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Quote:Oh no wonder. Last time I went to PvP to see what was changed, my was scratching a Tanker's back. For 10s during Aim, I couldn't even hurt him more than 25% of his health. The good news is he didn't even need to get close to me. I got Hurled to death. LOL Tanker's Hurl did so much more damage than my Gloom or Subdue. By the way, Gloom is seriously bugged in PvP?? Gloom's listed damage is pathetically low. I know it's based on activation time but that damage is not justified IMO.The OP is talking about damage, not Elusivity. Forts got their damage lowered in PvP a while back along with the reduction in Elusivity. Unfortunately, Psi Defenders can now do more damage than Fortunatas do in PvP.
My advice is to switch to a Night Widow build, which is significantly more effective and is very good for unhiding Stalkers if you have max perception.
I don't think there's anything they can do to make me like PvP in this game. I actually enjoyed pvp a lot in Guild Wars, Champions Online (yes!!!) and War Hammer Online. Luckily, CoX has the best teaming system of all! I say it balances out. -
Yeah, I agree. If they can make it that if you miss Assassin Strike, you won't get revealed, they should do the same for all the attacks as well. If you are hidden, you just shouldn't miss. At least this separates Stalker from Bane. :P
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If I were castle, I would ignore Stalkers because some ATs are meant to be soloers! (giggles)
Can't perform well on a team? That's not my problem! Stalker is meant to be a soloer. -
All these "placate" talks...
I just want to have separate system:
1. One power that allows me delivery Critical
2. One power that allows me to lose aggro(s)
I do not want them to be combined together because sometimes I don't want to keep aggro on me (if I team with squishies and they are dying already) and sometimes I want to lose aggro on me (so I can setup Assassin Strike or run or whatnot).
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Quote:You keep using that word. I do not think you know what it means.
Tanker base damage = 0.80
Scrapper base damage = 1.125
Kheldian base damage (melee) = 0.85
Dwarf base damage = 1.00
So a Dwarf has MORE base damage than a Tanker, and more than the Human Form.
What makes the Dwarf's damage low is a) limited selection of attacks, none of which do as much damage as Incandescent Strike or Radiant Strike and b) competition for Enhancement slots with the Human and Nova forms.
If you are not three slotting ALL of your Dwarf's attacks with damage, you will NOT get a lot of damage out of him. That's the equivalent of cutting your base damage in half. (So 0.50) You'll have to decide if it is more important to save the slots for other forms, and use Dwarf for tanking, or ensure Dwarf has enough damage to be effective in melee. (Hint: former for PB, latter for WS)
The solution for the limited selection of attacks, unfortunately, is limited to picking up Hasten, and some +recharge IOs.
It certainly didn't feel 1.00 damage scale for me. I know I didn't slot any of tanker's attacks because I just don't have the slots (yet). Even with 1.00 scale, 3s and 6s attacks don't do enough damage unless I put procs in them. And it's not like Dwarf form can take other attacks to make that 1.00 scale worthwhile (unlike VEAT taking patron attacks like Gloom and Shatter Armor). Yes, I keep saying that because it is true and I have eyes that tell me damage is low. It doesn't matter if you have 1.50 scale if your attack's base damage is on 3s and 6s recharge.
I am actually not really concerned for Dwarf form damage because I don't plan on "tanking" anyway. I am only using tanker form's healing so far. It takes a while to change into Dwarf though. Like 3s?
I've seen posts on Dwarf builds but Peacebringer's dwarf seems a lot weaker than Black Dwarf. I can see Black Dwarf dealing decent damage with Mire and even better healing with Drain. The only thing that stands out for White Dwarf is casting Dull Pain before changing form. -
Quote:Yeah, PB survives quite well against anything but Psionic damage so far. I am still new to PB and I am not used to watching out for Void/Quantum. Their damage is pretty high but the thing I hate the most is their knockbacks/stuns because after I get knocked down, I get hit again.
Yes, I've often referred to my all human PB as a "regen blapper."
The status protection bonus is incredible when you have at least two controllers. Acrobatics provides 2 mag hold protection and costs endurance to run, which is enough that even bosses can't hold you in one shot (with 2 mag protection, you'd need strictly greater than mag 3 to mez you). Two controllers on the team and you have 2 mag protection to just about everything for free. I can't call that "unimpressive."
So far, I am only using Dwarf form for healing. I don't have enough slots to enhance tanker form's damage. It's just not enough slots. Of course I may change the build later to test things out.
