LordXenite

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  1. Quote:
    Originally Posted by PrincessDarkstar View Post
    ...Both types of Kheldian have been several tools to allow them to have a degree of flexibility, but they are clearly damage oriented AT's.
    My opinion on the matter is that in a game where each and every character deals damage, only those characters that have the highest, and most constantly reliable damage output can and should be considered damage dealers. Each of us may have different definitions and playstyles but as long as our strongest attack chains as Kheldians are not as constant, or as reliable and contain less amount of damage than another AT (Scrappers for example) then I cannot allow myself to view Kheldians as damage-dealers first and foremost.

    Quote:
    Originally Posted by PrincessDarkstar View Post
    Obsidian isn't trying to turn them into scrappers but he is trying to prevent them from becoming too watered down. If you give PB's even more defendery powers then they truly will turn into the 'weak defender' that people already see them as.
    Most definitely not going to happen. If you carefully examine my suggestion, you will see that the suggestion to add an AoE Heal component to Reform Essence will not make a PB a better healer than Controllers get to be, and if a PB chooses to use Reform Essence during combat at least it will benefit other teammates than just him/herself. Even the AoE endurance-recovery/defense buff should not effect a PB's strategy since the idea is to deploy the buff before combat.

    The moment the Devs put Glowing Touch into the PB power-sets, they already told us that a PB's job is to protect the team. Sometimes at all costs, if that's what the PB wants to do. I aim to augment that aspect of Peacebringing as it is quite neglected in the AT as far as I understand.

    If as you say, people think of PB's as a "weak defender", then by all means, my suggestions will only serve to improve that publish opinion and eventually people will realize that there's more to a PB than a "weak defender" and a PB is actually quite a strong and capable Team Protector, if not its natural born Leader!

    Quote:
    Originally Posted by PrincessDarkstar View Post
    You need to add to the strengths of the AT not give them other powers to compensate.
    Funny you should say that because as far as I see, that's exactly what I've done. The -Res addition to each and every attack plays straight into augmenting PB's damage, but also augments the damage the whole team can do to an affected enemy. The addition of an AoE healing component to a power that already exists in the power-sets makes the PB a better healer to the team and the replacement of Glowing Touch with a locational-AoE buffing temporary pet enables the PB to strategically create a safer zone for the team that can be of use while the fight goes on.

    Quote:
    Originally Posted by PrincessDarkstar View Post
    I like the idea of -def addition to all the powers, but overall I think Warshades and PB's should both be DPS characters and it is a slight DPS boost PB's need, probably in the form of changing Photon Seekers to be less like Unchain Essence and more like Dark Extraction. Plus a few other tweaks here and there such as changing the KB to KD etc.
    First of all, you're wrong. PB's already have a -Def in each and every attack, and what I suggest be added is -Res. This addition will bring up not only the PB's DPS, but also the team's DPS on affected mobs.

    The only change I'd ever do for Photon Seekers will actually bring them closer to Unchain Essence and that is to include a -Disorient component which can stack with Pulsar, but lets not digress.

    Changing KB to KD, I definitely will not object to, and here's hoping that will happen in the future.
  2. Quote:
    Originally Posted by AlienOne View Post
    ...Hey, LordXenite, your triform pic is not showing up for me... Anyone else having problems viewing Lord's pic, or is it just my pc?
    It may be GamerDNA, so just in case, I've replaced the image with the thumbnail version of it and if you click it, the full version will appear.
  3. Quote:
    Originally Posted by Wavicle View Post
    They don't need to explicitly state it.

    They explicitly stated that Dwarf form can be activated while mezzed.

    Unless they say otherwise, anything that interferes with that is a bug.

