LordXenite

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  1. Well, teamed-up on an 8-man team (not an All-Kheldian team), I've always felt extremely powerful, even before I13 actually.

    However, I also felt powerful when soloing.. and yes, pre-I13 as well at that. Definitely more powerful than a Defender...
  2. See what you're doing to me Relikk? If they took Neb/Orb out, and they'd put more stuff in, since I already skip Neb/Orb, then what will I take?! and how will I slot? :shocked
  3. LordXenite

    lolz i17

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  4. No problem, and have fun with your Kheldians

    By the way, a PB will be quite the protector, but a duo of PB+WS doesn't need to focus on protecting either Kheldian if they are coordinated in their attacks and strategies.

    Another point worth mentioning though, is that since Kheldians gain great buffs from their team-mates, a Kheldian running with an 8-man team with varied AT's would be more powerful than a Kheldian running with an 8-Kheldian team because Kheldians only grant a slow-resist bonus to each other while other AT's grant more varied and useful bonuses. Essentially, be prepared to take things slow when duoing with your friend on your Kheldian characters.

    If you guys want an All-Kheldian SG to run with, we're on Infinity, and we're always looking for more.
  5. First of all, you should read some of the guides in the guide section.

    However, here goes...

    Peacebringers (PB) are Scrankfenders (Scrapper/Tanker/Defender) mix who are capable of holding aggro quite well with their Dwarf form, heal themselves (2 self-heal powers in Human form, one in Dwarf form) and heal a team-mate (with a power in Human-form). They also have two AoE KB powers (Solar Flare in Human form and White Dwarf Flare in Dwarf form) an AoE stun power (Pulsar, Human form) and a two other AoE damage powers both in Human form, one of which has a noticeable endurance crash effect. Generally speaking a PB is less intensive to play than a Warshade simple because Warshades have more tactical options to them and require a constant vigil and usage of the enemies around the WS to survive.

    Warshades (WS) are Trollkers (Controller/Stalker) beasts who can teleport themselves (either cloaked, or not, as they prefer) into a group of enemies, and then in quick succession boost their own accuracy (Sunless Mire, Human form) and damage potential as well as their damage-resist (Eclipse, Human form) and then use varied tactics to take out the enemy group and with each defeated foe, replenish their HP and Endurance (Stygian Circle, Human form) or even extract a defeated foes' essence to fight for them as a temporary pet (up to 3/4 extracted essences can be out at any one time depending on the WS build and the other team granted buffs). The trollerish part of a WS comes from their ability to stack (by themselves, mind you) stun effect on an enemy group through the use of Inky Aspect and Gravitic Emanation, both from the WS Human form.

    Both Kheldian AT's have Nova form which has 2 single-target blast, one cone blast and one AoE blast attacks. Most Kheldian attacks (if not all) carry minor debuffs to the enemies, PB's debuff an enemys' ability to defend itself, thus making future attacks hit more often, while WS's slows down the enemies debuffing both their rate of attack and movement.
  6. Kheldians > Defenders, especially solo, this doesn't even need an analysis to prove it.
  7. Knives are annoying for sure... but trap you? I hate Malta and Carnies much more.
  8. All-Kheldian teams truly require timing and team-work like no other team makeup in the game.
  9. You know, nowadays, whenever my Kheldians get mezzed, I jump into Dwarf-form (or even meet the enemies head-on with Dwarf) and either juggle the enemies around me with White Dwarf Flare or hurt them like crazy with Black Dwarf Mire. I also use Break Free once in a while when I don't feel like tanking and I'd rather be in a form other than Dwarf.

    However, thanks to Dwarf, there's nothing sweeter than blasting something with Nova only to meet it on the ground in Dwarf, I don't know... that trick won't ever get old, no matter how many Kheldians I'll make.
  10. [ QUOTE ]
    Had wonderful PB moment last night on an ITF. It is just wonderful to stand in the middle of a big spawn buffed to the tentacles tanking, trolling, blasting, scrapping and healing others as needed. Nothing can compare.

