Kheldians are so super-uber because???


Airborne_Ninja

 

Posted

I had my Human Only PB on an 8 man team once, all blasters/scrappers/a tank and me. I was the 'healer' with glowing touch. We PWNED the entire mish, and yes, I kept EVERYONE alive.


Been there too, but my PB is human/dwarf. Stood in human formed and healed away. It was quite fun.

I find it is the subtle nuances of the khelds that separate them from all other ATs. Once these subtleties are mastered both khelds are very powerful in their own ways. What I appreciate most about the PB is its Jack of All Trades ability to fill a need at any given moment the team might require. Additional damage for a team is only part of what a PB brings to the table.


 

Posted

Re @ OP:
Because kheldians taste so good fried that the wealthy of paragon will pay top dollar for them.


 

Posted

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Been there too, but my PB is human/dwarf. Stood in human formed and healed away. It was quite fun.

I find it is the subtle nuances of the khelds that separate them from all other ATs. Once these subtleties are mastered both khelds are very powerful in their own ways. What I appreciate most about the PB is its Jack of All Trades ability to fill a need at any given moment the team might require. Additional damage for a team is only part of what a PB brings to the table.

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I know what you mean. I love seeing the huge orange numbers when things go right with my WS. More so, I love it's versitility. The higher in level I get, the more roles I can pitch hit for.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

Madam Enigma's History

 

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This isn't a smart-azz question.

I am trying to figure out what makes them so super-uber that they require a "kryptonite" npc (aka quantum and voids) with "I win" button weapons ... especially at the lower levels.

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The most accurate answer is: they don't. Which is why the (current) devs made Q damage resistable (it was unresistable originally).

The original/middle years dev team had some strange ideas. Kheldians were introduced in I3 when people were running around with perma-tier 9s and solo herding/killing whole maps with 8-man spawns even w/out tier 9s (no aggro caps or mob-stacking prevention). In spite of this, the devs said they didn't want khelds to be "tank-mages" and designed the ATs with multiple overlapping weaknesses, both internal and external.

IMO it was a bloody obvious case of overkill. The current dev team must agree, because now we have resistible Q damage, Inherent applying in forms, and break-free-dwarf. The only thing I'm still wishing for is human Auto powers applied in forms.

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Q-damage is resistable? (new to khelds obviously) where/what is that listed under?


 

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Quantum damage was changed from Nictus damage (unresistable) to Negative Energy damage (very much resistable) a good while ago. I'll see if I can dig up the Patch Notes for it and edit with a link.

Edit: Link


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Posted

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Quantum damage was changed from Nictus damage (unresistable) to Negative Energy damage (very much resistable) a good while ago. I'll see if I can dig up the Patch Notes for it and edit with a link.

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Thanx .. like I said .. I'm new to khelds, I have alt-itis maximus so I just recently got one to 50 and opened them up.