Kheldian play theory understanding


AlienOne

 

Posted

I want to make sure I'm understanding what I've been reading here. I've had a bunch of Khelds and only gotten one (a WS) past level 10. She made it to 35 or so before I del'd her. I'd like to try again so I figured I'd come over here and read what the devotees had to say.

Now that I've read a few threads on guides and tactics and comparisons and builds etc. I would like to summarize what I think I've learned and see if folks agree that I've understood what the general consensus is. Mind you, I'm not talking about particular points or what this expert or that expert has to say, but what the gestalt mind has to say about Kheldians.

So here are the major points I've picked up:

  • Between Warshades and Peacebringers, most folks think Peacebringers are the less well-developed/balanced of the two.
  • The reason for that is that WSs include some controller type powers while the PBs include some defender type powers and the former goes farther during solo.
  • Warshades (my focus from here on out because I like the pretty purple) are easiest to run as a tri-form until you reach the highest levels, after which any combo is easily feasible.
  • They're pretty expensive to do right in terms of enhancements which means
    • they're likely not balanced as well as they could be
    • one has to be ready to work for something other than XP in order to advance them like they need to be
  • Once you get them decked out the way they need to be, you still have to be careful to watch your tactics.
  • Keybinds are even more essential for them than for the standard ATs
  • They're so adaptable and complex that one can't really talk about the perfect build.

So what do you think: does that pretty much sum it up so far? What else, in very general terms, should one take away from reading the Kheldian forums?

Thanks for your feedback, folks.

Robin


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Posted

Quote:
Originally Posted by CoyoteShaman View Post

So here are the major points I've picked up:
  • Between Warshades and Peacebringers, most folks think Peacebringers are the less well-developed/balanced of the two.
Not... quite. Peacebringers are completely self contained, and a bit more direct and melee oriented. If you hit build up, you'll get the same build up values you got the last time. The heal will always be the same (ignoring, of course, new slotting, levels, etc.) The heals will always go off and always have an effect. This is part of why, in Kheldian PVP discussions, Peacebringers are preferred.

Warshades are far more variable. They have higher highs and lower lows. They're exceptionally flexible and can become extremely powerful - but that comes at the price of relying on *external* sources, namely enemies (living or dead.)

Quote:
  • The reason for that is that WSs include some controller type powers while the PBs include some defender type powers and the former goes farther during solo.
Again... "Not quite." If I were soloing an EB or AV, I'd be MUCH more comfortable and prepared with a Peacebringer than a Warshade, if it were going to be an extended fight. This, again, is going to be due to the Peacebringer's buffs maintaining their strength regardless of what is around them.

My Warshade, when built up - especially now, with the "I'm as strong as X many heroes" - is going to shine more with larger enemy groups.

They require different playstyles, as well. With built in holds, TP Foe, etc. you can choose to "divide and conquer" as opposed to use your other control and buffs/debuffs.

The way I put it another time - if you were in a bar and insulted a Peacebringer, they'd just punch you then and there. The Warshade would go out, slash your tires and dump sugar in your gas tank.
Quote:
  • Warshades (my focus from here on out because I like the pretty purple) are easiest to run as a tri-form until you reach the highest levels, after which any combo is easily feasible.
I'd still personally stick with *at least* human/dwarf, just for the other mire. And the mez resistance.
Quote:
  • They're pretty expensive to do right in terms of enhancements which means
    • they're likely not balanced as well as they could be
    • one has to be ready to work for something other than XP in order to advance them like they need to be
Can't honestly say I know what you mean by any of that. *shrug* If you WANT to IO one out, sure, it can get expensive depending on what you want to go for. But you don't need to do so. And that has nothing to do with balance.
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  • Once you get them decked out the way they need to be, you still have to be careful to watch your tactics.
They're not a "Fire up the game and sleep" AT, no. They're more complex than other ATs in many ways, yes - but "watch tactics" can, frankly, boil down to "Stay aware of your environment," which having gotten something else to 50 anyway you should be doing as a matter of course.
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  • Keybinds are even more essential for them than for the standard ATs
For form switching, they're very handy. In that sense, yes.
Quote:
  • They're so adaptable and complex that one can't really talk about the perfect build.
True. Not to mention people will prefer human only, bi or triform, and play differently.