PB survives well and the only achille's heel is mez protection and psionic damage. Other than that, PB human is pretty fun. -
So, as I've said it before, I quit Peacebringer 4 times before. This time I am serious!
My new lvl 23 PB is currently all Human. I took Tanker form just for getting out of mez. Man, Tanker form's base damage is really low. lol I've never made a Tanker (and I don't intend to) but man, the base damage is really really low.
Anyway, I have some questions about Cosmic Balance. I've joined large team with my friends in RWZ and there were 3 Brutes. I looked at my stats and I had an amazing 75%-ish resistance to S/L. That's pretty good "team buff".
I think Defender and Corruptor gave me 20% base damage buff. What about Stalker?
My question is what does other WS/PB give me? The stats shows 10% resistance to "recharge debuff"? Is that a typo? 10% resistance to a specific debuff type seems very very low to me.I thought it was 10% recharge bonus for each WS/PB on the team. lol
And I am deeply disappointed in Troller/Dom bonus. Only mag 1?? Which mez attacks only cause mag 1? The lowest I know is a mag 2 stun attack. Shouldn't the Troller/Dom bonus be at least mag 2? I was getting held/slept left and right by Mentalist in RWZ.
Overall, I find PB Human to be quite "sturdy". I think I can see why Human damage is a bit on the low side because PB human can survive quite well with all the +HP, healing, shields and knockbacks. I am impressed by bonus from melee ATs and Corr/Defender. The other bonuses, not so impressed. -
Yeah, I've always thought Stalker's stealth should be more like stealth in Energy Aura and Dark Armor on Brute. It's a bummer that Stalker gets seen as soon as Hidden is gone. I guess they don't want Stalker to eliminate from group to group.. wait, Stalker has limited AoE so at the rate it's going, Brute may eliminate groups faster. :P
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Quote:LOL oh my god! I help level my brother's lvl 50 Claw/Will a year ago and I didn't even know Claw's Build Up recharge quicker. This is too funny. I thought all build ups are 90s.
I also proposed that Build Up's refresh time be reduced to 72 seconds, just like Claws's Build Up. This would help it to be up more often, which makes it more useable for our "burst damage" style of play. However, Claws users didn't like that idea too much, even though I suggested their build up be reduced to 60 seconds.
Anyway, somebody suggested that it is better for Stalker to have 45s recharge Build Up with 5s duration than having 90s recharge because Stalker needs to have access to Build Up faster to fit their style better. I think 5s duration is a bit too short though. -
So I've been trying to drain AVs. So far, the only one I can drain dry is Silver Mantis at even level. I can't drain any AV consistently if he/she is +1.
I am a bit disappointed because I took Mu Mastery to drain AV dry. It just takes a bit too longer. -
Quote:Yeah, I also read this note and I thought it was a typo awell. I thought it meant to say that they reduced it from 3.0 to 2.75 scale but I wasn't sure what was the original scale on Dominator. The damage-self is pretty high though?There were some very confusing patch notes about this. IIRC, they said that they reduced the self-damage component from scale 2.75 to scale 3.0, which makes no sense. I don't recall seeing any corrections or further explanations of what actually happened.
I am actually surprised that Energy Transfer on Stalker does that little damage considering it can't even critical. Poor Stalkers. Well, it's not "little" but comparison to Tanker's version...yeah. -
Quote:I don't know if more Stalker changes is going to affect PvP even more. I would like shorten Assassin Strike animation + Placate animation + Placate recharge. Is this going to affect pvp much? Can the shorten animation be different in PvE and PvP?Give -Regen to Stalkers; But I don't see it helping Stalkers all that much. I like the boost to crit radius and base damage boost but -regen just seems like a band aid or a consolation prize in the grand scheme of things.
Perhaps we're coming towards this the wrong way in general? Some say debuff, some say global damage boost, some say change to the typical Stalker opening. Is there anything else? I'm starting to feel like we're dancing around the issue instead of tackling it head on: I feel that it's the downtime between Hiding, AS attacks and the use of Build Up/Placate. All that downtime adds up, you know? Those seconds used to hit Build Up and the cast time of AS. Don't forget the few seconds your not doing damage while waiting on Hide to come back. If Stalkers could pull off AS more quickly and more fluidly, perhaps this would solve the problem? Right now the intervals between the burst damage of the Stalker just seems sooo long to me.
Maybe they can just reduce re-hide counter to 6s?