    Period.
    I LOL'ed... sorry but I really did.
  4. First of all, thanks for the comments. Allow me to address them from last to first please:

    Quote:
    Originally Posted by Obsidian_Force2 View Post
    I would actually be against anything that turns either of the Kheldian sets away from their damage dealing roots into something more defendery. If it happens I will live, I'll simply not play the set, but I see no real flaws in either set that would require such a massive redesign on concept.
    *sigh!*

    Quote:
    Originally Posted by Obsidian_Force2 View Post
    Several of the AT's have less played sets in them. We rarely buff them but when we do it's seldom of the sort to make them more or less "team friendly" we simply alter animation times, change damage ratios, or other weird number juggling. I have yet to see any damage set be changed to be more defendery with healing others or debuffing.
    That's the thing man, you're looking at Kheldians through a Scrapper-locked haze... there are other aspects to Kheldians out there and if there are not, then truly there's no friggin' point to actually making a Kheldian and we should all make Brutes and Fire/Kins!

    I appreciate your opinions and the discussion, but I beg to differ with you on this suggestion at the very least because none of the items I've suggested actually contradict the Peacebringer mind-set. In all honesty, I think I've been true to the
    Peacebringer spirit in all three suggested items.

    Allowing a Peacebringer to heal its team, buff them and debuff the enemy should not and will not distract the PB from its attack chains because the location-pet AoE buff can and should be cast before a fight, the heal can be executed whenever its needed either by the PB or the team and how can you object to debuffing the damage-resistance of the enemies around the PB, I simply cannot understand!

    Quote:
    Originally Posted by BillZBubba View Post
    LX,

    While I'm not sure how I feel about your suggestions specifically, I would like to see some changes made to the Peacebringer even if such changes made it a more team-oriented archetype.
    To be honest, of the three proposed items, the one I like the most is the -Res debuff in the attacks. I would love to also be able to heal my team and buff them, sort of rewarding them in a more visible and immediate way for the team-buffs they give me whether they like it or not...

    Quote:
    Originally Posted by BillZBubba View Post
    After deleting a level 50 PB, a level 30 PB and probably several more that didn't make it to the teens, I would very much enjoy seeing Something done with PBs so that I could find them worthwhile.
    Truthfully, if it wasn't for the Umbra Illuminati where my Lv50 PB usually plays main-tank, I think Ascendantia may have been deleted long ago, perhaps even before she reached Lv50.

    Quote:
    Originally Posted by Socorro View Post
    Did you mean Restore Essence (the self heal) instead of Reform Essence (the Rez)? If so, sure - that big green glow should do something haha...
    LOL yes, I always confuse those two powers.. thanks for the quick catch!

    Quote:
    Originally Posted by Socorro View Post
    Also Aye to the -5% Res for attacks - should help close some of the Gap between PBs and WSs.
    And without toying with damage modifiers to boot

    Quote:
    Originally Posted by Socorro View Post
    I'm Meh on the Pet. I just don't care for Pets as a concept. I pretend my Photon Seekers aren't pets but homing missiles (quite easy to do, actually, with the way they play).
    Actually, I don't think of it as a Pet but rather like the Spirit Tree from Plant Control that buffs endurance recovery and defense.

    Quote:
    Originally Posted by Socorro View Post
    Since 2/3 of these suggestions are designed to enhance teaming, I'd prefer the Inherents just give small buffs to the teammates along with the buffs they give the Kheld (some sort of cosmic symbiote thingy). Say, roughly half of what that AT gives the Kheld. Ex: A Tanker gives a PB 10% dmg boost, the Tanker also gets a 5% Damage boost. (Controllers could get a full mag to their powers).

    Small buffs, but enough of a carrot to make Teams want Kheldians a bit more...
    True. An interesting idea to be sure, but I was still trying to go for ideas that keep the PB on its toes trying to benefit the team by its proactive behavior rather than passively boosting stuff.
  5. Quote:
    Originally Posted by Willowpaw View Post
    ...I'm hoping teammates will be impressed by all these cool Tesla Cages that pop up around the bad guys at seemingly random intervals.
    Good luck with that, really... but so far on the teams I've been in, several people had slotted their ranged attacks with Chance to Hold as well and despite seeing several Bosses inside those Tesla Cages and no one on-team having Electrical Powers, no one even commented on this, not even myself to draw attention to the fact.
  6. After a recent discussion about Peacebringers and their "role" on a team, I've decided to revive one of my old ideas for focusing and improving the toolbox a Peacebringer has when teaming.
    • Remodel Reform Essence so that it has a healing aura component that works like the Empathy/Radiation AoE Heal, thus leaving Restore Essence to heal the PB by a large amount of HP and the team around it by a modest amount of HP.

