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Everything posted by Doomrider
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It's impact on builds will largely be playstyle dependent so it will vary a lot depending on who you ask. A couple notable improvements I've experienced: - Availability for Human only builds to now take advantage of double mire (via dwarf mire) and by proxy get a second aoe you can fire on a regular interval. - Combat Jumping no longer de-toggling is a small QoL but ensures we're never immob'd when we shift to human. - Having Inky Aspect tick when you drop to trigger Sunless is nice added mitigation, particularly if you open with Gravitic first as all mobs will be stunned (even bosses) while you mire. - Not having to re-toggle OD + Inky on being mez'd is the biggest improvement I'd say. Pop that break free and keep blasting. Fitting toggles in, in the first place is still just as difficult, but not as impossible as some would make it seem. I don't think stacking defense toggles from power pools is the way to go as much as that might now seem appealing, at least for solo play. Might feel impactful against factions like Council, but we never needed much help against them anyway. It's the harder factions that take that investment in Defense and shred it to ribbons w/ defense debuffs, so at best, at least for harder content, it still acts as training wheels. Still better off going full offense and bursting mobs down then relying on passive defenses, IMO.
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They do count as pets. As long as you have the pet window enabled and they are living, they should appear in that window. They don't do massive knockback, you might be thinking of PB's seeker drones. DE's attacks can do a little knockback, but it's KB chances are similar to your own Dark Nova Blast and will only occasionally do some light single target KB which really isn't a big deal. Slotting for -kb would be a waste.
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issue 27 Focused Feedback: Sonic Attack Revamp
Doomrider replied to The Curator's topic in [Open Beta] Focused Feedback
Fwiw; the feel of the the set as a whole has been vastly improved. Chaining the cones feels good and fluid and the animation speed increases take a lot of the clunk out of the set. I would really suggest people reserve judgement before they try the set because I agree, they don't look great on paper. After testing it, Sonic's niche foremost as a debuff blast set is a little softened but in exchange for a huge amount of QoL changes and improvements to the set as a whole. Personal damage output is up as well. You might not be able to stack -res from multiple Sonic Attackers like you could before, but I think the changes are more good than bad, and that's coming from someone who was really skeptical in the beginning. -
issue 27 Focused Feedback: Attack Typing Adjustments
Doomrider replied to The Curator's topic in [Open Beta] Focused Feedback
I don't love it, but I'm sort of on board with it. I will agree, It doesn't really make sense to be able to protect yourself from the majority of enemy attacks by only stacking one (s/l) defense type bonus. But I can also sympathize with people who feel like this change may shake things up too much for a game this old. That being said, it does seem to hurt certain builds more than others and maybe that's where most of my issue with it stems. In a team environment however, where def values are usually high due to team buffage, not much changes tbh. The impact will likely be felt more so by people who've adopted +4x8 solo as their primary focus. For those I say you may need to lean on insps a little bit more depending on your build and playstyle and what factions you're facing. -
Thanks to everyone for coming to my totally unplanned, All Kheld ITF while I vacationed on Everlasting. I didn't get a chance to nab everyone's globals before we departed. Sorry if I missed anyone. Was a cool 4/4 split for WS to PB ratio. If you see this post, feel free to DM me and I'll update it. WS - Starflash @ScarySai WS - Doomrider (me) WS - Sergon the Exiled @protocol 9 (not sure if correct) WS - Sunset Amethyst PB - Light Impact @Gravinetix PB - -Valchiria PB - Letharar PB - Captain BOOM @Mister Action
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https://youtu.be/MALhIToSlY4 Speaking of long animations. There are some like RI from Rad that has a lot of dead air after the animation completes. I've addressed this with the HC team already, they've recognized it as a prime candidate for trimming. I really hope they find time to adjust it. As for dark miasma. Several powers have a 3 sec or longer animation time. I believe there has been talk of considering animation speed increase for similarly long powers. So Im not sure it's so much a matter of if as much as it is when. Doesnt it mean it will happen, but on that note it should and likely will at least be considered.
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I guess. Compared to a single res+5 you gain another 9% res to all and .13 end/sec recovery with your slotting. Not worth the extra slots imo, but there is a net benefit. Toggle suppression is a QoL change; it does not in and of itself, make any alterations to how the Shapeshifting aspects of the AT operate. It's designed to minimize the need for re-toggling when shifting back to Human form, provided the player is interested in utilizing powers within the kit (Res shields) and as far as Rebirth is concerned, this also extends to Power Pools as well while they are in Human form. This doesn't create any additional work for the players. In fact, it's actually less effort than it currently is. You can continue to not use toggles in your build, toggle suppression will not require the player to take or use them. As far as work on the dev side is concerned; It's not really our concern how they spend their time. If it was very difficult and time consuming to implement, I'm sure that would have factored into it being a reality or not. This is only 1 small part of their overall Kheld revamp. At the end of the day; It is up to the player to decide whether Toggle Suppression is any use to them or not. It does however mean, that even on a Triform Shade, you could now utilize Orbiting Death and Inky Aspect in your build without the need to spend 4.5 seconds re-toggling anytime you shift down to human. It gives players another option, so I feel it's worth it.