Well, I am all for giving access to more "controlled" critical than "random". I've always said Stalker should be able to control where the critical lands. -
At this point, just increase Stalker's base damage to 1.125 and increase Team Critical buff to 300' ft to match Peacebringer's Cosmic Balance radius.
Personally, I think Assassin Strike IS one of the main problems why Stalker isn't favored on a larger team but I don't think dev would touch that.
If I were Castle, I would increase Stalker's base damage to match Scrapper's and increase Team Critical buff radius to 300' ft and be done with it.
My original intention to give Stalker -regen in AS is because I want to give Stalker something other 3 melee ATs don't have. I think Stalker should help "more" during AV fight. The -regen debuff is only one of the buffs. I know it won't matter to a lot of Stalkers out there but it is still a buff regardless and it gives Stalker a better role on a team that doesn't have strong -regen.
Yes, we already have Defender, Troller, MM and Corruptor having access to -regen but the way this game is setup, if you can stack more buffs/debuffs, why bring any Melee AT at all? If anything, a super-team really only needs one Tanker/Brute and the rest are just stacking buffs/debuffs AT. Why bring a Scrapper or Blaster? Well, I know why! I don't always want to play a support AT or find a support AT! Sometimes I just want to bring my Stalker or Dominator to a SF even though I knew that bringing another debuff/buff is better.
Just because other four ATs have -regen, it doesn't mean Stalker can't have one and that's my take on it. It's not a biggie if Stalker has no -regen but I don't see why giving it to Stalker is going to "ruin" the game. I think Stalker should help more during AV fight just because Stalker is a Single Target specialist. Tanker can offer 20% resistance debuff and Stalker can offer -regen (or -special debuffs like Benumb). -
Quote:I agree. The issue isn't if -regen is useful or if it makes Stalkers stand out. It's just such an addition has so minimal of a use, it won't really do much to help the Stalker's role. You say their role is elimination of tough meaty targets? Well how frustrating do you think it'd be for players to be keeping that debuff going? How much damage (because in fights like that, DPS is where it's at) will the AT sacrifice in those fights just to get a pat on the back? It's also putting to waste that juicy +crit bonus you'll be getting because everyone is huddled around that AV.
I'm not opposed to such an addition, but I'm opposed to the idea that it'd have the drastic effect you think it will.
Well, it's not completely impossible for the devs to give Stalkers more AoE. But rather than going the cottage-destroying route, they can do a work-around that has precedence in current Stalker sets. They could simply extend the range of Stalker existing AoEs for more effective coverage. This is kind of already the case for One Thousand Cuts, as it is 10ft for Stalkers but 7ft for the other melees. And it's intentional too. 1kcuts used to be 7ft while the other melees had 5ft cones. When melee range was extended to 7ft, the devs simply left 1kcuts alone for Stalkers but later changed it to 10ft.
So what if the devs added an extra couple of ft (possibly some degrees) to their attacks? 10ft Shadow Maul? 15ft 1kcuts? 15ft radius Burst? 160 degree Slice? It's primarily just a value shift. Keep the number of targets in tact but being able to hit that target cap 75% would probably be better than plopping another attack in the set that I have to put slots into.
I think changing individual powers in each set will take longer for testing and the dev needs to figure out which sets are under-performing in PvE. I think it's pretty obvious that EM and MA are lacking on a larger team due to having no AoE at all but that's up to debate.
What if the dev don't want Stalker to be a Blaster-clone with good AoE? If this is pretty much set in stone, then the only thing that is left is Stalker's Assassin Strike, which is supposed to be the Role-Defining power.
I wouldn't mind some changes in Hide and Placate as well as those two are just as "role defining" as Assassin Strike since every primary and secondary has them.
If I were Castle, I would not give Stalker more AoE and more HP. That would be my position on this AT but I would give this melee AT something that other melee ATs don't have which would be -regen (-regen doesn't have to tie to AS) and even better ST damage (either increase base damage or get rid of critical radius).
This thread is more about "If I were Castle" and this would be my ideal changes on Stalker AT. Of course I would love it if 1K Cuts becomes 15' radius or if Shadow Maul becomes 12'. -
Liquefy isn't all that good with that long recharge. I think Sonic Resonance can use a lot of help with a quicker recharge Liquefy.
