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Doomrider

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Everything posted by Doomrider

  1. Now that Tank's have had their damage cap increased, I can see some merit to this suggestion. It won't improve bottom end performance though. Yes, toggle suppression has been a long standing request from Kheld vets. Provided this mechanically can be achieved, I do believe it should extend to all toggles not just the above referenced ones. The toggles should not however, grant any effect while in Nova or Dwarf. This one... well. I don't think it's necessarily a bad suggestion but I don't think it was the intent to have Nova and Human forms have some form of punchvoke or built in taunts since that's what Dwarf form is for. I would rather improve Dwarf's aggro management. Perhaps giving the Dwarf form toggle a taunt aura and letting Dwarf Mire apply a taunt when you hit enemies with it just like Dwarf Flare does and just like Dwarf ST attacks do. OR Since Light Form already grants you some level of Mez Protection, you could sooner argue that Eclipse should do the same. I'm sure that won't satisfy many people, but honestly, Khelds not having mez protection is not that big a deal, there are other ways to get Mez Protection (BF's, Clarion, RoP, any number of ST mez protection granted by allies). Sure, why not.
  2. Doom's Water - Storm Corr 32.5 ranged+aoe.mxd This was the build I was referencing earlier. Each time I fire off Tornado, the proc refunds me back 8.5 end I believe, making Tornado very cheap. The Tempest dmg/range in Dominate is actually Entomb chance for absorb just FYI. The Entomb proc IO's recharge enhancement values are incorrect in mids so it's throwing off the proc chances. Anyway, I have this build at Level 40 now and slotted up as far as I can, zero endurance issues so far. Maybe someone you can pull ideas from this for a defender variant.
  3. I'll check the build when I get home. I don't usually run softcap, I shoot for 32.5 to ranged at minimum, aoe if I can manage and use small purple insps to get the last 12.5%. iirc, the build should have 32.5 ranged/aoe I believe. Being water/storm I really have no reason to be in melee since I didn't take soul drain but I'm sure the build could be adapted. Hitting those defense goals would certainly be much easier on a defender but you'd lose out on the scourging blast end proc. Should be easy enough to port the build to a defender instead.
  4. In addition to that, putting scourging blast chance for end In tornado let's it fire every time, refunding you endurance and making the power very cheap to spam. I have a water/storm build that's end efficient already at level 37, so getting your end under control pre incarnates is very doable for this particular combo.
  5. Adding chance to KD procs like avalanche to powers that already knockdown have always worked this way iirc. The added chance for knockdown in those specific powers will produce knockback. Likewise in a power like nova that natively does kB, if you slot avalanche proc and OF or sudden acceleration to turn the native kB effect to KD, the power will knockback. Same if you slot say kinetic combat chance for kd into a st attack that already does knockdown, it will cause kB. If the avalanche proc did not operate this way specifically in shield charge then this may be new, but in all my experience testing, slotting that avalanche kd io into powers that already KD or kb, has produced kB.
  6. LOL. Was anyone really complaining that this power was too good? I really doubt it if that's the case... Yay for more throwaway powers.
  7. A minimum FX option is probably doable. The form attacks already animate in human form when you preview them in the character creator. Giving players the option a way to utilize form powers without being forced into the visuals those forms bring is probably not even lore breaking tbh. I'm sure a lot of people would enjoy and use this option. Some people dislike the Dwarf and Nova visuals so much for their interference with costume visibility and theme, that they pass over playing the AT at all as a result. I can't see how the cosmetic option could be seen as negative.
  8. This might be in regards to the conversation that took place on Discord about front loading these powers to make them more reliable during extended hard target fights or when mob density just isn't there. For example; allowing the first target hit to grant the largest bonus with each subsequent target hit giving less.
  9. So kind of like Quantums but only spawn when players (or a player) have incarnates slotted? I'm all for Shadow Cysts coming back in whatever form that may come. I play my Khelds more so than any of my other alts, and I really miss Cysts spawning on maps. I know many probably feel very differently about Cysts in general so I could see this only being available as an opt in, whether that was integrating into the current system or reserved only as an Ouro challenge setting. I would take either at this point but I agree it would be nice to have special/rare chances attached to them.