 

Posted

Quote:
Originally Posted by CoyoteShaman View Post
Between Warshades and Peacebringers, most folks think Peacebringers are the less well-developed/balanced of the two.
Well, I wouldn't say that. In actuality, I'd suggest a "first-timer" to go for putting a PB up to 50 before a Warshade, because they *most likely* would have an easier time of it.


Quote:
Originally Posted by CoyoteShaman View Post
  • The reason for that is that WSs include some controller type powers while the PBs include some defender type powers and the former goes farther during solo.
Yes, the WS includes some controller-type powers. However, just because a PB has one ally heal doesn't really mean it's "Defender type." I'd just say it's "Single Target" type. I would venture a guess that any lvl lower than 38, the PB is probably going to be easier to solo, although it can definitely be done with a WS.

However, as a side note, with the release of i16, the term "solo" becomes a lot more complex. When I say "solo" here, I'm meaning normal soloing at regular difficulty settings. If you're trying to set it for 8-man mobs pre-lvl 38, both ATs are going to have a hard time of it.


Quote:
Originally Posted by CoyoteShaman View Post
  • Warshades (my focus from here on out because I like the pretty purple) are easiest to run as a tri-form until you reach the highest levels, after which any combo is easily feasible.
Both are easiest to run as tri-form until you reach the highest lvls. Not just Warshades. I'd also add that any combo is feasible at the upper lvls, but I wouldn't say any combo is easily feasible.


Quote:
Originally Posted by CoyoteShaman View Post
  • They're pretty expensive to do right in terms of enhancements which means
    • they're likely not balanced as well as they could be
    • one has to be ready to work for something other than XP in order to advance them like they need to be
The only *form* that I know of that tends to get expensive no matter which way you put it together is Warshade human-only... Human-only builds for PBs can also get up to that lvl in price, but you can safely slot them out effectively without needing to get specific IOs...

The reasoning for this is that with human only builds, you have to get certain bonuses and protections using set bonuses to make up for the fact that you don't have a "get out of jail free card" for break-frees or getting knocked back (dwarf form).


Quote:
Originally Posted by CoyoteShaman View Post
  • Once you get them decked out the way they need to be, you still have to be careful to watch your tactics.
  • Keybinds are even more essential for them than for the standard ATs
I think the first point there is true for any AT, not just Khelds--especially with the release of i16. Once you start "max-ing out" your difficulty settings, you're really going to have to start watching what you're doing and start coming up with new and useful strategies for each enemy group to take them down.

As far as keybinds... They're not "essential," but they definitely can make your time playing a Kheld a heck of a lot easier... I don't personally use any keybinds except for my teleports... It's much easier to press a key to activate the power and then click where you want to go with the mouse, than to go to the bottom-right of your screen, click the power, then "hurry" to click to where you want to go (and back and forth and back and forth).


Quote:
Originally Posted by CoyoteShaman View Post
  • They're so adaptable and complex that one can't really talk about the perfect build.
Yes.


Quote:
Originally Posted by Memphis_Bill View Post
The way I put it another time - if you were in a bar and insulted a Peacebringer, they'd just punch you then and there. The Warshade would go out, slash your tires and dump sugar in your gas tank.
LoLz! Yeah, that's about how I'd sum it up...

"Alien"


Quote:
Originally Posted by Infernus_Hades View Post
The way you play changes your IO slotting..


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Posted

Well, I think from your post that you probably already prefer WSs to PBs. However, the WS requires more tactics and adapting on the fly. As Memphis_Bill said, it has higher highs and lower lows. It's not that PBs aren't balanced, it's that "balanced", for a Kheldian, means being a little weaker than everything around you. You are balanced around form shifting and that bonus you get for being on a team.