I have a lvl 42 Rad/Sonic corr whom I feel very weak. Three good powers are all for allies (which is fine I guess ) but those buffs are not even as good as Kin or Rad or Cold Domination. -
Quote:It's not so much the low hit points that's the problem. I mean really, defense goes a long way in making low health cap not to much of a problem.
The problems with it comes down to...
1) The health cap is easily reached...
WP can easily reach the cap with HPT and Accolades, making all +HP set bonuses a waste.
Regen can easily reach the cap with Accolades + set bonuses, making Dull Pain just another heal on a long recharge. Not to mention, lower hit points equals weaker Regen rate.
2) The resist based sets, don't get as much out of the hit points either.
Now mind you, this is all with set bonuses in mind. Messing around with MIDS, it wasn't to hard to get a /SR Stalker to the Health Cap.
And if I remember the build correctly, it reached a little over 1700 HP.
My WP build reaches just a bit over 1800, and could get even higher if I tried to get it higher, but there's no point. WP reaches over the (current) HP cap with just HPT and the accolades.
That's the only reason I suggest raising it to 1800. WP would still likely hit the cap no problem, the others might get close, but not as likely to hit the cap (though likely still possbile if really pushed for it.), giving /Regen a bit more bang out of Dull Pain as would Energy Aura's Overload.
The other secondaries will get more use out of their set bonuses.
If it wasn't done, it wouldn't be a big deal to me personally.
I like the idea of -Regen attached to Assassin Strike, but I'd only see that useful for the big targets (EB's, AVs, GMs, Monsters).
Which might have Stalkers looking more appealing on teams that plan to face them, but not nearly as needed, as that tends to be a limited engagemnt for most of the game, not to mention you have Corrs, Defenders, Trollers, MM's usually to bring it as well.
1. I can see why HP Cap is a concern. I've never really tried to reach the cap. Good point there.
2. I truly believe having some -regen in AS is going to help Stalkers in SF or regular AV fights. My intention for suggesting -regen is never just for soloing AV. I don't really consider soloing AV part of the real "game balance". Yes, troller, defender, MM and corr have access to -regen but not every set has one. And even if the team already has -regen, it doesn't mean adding Stalker's -regen is "not helping". It just means MORE -regen to help take down "real hard" target(s) faster.
I am not against having more damage for Stalker. The -regen is just one of the buffs I would like to see. I think Stalker's team buff needs to be better (either no radius or even higher critical % since you are never going to have everybody within 30').
3. If I were Castle, and I could only choose between giving Stalker more HP or giving Stalker more damage/-regen, I would pick more damage and -regen. We already have 3 other melee that survives better.
4. I also want to add that even with the team critical buff, I hardly see anyone asking for Stalker for team. This means unless the dev completely overhaul Stalker's design by giving more AoE (which I don't think it's going to happen), most of the buff ideas we have are not going to change others' opinion of Stalker.In fact, most people don't even know Stalker has team critical buff and aoe fear from AS. Can Castle do something that is going to "wow" the other population? Who knows. I think whatever buffs we may get, it's only going to satisfy the hardcore Stalker fans.
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Quote:Troller's DPS against Pylon is pretty biased because 1. Pylon is perma-immb which means Troller always get Containment 2. all pets attack the same target and Phantom won't die.Generally the Rikti pylon test is used. How much time it takes to take down a Rikti pylon...
(38343.75/time)+127.8125=DPS
38,343.75 is the amount of HP a Rikti pylon has (adjusted for resists) and 127.8125 is their regen rate (adjusted for resists).
So, your DPS rate using this measure is actually your dpsx0.8 (Rikti Pylons have 20% resistance I believe) adjusted for -res procs and -reg procs. So, a troller with high -reg or -res will be able to beat a Rikti pylon fast enough that their equivalent DPS is about 400. In other words, they can down a pylon in 2m20s...
In reality, an AV is not going to be perma held. Perma immb may be possible but Illusion has no immb (unless getting it from patron?) and all your pets may not focus on the same target during regular fights.
Using pet's DPS in Crab/Bane also kinda weird because those pets will not survive long against Pylon. In fact, even with double maneuver, my Reinforcement still die within 20s.
I am not saying Troller and Bane/Crab don't have good DPS but that 400 dps is pretty exaggerated. -
Quote:Jibikao
Yea, that's what I feel too, and what I've suggested. I think -500% Regen (for 30 seconds) would be a perrrrrfect number for a "successful" AS on a single target.
Personally, I feel as though it should add some -res/-def on top of that -regen (30% -def/-res for 30 seconds), which is what I suggested earlier as well. A debuff like that would help out smash/lethal sets, which run in to mobs who resist that damage type alot more often in late game. I think that the debuff added to AS should be pretty substantial, from even an "RP" sense of things. I mean...you're coming out of the shadows and supposedly delivering a "precise" and "massively devastating" attack on your "un-knowing" victim. He's not ready for it and has little chance to defend himself from it. It should, in all good sense, be a devastating blow against your foe, more than just damage. Plus, on a balance side of things...it's just a single target debuff...which needs a few things to be in place for it to even work, so it's doesn't come anywhere near being "too powerful" or anything.
I just think it really fits the theme and would help make Stalkers more valuable/viable on teams.
My main change for Stalkers, and suggestion still stands:
ASSASSIN STRIKE: Crippling (bonus attribute): : (debuff applied after a "successful" assassin strike)
- -500% Regen Rate for 30 seconds
- -30% resistance (all) for 30 seconds
- -30% defense (all) for 30 seconds
- Does not stack from same caster
I probably won't add the resistance debuff (too good). lol I just think that Stalker needs to offer something different during tough fights. Most of -regen is from supporting ATs and I think it will help Stalkers in strike force a lot if they can contribute -regen so the team no longer has to sit there and wait for Rad or Kin or any sets with good -regen.
This -regen in AS will not replace Kin and Rad but at least there is an option!
And 500% regen doesn't seem to matter that much against regular bosses anyway. - -500% Regen Rate for 30 seconds
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Quote:
Sure, AoE's are what Stalkers lack (not that you said they need them, I dunno), but I do not feel that a Stalker should have AoE's. I don't think that solves the problem and I feel that it takes away some uniqueness from the AT as a whole. AoE's are not the answer imho.
A single target debuff incorporated into Assassin Strike definitely solves certain problems with the AT when both teamed and solo. It does this without changing the format and playstyle for which the AT was created--which for all good intent and purpose is as a Single Target Eliminator. It would vastly increase a Stalkers ability to allow himself as well as his teammates to deal much greater damage against a single hard target. Thus better fulfilling the role for which they were centered around.
The way I see it is this. Dev already added one aoe attack in most patron and epic sets have aoe too (if they can fix criticals).
The existing sets like MA and EM will not get modified to have an aoe so asking for more aoe is pretty impossible.
This leaves ... what else can Stalker bring besides ST damage and limited AoE? DEBUFFS!!!
I've been doing a lot of AVs (ITF and other SFs) and one thing that bothers me is that as a Single Target-specialist, I don't feel my contribution to the AV fight is more meaningful than Brute/Scrapper. Brute handles all the main aggro and Scrapper at least kills non-AV faster and they get more out of damage buffs (due to higher base damage).
It would be nice if my Assassin Strike has good -regen because you don't always have Kin, Radiation or Trap (even though people ask for them). Wouldn't be nice that in the case of not having a Rad or Kin, you can bring Stalker for -regen too? I mean that would give Stalker a more meaningful role on the team.
The more I think about it, the more I think Stalker should have -regen in AS. Maybe 500%?
Why should all the support classes have -regen? (I don't think poison dart's 25% matters much lol).
If you ask me, Stalker should be the one taking down AV/Pylon fastest of all melee class. -
Quote:Funny I hate losing aggro on my Stalker like that if I team with squishies. I even try not to use Placate that much because I want the aggro to stay on me if I can handle it. :PThe way I see it, stalkers only need two changes.
* HP at the same level as scrappers
* Hide breaks agro.
Am I the only one who is not bothered by our less HP? I really don't think I attract that much aggro to being with. I mean we have less AoE and we have Hide and Placate already to lose aggro. -
Well, I eventually went with Mu Mastery. I think it's great to have a great debuff in Sleet or a melee attack like Energy Transfer but I feel my Elec control's strength is in endurance draining.
I was lvl 41 fighting lvl 41 Silver Mantis AV. I could drain her dry but it took about minute and 20s. If I have Power Sink with Power Boost, I believe I can drain her to zero within 30s and the rest is more about maintaining that drain. One annoying thing with her is that her caltrops would "scare" my two pets away. Those two pets will make sure she is constantly dried.
I also took Tough so Charged Armor can stack S/L resistance at least.
We'll see how it goes. I was on a team against Death Surge and we even drained it completely dried.
I've also learned that AoE defense is more important than Melee defense because if I am on a large team in SF, I am never going to be the main "tank" but I do get hit hard by AV's AoE damage. I've been trying to get more AoE defense now because I need to get close. -
If I were Castle, I would find the quickiest and easiest way to satisfy Stalker fans because I have other bigger issues to address!
Since Stalker usually has no soloing problem, then team-play is the key and the new strike forces are going to be hard and Stalker may feel even less welcome.
This means...
1. Get rid of team critical buff radius (check!). Most people who don't play stalkers probably will never know Stalker gets this team buff anyway so I doubt getting rid of the radius is going to ruin the game. If making the radius bigger causes too much lag, then I would make the critical buff even stronger because it is unlikely that Stalker has teammates around him all the time. 3% per teammate? Now it's 5% per teammate!
2. Interrupt in Assassin Strike is a must so I would probably reduce activation time a bit and I would reduce even more for MA and EM because they have no aoe. -
I actually have never really looked into WS builds but I am a bit of a weirdo in a way that I prefer using something that is a bit less common. I've seen more high level WS than PB so I automatically assume WS > PB. (later I found out that more PBs were created but this doesn't mean they play them more than WS)
I just carefully looked through WS' powers. Yeah, they are quite interesting. I don't think I'll ever like Tri-Form as I don't like changing forms so Human form is my only choice, but even WS' human form seems a lot more interesting than PB's Human form. PB's human form seems pretty standard with build up and some pretty serious knockbacks in aoe. WS has a neat mini-nuke power Unchained Essence and then there is Dark Extraction. Gravity Well seems pretty decent too. -
1. Reduce Assassin Strike activation time and possibly remove interrupt in PvE. If they get rid of interrupt, then they can keep the same activation time.
2. Get rid of the team buff radius. Does Kheldian have radius limitation for their team buffs? Stalker should get team buff critical with teammates in the same zone/map.
3. Add decent -regen in Assassin Strike. This makes Stalker a bit more attractive than other melee class during tough AV/Hero fights because afterall, Stalker should be the Single Target Elimination specialist. During AV fight, it seems like Brute and Scrapper are better than Stalker because they survive a bit better and it's not like Stalker's dps is higher without teammates.
4. I don't know why being hit after Placate loses critical as Placate doesn't really grant "Hidden" status does it? You only "blind" one target but other targets can still see you. It would be nice that Placate grants Critical regardless you get hit or not. Either that or shorten Placate's animation time.
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The above is what I consider "likely" fixes but I still think it doesn't address some of the main problems.
1. Some sets need to have at least one AoE, namely Martial Arts and Energy Melee. I know this won't happen so I classify it as "not likely" to change but I think it should. AoE in this game is just too important and it's not like MA and EM's Assassin Strike is much stronger than other sets'. If AS replaces the precious AoE, then those two sets' AS need to be stronger to make up its loss of aoe.
2. Higher critical rate is nice on a team but it is still RANDOM. I've always thought Stalker should be able to control his critical hits rather than random. We already have Scrapper for random critical hits.
3. Ideally, I think Assassin Strike should come with different buffs or debuffs for each set, like Spines can apply poison dot damage after AS. This won't happen but I think it will make each AS more interesting. -
Quote:"Before level 14" = nothing. Nobody performs particularly well at that point. Barely into DOs, nowhere near enough slots on any AT. Tanks can't really tank, Scrappers can't really scrap and so forth. And that goes for "kinda low damage" too.
Mez protection is granted by who you team with, as well as Dwarf form - at level 20. Not sure what you mean by "Cant' use power tools." I wouldn't suggest trying to build a house in either Nova or Dwarf form.
Control = Pulsar, Incandescent Strike (it IS a hold) and knockback/down. You are not a Dominator or Controller. You are a Peacebringer.
I took Leadership thinking that I could improve my Squid form damage but it was grayed out, unless they have changed that recently? I haven't played Peacebringer for a long time. My original plan is to focus on Bright Nova form and maybe Tank form in some situations but I see PB has quite a few powers that can only be used during Human form. I just don't know if I have enough slots to satisfy.
Isn't Puslar only a pbaoe mag 2 stun and Incandescant Strike is a 3.3s melee attack that has a hold. Both of them are pretty weak in control department IMO but I know PB is not a control class.
And I am not sure if Mids' numbers are wrong but PB's human form damage looks low to me.
It's not just because I didn't have single origin in PB. It's just that the whole design of PB seems very messy to me. WS looks a lot better (it seems).