-
Posts
412 -
Joined
-
From what I've read SwellGuy and Bill are right. In addition to taking special Quantum damage from Quantum Array Guns Kheldians also suffered from an automatic Resistance debuff against all attacks. It was intended as another drawback to balance their utility but the Devs realized it was just crippling and removed it a long time ago.
-
Hey everyone. I'm posting to get help for both myself and the rest of the playerbase. In the superpower genre there are certain staple types of characters. These include things like the speedster, the cosmic and the topic of this post, the shapeshifter. Despite their consistent use in comics and films these types of characters don't always translate well to the world of video games.
The shapeshifter is a staple that's difficult to imitate largely due to the fact that they can be anyone and anything. So I'm here to get the players' opinions on which archetypes and powersets best represent the shapeshifter (Excluding Kheldians of course since they're locked to particular bits of canon). -
Nope. There's only one backpack, the kind worn by NPC Crab Spiders. Same's true for Widow claws.
-
Quote:I'm sure you meant Stygian Circle. Stygian Return is the self-rez.Essence drain personally is not worth it IMO Stygian Return is plenty and can be used 1/2 times in each fight.
Expanding on the issue of unique IOs, it's largely up to you what you do with 'em. But I don't recommend using Gaussian's (Or any other procs) in toggles. As another poster said they'll hardly fire when they'd be useful. When you slot procs in toggles they have a chance of going off once every 10 seconds. Since toggles run constantly that chance is completely random. It's much better to slot them in fast recharging click powers that you'll be using often (AKA attacks) because the procs will then have a chance of going off every time you use the power instead of on a fixed timer.
Being a triform Kheldian means excess toggles are bad because they turn themselves off when you switch forms (This is especially a problem for Warshades who shapeshift very often to take full advantage of their various buffs and controls). So the Leadership pool is something you should steer away from. If you wanna slot Rectified Reticle +Perception I recommend putting it in Nova Form. Its a global IO so the effect isn't dependent on whether the toggle is on or not. -
1) Even fully enhanced Essence Drain isn't the best heal. But it's a nice damage dealer. I have it on my 50 Triform and use it as an attack when I'm in human form. Same treatment as the power it's modelled after, Siphon Life from Dark Melee.
2) The forms don't really need endurance slotting at all. They each come with a slight Recovery boost that covers their cost. EndRed should be slotted in the form attacks, especially Nova's AoEs and Black Dwarf Mire and Drain.
3) Procs in toggles are tricky. I recommend checking out the wiki to get more info on how they function in those kinds of powers. -
Correct me if I'm wrong but from what I'm reading it looks like Stone Armor functions best pre-Granite with high Regen, a little Resistance and as much S/L Defense as one can get.
Choosing a secondary with a good amount of mitigation looks to be important as well. Kin Melee looks like it could offer soft control comparable to SS. Any thoughts on that? -
Quote:You...<edit>
Oh, and Rooted comes available at level 8, not 16. No tanker gets his status protection power later than 8. Scrappers and Brutes, with their armor as a secondary, frequently get status protection at 16 but Tankers have it available by 8.
Quote:Originally Posted by Ice_EmberMakes me wonder if he is talking about a brute.
Quote:Originally Posted by TimeshadowIN BEFORE SOMEONE POINTS IT OUT: Yes, I know Stone tanks get Rooted at 8. I'm also considering rolling the build as a Brute which is where the level issue comes up. -
Thanks for your responses guys. You've given me some insight on Stone Armor as a whole. But perhaps I should've been more clear in my OP. I don't plan to run with SOs the entire time. I mentioned them because I usually don't start picking up IOs until 30 so I've gotta survive eight levels before I can start getting +Defense or +Regen. I'm definitely not thinking about skipping Granite. The look of it is what's driving me to play Stone Armor at all
.
I'm familiar with using Teleport for travel. I play Kheldians regularly and have the binds to manage TPing around. My main concern is fitting it into my build. I usually grab my travel prereq at 12 and then the travel power itself when it becomes available at 14. That's tricky to do with Stone because Rooted comes at 16 (The level at which I usually start getting the prereqs for Stamina). So my real question is when does TP become a major boon? Can I leave it out until right before I pick up Granite or should I grab it earlier to offset Rooted?
