mrfreedom
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Super Reflexes: Quality of Life Improvements
mrfreedom replied to modest's topic in Suggestions & Feedback
Elude should look just like this. 5 min CD that can't be be reduced. (mirrors one with the shield here) 10% Melee def 10% Ranged def 10% AoE def 25.00%% resistance to smashing damage for 2m 0s on self unresistable 25.00%% resistance to lethal damage for 2m 0s on self unresistable 25.00%% resistance to fire damage for 2m 0s on self unresistable 25.00%% resistance to cold damage for 2m 0s on self unresistable 25.00%% resistance to energy damage for 2m 0s on self unresistable 25.00%% resistance to negative energy damage for 2m 0s on self unresistable 25.00%% resistance to toxic damage for 2m 0s on self unresistable + max hit points for 2m 0s on self unresistable 18.5% Defense resist 50% end recovery after 2m -35% end drain -
Updates on discord about PB #weekly-discussion thread.
mrfreedom replied to mrfreedom's topic in Peacebringer & Warshade
to put it bluntly. Damage scales actually mean nothing. All it does is baseline the damage for the AT. So blasters 1.0 melee scale, which menas, if a pber had it, it would do .85 damage of what a blaster can do. ALL it is really saying is, If a blaster can have radiant strike, it will do 110 damage where pbers will do 98 damage (not real math just throwing numbers) There is nothing IN GAME that uses damage scales. From the wiki The Damage Scale (also referred to as damage scalar) is a form of comparing attacks across archetypes (usually at level 50). There is no actual game mechanic that makes use of the damage scales, but they are used in the assignment of damage values for powers. Damage scales are expressed as multipliers relative to Blaster melee damage, with Blaster melee being expressed as 1.000. For example, if a Blaster uses a melee attack (1.000) and does 50.0 damage, a Brute using the same melee attack (0.750) would do 37.5 (50.0 * 0.750) damage. SO the 1.2 just means base values are X number and you normalize the damage around that 1.2 modifier. The 45% damage buff needs to be on the base damage because those attacks mean nothing. To add a bit here. If human form could use nova attacks, that base number you see in game, would be how much damage they would do. But when they shift into nova it gets bumped to the 1.2 damage scale. Which always boggled me. Nova gets 1.2 damage modifier, but the attacks are nerfed compared to the human forms. SO REALLY it doesn't benefit from the 1.2 baseline. -
Best mitigation are 0 enemies. IF you're taking 30-40 seconds on a group because you don't Dawn strike to take out all the Minions and Lts, That is your play style. To where it only takes me 10 seconds. I am not saying KB doesn't have it place. Or it depends on positioning. But your argument is mitigation. You're not always going to be facing a wall. Or have an area to send them. Sure you do a lot. But on +4/8 missions when I am soloing, I start with my Debuff aoe, which would knock them back, jump in Dawn Strike/flare/seekers. AND all of those have knock back. It would be a huge dps loss if I removed KB to KD. Mitigation time would go down unless you ragdoll them into a wall. LIKE I said, it's not for everyone. IT's a DPS loss solo play or team play, but IF YOU LIKE IT, that's ok. Some of us do, some of us don't. If you're above them shooting down, it pretty much turns it into kb to kd if the mag is pretty low. Dawn strike isn't low nore is seekers. Nova aoe is only slightly better than human aoe in scatter and det. but Dawn strike/flare/seeker will always beat out anything you can push in Nova form. MY issue isn't PEBKAC.