    • Add a self-stacking -5% Res effect to each PB attack power, across all forms, but with a ceiling of -15% Res. If the PB uses Chance for -Res in their slotting, that effect will stack on top of the normal -Res so essentially PB's could reach -35% Res in some cases.

    • Replace Glowing Touch with a location-based pet that buffs endurance recovery and overall defense for everyone around it but the PB itself. The buffs are minor and cannot be enhanced but the pet itself cannot be attacked and is on a long cool-down that can be brought down with -Recharge slotting.
    Considering that Warshades have the edge on PB's in the DPS department, but it is still quite difficult for a PB to compete as a Tanker/Healer AT, I'll gladly take any one — or all, pretty please? — of the proposed changes in a heartbeat!

    How'bout you guys? What do you think?
  7. While I definitely support your notions about a macro tutorial for Kheldians, I think Kheldians are not popular simply because on each and every aspect of their being, they require more work and knowledge than the other AT's.

    Once people discover that, some may chuckle with joy about finally finding an AT that challenges the player, while others would simply go and make another Brute/FireKin or whatever else they fancy that is a lot simpler to use and is immediately out-of-the-box more "awesome".
  8. If an All-Kheldian Team can do it, any team composition should be able to do it.
  9. Quote:
    Originally Posted by Flame_Blade View Post
    So, basically, what you all are saying, as I am reading it, is that in a tri-form build, the human form is next to useless. There are a few powers that might be worth taking (like Sunless Mire), but compared to the two other forms, there isn't much worth taking?
    That's most definitely not what I'd say. For a TriFormShade™ the synergy of all three forms is paramount to character's success in battle. The idea is indeed that Human-form is the self-buffing, self-healing form, however, if you were to neglect some Human-form powers like Gravity Well, Gravitic Emanations, Unchain Essence, Sunless Mire, Eclipse and Dark Extraction, you would be gimping yourself severly!

    The idea is to utilize all 3 forms in defeating the enemy, blasting from high above with Dark Nova blasts until the enemy is knockedback, then swooping down to hit the enemy with Gravity Well, jumping back and hitting them with Gravitic Emanation and Snare, then going Black Dwarf to collect some more enemies and buff yourself with Black Dwarf Mire so that a second later you can execute Eclipse and cap your damage-resist and use Sunless Mire without being damaged and then switch back to Dark Nova to finish off whatever's left.

    I even left out Unchain Essence and Dark Extraction here, but as you can see, the Human-form does play an aggressive role here as well, it just doesn't play the main role in your DPS attack-chain.

    Quote:
    Originally Posted by Flame_Blade View Post
    Why Hasten, btw? Does the effect carry over to the forms?
    Indeed, that it does, so it's worth your while to just leave Hasten on auto and let it execute whenever you shift back to Human for whatever reason.

    Quote:
    Originally Posted by Flame_Blade View Post
    I forgot to mention though, that I intend to slot the nova and dwarf attacks for slow later on.
    Good idea, and good luck with everything!
  10. Quote:
    Originally Posted by Obsidian_Force2 View Post
    The game was designed for freedom of build. And yet in every single other section of the forums, if I ask for build advice I get straight informed and backed up with numbers facts on what powers and build DO work best. Yes in each and every section involving AT and power set I can get this information, except this one.
    And that's because Kheldians are more complex than just a one-trick pony like most of the other AT's are.

    Quote:
    Originally Posted by Obsidian_Force2 View Post
    Because here were all special little snowflakes who cannot make mistakes or build badly.
    Umm... Riiiiiight.