IN BEFORE SOMEONE POINTS IT OUT: Yes, I know Stone tanks get Rooted at 8. I'm also considering rolling the build as a Brute which is where the level issue comes up. -
Hey Tankers. I've come here to ask for your expert opinion on the so called tankiest of all Tanker sets, Stone Armor. Specifically I'd like to know about how effective it is pre-Granite Armor and without Teleport.
I ask because I'm planning to roll up a Kinetic Melee/Stone Armor Tank when GR comes out. I've played Stone Armor a few times before but could never make it far past level 22. The reason being that the set feels very ineffective when just running Rock Armor with SOs. Also, I was never sure if I would need TP to move vertically while tanking for teams. All the times I've tried the set I used a set of binds to turn Rooted off and turn my travel power on for movement between groups.
Thanks in advance for your advice. -
Quote:I could definitely see Siphon Power as a replacement for Build Up but I think it'd be somewhat of a waste. As a single target damage buff/debuff you'd probably be looking at fairly low numbers on all the melee ATs to compensate for their higher damage modifiers.My guess is Siphon Power but I could see Siphon Speed + Siphon Power. However, you bring up a good point with Granite. Plus, would it be stackable?
I'd rather see Siphon Speed since it'd provide something that the melee ATs often want but rarely get; +Recharge without the use of IOs. Plus, its been done before. Mental Training and Lightning Reflexes both provide +20% Recharge and Speed. Of course those are auto powers so you don't have to worry about the issue of balance when the question of stacking comes up.
Quote:This one might be a bit tricky but I was thinking it could be a -damage type power. I hope there's more to it of course.
Ya know, that makes sense until I look at my PB. Double Footstomp FTW! -
I've been following the thread pretty closely and I must say, I'd be good with Kinetic Melee not having the best DPA as long as its balanced enough so as not to leave us plinking away (Not that Brutes don't do that without enough Fury anyway
).
That being said, I think it's time for a bit more creative speculation. By that I mean discussion of what the actual powers will be. I drew up some ideas based on the video and the fuzzy concept the Devs have given us. They're in no particular order and go as follows:
1) The standard bit. Quick animation in exchange for minimal damage and some knockdown.
2) As per usual, a stronger version of the tier 1 with a longer animation but more damage. Comes with knockdown as seems to be the secondary effect of the set.
3) What appears to be a narrow cone attack. From what I can tell it looks like the knockdown rolls for each opponent individually. I'm deducing that from the fact that when this attack is used in the video the FX strike two foes but only one goes down.
4) Siphon something. In the video this power uses the same animation as the siphons from the current Kinetics set. I'd love Siphon Speed but I doubt it. Why? Because having it would offset one of the major balancing drawbacks for Stone Armor. We'll see.
5) An aura of some sort. What it does I obviously have no clue. Could be a damage aura or something like Repel (Please no). Might even be the coveted damage boost for enemies attacking you. Kinda like a second Fury perhaps?
6) PBAoE knockdown. The large variable here is how much damage it does. I figure we'll either get something like Foot Stomp from Super Strength or a simple crowd control tool like Hand Clap. -
Only problem with that idea is that it's a carbon copy of Extracted Essence minus actually having to extract anything from a dead enemy. That compromises one of the differences in playstyle between PBs and Warshades and could potentially end up being too much of an advantage.
-
Quote:We had a discussion about this yesterday on Triumph. I agree with this statement. 20 is entirely too low. At that point players are just discovering how their characters really work and synergize with others'. That's a premium requirement for being a good Kheldian player.20's too low, should've been 30 or 40. Problem is we're going to have all these people saying "this AT sucks" because they only play it a bit before getting bored and moving on to their next alt, or because they don't realize how complex a Kheld can be (requiring binds for effectiveness is going to be a source of confusion, I am sure). On the plus side, maybe increased playtime might give the devs data they need for future buffs.
Quote:All of the cries of "this ain't epic enough" will be magnified ten fold.
If you're new to the game you're gonna have expectations of something that can laugh in the face of purple cons while you obliterate 'em with a single click of a button. As we all know, that's just not the case with Kheldians or Soldiers of Arachnos. Both sets of EATs are rather unimpressive until the mid 20s. That's all fine and dandy if you come in with some experience and maybe a bit of knowledge from the forums. But let's be honest, that's not gonna be the case for the majority of players who'll be picking up EATs when they become available at 20.
