Peacebringer: Stated versus Apparent Design
One thing I forgot to mention in my comparison of Seekers and Fluffies is that Fluffies can benefit from hasten, so long as the WS is hastened when they are cast, but the Seekers can't. Well, they DO only have one attack.
Grr..
EDIT - dangit in all those comparisons I also forgot to mention that both WS powers in the comparisons need corpses, while the PB powers don't. But there's the rub: A Warshade has less of a problem creating a corpse than a Peacebringer, due largely eclipse/mire/nova combinations.
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When i said make Photon Seekers more similar to Unchain Essence I guess I should have elabourated
I am not sure if they currently have a stun component or not, but I would keep the damage, add a mag 3 stun, lower the recharge and increase the radius. I agree about letting them stick around too, if the power ends up on a 120s recharge the pets should stick around for 120s, there is no real need not to.
The only other choice is I can see would be to turn them into real pets, and although I would prefer this I doubt it will ever happen and many people would prefer the frontloaded damage.
That way they would (I hope) be closer to Dark Extraction in power, but like Unchain Essence in function. And the stun would replace the control you would lose from changing the KB to KD in Solar Flare, while the extra damage solar flare can now inflict (Due to actually being usable twice in a row!) would also help.
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Sorry for the double post.
I don't have the time right now to crunch the numbers to figure out an attack chain that factors in the 5% resistance debuff with current durations and recharges, so I really couldn't say one way or the other whether that would be enough net gain to improve performance.
Then again, if that 10% average -res that would theoretically be added to what we now have were unenhanceable, then I can easier see it happening. |
But if a human modifier increase were given to both PB and WS then it wouldn't do anything to address the disparity between the classes. Warshades don't really need any help IMHO. That's why I felt a modifier increase was problematic in the first place - it's hard to justify increasing one modifier without increasing the other.
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The main reason for this change isn't to bring them closer however, it is make human form more useful. The power changes are what should be used to close the gap with Warshades.
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Double post? Nah, don't apologize. Do it all the time.
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See? All the time!
When i said make Photon Seekers more similar to Unchain Essence I guess I should have elabourated
I am not sure if they currently have a stun component or not, but I would keep the damage, add a mag 3 stun, lower the recharge and increase the radius. I agree about letting them stick around too, if the power ends up on a 120s recharge the pets should stick around for 120s, there is no real need not to. The only other choice is I can see would be to turn them into real pets, and although I would prefer this I doubt it will ever happen and many people would prefer the frontloaded damage. That way they would (I hope) be closer to Dark Extraction in power, but like Unchain Essence in function. And the stun would replace the control you would lose from changing the KB to KD in Solar Flare, while the extra damage solar flare can now inflict (Due to actually being usable twice in a row!) would also help. |
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
I managed to drag my Peace Bringer to lvl 50, there were a lot of times that it was a very frustrating experience - in the end I opted for Nova/Human with a very heavily slotted nova form.
I have been adding ranged defence via IO set bonuses and that helped ease the pain somewhat.
There are a lot of little things that bother me about Peace Bringers, for example the self rez doesn't have a few moments of intangibilty you would expect to have inorder to turn shields on in fact you are immobalized just after rez (to add insult to injury).
I thought the issue with the self rez was just something they have missed out accidentally rather than by design, though now thinking about it I don't know why it wasn't changed in i13.
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I've often wondered that myself.... The fact that WSs get this and PBs don't is actually a huge disparity between the two, as I can account for many situations where I've tried using the self-rez followed directly by Quantum Flight and still got killed, due to the phase not being activated quickly enough.
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Perhaps this is mitigated by the fact that Stygian Return requires nearby enemies to work while Restore Essence does not? Since generally if you die there were enemies nearby to kill you, it's not usually a significant hindrance, but it is a difference between the two powers (if we assume the disparity is deliberate and not an oversight).
I'd be in favor of a change to Restore Essence though - I've had similar experiences.
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Soul of a Warrior, level 50 PB.
I don't consider myself an expert on PB's- I've needed to take advice from most of the posters here on making the AT work before- but after reading over the thread I really like the idea of changing the -Def over to -Res and having it apply on all forms. Lessen it to 5% or so and shorten the duration so it can't be stacked to rediculous levels. Maybe 20-30% stacked up?
It would help as a buff to damage both solo and teamed, make PB's a bit more effective on teams and probably cut back on some people's complaints about them not contibuting enough compared to another AT.
I've certainly never been kicked from a team, but I have sure felt like my PB wasn't doing as much as others. I have a dual build currently, one Human form and the other heavily slotting Dwarf and Nova. I contribute way more to the team on just about any other toon I can bring.
My PB is fun to play, and I really like the sounds/animations/colors. I'm pretty pleased with my toon's look and concept too! But if I were assembling a 'perfect' team, I'd pick a more focused AT over a PB everytime. And that comes from a guy with a few hundred hours of PB experience who considers himself a fan of the AT.
