ArchGemini

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  1. ArchGemini

    Mids vs Game %

    Quote:
    Originally Posted by Blue_Centurion View Post
    I spent a very long time in mids getting my build softcapped, a Elec/Elec scrapper with no inherent defense. The build is very expensive, and I like it, dont want to change it.

    In Mids it says it has 45% Def S/L. In game the number reads as 44.94%. Of my enhancable defense powers Manuevers and Weave are already hitting ED. Combat Jumping could be upped (only by +the LOTG Def I/O in it though. Any advice?
    With my apologies if you have already looked into it, but are you a level or two off on some of your enhancements? I had that problem once where I wanted a set bonus and forgot the actual level of the enhancement itself and ended up a hair short on Defense. Another option would be enhancement boosters.
  2. Xyzor,

    I am not sure if you actually use Touch of Fear as a fear power or just using it to hold a 6.25% recharge bonus, but if you are using it for the latter, you could switch the 5 Glimpse for 4 Clouded Senses and gain a slot.

    I am sure more veteran builders will have other counsel for you. I split up my playtime among more toons, and I prefer positional building, so my DM/Reg/Soul went in a different direction. Like what you did, though.
  3. ArchGemini

    Scrapper Snipe

    Quote:
    Originally Posted by Nihilii View Post
    What might seem an incorrect answer at first glance is in fact a good answer: scrappers don't get snipes.
    Going to go with this one, Smiley and all (as in, not worth the pick). If you want a ranged attack, grab Mu Bolts. What you lose in power you make up in general ease and desire to use down the line. Unless you are in a really dangerous or packed mission, in nearly 7.5 seconds you might as well just turn on a travel and run that runner down.
  4. Quote:
    Originally Posted by TwoHeadedBoy View Post
    When Fire and Ice themed Praetorian Kheldians come out I think I'm going to combust from happiness. I have a level 40-Something Energy/Kin Corruptor that I'll never play again. It was my first ever character, and I don't want to talk about it. I can't bring myself to delete him though. >.>
    I have a 50 Kin/Nrg Defender that I feel the same way about. I used a free transfer and all but banished the poor guy to a never played on server.
  5. I have a Dark Melee character of every melee AT (and a Dark Manipulation Blaster), at least 5 Shield characters, and 4 Kineticists.

    Ninjitsu is the only secondary I run on Stalkers. If I am missing out, oh well.

    Dark Assault does not get me excited to continue my dark streak (and I was looking forward to a Dark/Dark/Soul Domi). Perhaps after my Peacebringer it will be time to roll a Warshade.
  6. ArchGemini

    Kheldian Fashion

    Now what is so different about the body types the girls get a sash? Now I am going to have to have a girl so I can pattern a Warshade after her (my son is the inspiration for my PB).
  7. Biggest brother played a Stone/SS Tank on my old family outings, so Kineticists were always pretty welcome. None of us had the inclination to build one ourselves. We also did a few theme based teams, and got a group of Rads to 50 on almost nothing in the way of enhancements. We actually liked when new people played on those teams to show them that the Trinity is pretty optional in the City.

    Other people who knew what they were doing and did not go crazy the first time something took a little longer than they were used to because the other people playing actually had lives (and kids) were also very welcome.
  8. ArchGemini

    Kheldian Fashion

    Quote:
    Originally Posted by Redlynne View Post
    Whoa!
    Quoted for emphasis. What packs do you need for that, Justaris? That is absolutely filthy (and I mean that in the absolute best way possible).
  9. Ageless Core Epiphany seems like a good solution. Extra 10% recharge and 100% Recovery (on top of the other parts of the bonus through the other minute of activation).
  10. Quote:
    Originally Posted by Infini View Post
    Dull Pain
    Entropic Aura
    Frozen Armor
    Glacial Armor
    Energy Absorption
    Energize
    Invincibility
    Icy Bastion
    Eclipse

    Smite
    Siphon Life
    Midnight Grasp
    Blazing Aura
    Lightning Field
    Soul Drain
    Orbiting Death
    Quills
    Conductive Aura

    Inherent: Fury
    Win. And Good Lord, man. Nothing like cold, brutal efficiency. While I would fix up my other Scrapper, I think everyone would have to make some sort of overpowered crime against nature just to say they did it.
  11. Theme-wise, one of my Scrappers was always Dark Melee-Martial Arts/Regeneration-Ninjitsu. I was able to build him as such on the secondary standpoint (runs at 32.5% M/R/AoE with the 5% from Barrier T4), but coming up short on the offense side always left me sad. Let us see if we cannot fix that.