Quote:I admit to a slight feeling of Elitism/Exclusive Club Member with mine, and part of me doesn't want a wave of PBs and WSs out there because I enjoy being part of a small rare group.
Whenever I see or team with another Kheldian or SoA I give 'em a nod. It shows some dedication and I have a higher standard for that particular player. Now that may not be right but this is the personal opinion portion of my post so you guys can suck it -
First off, welcome to the game. It's a whole 'nother world in here.
Quote:I'm guessing based on your terminology (Raid) that you're coming in from WoW. Best advice I can give you is to forget everything you learned. CoX doesn't use what's commonly referred to as the "Holy Trinity" of class synergy. Hell, we don't even use the term "class" (It's Archetypes or ATs for short). The game is a lot less rigid in its makeup (AKA easier) and you can find success without dedicated tanking, healing, or DPS. Just to reiterate, healing isn't king here.i want to make a pure supporter class u know a class with healing for raids and posabilby tping but i dnt know wat to pick and supporters out there can plz help i need power sets also just for a idea mainly
Disclaimer: I'm speaking as someone who doesn't play Defenders. I'm a melee DPS kinda guy. So all the feedback and advice I give is grounded in my experiences with Defenders as team mates. I'll focus on sets that have healing as a partial focus since they'll feel more familiar to you off the bat.
You're asking about powersets so there's a lot of different options. As others have mentioned Empathy plays a bit to the more traditional MMORPG role in that it has some powerful heals. Those are supplemented by equally powerful ally buffs. The worst thing you can do as an Empathy Defender is neglect one aspect to focus solely on the other. The reason for this is because, at some point, one of them is going to fail. Either your buffs won't be enough to prevent damage or your team's gonna be taking so much damage across a wide enough spread that you won't be able to heal 'em fast enough.
Thermal is the other Defender primary that has heals as a focus of its gameplay. You get both a single target and a PBAoE heal. Now those aren't as good as Empathy's but they can do a decent bit to keep your team mates' health bars in the green. However, those heals alone are not gonna be enough. Thermal also gets ally buffs in the form of shields. These are gonna do the heavy lifting in terms of protecting your team. As a Thermal, keeping everyone shielded is gonna give you more bang for your buck than focusing only on keeping people's hit points topped off.
I'll let the actual Defenders advise you further as to the specifics of different sets. I do advise that you head over to the Player Guides section and read Silas' Plays Support and So Can You. It's a very succinct and well written guide that focuses on the support oriented powersets and how to use them effectively. Hope you have fun in the City of Heroes/Villains
Nitpick: There are only a handful of raids in this game to speak of. Hamidon Raids and Rikti Mothership Raids are the two major ones. Most of the others aren't raids in the traditional sense. They're zone wide events. -
Is the audio looping? If so it's an error on your side. Your processor is either getting caught trying to execute a loop or is simply running too slow. It may be running at a different speed than your video and audio cards. Either that or your video drivers may not be functioning properly.
If the sound is playing in a consistent stream the issue becomes a bit more vague. It could just be lag or a lack of adequate memory. I need more information to narrow it down. -
Because without it you'll be less effective at the AT's specialty, quickly eliminating particularly dangerous targets. That's especially true when you consider the fact that Electric Melee comes up a bit short on single target damage.
You're still early in your Stalker's career so none of the enemies are tough enough or possessed of dangerous enough powers to make a difference. But in the mid levels (24+) the bad guys start to become a lot more dangerous. Bosses are no longer just slightly tougher than lieutenants and lieutenants start to use powers that can really wreck your day (CoT Spectral Daemon Lords and Tsoo Sorcerors come to mind). In those instances your team will be expecting YOU to neutralize those threats before they become a problem. Even when solo you'll be glad you did.
So while I agree that Assassin's Strike can be skipped in the early levels if there's something else you'd like to get I definately don't advise going beyond level 22 without it. -
-
-
Not just AVs. Tsoo Ancestor Spirits have it too. Of course it doesn't do as much damage as the AV version but the stun it provides when combined with their other SS powers can make quick work of anyone without some form of personal defensive powers.
I want their jetpacks. Matter of fact, I'd love a TF/SF that unlocked the full set of Wyvern costume pieces. I just love 'em as a group and wish we saw more of 'em hero side. -
Just thought of another one. Curse of Weariness. This power alone is half the reason fightiing Vanguard is such a b****. The ability to cut an opponent's max Endurance in half is crippling and it's got a long duration. You could make almost anything in the game powerless within a few seconds. Anyone with Elec anything would love this.