    Quote:
    Originally Posted by Obsidian_Force2 View Post
    In the scrapper forums a person comes in for advice on his build and they point out he skipped his status resist toggle, they call him a retard when he says he doesn't like how it looks. Not here, he isn't wrong, he didn't build badly he exercised his right to an alternate build and play style. Its dumb, totally off the charts dumb.
    Yes, it's totally dumb if that person is actually trying to play his Kheldian like a Scrapper. You see a Scrapper has nothing else other than melee-DPS to fall back on, a Scrapper must works in close proximity to mezzing Bosses and all that crap, but a Kheldian does not have to. A Kheldian actually does have other options!

    That said though, any Kheldian that does not take Dwarf (or Lightform, or the Shields) just because it makes their character look bad, is going to get a "talk to the tentacle" response from me.

    Quote:
    Originally Posted by Obsidian_Force2 View Post
    Were not special snowflakes, we're the dumb kid who can do what the other kids can do but refuses and is told he is special anyways.
    I can't speak for anyone else... I make my Kheldians to do what I want them to do, and things are working for me quite nicely. I felt like a dumb kid only once here... when I first came to the Kheldian Forums and whined about Warshades getting an annoying Immobilize (Snare) and not a ranged-Hold at Lv2 just like any Controller would.

    I've never refused to include DPS in my builds, gameplay and concepts. What I do refuse to do, is obssess about my build to the point of obfuscating what *I* bring to my character in terms of gameplay and skill.

    Quote:
    Originally Posted by Obsidian_Force2 View Post
    Some builds and choices will ALWAYS outperform others, some powers are better picks than others, some slotting works better than others. Accept it.
    Naturally, but I think you're forgetting something that hasn't even been brought into the discussion. Among all the other AT's, there are power-set combinations that deteremine how the specific power-set combo will do in battle. Kheldians, having less power-set combinations, gain that from the concept of using forms, and even between the different build options, each character can put an emphasise on different aspects available to the Kheldian character.

    Like I said before... in my opinion, you seek to standardise everything around specific roles and that defeats the whole concept of a shape-shifting AT where each shape is best at accomplishing different things.
  11. This is Ascendantia, my Lv50 TriFormPB, hunting Nemesis in Peregrine Island:


  12. My Stygian is 5 or 6-frankenslotted to bring me from nearly empty HP and Endurance bars back to full power with 3 bodies on the floor. I often given Healers heart attacks, kinda like MoG, in reverse, almost...
  13. Quote:
    Originally Posted by Obsidian_Force2 View Post
    ...when somebody asks about build, not giving them concrete facts also prevents THEM from building a strong character assuming they have the resources and inclination to do so.
    Which is why, from time to time, I will participate in the discussion and contribute whatever my modest knowledge allows me. I'm more kin though to contribute in areas concerning the overall gameplay and player-skills required to play Kheldians, since that discussion interests me more than the raw numbers under the hood.

    Quote:
    Originally Posted by Obsidian_Force2 View Post
    ...The information should not only be available, but easily found and agreed upon by the more savvy Kheldian players. This is exactly opposite of what we have now.
    This I definitely agree with, but since there are more ways to play a Kheldian and be efficient in those ways, I'm afraid the underlying disagreement we have is not about the builds themselves, but rather their usage.

    Quote:
    Originally Posted by Obsidian_Force2 View Post
    ...If I was a new Kheldian player and came here looking for information on how to min/max my Kheldian I would get 15 different answers and over half of them would be blatantly wrong, and then things would devolve into whats fun and enjoyable, none of which would help me in my stated goal to build a good tough Kheld.
    To be honest, I'd never come and ask a question like that, if I was new to Kheldians, because I'd love to do the experimenting myself and figure what is it that would make me, rather than my character-build, a strong tough Kheldian.

    Quote:
    Originally Posted by Obsidian_Force2 View Post
    ...And in my opinion this is all because everyone (myself included) wont suck it up and admit that some of their slotting and power choices are not based on logical performance based decisions which can be measured with mathematics and would rather divert the conversation with talks of fun and the millions of different ways we can make a substandard character.
    The problem is, there can be no one standard because Kheldians are, for better or worse, Jacks of All Trades, Masters of none but oftentimes better than a Master of one. See the problem here? Even Human-only Kheldians are not a Master of one Role, but rather a combination of several roles, each of which is competing with the other roles for the player's attention both in building the character and playing it.