    [/ QUOTE ]
    Astonishing... did you get.... PB-locked?!
  11. [ QUOTE ]
    I want her to transcend roles, to be the best at all roles, all at the same time...Mwahahaha... *Sheesh* is that asking too much?

    [/ QUOTE ]
    In all seriousness, in a Single Player RPG, nope... in an MMO, yes.
  12. What's worse is that if they introduce some good powers into the Kheldian AT's, we'd be even more slot-starved than we already are!
  13. The thought process is that Rezzers or Summoner mobs will not be exploitable anymore because you do not get NPC rewards based on anything rezzed or spawned. Also, since you'd get the reward based on mission-completion rather than simply farming the NPC's in a mission to collect rewards, people would actually HAVE TO COMPLETE missions... and actually having to complete a mission also better promotes, at least in my opinion, the immersion the player is supposed to fill while playing the mission.

    I think it may promote Story-farming vs NPC farming... you know?
  14. To be honest, I kinda wish AE missions would give statically calculated, per mission (based on what's in, goals and NPC's alike), rewards at the end of each mission. Thus encouraging people to complete missions in the best way that suits their character and playstyle preference. This will also encourage AE Authors to build missions that you couldn't simply stealth through at all times.

    Then I realize that even this could be exploited because a mission with one un-protected glowie would always be farmable. The AE gameplay would become INCREDIBLY boring, but somehow, I think the games' resident Efficiency Experts wouldn't terribly mind that!
  15. Lets just say Q/V's are an added incentive to encourage you to vanquish them on sight whenever you're past your teens.

    Seriously though, at lower levels, having a free travel power, getting Nova form (with 4 different blasts which for Lv6 are better than what Blasters get at the same level) already makes Kheldians a bit more capable than other AT's at those levels, especially since Nova could also be used to regain your Endurance faster. So I think Q/V's were added as a stopgap hurdle which later on becomes a slight inconvenience (if at all).

    It is only when facing high-level Q/V's (some missions feature them, or all missions may, if you're on an All-Kheldian-Team where you may face multiple Q/V's anyway) that they become truly a bother.
  16. Sorry, forgot about TD, and about TK, I've seen how it can get out of hand and when it breaks because mobs get out of range, it can get nasty.

    Thing is, I'd never say no to another AoE Hold, and frankenslotted, CC worked wonders for my Ice/Rad, usually just by itself or in combination with the Rad debuffs.
  17. [ QUOTE ]
    I only said *slightly* underpar, LX I have no trouble at all soloing with mine (I even handle most EBs fairly easily), but I'm not going to say they solo as well as my scrappers and brutes (but they're not as far off as some might think either...). But we know that Khelds are designed to be on teams for maximum effectiveness.

    [/ QUOTE ]
    True, you did say 'slightly', and the EB's that actually gave me trouble weren't that many, but still, comparing Kheldians to Tankers/Scrappers/Brutes in my opinion is what gives Kheldians the bad rep. I've never liked melee-centric characters, so I had no problems adapting to and enjoying my Kheldians once I gave up on my notions that I could play Kheldians without any regards to maintaining DPS.

    [ QUOTE ]
    And yes, I've had people compliment my PB as well, but I've just as often had the feeling of being 'tolerated' just so the team can be maxed out. I've seen teams specifically looking for Tankers, Controllers etc - I've never, ever seen a team looking for Kheldians. I simply wish there was a reason they would... Not a big wish, but it's there.

    [/ QUOTE ]
    You know what they say, "be careful what you wish for". I only say that because truthfully, NOT having a particular "role" on a team, allows me the freedom to take whatever role I want whenever I want it if I see the team requires it. This freedom, I've never found in any of the other AT's. I'd gladly have that than a more specialized "role" only a Kheldian can do, because lets face it, all the "roles" are already taken anyway.
  18. The thing is, if you spend 1 endurance-unit to maintain a power that can potentially (and possibly consistently) hold several minions and you get that in your secondary power-set, this means an extra hold power on top of what your primary gives you.