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With Dwarf having an equal recovery buff to offset the endurance drain making it net zero, I can't wrap my head around the need for a Ribosome let alone 3. I have Dwarf's single slot w/ a resist IO +5. Between that, set bonuses and 1 target eclipse, I already sit between 70 and 85% resists to all but psi while in Dwarf, and that's solo. On a team I'm capped regardless. As for the human shields; on Rebirth in conjunction with the other changes, we now have room to fit at least 2/3 shields (s/l and e/n ones) while still having enough slots to mule 5x LOTG and enough power picks/slots to fit all the other key powers. With just 1 res/end boosted +5, the shields are cheap to run and grant about 27% res each. Between THAT, 1 target Eclipse and set bonuses and the inherent, i'm capped in Human to most on teams, and still operate around 60-70% to most while solo, for relatively low cost/investment. EDIT: With fire/cold res being such a common set bonus, in an IO build there is almost no need for Penumbral shield. You end up having about 50-60% fire/cold res just from bonuses which will put it into a similar range as s/l and e/n. "The want" part comes from a desire to have less reliance on Eclipse, and for exemping purposes.
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They have Consolidated Feedback channel/threads available for anyone whose interested in contributing: https://forum.cityofheroesrebirth.com/index.php/topic,300.0.html https://discord.com/channels/568451050181492736/984659127206826045
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Grav snare is definitely the weakest link the toolkit. I skipped it entirely. With having ebon eye, dwarf smite, and buffed essence drain, I already have a better dwarf chain. Strike is too weak to bother with imo.
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Yeah that's fair, and should definitely be considered if/when similar changes here ever happen. With Rebirth giving a bunch of free slots (more than HC does currently), I had basically enough to 6 slot everything I needed to, just about. Another special note on the Mires; Sunless Mire base recharge was reduced to 90 seconds down from 120, fwiw.
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The only caveat is that in order to fix the slot tax, they've used power redirection (sim. to Water Jet from Water Blast) to enable the Human form variants and Form variants to share slots. Dark Det, Gravitic Emanation, Sunless Mire, Essence Drain are all free powers granted by their forms. Dark Det, Essence Drain are both usable in Nova. Gravitic Emanation shares slots with Nova Emanation. Which has it's obvious draw backs... it basically requires frankenslotting in order to use as a stun or dmg power. Sunless Mire shares slots with Dwarf Mire. In both circumstances, this is also means they share cooldowns :S The situation with both sets of powers are similar, but what they've done with Mires as a bit of a trade off is they've doubled the magnitude of the tohit and damage buff for the first 10 seconds. So you have to decide if the circumstances call for a longer duration buff (Sunless) or if you'd perfer the Dwarf Aoe. I usually favor Dwarf Mire. For Gravitic emanation I went with Absolute Amazement (stun+5, and acc/stun/rch+5) and 4 procs. Works decently for me. I do suggest you jump over and check out the changes @Microcosm. They're pretty great. Nova has also seen some improvements for ST damage, and some powers have been expanded there as well.
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Power pool toggles suppress. While in Dwarf/Nova, you're granted a recovery buff equal to the endurance drain for each toggle so they're net zero on end burn. No re-toggling necessary. It's the dream buddy. No changes to dark extraction, but at least from my time testing over the past few days, they don't seem to kamikaze quite as hard as they do on HC. Between that and OD and Dwarf mire now both taunting, uptime on fluffies is a lot better. Eclipse is usable in dwarf. Black Dwarf gets ebon eye, dwarf strike, dwarf smite, dwarf drain (which has been buffed, it's basically siphon life now), dwarf mire, taunt, and eclipse.
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Doom's Kheldian Builds [ARCHIVED] No further updates.
Doomrider replied to Doomrider's topic in Peacebringer & Warshade
Alpha - musc radial or int radial Destiny - ageless core (to counter sappers) Interface - reactive or degen Hybrid - assault radial Lore - whatever you want- 145 replies
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Doom's Kheldian Builds [ARCHIVED] No further updates.