    Smite
    Storm Kick
    Siphon Life
    Assassin's Eclipse
    Focus Chi
    Placate
    Soul Drain (Could not think of something to put here)
    Dragon's Tail
    Midnight Grasp

    Ninja Reflexes
    Danger Sense
    Quick Recovery
    Dull Pain
    Integration
    Resilience
    Quickness (I know, shameless pull from SR)
    Instant Healing
    Moment of Glory
  12. Going to ditto everything everyone said here. Alignment merits can get you where you want to go, just do not be expecting it to happen overnight unless you play dozens of characters reliably.

    Also (and I just started making sure to do this again) make sure to check the uncommon set recipes you get and see if the crafted value is worth making and selling rather than just deleting for space. Even at only 3-5 million (Crushing Impact, Doctored Wounds and their ilk) a pop, it adds up. Worst case, you actually use the enhancement yourself. The missus is much better about it than I am and she has more inf for it.
  13. Quote:
    Originally Posted by Arcanaville View Post
    The devs said that while three even level minions was the original balance point for standard content (which doesn't mean players are the exact equal of three even minions, by the way) as players fully slotted powers in the higher levels the players tended to outpace the standard content, to the point that *on average* the difficulty you experience in the lower levels vs three even minions would be comparable to the difficulty you experience in the higher levels vs three +3 minions. They didn't specifically target that, they were just expressing their belief that players get more powerful more quickly than the critters did at high levels, and that was their best guess as to just how much more powerful they got.
    So more of "subjective" point of comparison than a point designed around? Thanks, Arcana.
  14. Quote:
    Originally Posted by Dirges View Post
    It depends on how you look at it. If you are playing a class with it's own defense it is much easier, but the game balance isn't just on AT's with their own defense. The balance is also based on a emp/rad defender being able to solo as well. The bar is set low so that everyone could solo and handle basic game play, and it is why they have changed our ability to adjust difficulty for ourselves a few times now.
    Definitely an important point. The melee folk, almost regardless of primary, secondary or even AT, will look at +0/x1 as being pretty easy once their powers get fleshed out with SOs. Depending on powersets, it starts to get fuzzy when starting to look at the ranged ATs, who have to deal with things that must meleers shrug, even when fighting at base difficulty (mezzes being a prime example). As far as the quote from the Dev regarding "3 red minions" being the balance point later in the game, I remember reading it somewhere in Arcana's Scrapper Secondary Analysis, so I always figured that quote was only in regard to Scrappers. Was that supposed to be a different balance point for everyone at end game, or was it just a set-point so Arcana could do another set of immortality-line calculations?
  15. ArchGemini

    Regen Help!

    Like most of the other posters have mentioned, the primary is going to make a lot of difference in your build.

    My /Regen runs Dark Melee, so I built for 27.5% to all positions, as much recharge as I could cram in him, a T4 Spiritual Alpha and a T4 Barrier to get his positions to 32.5%.

    As much as this will be an admission that I am not pushing the envelope as hard as I should, with that setup I have run through tips and radios set for +3/1-2 and seriously only have to toggle up for the night (as in, not use Reconstruction, DP, IH, or MoG). Siphon Life keeps me topped off.
  16. THB,

    The build Aneko is referring to is the one I posted on page 2.

    Quote:
    Originally Posted by Aneko View Post
    Hasten not being permanent means that neither is Light Form, so for the sake of the exercise, I'd work on that.
    Question, then. How close to perma does Hasten need to be for a 90/300 power need to be perma? With the build I have posted, LF runs at 86.6 while Hasten is running, but I am not sure how much that changes for the interim period that Hasten is not up.

    With Hasten, the total recharge in the build is 151. So how is my build any different than the Warshade build THB references:

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    That's not true. I remember an old post from AlienOne saying his recharge was around 150% (this was pre-incarnates) which means that his hasten was not permanent, but his Eclipse still was. Light Form has the same duration and base recharge as Eclipse- I haven't looked at the build you are referring to so I can't speak for it, but I did want to comment that perma hasten is not required for perma LF.
    Worst case, Spiritual Total Core (a T3) brings the recharge in Hasten to 119.6, but I was trying to leave the Incarnate slots to be open.