Honestly, after playing a a PB for about 35-odd levels total, I think the "Peacebringers are like Defenders" comparison is way off the mark. I have ONE power to support my team, Glowing Touch, and that's it. With all my bubbles on me, and my powers to heal myself, I feel like it's myself that I'm supporting, not the team. I think the comparison came about because Kheldian damage used to be low, like Defenders. But that's not really the case any more.

I do feel that keybinds are essential, because I don't think I could manage form shifting without also automatically shifting my tray arrangement as well. Being able to form shift and queue up another power for activation after shift saves a great deal of time as well. In most cases it is the shift to human form that works best with a keybind, it enables you to spend minimal time in human form, so you don't have to retoggle all your sheilds. It isn't absolutely necessary, a Human Form build shouldn't really need keybinds, but as I feel proper use of forms means adapting quickly and often, I personally wouldn't play a Dual or Tri-Form without them.

On a team, you probably don't need to form shift as often. But I've found it the best way to play for me, when I'm soloing. And honestly, as you say in your last point, Kheldians are more than any other AT dependent on the playstyle of the player. You really need to experiment to find out what works for you, because so much is built around what you as the player feel is comfortable and intuitive.


 

Posted

This is great, guys. I'm getting a lot out of this. What I'm getting the most is that I need three specific things:

First, I can't find any thread/guide that talks about the differences in play-styles between the several types (WSH/WSHN/WSHD/WSTF/PBH/PBHN/PBHD/BPTF) at the different levels. I imagine it's because there's just too damn much to go into and folks tend to know a lot about one or two particular types. Such a comparison/contrast at various level stages would be a huge help in understanding how they work. It would take a vast amount of time and effort, though, I'd bet.

Second, I need to ask a question. To wit, without slotting IOs (common or sets) at all, what diff settings would people think one should expect to be able to run on at the various level stages without feeling like they're doing something obviously wrong? I'd use this as a bench-mark for deciding if I really need to come back here to ask more questions or to start teaching (yeah right) others...

Lastly, another question. Aside from AlienOne's extremely helpful WSH guide, why are all the other guides so out of date? Are there any that were written after the Kheld buff that took place a couple issues back? Out of date information can be worse than none sometimes.

Robin


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Posted

Most of the kheld strategy and build guides still hold true. The first and best read in the section should be Plasma's guide. The major changes made to the AT (dwarf at any time, balance/sustenance in all forms) really don't have a huge effect on the basic way you build and use a kheldian. They do certainly enhance the traditional methods and make your life a bit easier. There are many directions you can go with IO's (the other major change since a lot of the guides) on a kheld, but the best value in my experience has been using frankenslotting to optimize enhancement value and save slots. On a warshade there are merits to a recharge heavy build. Beyond that, the old advice stands true!


 

Posted

Dr. English pretty much hit the nail on the head as far as the reasons for the lack of updates - for the most part things still hold true, so there's little need. The only clear and apparent need in the guides is just what Coyote said - a comprehensive survey of the various build variants over the course of the various levels. Even Plasma's extremely comprehensive Kheldian guide does not go to this extreme and most players probably lack sufficient experience in every variant to write such a guide.

Aside from that, there's IOs, but again there's so many viable ways to go that a guide would have to be monstrously comprehensive to have any claim of impartiality or broad application (otherwise you're getting the "here's my build" guide). Broad trends, such as "Warshade builds can benefit greatly from +recharge" are about it unless someone has the time, expertise and inclination to put together a monster guide.

I'd like to do one, but I lack the time at the moment (and arguably the expertise as well). I may get to one over the winter holidays if no one beats me to it.

Alternatively, those of us who consider ourselves veteran Kheldian players might collaborate on a sort of master guide - this might well be the only way to include detailed suggestions and discussions on all the play variants from those that know them best. For myself, I play Tri-Form Warshades, Human/Dwarf Warshades, Human/Dwarf Peacebringers, Human-Only Peacebringers and Tri-Form Peacebringers and am confident making statements and discussing those variants. The others, however, I have far less experience with, and there are other posters on this forum who are more experienced than I on certain variants even among those I know well.