  10. It's also worth mentioning that Water Burst retains the full 16 target cap from other versions, which is a bit of a rule breaker when you compare it to other Sentinel primaries. This in combination with it's other aoes likely puts it in spot #1 for Sentinel AoE dmg, even past Fire IMO.
  11. I think there may be a work around to suppress the effects of the toggle if suppressing the whole toggle out right is not an option.... Here's the idea: Look at the way Bio Armor's Adaptations currently work; when you have one toggled, it modifies the buff values of certain powers, sometimes reducing your resistances, granting the player end reduction or allowing certain powers to grant a damage bonus. I think it's safe to say something similar to this mechanic could be implemented with the form powers themselves to achieve this, a psuedo suppression if you will. So for instance if you had Orbiting Death toggled on but switched to Nova, OD would stay on but the Nova toggle power itself would modify Orbiting Death's damage to 0 and reduce it's end to 0 (or near 0) while you have Nova toggled on and likewise with Dwarf. This could then be applied to a variety of toggle powers. So in essence I guess rather than suppressing the toggle itself in whole, we'd change the form power toggles to modify or suppress the effects of the toggles while the either form power is toggled.
  12. No problem. If you need any else feel free to DM me. I'm also on the CoH: Homecoming discord as well.
  13. If you need assistance understanding Peacebringers and how to build them the Peacebringer & Warshade sub-forum is a good place to start. Plenty of knowledgeable people to lend a hand and lots of good information and resources. I have a thread there with numerous PB & WS builds I've created and posted for people to use as templates, each with a rundown of the highlights of each if you were curious about what Peacebringer builds look like.
  14. Agreed. I would also extend this to all toggles not just the ones built into the primary/secondary. While no toggles would benefit forms while shifted (and that is the intent still) having the toggles not drop when you returned to Human Form would be much more intuitive than how they currently work. There have been changes made during the course of the game to reduce the amount of re-toggling required, it's not a stretch to say this could be implemented for Khelds but I wouldn't call it a buff per say, only due to what connotations that word brings. This would be a massive QoL boost for the both Kheld AT's, it would open up greater variety of ways to build within the AT and help solve some of the clunkiness that is apparent with how shifting currently works, not to mention would be a step in the right direction as far as making the class more accessible and intuitive for first time Kheld players. This may be the 3rd thread you've seen, but this has been a topic of discussion and a request from Kheld vets for as long as i've been a part of this very small subset of the community, going way back before the snap, before HC was even a thought. I think another thread is warranted if this idea is to get traction especially given the even smaller subset of players regularly playing Khelds on HC servers. That being said, I think there are certain advantages toggle suppression could bring to Human Only builds, or rather lets call them, Human Focused builds. Dwarf form specifically could bring a lot of added utility to a Human Focused build with minimal slot investment if only you could guarantee your toggles would not need to be turned back on once you shifted back to your primary (human) form.
  15. Not feedback persay, but i've played this arc. It's quite fun and actually provides a fair bit of challenge for those seeking some. AE is the real end game :D.
  16. This is a joke right? You know both Warshades and Peacebringers do KB correct? I really hope this was a joke...
  17. The vendetta some folks have with KB comes from poor utilization mostly, not the mere fact the KB exists, it's how players choose to use it. It can be used to great effect, it can also be used haphazardly. In my experience, the latter seems to be more prevalent. That being said, it doesn't bother me personally when people use KB, though on my Khelds I slot KB-KD IO's more so out of courtesy, that and on my Peacebringer in particular it is very much advantageous to do so while I solo as keeping the mobs bunched up rather than scattering them feels an indirect buff to my damage which is nice on an AT that isn't particularly high on the damage spectrum. Furthermore, I think many suggest this change be made not only for the sake of saving slots and not having to slot KD IO's but also in part to improve the stigma Kheldians have. That when one joins your team, you can expect they will scatter mobs and be more a detriment to your team than an asset. I don't fully agree with that sentiment but I understand where it comes from.
  18. I think you misunderstood the idea... the toggles wouldn't work at all on shifted forms. They'd provide no benefit while in Nova or Dwarf form. What this WOULD do, is allow you to not have to re-toggle when you returned to human form. This would be a huge QoL change for Tri-forms and provide greater build diversity.
