Changes to Kheldians in I13
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Any CoV player will tell you that the straightjacketed roles Heroes tend to fall into aren't exactly necessary in the game.
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Is exactly why I think the non-epic Hero ATs are lamesauce. I only got that Scrapper to 50 to unlock Warshades.
I'll drink to the inferiority of Hero AT's over Villain ones... All villain classes solo better out of the box than their heroic counterparts... barring the stalker, of course. They have a far more self-sufficient feel to them... and although the teaming is great with either, I think there's a definite and discernible difference in the amount of personal achievement over synergy when it comes to villains.
Still, your mileage may vary.
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If this is the case, why bring one along? Why have any khelds in any team when a "pure" class can do the job/role far better?
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The word you used here that nobody else used was FAR. A pure tank is not FAR better at holding aggro or surviving it than a Dwarf form, though it is better. However that tank is unlikely to be able to put the smack down like a Dark Dwarf.
On an LGTF last night with no tank/brute but a I was causing 250+ damage each time I hit Mire and it was up every ~5-6 seconds, that is PSW damage and we all know how overpowered PSW is! Yes I had a kin but a tank + kin wouldn't have done that kind of damage. On top of that I was able to hold the aggro of anything that needed tanking including the AV's. A real tank would have held more aggro easier than I did, but would have been overkill as that just wasn't needed at the time.
Similarly in Nova form although I would fight my case even against a good fire blaster I know that blaster would win in damage, but can he be the first to attack any group without risk of death due to capped resists?
Then consider the ITF, we always have an off-tank for the healing Nictus but is taking a 2nd tank the best option? Probably not because I can be laying Nova smack down all the way to the last mission then switch to dwarf and safely hold all 3 fluffies while the team pounds on Romulus.
British by act of union, English by grace of God, Northern by pure good fortune!
That's one thing I like about Khelds above the "pure" sets. They tend to do better with support than the pures. For example on my Kheld I welcome any sort of Defender on the team because they'll bring something I'll find very useful, whether it be extra shields, which a Tank may not need too much since they're already fairly self sufficent (I almost wee myself with joy if a shielding Defender joins my team), nice buffs (Empathy buffs are great on a Kheld) or Debuffs & Control (a Dark Defender / Warshade combo is lovely altogether, lets you mix up your playstyle in combat wonderfully).
If I'm playing my Grav/TA controller I'd prefer a Kheld over a Tank simply because it makes me more useful to the team (Tanks + Controllers AOE control is frequently overkill, for a Kheld once they see most of the spawn is mezzed they can shift to Human or Nova form to kick out some extra damage). Plenty of times I've been on a Team as a Controller and felt a bit useless since my Primary set simply isn't really needed (especially later in the game).
Ditto if there is already a good Tank on a Team a Kheld is still a great addition (over another Tank) since you can focus on doing damage and let them take the aggro. If, after the mish, the Tank logs or goes AFK, or if a second or third spawn aggros in a room of death, you can simply focus on Dwarfing instead to take the alphas and focus on taking all the aggro off the squishies. ATs like Scrappers can join you in melee knowing they are fairly survivable anyway and the Dwarf can taunt aggro off them if they get into a jam.
In the general casual PvE game where your PuG make-up can frequently change almost every mission it's nice to be an AT that can change along with the team make-up.
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I almost wee myself with joy if a shielding Defender joins my team
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Haha yes so do I
It is a good point though that often a tank and controller can cancel each other out on teams, and given a choice I would prefer the controller. So a normal tank would be obsolete, but a warshade can just jump to nova
British by act of union, English by grace of God, Northern by pure good fortune!
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I think it's important to remember that although Kelds may be able to fill in for Tankers in a pinch, they aren't supposed to equal or replace them in their role.
"Jack of all trades, master of none" and all that.
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If this is the case, why bring one along? Why have any khelds in any team when a "pure" class can do the job/role far better?
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Because it's oversimplifying.
Sure my Dwarf can't hold aggro & survive as well as a well built tank. But he can certainly outdamage it. Plus he can decide to just nuke the spawn if he gets bored. A Black Dwarf is more like a scrappy Fire Tank or a Brute than anything.
Similerly a Nova can't blast as well as a Blaster if they stick in the form. But I don't know any blasters who run around, either with a hefty HP boost or capped resistences, with 2 pets with AOEs, a Cone AOE Mez and can become something very close to a Tank within 4 seconds if needed.
Any CoV player will tell you that the straightjacketed roles Heroes tend to fall into aren't exactly necessary in the game.