Doomrider replied to Doomrider's topic in Peacebringer & Warshade
No problem. Statistically it's not much of a change, but what is swapped in will serve the build better. The loss of aoe defense won't be felt. As for the fluffies, they still work great in a team setting. And this build does have provoke in it, so you do have a way to redirect aggro which will help them stay alive longer. Good luck!- 145 replies
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Doom's Kheldian Builds [ARCHIVED] No further updates.
Doomrider replied to Doomrider's topic in Peacebringer & Warshade
Yeah, Sept (THB) and I played a fair bit on our shades together so I remember the build. I don't think he's around anymore though. The build was before nukes became crash-less so it's missing Quasar. The build itself is not bad per-say, but maybe a bit outdated. I remember THB used to solo AV's on this build before Fluffies' AI got borked. Now our pets run into melee for no reason and die. It also was a pre-PPM build, so it doesn't use any proc tricks that we currently have. If I were to edit his build, these are the changes I would make. THB Shade modified 06.05.2022.mxd Slightly modified def totals. Dropped Unchain for Quasar. (Quasar will be up more frequently and does more damage) Added KB -> KD. Proc'd out Gravitic Emanation while retaining stun enhancement. Proc'd out Essence Drain.- 145 replies
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Believe it or not, the shield powers have a very low slot investment to use. You can even get away with a single slot res+5 or res/end+5. Between set bonuses, unique res proc ios, and your inherent you'll often be near or at res cap on teams even before light form. As for human attacks, radiant strike has the best ST Dpa available to peacebringers. The optimal chain is gleaming, cross punch, radiant ED capped for dmg and the rest procs. Fun fact; even some of the form powers share the same Dpa as their human variants. Ex. Luminous detonation vs bright nova Det. The nova variant has higher base dmg but longer animation. The dpa of both powers are the same.
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Start a topic about it. I'm sure many of us would provide our feedback there.
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Bump. For visibility. Also +1. Also givee it tooo meeeeeee. Let the 6 people who still play Khelds enjoy something.
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If I didn't have Discord, I probably would have stopped playing a long time ago tbh but that's not due to my LFG needs. When HC launched, it was a great way to have one place for my small group of friends to catch up, chat and organize after the snap. 99% of that time was spent with zero VC so it's kinda funny to see people only associate Discord w/ VC. Back on live I didn't have a family, I could have much longer play sessions so finding people while in game made sense and was really the main way to do it. Now with a busy schedule and family, play time is much less frequent and organizing to play with others becomes a lot harder as our schedules don't sync up. Discord definitely helps with that. I think of it more like a group chat or instant messenger for gaming. I think there are misconceptions about Discord that run rampant on these boards. It is a great tool but it is what you make it. Yes there will be negativity and bad actors, but these forums are not much different honestly. It's the internet, proceed with caution.
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Give this a look. I just hacked it together in a few minutes here. Idk about soloing GM's, maybe with Incarnates but it could probably solo a few AVs. - Just a hair under 45 ranged def w/ a resist epic shield. -Added a few heal procs in and the Entomb (absorb) proc in Char for some added sustain. Since we get a refreshing absorb shield instead of passive regen, Panacea, Power Transfer, Entropic Chaos, Entomb and Preventative Medicine procs will help supplement your sustain for any hits that get through your ranged defense. Fire/Ice is a great solo combo already for general content. Lots of dmg from your primary, loads of dmg mitigation from your secondary through slows, and knockdown patches.
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Fire/ice would be right up your alley tbh. You get a ton of passive mitigation from Ice's sustain toggle as it's 30' slow aura. It comes online early (level 10) and you can stack it with rain of fire for huge slows/area denial. This combo blooms real early so it exemps very well. At 20 you get ice patch which got buffed recently and adds further to your dmg mitigation. Most the enemies around you will be slowed to a crawl, trying to scatter while tripping over your ice patch, letting you just blast away. At 38 you can take frozen aura to supplement your aoe if you want. Frozen aura + fireball is quick to weave inbetween blasts while you wait for inferno to come of cooldown. You can get away with taking very few powers from ice and get a lot of out of it. Ice as a secondary doesn't get enough attention imo, it's great for solo and team play.
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Doom's Kheldian Builds [ARCHIVED] No further updates.
Doomrider replied to Doomrider's topic in Peacebringer & Warshade
It is the order I would take the powers but the slot order is not to be followed. Infact, if I were looking for what powers to pick, the order and slots while leveling I wouldn't follow that build. I would instead run a typical Tri-form build and slot the Nova aoes early and save slotting powers like Gleaming Blast and Radiant Strike for later on. I'd use Glinting Eye and Bright Nova Blast for ST damage, Nova Det, Scatter and Dwarf Flare for aoe. That build exemps well but there are better builds to use while leveling.- 145 replies
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