    Quote:
    Originally Posted by Obsidian_Force2 View Post
    ...They're not asking about all the ways to make a Kheldian their asking for one solid good way that will make their teammates go "WHOA, I gotta make me one of them!".
    But that's exactly the issue, there is no one way to impress every teammate you'll ever meet with your Kheldian. Some teammates will be impressed by raw damage, others will be impressed by the level of control you can exert on the enemies, yet others will be impressed by the fact that your Kheldian is the last one standing, and can also ressurect the team!

    The whole idea of the Kheldian AT's is freedom of build, gameplay style and role-switching on the fly, and you seek to standardize us under the DPS category alone... sheesh. We might as well go make Brutes and Fire/Kins!
  14. For survivability I'd maximize White Dwarf damage-resistance, and then invest in White Dwarf Flare, White Dwarf Sublimation and also take the two Human self-heals Essence Boost and Restore Essence, plus Conserve Power. A TriForm doesn't really need the PB-shields in most cases, but if you plan to take Lightform, having a shield or two is not a bad idea for those times.

    About the DPS, the best you can do is go with Bright Nova for the blasts and Radiant Strike and Incandescent Strike and White Dwarf Flare and Smite for melee attacks. Be sure to allocate slots there and also put some endurance enhancements.

    I'd say that the biggest issue with trying to build a PB for DPS is that you will find that because of your attack chains, the enemies are pushed, bounced and knocked-back, sometimes to such a degree it will annoy teammates.

    Here's the build I currently use:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ascendantia: Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Speed
    Power Pool: Presence
    Power Pool: Concealment
    Power Pool: Fitness