-
Because I know I do. There are some powers that I really wish we could use. Problem is, only the NPCs have 'em
How many times have you seen the AI fire off something and thought, "I want that NAO!!!" Take Mental Scramble for instance. It's a ranged power unique to Arachnos Tarantula Mistresses that does Psionic damage and debuffs Accuracy, Defense and Perception simultaneously. That's just plain cool. So I'm curious, which NPC powers do you wish we players could use and why?
I'd kill for Lycanthropy. It's exactly what it sounds like. Penumbra Elite Archons use it when they're down below 1/4 health to transform into Eclipse Warwolves. I love shapeshifting powers (Hence my level 50 Khelds) and would be elated to have this. Even if it were some kinda weird self-rez that only let you transform for 90 seconds. -
Quote:This bit is a known challenge. Quantums and Voids are very much trivialized by Dwarf form, especially since you can activate it while mezzed. But dealing with 'em on a build without Dwarf can be challenging. This is particularly noticeable if you don't spot 'em before a fight starts.even since the voids/quantums did get their dmg slightly nerfed,they still can do a huge amount of dmg. an even lvl leutenant can still 3-4 shot my PB with all the dmg toggles AND the fact that their weapons hae sow effect, high chance of KB, and high chance to stun, as soon as ne of them gets a hit on you and your out of break frees and/or dont have dwarf form, then your just going to die.
As for that not being solo friendly bit, can't say I've ever had an issue soloing my Peacebringer or my Warshade. Warshades used to be less solo friendly due to their dependence on the number of enemies, alive or dead, to fuel their buffs. But with the new difficulty settings it's all good. -
Quote:Resurection of an extremely pointless argument. "Bring enough" is an entirely subjective thing and Khelds make their contribution differently than VEATs. Sure, a Peacebringer can't passively boost the Damage, Defense and ToHit of the team. But when the Tank goes down and the bad guys are blitzing the squishies that Widow can't turn into a Brute and fill the gap.Cause Kheldians don't bring enough to a team compared to, say, Arachnos
According to you perhaps but I've never had an issue with the damage on my 50 triform PB. But what constitutes enough damage is extremely subjective.
These kinda suggestions ran rampant back in i12 when VEATs first came onto the scene. People were clamoring for changes to Khelds that would make them function more like the SoAs. But over time people came to the conclusion that the EATs were different beasts and one group shouldn't be shoehorned into the workings of the other.
In regards to your actual suggestion
Quote:Replace Peacebringer's Build Up with "Photonic Embrace" which would ideally have the same tohit and damage buffs as buildup, but last at least twice as long.
Sparing the usual pleasantries, that's just ludicrous. You're talking about AoEs that can floor the Regen of Minions and Lieutenants without any sort of slotting. As if that's not enough, with Hasten and decent IO slotting Warshades could abuse the hell out of Eclipse. Again, way too good to be true. -
Does anyone know if this map is available for use in the Mission Architect? I'm working on an arc that involves the Tsoo and it's exactly what I need for a mission.
-
I've got a 50 triform Peacebringer and Warshade. Currently the Warshade gets more play but that's because I just finished IOing him out. The two are different beasts suited for different tastes but I'll get to that later. First, your questions.
1) Light Form is a handy tool to have for the rare times when Dwarf Form just isn't enough to get you through.
2) I tried taking the Presence pool and wasn't a fan. The only powers you really want are Intimidate and Terrify. Neither of 'em is worth much without some slot investment and on a triformer that's something to avoid. But some players (LordXenite comes to mind) find them very useful.
3) Glowing Touch will add a bit more utility but I don't advise slotting it w/ anything besides one of the unique healing IOs. As for the Medicine pool...if you're gonna take it don't bother slotting anything.
Now back to what I was saying earlier. Peacebringers and Warshades are suited to different styles. The debate as to which one has higher performance goes on a lot. While Warshades are masters of using enemies, both alive and dead, to make themselves stronger they fall short when there are few enemies around and when facing single hard targets. Peacebringers are better at taking down the "big bads" but have no means of extending their performance beyond the set affects of their powers. They hit a ceiling that's lower than Warshades' but, in exchange, they're not dependant on the circumstances of a fight.