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Posted

Quote:
Originally Posted by CoyoteShaman View Post
Second, I need to ask a question. To wit, without slotting IOs (common or sets) at all, what diff settings would people think one should expect to be able to run on at the various level stages without feeling like they're doing something obviously wrong? I'd use this as a bench-mark for deciding if I really need to come back here to ask more questions or to start teaching (yeah right) others...
I'm unimaginative, so I run essentially the same difficulty settings on all my characters. Until I get to level 10, I stick with the default settings. At 11, I bump up the team size to one more than me, and turn off replacing Bosses with Lts. This is mainly a holdover from the old system, the main thing is having Bosses after level 10. I usually have to use Inspirations to defeat them, but I don't like downgrading the challenge of having to overcome them to finish the mission.

After 22, when I get SOs, under the old system I would either go to Difficulty 3, 4, or 5. So increase the team size by one and/or increase the levels to +1 or +2. For Warshades I typically go team size +1 and level +1, for PBs probably just levels +1. Of course, there have been posts in here about increasing team size to +8 and setting level to -1, to get full benefit of the WS's foe draining powers. I haven't tried that yet, so I don't know how that would work out for me.

Using that rule of thumb, I really haven't had any problems with either PBs or WSs. As for a guide, I've posted some basic overviews, but I only really have experience with Human Form and Tri Form. I haven't tried a Dual Form, or tried to weigh Nova vs Dwarf. I would guess a Human/Dwarf build would play similar to my Human Form for blasts, with Dwarf for tanking, since I pretty much play my Human Form at range.


 

Posted

Justaris does have a good point about guides, there are so many different ways of playing a Kheldian that a guide would need to be very broad and I think a co-op effort could be quite good.

AlienOne's human only guide Warshade is a good start, and I started my own guide to Warshades a while ago but never really got around to finishing it so will look into that at some point (Though it is loosely based on Plasma's guide since that is still very relevant so I would like Plasma's permission before I show anyone it), then anyone who wants to contribute can do so before we finally publish? I have experience of pretty much every evolution of Warshade builds so my guide was going to be fairly broad and include some number crunching for each build, but getting a general approval would be good.

As far as PB's go I will have to let someone else do a PB guide, and think they would be better seperated than as one.

Disclaimer: As much as I will be working on this guide it will still take a long time to get to a stage where I am happy to show it to others.


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Posted

I suspect one of the reasons for the difficulty in writing a "master guide" would be that there is such a tight interrelationship between "whats a good build" and "what kind of playstyle do you like".

I had a friend who ran a humanform PB to 50 mostly solo on high difficulty and loved it. I'd go nuts, I'm not that fond of melee characters and not as good as he is at playing them. I set up keybinds and macros for form shifting on my WS and did triform all the way there, and loved it when I wanted a challenge (I alternated with easier characters. . . ). I do agree that a WS benefits from an expensive (i.e. high recharge) build more than a PB, because theres a substantial survivability difference between blasting in Novaform with capped resistance all the time vs 70% or so of the time, and getting out more Dark Extractions = more free damage.

I'm now running a triform PB to 50, and don't like it as much as the WS because if I'm playing a Kheld I'm almost always playing them on a team and the PB doesn't get as much boost from that. I'm also having to form shift even MORE to heal folks as well as fight, which cuts into what I can do in a fight, and I don't like that the godmode tier 9 power locks me into humanform, which doesn't have enough slots to actually do much useful there. But there are also advantages, in that I don't have to aggro the whole spawn to get some buffs, which is nice if the team doesn't have a tanker, say.

To conclude, I'd say that the key to Khelds is to be prepared to use a lot of respecs as you see what works for your particular playstyle.


 

Posted

I read Plasma's guide and while I can see where a lot of it is still very relevant, a lot of it is also based on the idea that the inherent doesn't follow through the forms and things detoggle when mezzed. I'm certain those two changes make some significant differences in play styles. What have people noticed those particular points do to their tactics and build tendencies?

EDIT: Oh, and also that the Dwarf now acts as a break-free.