  19. I had a wild idea the other day on the topic of toggle suppression... in the event there is some limitation in the code that were to prevent this from being realized, what if instead of suppressing the toggles, the form power toggles themselves could be altered to change the effects of other certain power toggles (Orbiting Death, Inky Aspect for example) while in their respective forms. I'll give an example to illustrate: Say you had Orbiting Death toggled on your Shade while in human form and you then switched over to Nova; what if instead of the toggle dropping, Nova would change the properties of OD similar to the way Bio Armor's adaptations change aspects of Bio's various toggles depending on which adaptation you had toggled on. Could you not, hypothetically then change the Nova toggle to reduce the damage dealt by OD to 0 and reduce the end usage while in Nova form? Sort of pseudo suppressing the toggle in a sense?
  20. Just gonna leave this here... @MicrocosmI'm sure remembers Kheldian Fridays on Protector. I was not a Protector native but I transferred my Shade over and met several people I consider good friends and still play/talk to daily. But I agree with Micro, generally speaking the Kheldian population was/is lower thus I feel they got less attention from the devs, which only meant Kheld issues got passed over time and time again.
  21. No they definitely do not have a damage aura. I remember a time when they stayed at range, those were good times. Fluffies have 3 attacks, Shadow Bolt, Shadow Blast and Gravitic Emanation (cone). No melee attacks, no damage auras. No reason to be in melee.
  22. Thanks. I think it's fair to say most people glaze over the shields when you know you'll eventually build perma-Light Form anyway so I was trying to figure out a way to utilize the shields without feeling like I was sinking too many slots into them. In doing so still allowing their slots to be purposeful when playing end game content, even if you just use LF at that point. I wish i could have gotten more defense into the build to be honest, but I wanted to make endurance manageable without bogging the build down with too many toggles. The idea for this build came from when I was looking at just how much fire/cold resistance one can build from purples/winter sets, it dawned on me that Thermal Shield could be entirely skipped. Having basically 50% resistances to all for a measly .48 end is a steal.
  23. Can you confirm if this will extend to non-Controller/Dominator pets as well? Dark Extraction (fluffies) have been going into melee for awhile now, they don't even have melee attacks. This would really help Warshades out if their fragile pets didn't kamikaze.
  24. Regardless of whether the OP's suggested change becomes a reality or not, the larger issue of power creep will still continue be prevalent until something is done to raise the difficulty ceiling either through new content and/or higher difficulty settings, assuming that's even possible. When I think about playing certain content in the context of what character to bring, role seldom is a factor, if ever. Usually it's whether we're doing a full 8 man team or not. If there are even 2 or 3 of us min/max'd, we leave the team composition at that in order to still feel like there is some challenge left. This is a somewhat half-baked attempt trying to handicap ourselves in order to feel some semblence of difficulty and if anyone is feeling like the game has been too easy for a long time (assuming you aren't already doing this) I would suggest giving it a whirl. Kind of on that note and the subject of Fade and powerboost, recently we did a 3 man Lambda Trial with a Corruptor, Sentinel and myself on my Fire/Dark Controller. While it was still somewhat of a challenge, we completed in our second try (much to our surprise). I think the notion of something like that being doable with such a small team definitely emphasizes much of what other posters are saying about the state of difficulty in the game. If anyone is interested in seeing this, i'll post a video below. The video is shot from the Corruptor's @Septipheranperspective but take a look at his combat window to see exactly what Fade and Powerboost is able to achieve on top of someone already building 32.5% + ranged defense. Sometimes I find myself yearning for the pre-io days... Simpler times.
  25. While I agree with the OP generally speaking when it comes to Fade (currently using Fade w/ PB to great effect) I really think there are other support sets more in need of review, far more than Time. Even if Farsight and Fade are changed to no longer interact with PB as they currently do, those 2 sets are far more well rounded and powerful than other support offerings. Sonic Resonance for instance; yes -res debuffs are incredibly powerful but the set has not aged well. Many of the powers don't even accept invention sets at all and the set in general is rather end hungry. Much of what the set provides is outclassed by others, and work more intuitively. I know this thread is about Time and powerboost but rather than focus on one of the most popular and powerful support powersets, shouldn't we be addressing sets that are being largely passed over and in need of updates?
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