    Seeing as Controllers are about crowd control and debuffs more than about DPS, I view this as another tool that helps my job quite a bit. My experience with Choking Cloud does come though from my Ice/Rad Controller where Choking Cloud and Arctic Air and Ice Slick synergize nicely and allow me to follow up with Glacier which holds everything around me anyway, so for you the synergy may be completely missing.

    I would still consider taking Choking Cloud and testing it out (even on the Test Server) for a few levels to see if it's helpful. I can imagine that opening with Mass Hypnosis and having Choking Cloud on would probably take care of an Alpha Strike and the several mobs that do aggro on you could be handled with Terrify until such time as the Choking Cloud may stack on them.

    In essence, Mind Control offers you plenty of soft-control tools to confuse, terrify or sleep your enemies, but no tools to make a bunch of them actually stay where they are and yet let you damage them, since you have no immobilize and AoE hard-holds. Choking Cloud may be the only tool that can provide this level of control, if you're willing to turn it on and dance among the mobs!
  19. [ QUOTE ]
    My addition: since Khelds are slightly underpar when soloing (by design), I wish it were more obviously true that a Kheldian will be the most powerful AT when on a full team. On full teams, I do often feel I'm the most powerful overall, but I want the rest of the team to clearly know it. Not wonder if I am - but to Know I Am haha. I want Stars, when building teams and the team is almost full, to eagerly wish for a Kheld to join, knowing the buffed up power they will be getting.

    [/ QUOTE ]
    I've soloed most of my time with my Kheldians and I only felt underpar when facing Elite Bosses or A/V's but as far as I understand, those enemies are designed to encourage (if not require) teaming, so I saw no problems there.

    When I do team with my Kheldians (on mixed teams, i.e. not a an all-Kheldian-team), I hear quite a few people say: "You handle your PB/WS so well it makes me want my own", and that's all the recognition I need.
  20. Dwarf/Human PB gets 3 self-heals, one of which even increases the max-HP for a while.

    However you cannot compare the "pets" a PB gets to the pets a WS gets. PB "pets" expire very quickly and can at best be considered a surgical mini-nuke, while the WS pets although requiring constant refresh whenever the power is available, are constant and consistently provide backup-fire that not only damages the enemy, but also slows it down.

    I'd love it even more though if the Shields were united in one power, and the two free power-slots would be used to let Kheldians grab some APP's for example.
  21. Gratz!!!!

    However, my experience was quite different.

    Taking both my Kheldians to Lv50, (Warshade first then a Peacebringer) was actually easier and took less time than my first Controller took to get to Lv50.

    Actually, I found my Kheldians a lot more fun than my SoA's so much so that I've started an AKSG (all Kheldian SG) and quite frankly left the SoA's behind gathering dust.

    As they say... YMMV.
  22. If I'm not mistaken, most enemies are not immune to Confuse/Sleep/Fear soft controls. This is what Mind excels in and coupled with smart use of the debuff AoE toggle powers (Radiation Infection and Enervating Field) you can keep enemies at bay.

    I can't say much about your build since I haven't gotten my Mind/Rad anywhere above her teens, but from my Lv50 Ice/Rad, I know that Choking Cloud can be very helpful in combination with the other tools in the Radiation Emission set.
  23. Kheldians unlike other AT's require more from the player than simply knowing how to build their character. That said though, I'd like to support what Timeshadow said and reiterate that a TriFormShade™ (i.e. a build that utilizes all 3 Warshade forms) is the best choice for leveling-up a Warshade.

    Human form gives you good utility powers, Black Dwarf gives you good survivability and melee damage and Nova form gives you good mobility, range and when supported by Sunless Mire and Eclipse, you can have both good damage resist values as well as good ranged-DPS.

    Most important for a TriFormShade™ in my opinion would be those tactics that allow you to quickly change forms and activate your Human-form powers and rapidly change back to another form to either escape return-fire or withstand it.

    I suggest you read some of the excellent guides in the Kheldian Guide section and play a while with your Kheldian before deciding on builds.