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Posted

Quote:
Originally Posted by CoyoteShaman View Post
I read Plasma's guide and while I can see where a lot of it is still very relevant, a lot of it is also based on the idea that the inherent doesn't follow through the forms and things detoggle when mezzed. I'm certain those two changes make some significant differences in play styles. What have people noticed those particular points do to their tactics and build tendencies?

EDIT: Oh, and also that the Dwarf now acts as a break-free.
I haven't changed my build or style one bit based on the changes above, the inherant working in forms is a bonus, and not something Khelds tended to ever build for really. The human only people would call it a bonus but I don't think anyone ever really stuck to human only purely because of it. The toggle issue again was a human only issue but particuarly on Warshades those shields can become somewhat obsolete anyway.

The biggest change for me was the new Black Dwarf Mire, it changed from a pure damage buff into an attack and has the side effect of being an even better buff, so I put more slots into Dwarf.


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Posted

I believe the toggle issue wasn't just a "human only" issue... It was an EVERYONE issue. Anyone in the game that had toggles running at all was affected by this, and that included tri-formers who were in Dwarf and Nova form, as those "toggles" would be dropped as well, and Dwarf did not act as a break free then either.

I think that was a bonus for everyone of every AT, not just Kheldian human formers. You make it sound as if human-only people are the "only ones doing the complaining" or they're the "only ones with an 'issue'."

"Alien"


Quote:
Originally Posted by Infernus_Hades View Post
The way you play changes your IO slotting..


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Posted

Quote:
Originally Posted by CoyoteShaman View Post
Oh, and also that the Dwarf now acts as a break-free.
Minor nitpick: While this is essentially correct, it would be more correct to say that Dwarf acts as a toggle Break-Free. By this I mean that, like mez protection toggles, it works only so long as it is running. I've seen some players switch to Dwarf and then change back believing that the act of changing to Dwarf negates mez effects. Not so.

Not saying you yourself labor under that misconception, but it bears clarification.


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Posted

Quote:
Originally Posted by Justaris View Post
Minor nitpick: While this is essentially correct, it would be more correct to say that Dwarf acts as a toggle Break-Free. By this I mean that, like mez protection toggles, it works only so long as it is running. I've seen some players switch to Dwarf and then change back believing that the act of changing to Dwarf negates mez effects. Not so.

Not saying you yourself labor under that misconception, but it bears clarification.
It most certainly does and it's good that you point that out. I was playing my granite the other day and dropped to pick up speed. Bad idea. Went from very slow to massively held to dead in nothing flat. Gotta watch those icons.

Back to the point of tactic changes, however, I would be very surprised if multi-formers didn't take things like inherent use in forms, the toggle-suppression v. toggle drop change and the dwarf shift through mez into account when planning or even building. Alien, would you agree that those changes didn't open up new tactics and build theories to you? How about anyone else?

Robin


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Posted

I can't speak for Alien or anyone else, but for my Tri-Formers the changes simply enhanced what they were already doing. Tri-Form, at least for me, had always been about building for versatility and for getting the maximum benefit for the fewest slots. The changes to the inherent, the Dwarf changes, toggle suppression... all of it just made me better at what I was already doing, but didn't significantly alter the way I played.

I no longer needed a BreakFree to chew before hitting Dwarf, and I did more damage in Nova, but since my playstyle was already geared towards meleeing out mezzers in Dwarf and dealing out damage in Nova I just suddenly got better and what I'd been doing all along. Since IO Set bonuses had always been cross-form, I'd been slotting for +recharge and the like already anyway.

Since most of the changes didn't impact my Human Only builds much, they didn't change except in the ways that my Blappers and all heroes changed following the changes in toggles and mezzes.


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Posted

Quote:
Originally Posted by AlienOne View Post
I think that was a bonus for everyone of every AT, not just Kheldian human formers. You make it sound as if human-only people are the "only ones doing the complaining" or they're the "only ones with an 'issue'."
Sorry that wasn't what I meant, I was just referring to what kind of builds benefitted most from the changes. My tri-former and I would wager most tri-formers didn't even flinch at the news, but it was good news for human only builds.

