexec_toggle_off Black Dwarf$$goto_tray 1$$bindloadfilesilent wsHumanTP.txt$$camdist 16$$powexec_name Sunless Mire"

NUMPAD7 "powexec_toggle_off Dark Nova$$powexec_toggle_off Black Dwarf$$goto_tray 1$$bindloadfilesilent wsHumanTP.txt$$camdist 16$$powexec_name Unchain Essence"

NUMPAD8 "powexec_toggle_off Dark Nova$$powexec_toggle_off Black Dwarf$$goto_tray 1$$bindloadfilesilent wsHumanTP.txt$$camdist 16$$powexec_name Gravity Well"

NUMPAD9 "powexec_toggle_off Dark Nova$$powexec_toggle_off Black Dwarf$$goto_tray 1$$bindloadfilesilent wsHumanTP.txt$$camdist 16$$powexec_name Gravitic Emanation"
[/list]It makes driving my TriFormShade™ very easy for me and this setup allows me to execute powers and switch forms on the fly by tapping keys while targeting and camera control can be simultaneously done with the mouse.

I honestly feel I'd be too slow to react in time were I to rely solely on mouse-clicks.


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

[ QUOTE ]
I've played characters that are clearly defined and easy to slot, this is not the case with Kheldians.

[snip]

After running my scrapper I want run something a little bit less intense. From what I'm seeing this seems to lean towards warshade, am I correct in thinking this?

[/ QUOTE ]

Kheldians are I think generally considered the most difficult characters to define and slot in the game; of course, the other side of this coin is "most flexible".

But I also find my WS at least the most intense character I play. Very little passive mitigation like a scrapper has, its all based on formshifting and using the right power at the right time to survive, whether its changing to Nova and blasting the dangerous boss whos at low hit points, or human and mezzing the spawn, or Dwarf and grabbing aggro on the incoming ambush. Hence the suggestions for using keybinds or macros, my Kheldian forced me to learn the keybinds for tray changing as well.

And you will definitely have to plan, build and rebuild as you play to match your style; my best friend and I have rather different playstyles on our PBs despite being similarly built.

Oh, and plan to take a lot of power pools, you need a lot of powers that don't need slotting because you'll never have enough slots.


 

Posted

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...Oh, and plan to take a lot of power pools, you need a lot of powers that don't need slotting because you'll never have enough slots.

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This too depends on whether or not the Kheldian in question is Human-only. I find that my Kheldians, being TriFormers are too busy with form-shifting and so playing with Human-only toggle powers isn't feasible. My Power Pool choices were easily brought down to click-powers because of that.

If Kheldians were ever modified so that Human-only toggle powers would suppress (with cost no endurance) instead of switch-off when you shift to Nova/Dwarf, and then resume operating normally once you switch back to Human-form, I'd have some serious re-evaluation of my Kheldians ahead. I doubt we'd see this happening though.


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

[ QUOTE ]
So your Nova tray has macros on it that drop Nova, change to the Human-tray and activate a human-form power?

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Yep, same with the Dwarf Tray. I use a different tray for each, so I have 3 slots free on the Dwarf and 5 on the Nova. Might as well put them to use. (And actually, 3 of the macros do exactly the same thing, just obviously turning off the respective form. Pretty much it's the same three you use, mainly Stygian and Mire)

I also have a keybind to drop out of Nova or Dwarf and turn on a shield. The macros are specifically for dropping out of a form to hit a power, and then immediately going right back into a form. Mainly that's for Dwarf form, so my resistances will be down for the absolute minimum amount of time.

And I keep the powers those macros call on a detached tray so I can watch and see when they recharge. I wish macros indicated recharge in some way, but I guess there wouldn't be any way for it to tell which power it was calling.

[ QUOTE ]
If Kheldians were ever modified so that Human-only toggle powers would suppress (with cost no endurance) instead of switch-off when you shift to Nova/Dwarf, [...] I doubt we'd see this happening though.

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I agree. While it is an annoyance, I see it as also somewhat of a balance factor. If you intend to stay in human form for a while, you turn on all your shields, if you are just form shifting for what is most useful, you can turn on just the physical shield and be fairly resiliant in melee with just that.

As I said, though, typically for a quick drop to human form I don't even bother turning on the shield. I will take less damage if I just fire off the power and get right back to Dwarf the instant I can. I didn't even take all the shields, I only have the physical one on my Tri-Form and take the other two only on my Human Form.

Being as there are so many power choices that you can never take them all, I'm guessing the shields are meant to be sacrificed. And you do have Essense Boost and Eclipse, which carry through to the forms. Honestly, being able to keep your shields up when mezzed, not to mention being able to remain in a form, and even go to Dwarf form to break out of the mez, is a much bigger improvement to me.


 

Posted

Indeed, I never take shields on any of my builds that have Dwarf.

Good planning about the macros and about the tray that displays when powers are recharged, I do the same essentially, it's just that being so used to keyboards from the day-job, I guess it's a lot easier for me to memorize NUMPAD combinations and use them when playing my Kheldians.

If I remember correctly, other MMO's let you define icons for your macros and also define which power (as activated by the macro) governs the recharge display for the macro in question.

I doubt it would be game breaking if they add this feature to CoX since no macro can actually activate more than one attack at a time. It probably will be quite a bit of programming work not to mentions quite a bit of QA.


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

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I doubt it would be game breaking if they add this feature to CoX since no macro can actually activate more than one attack at a time. It probably will be quite a bit of programming work not to mentions quite a bit of QA.

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What I would basically like to see is a macro that can be defined as it's last command to activate a power, that you select. (You would basically click on the power to make a macro off of it) Then you can edit the macro to add the normal commands that would be executed before that final command.

I would also like to see macros that could be saved and loaded.


 

Posted

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... I hate teleport as a travel power so I'm tempted to try a PB, but ...

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Khelds are a lot of fun . . . Either one you pick, try different builds... the first one I did, I tried 3 or 4 different builds before I found one that fit what I liked.

For TP though, check out the thread: The ultimate Teleport Bind - the program , I use a more manual version of this bind, but proper binding will take TP, which can be torture to use, and make it one of the easiest, and most fun, travel powers.
_________________________

The effect:
<ul type="square">[*]Press and hold down your TPbind key. (I use LControl)[*]The camera pulls back to give you a wider view.[*]The windows disappear from your screen, giving you better range to click in.[*]While the key is held down, every time you click the mouse, you TP to that spot.
You can continue clicking and TPing as many hops as you want.
When you are through,[*]Release the TPbind key[*]Your windows return to screen, your camera returns to normal.[*]and you continue on your way till you want to TP again.[/list]
TP used to be my least favorite travel power, and now it is one of my top two favorites.
Good binding makes TP actually fun!


 

Posted

I find that using TP as a travel power is fun for the outdoors and as a good way to surprise mobs or engage several groups one after the other when trying to herd'em.

Only thing I dislike about TP is the hover right after you materialize at your destination.

What I'd like to see is something like Battle TP, which would let me mark up to 3 spots on the floor (in a certain range, of course) and have 3 hot-keys, each bound to its corresponding marker. While fighting, you could use each of the 3 hot-keys to appear at each of the locations marked and automatically turn to face the NPC you are still targeting.

I know it'd just be an approximation of what Nightcrawler can do, but I imagine it'd be a lot of fun and make TP a lot more dynamically usable in a fight, the Endurance usage mind you would probably have to be quite heavy so that the power doesn't become a blatant abuse.


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati