LordXenite

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  1. Quote:
    Originally Posted by Westley View Post
    Actually, that would make him old enough to be DEAD.
    Actually no... he'd be mostly dead, you of all people should know!!
  2. Quote:
    Originally Posted by anachrodragon View Post
    Arc ID 67335 Teen Phalanx Forever!
    Arc ID 190069 Captain Dynamic, the Great, Faces the Great Face
    I support these two arcs as well.
  3. LordXenite

    Can it be done?

    I simply treat EB/AV enemies as "group-content" and move on, at least when I'm on my Kheldians. On my Ice/Rad or Ill/Rad, or other Control/Debuff toons, that's another story
  4. LordXenite

    Can it be done?

    Quote:
    Originally Posted by Pyro_Master_NA View Post
    ...for this purpose, I would say Shivans are out.
    That's how I feel about anything that should be considered solo gameplay. If you're using a pet-summoning class, that's within the allowed boundaries, but to obtain pets external to your build and use them to defeat anything, isn't essentially solo, in my opinion.
  5. Quote:
    Originally Posted by Westley View Post
    Unlike my theatrical namesake, I was born and bred a city boy on the east coast. Hell, I never even saw a live RABBIT in person until I moved out to Iowa for college.
    Despite being as urban as you, although not on the east coast, I've been to farms and to the odd Kibbutz, so farming isn't such a foreign affair for me. There's an odd sense of pleasure when you're tired after a long day of farming, as you look at all the nice crops — and drops — you've grown and harvested...
  6. Quote:
    Originally Posted by Smiling_Joe View Post
    This is the crux of the problem. We keep slipping into what "Khelds" do best and why "Khelds" get invited to teams when what we should be talking about is Peacebringers.
    So very true.

    Quote:
    Originally Posted by Smiling_Joe View Post
    Warshades are fine. Kheldians as an archetype are fine. A warshade has better control/buff/mez ability that can be used to create absolutely pristine conditions for dealing damage. Peacebringers are behind in that area.
    Again, very true, but where some would want to skew PB's more into the moar damage category, I for one would like to improve the PB's damage as well as its teaming abilities by adding the -Res debuff to every PB attack, over simply adding moar damage.

    Quote:
    Originally Posted by Smiling_Joe View Post
    I think it's an overreaction to state that one healing aura will change the reason Peacebringers are invited to teams. After all - the healing modifier on Kheldians (not the self heal) is down there with scraps and tanks, and while I don't see glowing touch going anywhere in favor of a stationary pet, I see nothing theme-breaking about it.
    It's clear in my mind that any teammate that would ask a PB to "rock the aura" instead of doing their share of damage/tanking, would be snorted at, at least I know that's what I'd do...

    Quote:
    Originally Posted by Smiling_Joe View Post
    (still want the buff to apply to the caster, LX - wink, wink)
    LOL!

    Quote:
    Originally Posted by Smiling_Joe View Post
    I can agree with Princess Darkstar's list of roles a Peacebringer can fill (with the exception of stealth, which is strictly a WS thing), and I think debuffing especially is where the peacebringer falls behind. -Def is great against hard-to-hit targets, but how often does that happen in the game? The vast majority of pve mobs are pathetically easy to hit, and so the effects of -def aren't noticed.
    The -Def is what allows me to slot my powers without too much worry about accuracy in the lower levels. The standard +Acc;+End;+Recharge;+Dmg(*3) formula works great, in my opinion because of the +Def. However, think about those enemies that don't get defeated during your alpha-strike. The +Def on them means the team gets to hit them easily, and while this seems unimportant end-game, lower/mid game stages prove PB's are quite effective in buffing their team by debuffing the enemy.

    The moment I entered an AE all Boss mission with a bunch of lowbie characters — all 7 of them, below Lv20 — and started tanking/attacking the Bosses, those purple shields around the Bosses (the sign something has lowered defenses) were more easily hit by the team... and I knew exactly how helpful -Def was.

    Quote:
    Originally Posted by Smiling_Joe View Post
    And personally it's added debuffing where I would pin my hopes. I'd trade just about anything for -def. I'd even take -end if Pulsar got a short circuit treatment. No, come to think of it, I wouldn't. But almost anything else.
    Indeed I would like added debuffing, active debuffing at that, for my PB. However, never give something up before you know someone's already willing to give you something for it!
  7. Quote:
    Originally Posted by CaptainQC View Post
    PBs don't get stealth
    But a TriFormPB can easily take Superspeed+Stealth from power pools and have fun with that.

    Quote:
    Originally Posted by CaptainQC View Post
    ...[PB's] get a lot less of control element than WS.
    Very true, but if you pay attention, right after using Pulsar and shifting to Dwarf, using the single-target Dwarf attacks sometimes disorients enemies who are still effected by Pulsar. That's definitely nothing to compare to what Warshades can do, but every little bit helps.

    Quote:
    Originally Posted by CaptainQC View Post
    I think thats why the request is made to make the heals on the PB more useful.
    The suggestion — because it's just a suggestion really — was made after 50 levels of Peacebringer gameplay, in normal teams, Kheldian-only teams and solo. Based on my experience, the one thing I felt missing from my arsenal of tricks was being able to stop a bunch of teammates from being defeated. I sure would love more disorient, especially in Photon Seekers. I would love to be able to do lots of other things, but lets face it, Kheldians can already blast, scrap and tank quite well, sometimes so much so it actually annoys other players on their more role-dedicated characters, so I didn't want to step on any toes, yet again.

    Quote:
    Originally Posted by CaptainQC View Post
    WS were always considered more controllerish and PB more defenderish.
    Well, now with Radiation Blasts — the offense power-set that I think PB's most closely inherit — being added to Blasters in I16, we may have a bigger problem now with people insisting that Glowing Touch is the odd power and it should actually be removed from the power-set entirely so that moar damage can be added
  8. Quote:
    Originally Posted by PrincessDarkstar View Post
    I know Glowing Touch does work ok when slotted well enough, but throw in a useful aura heal and the whole reason PB's get team invites changes.
    And why exactly would a PB get a team-invite? If a team needs a damage dealer, there's no reason to prefer a PB over anything else that does damage. If a team needs damage mitigation in the form of crowd control or tanking, there's no reason to prefer a Kheldian over a Tank or a Controller.

    The only valid reason, in my opinion, to invite a Kheldian to a team is because hopefully that Kheldian is an experienced player who can adapt to whatever the team is fighting and sometimes that actually does call for using powers like Glowing Touch and even the dreaded pool powers, like it or not.

    I again say, if PB's got an AoE heal component in their Reform Essence, like I suggested, and PB's were then letting themselves be regarded as "h34l0rz", that would be the fault of the individual PB player, not the AT and certainly not the one power that got changed!
  9. Quote:
    Originally Posted by Westley View Post
    That 6 year old should NOT be farming for the flour for his own cake! Child labor laws!
    No no no... it's not the 6 year old who's doing the farming! It's the Lv50 doing it. Besides, weren't you ever on a farm as a kid, helping around, what kind of childhood did You have?
  10. Quote:
    Originally Posted by Westley View Post
    Get him a birthday cake? Put him into kindergarten?
    And how can you make a cake without ingredients... hmm? And one of those ingredients is... flour, right? And... how does one get flour? Exactly right Westley... one farms so that one can make cake!!
  11. Ascendantia should already be on the PTS, Lv50 TriFormPB, and I just copied Dark Absolution, Lv50 TriFormShade™. Now we just need to get everyone's schedules synchronized and select a date, right?
  12. Quote:
    Originally Posted by CaptainQC View Post
    The more options the more fun. That's why I try to play the jack of all trades in all games I play but they are always the hardest to balance.
    QFT! And you'd possibly enjoy Runes of Magic, where the options seem limitless and totally free!
  13. Quote:
    Originally Posted by CaptainQC View Post
    I think that this exactly the point and thats why I think people are asking buffs in the other areas of the kheldian powers. What if we could be more than dmg dealer but truely be jack of all trades ?
    The shock... the horror! Someone wanting to do more than just... damage?! Impossible!
  14. I never said a Malta run on increased difficulty was advised, or even possible.

    It's just a challenge, mainly to one's patience because you know that eventually you may fail.

    Failure to notice a Q/V hiding in the spawn, could kill you. Failure to actually hit with an attack, could kill you. Failure to this, and failure to that...

    Truth be told though, it's all meaningless because defeat in this game carries no consequences. If it did, people probably would have had to re-think their concept of damage-is-king ideals, and some people could never enjoy that!
  15. Giving Peacbringers a weak AoE heal on top of their personal heal, and allowing them to create a safety zone where teammates can benefit from +End;+Def will only turn them into support characters if the player playing them will allow this to happen!

    In other words, I trust most Peacebringers out there to decide for themselves when to swoop down and heal their surrounding teammates and when to focus on fighting the enemies.

    If augmenting one power in the whole Peacebringer power-set equals making the Peacebringer a support-character, then perhaps Peacebringers never were anything other than support characters, because quite frankly, how can one power define a role, right?
  16. Quote:
    Originally Posted by Smiling_Joe View Post
    Definitely. Especially the part about adjacent spawns.
    Heck, on some maps, with the current difficulty settings pushed up to spawn more enemies, I already have to use Inspirations to overcome the enemies

  17. Quote:
    Originally Posted by Obsidian_Force2 View Post
    I'm not sure why you think this was taken away. I still do this more often than not. And the difficulty in pulling it off is not much higher than before the Dwarf Mire changes.
    But you do it for much shorter time than was possible before the change. Shorter time, means less damage. You're the numbers guy, remember?
  18. Quote:
    Originally Posted by Obsidian_Force2 View Post
    I do not care how anyone builds their toons, more power to ya, but assuming the reason Kheldians dont have more support is because the developers never thought of it and it's some tragic oversight I believe to be nothing but wishfull thinking on the part of people who as Darkstar said so well "claim to love Kheldians but do not actually love them because they want to change them into something their currently not."
    Excuse me??? Where have I said anything about Dev's oversight? Are you putting words in my "mouth" now?

    EDIT :: You know what?! Let me give you another point to think about, how about that since the Devs improved Human-form damage and allowed the inherent buffs to affect the forms (which essentially allows Kheldians to perform better all around), the Devs would now focus on allowing Kheldians to support the team above and beyond mere damage, in ways similar to what SoA's do, but in an active fashion rather than through passive auto/toggle powers? Is that really so much to ask do you think?
  19. Quote:
    Originally Posted by Smiling_Joe View Post
    They added damage, sure (most recently); but that was because kheldians had been shown to be unbalanced toward the support/tanker role.
    If I remember correctly, the additional damage (I13) comes from changing damage modifiers of Human-form attacks and from applying the inherent buffs to the Kheldian Nova/Dwarf forms just like they already affect Human-form and its powers.

    Quote:
    Originally Posted by Smiling_Joe View Post
    Had Castle intended to change the archetype's role to one of pure damage, I'm inclined to think he wouldn't have worried so much about mez protection obviating dwarf form.
    I think that had Castle wanted Warshades to be all about damage, he wouldn't have taken away the double-Mire/Eclipsed/Nova that would obliterate two spawns by itself while the team was fighting another in the previous room!

    Quote:
    Originally Posted by Smiling_Joe View Post
    More importantly though, I'd think he would have said something about a change in the "Kheldian Role."
    And that would have been accepted with as much respect and tolerance as Geko's words... I'm sure!
  20. Quote:
    Originally Posted by Smiling_Joe View Post
    I used to stealth them with invisibility on.
    I still do sometimes (Superspeed+Stealth+IStrike), it's just that I find that the more enemies surround the Sapper, the easier it is for those enemies to notice my PB IStrike the Sapper and they all go ballistic on me, especially those Titans.