Other AT's didn't even pop into my head.


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Quote:
Originally Posted by Justaris View Post
I can't speak for Alien or anyone else, but for my Tri-Formers the changes simply enhanced what they were already doing. Tri-Form, at least for me, had always been about building for versatility and for getting the maximum benefit for the fewest slots. The changes to the inherent, the Dwarf changes, toggle suppression... all of it just made me better at what I was already doing, but didn't significantly alter the way I played.
That is what I was trying to say


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Posted

Why wouldn't they have flinched? Because before dwarf form was a break free, and toggles wouldn't drop, tri-formers were majorly affected by this... If you were sitting there blasting in nova form, you were immediately dropped to human form held. If you were held, you couldn't immediately switch to dwarf form and keep fighting. I fail to see how this wouldn't significantly change a tri-formers playstyle. Basically, that made tri-formers have to carry around break-frees same as human-formers... After dwarf form became a "break free", the tri-formers used that as a "flagship" for playing tri-form, suggesting their playstyle/strategy for taking down enemies had changed.

The actual playstyle and strategy for human formers never truly changed. If I've got a full eclipse, and I hit a break free, I'm not going to take the time to re-toggle until the mob is down in most cases. Therefore, my timing is essentially the same. Our attack sequences are also the same. The only real difference is that we don't have to re-toggle everything before the next fight, which takes away our "downtime." However, that doesn't affect "playstyle," "building," or "strategy." That just affects "time spent in mission" and "aggravation level." (haha)

We still have to carry around break frees, same as always. So, in the end, the real "bonus" for toggling (when in nova form) and the fact that dwarf form became a break free was more of a boon to tri-formers than it was to human formers, although human formers DID benefit (from the toggle changes, not from the dwarf changes). It just meant "less downtime."

Same as a tri-former, really.

"Alien"


Quote:
Originally Posted by Infernus_Hades View Post
The way you play changes your IO slotting..


76 characters and Twenty-four 50s later, I still love this game.
AlienOne's Human-Form Warshade Guide (Old guide+New guide = 12,000+ views!)

 

Posted

I dunno, I wasn't playing a Kheld very long before the toggle change came, but given the way I play, knowing that there's a mezzer in the area and the frequency with which he can be expected to attack me effects me what form I choose to be in at that time. Okay, I CAN break the mez, but that doesn't mean I want to have to.

Honestly, the character for which I was happiest to hear of this change was my Force Field Defender. It meant I no longer had to worry about the TOTALLY UNFAIR Sleep->Hold sequence most mezzers in the game (especially Rikti) seem to use.


 

Posted

Quote:
Originally Posted by Jade_Dragon View Post
I no longer had to worry about the TOTALLY UNFAIR Sleep->Hold sequence most mezzers in the game (especially Rikti) seem to use.
That's why I hate it for pretty much any AT I play that doesn't have some form of "practiced brawler" type running toggle... For me, dwarf doesn't count, because it obviates all the powers I WANT to use to attack. Personally, I hate being limited to 2 "actual" attacks (mire is part attack, part buff, and heal is part attack, mainly heal.... That leaves two *actual* attacks).

I like to have a larger power arsenal available to me, and being "made" to play in dwarf form for EVERY enemy group that mezzes.... Meh... Not my idea of a good time, especially since I HATE playing tanks.

HATE it.

"Alien"


Quote:
Originally Posted by Infernus_Hades View Post
The way you play changes your IO slotting..


76 characters and Twenty-four 50s later, I still love this game.
AlienOne's Human-Form Warshade Guide (Old guide+New guide = 12,000+ views!)

 

Posted

Quote:
Originally Posted by AlienOne View Post
Why wouldn't they have flinched? Because before dwarf form was a break free, and toggles wouldn't drop, tri-formers were majorly affected by this... If you were sitting there blasting in nova form, you were immediately dropped to human form held. If you were held, you couldn't immediately switch to dwarf form and keep fighting. I fail to see how this wouldn't significantly change a tri-formers playstyle. Basically, that made tri-formers have to carry around break-frees same as human-formers... After dwarf form became a "break free", the tri-formers used that as a "flagship" for playing tri-form, suggesting their playstyle/strategy for taking down enemies had changed.