The damage buff a while back when they changed the scaler was very welcome. It felt great for the first few times I took Soul of a Warrior out! I don't think it really did enough, though.
I kinda like the idea of Cosmic Balance somehow applying to teammates, too. One of the things I love about my VEAT's as how well they can buff nearby teammates passively.
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NO!! I have to keep writing! It's Nanowrimo, dammit!
::looks at forum::
Curse you, Princess Darkstar, for your compelling posts!
LEAVE ECLIPSE ALONE!
I wouldn't sacrifice 35-45% resistance even for total mez protection AND a 100% damage boost. Not even if that applied globally to all my characters!
I don't have the time right now to crunch the numbers to figure out an attack chain that factors in the 5% resistance debuff with current durations and recharges, so I really couldn't say one way or the other whether that would be enough net gain to improve performance.
Then again, if that 10% average -res that would theoretically be added to what we now have were unenhanceable, then I can easier see it happening.
Although - and I might get flamed for saying this - I'm quite alright with a 15 second duration to Build Up, even with 3 seconds of it eaten up shifting to nova. Three seconds will only give you one extra attack, at best. The main problem isn't the duration of the buff, it's that you must shift down to human form to use it, and because it's a short duration on a medium recharge, if you try to use it every time it's up you end up spending ALOT of time switching from form to form, and it becomes counter-productive.
What I'd like to see on the table is an increased damage/tohit buff given to the power to compensate for its limited use in the forms. Give me a massive burst of damage at the outset that balances out the loss of time shifting form.
Unchain Essence is a PBAOE that is available at 26, and should be compared to Solar Flare.
In fact, let's do that right now.
Photon Seekers are available at 32, and is a pet class power.
Extract Essence is available at 32, and is a pet class power.
Photon Seekers have only one attack, which is a self destruct.
Extract Essence has three attacks: Shadow Blast, Shadow Bolt, and Gravitic Emanation (a damage cone, NOT the stunning kind)
Photon Seekers gives you three pets with one summon.
Extract Essence gives you one.
Photon Seekers has a long enough recharge to make stacking the pet summons impossible.
Extract Essence has a very stackable friendly recharge, with hasten/slotting giving you two and three pets out at a time.
Photon Seekers last 60 seconds.
Extract Essence lasts 200 seconds.
Photon Seekers does 91.2 Energy Damage x3 for 273.6 points of unenhanced damage.
Extracted Essence, assuming a seven to eight second attack chain of SBolt, SBlast, SBolt, SBolt (excluding Grav Em due to the murky difference between it and its namesake and due to a 45 second recharge) will increase a WS dps by around 28dps, or doing a total of 225-ish points of damage every 8 seconds, or - seen in terms of total damage output per summon, >5000 points of damage, provided the WS is in combat for 200 continuous seconds (which is unlikely). And that's just one fluffy. And take those figures with a huge grain of salt, given that I'm typing in somewhat of a hurry and didn't think the attack chain through very long.
The disparity between these two powers is obscene, but that's old news. The problem is that Photon Seekers feels and plays like a PBAOE, and so is always being compared to the next closed thing: Unchain Essence, which is unfair.
I should point out that this is looking at these powers in a vacuum - at hardly any time during normal play will you ever be in combat for 200 continuous seconds (mothership raid, AV's, ITF, maybe). Nonetheless, the disparity is still huge.
Suggestions have been made to increase the damage of Photon Seekers and/or shorten the recharge, but what I would like to have is the duration and recharge equal to that of Unchain Essence. In fact, I think the recharge should be even shorter. Don't make the pet stackable like the fluffies (after all, you do get three) but make it so that you can have them up with more consistency. Even perma, should they stick around for that long (Which is doubtful).
Now, on to Unchain Essence:
Solar Flare is a PBAOE available at level 26.
Unchain Essence is a PBAOE available at level 26.
Solar Flare does 67.12 Energy Damage.
Unchain Essence does 115.67 Negative Energy Damage.
Solar Flare has a 20 second recharge.
Unchain Essence has a 240 second recharge.
So in the time Unchain essence can be fired off twice for 480 points of damage, Solar flare can be fired off 12 times for a total of 805.44 points of damage.
Seen in a vacuum, they're pretty well balanced. But how often during the course of normal play are you going to be in combat for 240 straight seconds? No, if like the disparity between Fluffies and Seekers can be closed somewhat by looking at them in terms of normal play, the disparity between these two powers is widened when a normal spawn will feel only one Unchain Essence and maybe two solar flares.
And none of this takes into account the fact that Negative Energy damage is less resisted than Energy damage.
The late twenties and early thirties are where Warshades start to really outperform Peacebringers, and these four powers are part of the reason why.
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