    It's not a big deal, naturally, but with I16 and its more difficult-than-difficult settings, missions concerning Malta troops may become a nightmare since the likelihood of finding two (or more) Sappers (from adjacent spawns) in hot pursuit of your Squddie tentacles will become higher than ever!
  21. Quote:
    Originally Posted by Smiling_Joe View Post
    Wow Joe... awesome find.

    I started reading and got to this part:
    Quote:
    I think some of the issues that have come from the "slot" discussion is that players always want to 6 slot most of their powers. But that is not required to be a successful Kehldian. When in Nova form, Kheldians do base 20% more damage than Blasters. They also have an inherent 50% damage boost from the Nova power itself. That means without any Enhancements, a Nova attack does about 80% more damage than a typical Blaster attack. So you don't "have to" 6 slot the Nova attack powers to be effective.
    ...and got to this part:
    Quote:
    We have considered not allowing slots in the shape shifting inherent (attack) powers, but let the Enhancements from the Root Shape Shifting power trickle down to the attack powers (like pet powers do). But internal testing proved that to bee too powerful. It made each Enhancement 4 times as effective. In the end, we want you to have to make sacrifices and tough choices when you build your Kheldian. Hopefully, this will result in many different viable Kheldian Builds. This might mean shape shifting specialists, Human form specialists, Nova/Humans, Dwarf/Humans, or maybe players who start out one way, and respect out as they advance in level.
    Now, I know that all this has been said/typed a long time ago, and Geko is gone, and quite possibly, the whole vision as he explained it, is something a lot of players want to break away from, forget about and simply build the most awesome damage dealing character ever created, however, those design decisions, like it or not, are still with us and reflect nowadays in our modern-day Kheldians.

    The emphasized part in the last quote I posted sums it all up very nicely. Kheldians are supposed to be versatile and their uniqueness comes not from filling just one role, but rather from adapting to the circumstances. Wanting to fixate Kheldians on damage dealing alone, to me, seems contradictory to the spirit of versatility.

    I don't mean to say that damage should not be a goal in one's Kheldian build, but I do say it shouldn't be the only one, and I would also like to add that I feel it's high-time the Devs did more to flesh out Kheldians other aspects, especially for Peacebringers, thus the reason for this thread in the first place.
  22. Quote:
    Originally Posted by Obsidian_Force2 View Post
    ...Khelds are a damage oriented character whos main job is doing damage...
    See, I've never seen this "Kheldians are damage oriented" line come from a Dev, or any in-game related text.

    It's not that I'm saying Kheldians don't do damage, or don't do enough damage, I am saying though that I always feel like there's more to the Kheldian potential than mere damage, and I feel that should be addressed, by both players and Devs together.

    On the damage front, I feel Kheldians already do quite a bit of damage, especially with the I13 changes, and it's time to augment their other aspects.
  23. Quote:
    Originally Posted by Smiling_Joe View Post
    ROFL! You realize, of course, that your invoke panic would only hit about half of us, unless you have it heavily slotted for accuracy....
    I usually hit BuildUp right before it...

    Thing is, as a Peacebringer that has Fear powers, I often find it's better to fear the Malta Sappers first and dispatch them later rather than try to IStrike them because of the long animation IStrike has and how it exposes me to enemy fire.

    On my Warshades, Gravity Well and/or Gravitic Emanations usually do the trick and the Sapper doesn't even get to become a problem.
  24. Quote:
    Originally Posted by Smiling_Joe View Post
    ...But when two scrappers disagree and can't come to terms, they LET. IT. GO. and agree to disagree. IMO we could use more of that in this forum.
    :blink: :blink: :blink:
  25. Quote:
    Originally Posted by Smiling_Joe View Post
    Lord Xenite: Master of Understatement
    Well, I could have dubbed it like: I16, Invasion of the Malta Sappers!!! Please remain calm and extend your squiddie tentacle so that Second Wind insps may be dispensed to those in need., but seriously, why invoke panic?