    Hero Profile:
    Level 1: Glinting Eye -- Dev'n-Acc/Dmg/EndRdx/Rchg:50(A), Dev'n-Hold%:50(3)
    Level 1: Incandescence -- Empty(A)
    Level 2: Gleaming Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg:50(A), Dev'n-Hold%:50(3)
    Level 4: Essence Boost -- Dct'dW-Rchg:50(A), Dct'dW-Heal/EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-EndRdx/Rchg:50(50), Dct'dW-Heal/EndRdx:50(50), Dct'dW-Heal:50(50)
    Level 6: Bright Nova -- EndRdx-I:50(A)
    Level 8: Radiant Strike -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/EndRdx:50(9), C'ngImp-Dmg/EndRdx/Rchg:50(45), C'ngImp-Dmg/EndRdx:50(45)
    Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
    Level 12: Build Up -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
    Level 14: Provoke -- Empty(A)
    Level 16: Intimidate -- N'mare-Acc/Fear:50(A), N'mare-Acc/Fear/Rchg:50(17)
    Level 18: Incandescent Strike -- C'ngImp-Dmg/EndRdx/Rchg:30(A), C'ngImp-Acc/Dmg/EndRdx:30(19), C'ngImp-Acc/Dmg/Rchg:30(19), C'ngImp-Acc/Dmg:30(46), C'ngImp-Dmg/EndRdx:50(46)
    Level 20: White Dwarf -- ResDam-I:50(A), TtmC'tng-ResDam/EndRdx:50(21), TtmC'tng-ResDam:50(21), EndMod-I:50(23), Efficacy-EndMod:50(23), Efficacy-EndMod/EndRdx:50(25)
    Level 22: Reform Essence -- Dct'dW-Heal:50(A), Dct'dW-Heal/EndRdx:50(25), Dct'dW-EndRdx/Rchg:50(43), Dct'dW-Heal/Rchg:50(43), Dct'dW-Heal/EndRdx/Rchg:50(45)
    Level 24: Pulsar -- Stpfy-Acc/Stun/Rchg:50(A), Stpfy-Stun/Rng:50(42), Stpfy-Acc/EndRdx:50(42), Stpfy-EndRdx/Stun:50(42), Stpfy-Acc/Rchg:50(43)
    Level 26: Conserve Energy -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(33)
    Level 28: Invoke Panic -- N'mare-Acc/Fear/Rchg:50(A), N'mare-Acc/Rchg:50(40)
    Level 30: Super Speed -- EndRdx-I:50(A)
    Level 32: Photon Seekers -- ExRmnt-Acc/Dmg/Rchg:50(A), ExRmnt-Acc/Rchg:50(46), ExRmnt-EndRdx/Dmg/Rchg:50(48), ExRmnt-Acc/Dmg:50(48), ExRmnt-Dmg/EndRdx:50(48)
    Level 35: Restore Essence -- RechRdx-I:50(A)
    Level 38: Dawn Strike -- M'Strk-Acc/Dmg/EndRdx:50(A)
    Level 41: Stealth -- LkGmblr-Rchg+:50(A)
    Level 44: Swift -- Empty(A)
    Level 47: Health -- Numna-Regen/Rcvry+:50(A)
    Level 49: Stamina -- P'Shift-End%:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Cosmic Balance
    Level 1: Energy Flight -- Empty(A)
    Level 10: Combat Flight -- LkGmblr-Rchg+:50(A)
    ------------
    Level 6: Bright Nova Bolt -- Dev'n-Acc/Dmg/EndRdx/Rchg:50(A), Dev'n-Hold%:50(15)
    Level 6: Bright Nova Blast -- FrcFbk-Rechg%:50(A), Dev'n-Hold%:50(15), Dev'n-Acc/Dmg/EndRdx/Rchg:50(34), Dev'n-Acc/Dmg/Rchg:50(36), Dev'n-Acc/Dmg:50(37)
    Level 6: Bright Nova Scatter -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Dam%:50(7), Posi-Acc/Dmg:50(34), Posi-Dmg/EndRdx:50(36), Posi-Dmg/Rchg:50(37)
    Level 6: Bright Nova Detonation -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Dam%:50(7), Posi-Dmg/Rchg:50(17), Posi-Dmg/EndRdx:50(34), Posi-Acc/Dmg:50(36)
    Level 20: White Dwarf Strike -- FrcFbk-Rechg%:50(A), C'ngImp-Acc/Dmg/EndRdx:50(40)
    Level 20: White Dwarf Smite -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Dmg/EndRdx/Rchg:50(39), C'ngImp-Acc/Dmg:50(39), C'ngImp-Dmg/EndRdx:50(40)
    Level 20: White Dwarf Flare -- KinCrsh-Rechg/EndRdx:50(A), M'Strk-Dmg/EndRdx/Rchg:50(29), AnWeak-Acc/Rchg:50(29), AnWeak-Acc/Rchg/EndRdx:50(31), Achilles-ResDeb%:20(33)
    Level 20: White Dwarf Sublimation -- Dct'dW-Rchg:50(A), Dct'dW-Heal/EndRdx:50(27), Dct'dW-EndRdx/Rchg:50(27), Dct'dW-Heal/Rchg:50(31), Dct'dW-Heal/EndRdx/Rchg:50(31)
    Level 20: White Dwarf Antagonize -- Zinger-Dam%:50(A), Zinger-Acc/Rchg:50(37)
    Level 20: White Dwarf Step -- Range(A)
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 12% Enhancement(Heal)
    • 39% Enhancement(Accuracy)
    • 3% Enhancement(Stun)
    • 3.3% Enhancement(Terrorized)
    • 65% Enhancement(RechargeTime)
    • 92.4 HP (8.62%) HitPoints
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 9.1%
    • MezResist(Sleep) 4.7%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 11.9%
    • 7.5% (0.13 End/sec) Recovery
    • 68% (3.04 HP/sec) Regeneration
    • 6.93% Resistance(Fire)
    • 6.93% Resistance(Cold)
    • 1.26% Resistance(Toxic)
    • 1.26% Resistance(Psionic)
    ------------
    Set Bonuses:
    Devastation
    (Glinting Eye)
    • 12% (0.54 HP/sec) Regeneration
    Devastation
    (Gleaming Blast)
    • 12% (0.54 HP/sec) Regeneration
    Doctored Wounds
    (Essence Boost)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    • 1.26% Resistance(Toxic,Psionic)
    Crushing Impact
    (Radiant Strike)
    • MezResist(Immobilize) 2.2%
    • 12 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Nightmare
    (Intimidate)
    • 1.65% Enhancement(Terrorized)
    Crushing Impact
    (Incandescent Strike)
    • MezResist(Immobilize) 2.2%
    • 12 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Titanium Coating
    (White Dwarf)
    • MezResist(Sleep) 2.2%
    Efficacy Adaptor
    (White Dwarf)
    • 12 HP (1.12%) HitPoints
    Doctored Wounds
    (Reform Essence)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Stupefy
    (Pulsar)
    • 2.5% (0.04 End/sec) Recovery
    • 20.1 HP (1.87%) HitPoints
    • 3% Enhancement(Stun)
    • 6.25% Enhancement(RechargeTime)
    Nightmare
    (Invoke Panic)
    • 1.65% Enhancement(Terrorized)
    Expedient Reinforcement
    (Photon Seekers)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    • 10% (0.45 HP/sec) Regeneration
    Luck of the Gambler
    (Stealth)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Flight)
    • 7.5% Enhancement(RechargeTime)
    Devastation
    (Bright Nova Bolt)
    • 12% (0.54 HP/sec) Regeneration
    Devastation
    (Bright Nova Blast)
    • 12% (0.54 HP/sec) Regeneration
    • 24.1 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    Positron's Blast
    (Bright Nova Scatter)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Positron's Blast
    (Bright Nova Detonation)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Crushing Impact
    (White Dwarf Smite)
    • MezResist(Immobilize) 2.2%
    • 12 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Analyze Weakness
    (White Dwarf Flare)
    • 10% (0.45 HP/sec) Regeneration
    Doctored Wounds
    (White Dwarf Sublimation)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)
    Perfect Zinger
    (White Dwarf Antagonize)
    • MezResist(Terrorized) 2.75%
  15. Since the game is still balanced around SO's, I personally consider min/maxing things above and beyond an SO build, luxury. So when someone asks me how to min/max a build, I usually won't even bother with a reply unless the person demonstrates they understand how to create a useful SO build, then we have something to start a discussion from.