    Quote:
    Originally Posted by plainguy View Post
    Is it me or just did no one get that the OP was just trolling for a build. I mean simply if you knew how to create a build you would just create one and post it up for inspection and get some input from other players.

    Or you can go the 2 routes. One is just out right ask for a build which might or might not get you results.

    Or you can do the whole I don't think this can be done trick and then have some one just do the work for you. Which is the route the OP went for.
    Eh, why not try and put something together? It is like a forum game for most of us.
  17. I am sure there are lots of areas for improvement (the build currently has no Accolades or Incarnate powers applied), but aside from the Gladiator's +3, there are no Purples or PvPs.

    Items I can think of from the jump:
    Endurance consumption. None of the Defense toggles are slotted for reduction (Weave, Maneuvers, Combat Jumping and Combat Flight). Conserve Energy is underslotted.

    Offense. No Dawn Strike or any of the other AoE-type attacks from Luminous Blast. Hasten is not perma without Incarnate help or going Purple.

    Resistance. S/L resistance runs at ~82%, but if 85 is absolutely necessary, Tough can be taken in place of Assault (this option also allows for slotting the Gladiator's in Tough and freeing a slot in Incandescence). With S/L Defense softcapped, I did not figure it to be an issue, and went for a little more offense. F/C runs at about 84.5. Left it be.

    Overall, playable, but if you are going to Mainline PB, put some more inf into it and very strongly reconsider taking Dwarf for some of the slot mules it allows.

    But for the sake of the exercise, my attempt for the board's review:

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Leaping

    Hero Profile:
    Level 1: Glinting Eye -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(33), Decim-Acc/Dmg/Rchg(33)
    Level 1: Incandescence -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(17)
    Level 2: Gleaming Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34)
    Level 4: Essence Boost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(36), Dct'dW-Rchg(37)
    Level 6: Radiant Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(7), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(40)
    Level 8: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 10: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13)
    Level 12: Inner Light -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(21), RechRdx-I(23), RechRdx-I(23)
    Level 14: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(48)
    Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 18: Incandescent Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg(50)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 22: Reform Essence -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(37), Dct'dW-Rchg(37), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40)
    Level 24: Conserve Energy -- RechRdx-I(A)
    Level 26: Solar Flare -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
    Level 28: Quantum Acceleration -- LkGmblr-Rchg+(A)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 32: Photon Seekers -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(43), C'Arms-Acc/Dmg/Rchg(46), C'Arms-EndRdx/Dmg/Rchg(46)
    Level 35: Super Jump -- Zephyr-ResKB(A)
    Level 38: Light Form -- TtmC'tng-ResDam/Rchg(A), Aegis-ResDam/Rchg(39), ImpArm-ResDam/Rchg(39), RctvArm-ResDam/Rchg(39)
    Level 41: Spring Attack -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 44: Jump Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
    Level 47: Acrobatics -- EndRdx-I(A)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(5), EndMod-I(15)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Cosmic Balance
    Level 1: Energy Flight -- Zephyr-ResKB(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 10: Combat Flight -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    ------------

    Edited to add: Post 669. Significant because the letters in my full name have this count. Purely Kicks and Grins.
  18. I would not mind knockback effects being removed or suppressed either by options or by IOs. It would be a far less favorable option (the -KB IO, unless there are options for a global and/or one to use per power), but it would give the Devs the ability to look at the popularity of such an option and possibly implementing others.

    But for the love of the Furies change Solar Flare to KD!
  19. I thought canonically Voids do not have an alignment. They are their own group that hunts Khelds and just shows up. I just assumed they were more or less invisible to the other enemies in the group.

    The part I hate about them is that they show up as an extra enemy in a group, rather than as a replacement in a group. If, for any reason, you are having issues with a group, having an extra enemy that deals extra damage is going to give you major problems.
  20. An attempt at balanced Defense across the board. The goal was to get 27.5% to M/R/AoE so Barrier can tack on 5% and a small purple can drive you to 45.

