Proposal: Pulsar Mag +1


LordXenite

 

Posted

Hey all. As some of you may know Khelds are, hands down, my favorite ATs. I've got a 50 Warshade and PB, both of which are heavily IO'd. My Warshade is great for teams as it quickly becomes an engine of destruction without need of rest. My Peacebringer is good for solo work thanks to its self-contained buffs (The 32% Smashing/Lethal Defense I've built up helps too ). But as I play my PB I've noticed that something's lacking. There's no reliable mezz for use against anything above minions.

As things stand, this absence can quickly become problematic. The issue really begins to stand out around the 30s when enemy mobs start to come equipped with more and more mezzes of their own. The way Khelds are designed you're often shunted into the more defensive Dwarf form against such foes. That's not as much of a problem for Warshades since Black Dwarf has a fantastic means of boosting it's own damage. White Dwarf has no such mechanism so if you end up stuck in it due to mezzes your damage output is significantly reduced (Which can lead to death depending on what you're facing).

So, as the thread's title states, I propose increasing the Stun mag on Pulsar from 2 to 3. This minor change would give Peacebringers a means of better handling troublesome enemies without stepping into Warshades' more controllerish territory and prevent them from being forced into Dwarf for large portions of any combat scenario.

Now some may see this as another argument for adding mezz protection across the board. While that option's very attractive I'm against it because it would fundamentally alter the way Khelds play and remove a certain emphasis on shapeshifiting as a primary means of fighting. This would, in turn, negate some of the versatility that hybrid ATs like Kheldians are built around.

Please leave your feedback on this idea. Love it or hate it, if it makes the Devs pay attention it's worth posting.


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Posted

I just want to jump in here, as i'm against any suggestion that makes Peacebringers more like Warshades, even if it's just by a hair. In my opinion, they are different and that is good. Any suggestions for improving Peacbringers should enforce those differences while fixing any issues that might need addressing.

My general Kheldian issues asside, shapeshift animation times, and lack of Kheld-specific costume pieces.

My proposal would be to first switch essence boost and reform essence in selection order, and increase the recharge to 90s. Then add a moderate magnitude mez resist for 10 seconds that you can use while mezed. Sort of like a Break free build up. This would give peacebringers a unique defensive option of their own, that wouldn't replace dwarf as it would not be perma-able.

Next I would modify Glowing Touch to boost maxHP instead of just healing, using frostwork as a guidline. Perhaps instead of the toxic resist, fiting with the energy theme, you add some +max endurance.

Finally I would say that the expiration on photon seekers needs to go while lowering the recharge. How much lower should the recharge be? I have no clue, I'm not much of a photon seeker expert. I just believe that the expiration is absolutly unnecessary for a power that justs ends up blowing itself up, and lowering the recharge would increase the power's utility.

I mean correct me if I'm wrong, but isn't there a limit to how many seekers you can have out at once. Similar to the mastermind henchmen limit, or is the ammount of simultaneous seekers only limited to how much recharge you have?

There's just been so much talk about peacbringer buffs lately, I've felt compelled to stop lurking and chime in on it.

GL and have fun


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Posted

Unfortunately the devs are really hesitant to change power ordering around.
And equally hesitant to change the main function/theme of a power (The "Cottage Rule")

I'm agreed with the OP. Pulsar should really be Mag 3.

On top of that, I'd like to see Solar Flare be made Knockdown by default (slottable to knockback) so it would get more love in team play, and Photon Seekers' base recharge time reduced by at least a third. A Slight Base Damage buff on the Human form attacks wouldn't go amiss either... Peacebringers currently are very survivable, but about as damaging as a well-built Defender (at least outside of Nova Form, and Warshade Nova is simply far better than PB Nova due to their Non-Kamikaze Pets and Long-Duration Mire/Eclipse buffs). Human form PBs get really slow and powerful LOOKING attacks, but in the age of IOs they're considerably under par on actual damage output.

But what I'd really, really like for Kheldians... More than anything else... is for the Dwarf "Antagonise" ST Taunt to be made Autohit in PvE.


 

Posted

Quote:
Originally Posted by MaelwysAlts View Post

But what I'd really, really like for Kheldians... More than anything else... is for the Dwarf "Antagonise" ST Taunt to be made Autohit in PvE.
The dwarf taunt isn't single target, it's AoE, and has an accuracy of 1.5, which is more than enough to hit most of the mobs in the game with no accuracy slotting whatsoever. Making it autohit would be a minor buff, IMHO.

Adding a mag to pulsar, however, would be something I would love to see.


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Posted

Quote:
Originally Posted by Smiling_Joe View Post
The dwarf taunt isn't single target, it's AoE, and has an accuracy of 1.5, which is more than enough to hit most of the mobs in the game with no accuracy slotting whatsoever. Making it autohit would be a minor buff, IMHO.

Adding a mag to pulsar, however, would be something I would love to see.
With a max target count of 5 and no gauntlet it might as well be ST


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Posted

Quote:
Originally Posted by Microcosm View Post
With a max target count of 5 and no gauntlet it might as well be ST
Most Dwarf attacks - like White Dwarf Flare, for example - do indeed have gauntlet.

In fact, here is where White Dwarf gets something Black Dwarf does not. White Dwarf Flare has a taunt component, while Black Dwarf Mire doesn't.

Of course, Black Dwarf Mire does, you know, buff damage and tohit....


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Posted

Quote:
Originally Posted by Smiling_Joe View Post
The dwarf taunt isn't single target, it's AoE, and has an accuracy of 1.5, which is more than enough to hit most of the mobs in the game with no accuracy slotting whatsoever. Making it autohit would be a minor buff, IMHO.
The problem with the Taunt is not that it doesn't manage to suffice for most foes in PVE, but that it can't hit foes at some of the most important times. With Footstomp and Taunt on a PB Dwarf you can fill in as a tank for a Typical team... unless you encounter, for example, an AV with a defence based Tier 9, or a Paragon Protector with MoG. In the old days you could pop the Geas accolade to counter this, but the ToHit value of that accolade was slashed several issues ago, so these days I make sure to carry a column of big yellow insps on my PB specifically for those occasions.

Also, because the power is not autohit, even in regular play versus regular mobs it will have a 5% failure rate - you're correct that it's an AoE power, but if you're taunting a group of five foes, you'll see it miss one of them roughly every four times. It simply can't reliably lock down aggro without an autohit effect.

Dwarfs have more than enough holes in their Tanking ability already without having to worry about not being able to pull a dangerous foe off their teammates whenever the brown stuff hits the fan.

I don't mind if we call making it autohit a minor buff, but it's certainly top of my wishlist.


 

Posted

Quote:
Originally Posted by Smiling_Joe View Post
Most Dwarf attacks - like White Dwarf Flare, for example - do indeed have gauntlet.

In fact, here is where White Dwarf gets something Black Dwarf does not. White Dwarf Flare has a taunt component, while Black Dwarf Mire doesn't.

Of course, Black Dwarf Mire does, you know, buff damage and tohit....
Riiight. I think I forget that because the mire doesn't have a taunt component, so the WS gauntlet only works with one opponent. I find this pretty useless unless I constantly cycle opponents. If Castle'd add a taunt to the mire that might help a lot, but I'm not about to point his attention to warshade mires


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Posted

Quote:
Originally Posted by Timeshadow View Post
There's no reliable mezz for use against anything above minions.
I propose increasing the Stun mag on Pulsar from 2 to 3.
Well, reliable, no... however, with such an increase, and slotting +Stun procs in fast-recharging attacks a PB could perhaps become a too-reliable a stun-locker. I'm not against this change though... it'd be, fun!


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