    I also dislike min/maxing my characters because it's very easy to get into those shiny purple sets with Mids and then realize how long it's going to take me to gather the resources to actually accomplish the goal, so I just fall back on having fun with my character of choice at the time and playing the game.

    It's not that I won't or don't min/max, I simply do not obssess about it like some others do, and that's why I emphasize gameplay skills over building-skills such as min/maxing, they're simply not that fun for me and it's a personal preference.
  16. I'm sad to report that last night, I had to have a discussion with a 45 months Vet (at least the Badges said so) over what a PB brings to a team.

    He was adamant in his opinion that a PB is mediocre in everything — compared against the original AT it parallels — and even a TriFormPB played by the most awesome Kheldian player would not contribute to a team as much as a dedicated AT character would.

    I reminded him that if you're looking for a dedicated AT to fill a specific role, you probably don't want to invite a Jack of All Trades, no matter how good the player behind the keyboard is, and the discussion went south from there.

    Warshades can at least say that their role is DPS, and they perform it in any way they see fit, but considering how superior a Warshade is at DPS compared to a PB and how its easier for a WS to control its KB in comparison to a PB, I doubt I could consider straight-DPS a PB's role.

    I therefore think that a PB's team-role is protection. Protection of the team, sort of like a Tank/Defender, but in a very different way than either original AT would perform it.

    It's possible that the exact problem originated in the fact that the individual I was having this discussion with, was a Tanker.
  17. Quote:
    Originally Posted by AlienOne View Post
    ...To each his own, I guess. I'd prefer to have mez protection myself, so I could apply my time to actual challenges, like setting up a "how long will he survive?" situation for my WS with constant ambushes (while solo)....Or, maybe an all-Kheld task force...Or, soloing an AV... You know, REAL challenges. Being mezzed a challenge? C'mon. Please. :P

    "The One"
    The challenge is not about being mezzed or avoiding it, the challenge is how you adapt to changing circumstances, and you yourself have said as much already.