    To be fair, I am not sure how it would play, and some the stalwart attack chain folks will question if I sacrificed too much recharge for it (does not run a gapless Sm-SL-Sm-MG chain). My personal build is a little more focused on Recharge for the chain, but runs under on AoE defense and over on Melee.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(9)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Heal-I(39), Heal-I(45)
    Level 2: Shadow Maul -- Erad-Dmg(A), Erad-Acc/Rchg(9), Erad-Dmg/Rchg(11), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(15), Erad-%Dam(15)
    Level 4: Reconstruction -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(27), H'zdH-EndRdx/Rchg(36), H'zdH-Heal/Rchg(36), H'zdH-Heal/EndRdx/Rchg(37)
    Level 6: Quick Recovery -- P'Shift-End%(A), EndMod-I(7), EndMod-I(7)
    Level 8: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19), Heal-I(21)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal(37), Dct'dW-Rchg(37), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Boxing -- Empty(A)
    Level 16: Integration -- Heal-I(A), Heal-I(27)
    Level 18: Tough -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam(50)
    Level 20: Resilience -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(21)
    Level 22: Weave -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(23)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), DefBuff-I(25), DefBuff-I(25)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
    Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(34), GSFC-Build%(36)
    Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
    Level 35: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(45), DefBuff-I(45)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(46), RechRdx-I(50)
    Level 41: Dark Blast -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(42), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43)
    Level 44: Shadow Meld -- LkGmblr-Rchg+(A), RechRdx-I(46), RechRdx-I(46)
    Level 47: Soul Storm -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
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    Edit to add: Did not have an incarnate chosen. Spiritual Core Alpha resolves the attack chain problem but is a T4.
  21. Quote:
    Originally Posted by Timeshadow View Post
    Hmm...been a little while since I've looked at this thread.

    Glad you liked the guide even if PBs aren't your style. I really need to go back and overhaul it for the i21 changes. They've done some really nice things for the AT as a whole.



    Damage my friend, damage. Kheldians in general have DPS as a part of their makeup. Admittedly, they didn't really have the tools to capitalize on that aspect until recently. With the conversion of Build Up into Inner Light you can do a lot more. And since it has a long enough duration to be worthwhile in forms (Which Build Up never was) you can really put a hurt on enemies no matter form you choose.
    I have always found damage to be meh on my attempts at Peacebringers next to what they give up (on top of having to deal with special enemies). I see no reason at all why the Human Form could not have a base mod of 1.0 for ranged an melee (I believe SoA have that mod) and Dwarf have a higher base mod. My only concern there would be that there would be even less reason to take the forms.

    All I would like is for some parity between Peacebringers and Warshades (our Purple brothers have rocked forever), and then between Kheldians and Soldiers of Arachnos (who clearly got more design-time before release, because they are quite awesome too, oh, and they can buff each other).
  22. Quote:
    Originally Posted by Aether_Crash View Post
    my kingdom for Melee/Support

    Battle Axe/Storm away! slot for knockback!
    There is precedence for this in some small fashion of the game already. The Tsoo Swift Steels are Katana/Kinetics (which is an awesome sounding combo). Would have to get every single pool power that lets you get some mitigation, though.
  23. Surprisingly enough, the only t5 I suggest to people is Spring Attack, even though I acknowledge it could be a little better (Shield Charge's strength or its base recharge time). For PBAoE characters (squishies in particular) it is a great opener, since it puts everyone on their backs. For ST-based characters it is some AoE. For Shielders of any kind, it is actually not bad damage when boosted by Against All Odds.

    Between all the special teleports, the temporary travel powers, Ninja/Beast Run and the Hoverboard, I have not taken an actual travel power in quite a long time except for concept. Combat Jumping, Hasten and Hover are popular, but it would not surprise me if more players than you think would actually have to make room for a travel power and the t5.
  24. The only problem I ever had with Sonic Resonance were some of the effects. They can be annoying.

    That said, I agree with the posters who said that the visibility of the effects of the powers going unnoticed has a lot to do with the perceived usefulness of the powerset versus some of the others, especially Rad and Empathy (Oh, Christmas tree!), Dark and Kinetics. Not a lot of people (the forum-runners and vets are the outliers) think, "that attack hit me for half as much or not at all" because of their Bubbler or Resonator, but when they get hit with Fulcrum Shift and notice much bigger orange numbers or the green numbers that come up over their head from a heal, they know it right now.
  25. Quote:
    Originally Posted by Deus_Otiosus View Post
    On top of that, it also requires you to be totally committed to the Leaping Pool.

    The Leaping pool is good overall, but its still a consideration.
    This is the part I agree with in regards to all the T5 pool powers. They could all be better for the total commitment to the pool you have to make. If all the other powers were available after picking just one prerequisite, that would make things a lot different, especially in a game where there are so many more ways to get around that a travel power has become a bit of a novelty due to power constraints. Subbing a power for Spring Attack was not a problem on most of my characters. Subbing a power for Super Jump was.