The actual playstyle and strategy for human formers never truly changed. If I've got a full eclipse, and I hit a break free, I'm not going to take the time to re-toggle until the mob is down in most cases. Therefore, my timing is essentially the same. Our attack sequences are also the same. The only real difference is that we don't have to re-toggle everything before the next fight, which takes away our "downtime." However, that doesn't affect "playstyle," "building," or "strategy." That just affects "time spent in mission" and "aggravation level." (haha)
See I never carried around break frees or anything, I just judged the situation and went into Dwarf when I felt it was needed, I would get stunned now and again against things like freaks but against Rikti I would just try and play clever against small groups, or use Dwarf in the big dangerous rooms. I do exactly the same now but the ability to switch to Dwarf is just a new bonus.

I guess like you explained for human form, yes the changes had an effect on mechanics but they never affected the way I played, just reduced the time I spent stunned.

For someone who prefered to sit in Nova and get annoyed at being stunned it probably did have a big effect, but those people judging from really old posts seem to be the ones who gave up on Kheldians.


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Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Pretty much what Princess Darkstar said. I was already in a long habit of taking out mezzers preferentially or else going into Dwarf if there were too many mezzers to reliably take out beforehand. Since I was already using Gravity Well, Gravitic Emanation and/or overwhelming damage from Nova to destroy my enemies before they could mez me, having Dwarf as a get-out-of-mez-free card was just a bonus for me.

Since I was able to buff my own damage resistance, damage and accuracy using Mires and Eclipse and since I had little need for blue or green inspirations under most circumstances using Circle, I was mostly carrying Defense and BreakFree inspirations anyway.

For someone who was getting chain-held or who was getting the flow of their tri-forming style reguarly shut down by mezzers, I agree the changes would have been a huge benefit - but again, it seems to me that it would less have changed the way a person played and more allowed them to play using an approach that previously wasn't all that viable. Outside of special circumstances like Mothership Raids, however, I honestly wasn't having that problem on my 'shades. Not that I don't enjoy and appreciate the changes, but from my perspective they're just gravy. Very tasty gravy.


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Iscariot's Guide to the Tri-Form Warshade, version 2.1
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Posted

Quote:
Originally Posted by AlienOne View Post
That's why I hate it for pretty much any AT I play that doesn't have some form of "practiced brawler" type running toggle... For me, dwarf doesn't count, because it obviates all the powers I WANT to use to attack. Personally, I hate being limited to 2 "actual" attacks (mire is part attack, part buff, and heal is part attack, mainly heal.... That leaves two *actual* attacks).
View (and slot) the heal as damage. I don't think I've ever seen that attack (in any of its forms - human, dwarf, Dark corr, or Dark scrapper) as a "heal that does damage," but as an "Attack that happens to heal a bit." But that's just me.

And if you want to be a bit of a smartalec about it, slot the taunt with the Chance for Psi damage proc from Perfect Zinger. >.> If you have the slots.


 

Posted

Believe it or not, I actually do have the Psi damage proc in the taunt (That last set bonus is nice).... I just really, really, really, really, really prefer not to play in tank form. I definitely do NOT fit in the "tanker-move-slow-as-crap-and-only-use-2-or-3-attacks" mentality. I've got too much nervous energy and ADD-like symptoms for that. Believe me, if just the switching forms seems to take "forever" to me, you can only imagine what it's like for me to move slow as molasses.

I would think it's a given that anyone that knows me would also know that I'm also the type of person that hates the speed penalty to travel powers when using an attack, and also hates to face anyone like Knives of Artemis who also slow you down.

"Alien"


Quote:
Originally Posted by Infernus_Hades View Post
The way you play changes your IO slotting..


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AlienOne's Human-Form Warshade Guide (Old guide+New guide = 12,000+ views!)