    Now, about all Kheldian task forces... well, why don't you join the UI on Infinity and join us for some? So far, I've done an All Kheldian ITF (on Liberty, because that's where most of us had high-level Kheldians at the time) and an All Kheldian TV Respec TF, and we're working on getting the UI up in levels so we can do ITFs on Infinity and one day, perhaps the STF as well.
  18. Quote:
    Originally Posted by MasterJediJared View Post
    ...when the Kheld buffs came along an issue or three ago the Dwarf change was supposed to happen regardless of any mezzes or stacking of mezzes.
    So you have written word from the Devs that this phenomenon we're experiencing is or is not a bug? I'd love to see where the Devs actually state that while transforming from Human to Dwarf, subsequent mez effects — following the original one that mezzed the Kheldian — should not reset the transformation.
  19. Quote:
    Originally Posted by Obsidian_Force2 View Post
    ...This is just my observation and opinion. All things do cannot be equal on a tri-form.
    There... fixed! and I definitely agree, of course.
  20. Quote:
    Originally Posted by Extor_Prime View Post
    ...Kheldians are meant for teamplay. It's disgusting, but it's also true.
    After taking 7 low-level characters — we're talking below Lv20 here — with me on AE farming runs and helping them level, I second that! We're meant to team because we're meant to be the Ultimate Team Leaders!
    Quote:
    Originally Posted by FallenValkyrja View Post
    Xenite speaks the truth, make both.

    I started with a PB and went Human only, love her lots and recently took her out to held a SG mate hit 50. My WS is tri-form and is just as much fun to play.
    Try a TriFormPB and see how much fun that can be. Seriously the light-side awaits
  21. Quote:
    Originally Posted by Wavicle View Post
    If a Scrapper or Stalker or Brute or Tanker or Arachnos mez protection power wasn't Working right it would get fixed Very quickly.

    Why is the Kheldian mez protection power treated differently?
    Perhaps it is because that's the only thing that actually brings some measure of challenge and strategy to the AT?

    Seriously though, if you're coming under such heavy mezzing attacks without a Break Free, or other team-members to support you, or without working out some keybinds to make things easier, then perhaps you are chewing more than you can handle?

    Personally, I enjoy the fact that there is some danger when I'm shifting forms. If I were constantly mez-protected, or I knew there was no way the enemy could ever overwhelm me, I'd probably just abandon the character for lack of interest.
  22. Peacebringer or Warshade? Very simple answer to a very old question: just replace the 'or' with an 'and'.

    Make a Peacebringer and a Warshade, play them both at least Lv32 and make up your mind which Kheldian — if at all — should be dumped.

    If you're like me, you'll keep going through the levels with both of them and enjoy them for their different playstyles.
  23. Quote:
    Originally Posted by Zaphir View Post
    ...I thought it would be nice to spawn a lot of these things, but only require the player to collect X (so they get enough research data to proceed, disarm enough bombs to prevent the structure from collapsing, weaken the aliens' energy transportation grid enough to force them to leave, etc etc)....
    AFAIK, you will run into a problem with the mission goals because there actually is no goal that can be completed by a partial result.

    Lets say you include a collection-goal of 95 cars, and another collection-goal of 5 cars. The 95 collection-goal is set to be non-required and the 5 collection-goal is set to be required. What will happen is that the player will be required to collect only 5 cars out of the 100 present on the map, however, the player will be required to collect the right cars, meaning that the player actively has to look for those cars all over the map.

    If you were working with an in-door map, where Front/Middle/Back mean something, you could set the 95 item collection to spawn anywhere, and the 5 item collection to spawn only at the back and then you could direct the player with clues and dialog to hunt only for the glowies at the back... but even that still leaves the player looking for the right items to collect.

    Currently, I know of no other way. Sorry.