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IDK no one will ever win the knockback conversation. People enjoy it. some people don't. AoE knockback is what I hate. Sure you can get a bit more mitigation from it, but it's also a dps loss if you're constantly using AoE attacks to whittle down everyone. I think knockback is one of the issues with Peacebringers. I'll try to explain. knock back is one of the most powerful abilities outside of hard crowd control. With the limits of the engine and how easily you can get the mobs stuck in things. I can consider it almost an exploit. Knock back is also one of the reason why I believe energy damage from blasters etc, is a bit lower than other abilities. I am sure at one time it had a stat weight and it's probably pretty high. Once you get away from solo play and start creeping into high level play, KB becomes counter intuitive into CoH play. Everyone is powerful and aoe is king in CoH. So if you're blasting everyone every which way, you're not only lowering your dps, but you're lowing the dps of your whole team. Honestly, there should be a power for Peacebringers/energy blasters, etc or a global macro you can use that will switch all your powers from KB to KD, that way you can enjoy it soloing, or on teams that don't care. And when you're on a heavy hitting team, you don't "ruin" the fun of other players. My 4 cents. (inflation)
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The "Complete" Guide to Human-Form Warshading
mrfreedom replied to AlienOne's topic in Peacebringer & Warshade
I don't think so. I think it was very neat. ALL in one place. -
I don't see why not
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I wanted to bring my own thoughts here. And some other things. Here ya go. My thoughts on scale 1-10 for each of their respected area tanking 6.5 - This could be a lot higher but they have no real - defense resist. This hampers their true tanking. They make a good off tank. ranged damage 4 - Their ranged damage in human for lacks. I think human form could be a lot better. But why I give it so low is because of Nova. It doesn't offer enough to bring this number higher. They are great exemplars and shine in lower level ST/TF - but lets face it. Their end game ranged damage is just gross. melee damage 5 - Again this suffers. Mainly because incandescent strike is so bad. Rad punch is way better and you have to use xpunch in order to get any Single target damage going. AoE 8.5 This is an area I think PBer are pretty good at. 2x Flairs, Nova aoe attacks, dawn strike and seekers with KB to KD makes aoe really decent. support 1.5 Laughable. They "identity" of being able to do any roll lacks with support. Pulsar is very niche and is only good vs minions and LTs. Their heal is a ST heal that is okay but nothing to write home about. favorite build, Tri, but due to above it's really optimal in Human supplemented with Dwarf to be almost CC immune. Or if you do get stunned, hope dwarf to ride out the stun. Below is how I think they should be rated. Tanking 7.5 - Should add some -def resist, perhaps even - end resists to the toggle shields. (as a blanket buff and doesn't need to be toggled) OR give some def resist and end resist when hoping into Dwarf Ranged Damage 6.5 Human / 8.0 Nova. Again gives a real reason to ride nova's ST attacks and AOE Melee 7. Human form Melee needs a huge buff. I understand that Dwarf has a decent modifier, but lets face it. You shouldn't have to go Dwarf to dps melee, should be tanking identity. AoE 7 human / 8 NOva - I think their aoe needs to drop a bit in human with a seeker change and Nova's aoe damage should be buff considerably. Support 4 - Support should go up a bit. I think an over all change to Pulsar wouldn't be a bad idea. What is a pulsar, A pulsar is a highly magnetized rotating neutron star that emits beams of electromagnetic radiation out of its magnetic poles. That is what a pulsar to be. SO in order to buff this (don't know if it's even possible) should be a location drop (could look like grav controller pet) That pulses out weakfish disorients, holds, damage that is "random" or a cycle. Maybe a debuff pet that doesn't follow. Could even repulse too so yet another KB to KD slot needed 😛 Far as the heal goes, I think it should be like ele master's heal that sentinals get. Weak 3-4 person bouncing heal. My thoughts on White Dwarf getting another ability as follows. Let pulsar be used in WD, even the change I suggested would be great addition. OR Add a new ability all together. Their attacks inside Dwarf are quick. Which does allow for smooth play. But Dwarf form lacks just something. I think it would be cool if they had something like gravs wormhole that doesn't do any CC but can summon a huge group and taunt them. WS could use this too. Both WS and PB it makes sense in since they both can TP while in Dwarf. This would help with Dwarf not having an AoE pulse that constantly sends out threat. This would give something different to the table then adding some kind of PBDoT ability. Change to cosmic balance below Kheldians naturally thrive off the energy and essence of their teammates. Peacebringers' metamorphic nature allows them to bring balance to their team. Your Damage will increase for each nearby Tanker, Mastermind, Corruptor or Defender teammate. Your Damage Resistance will increase for each nearby Scrapper, Brute, Stalker or Blaster teammate. Each nearby Controller or Dominator teammate will grant you limited Protection from Control effects. Finally, each nearby Peacebringer, Warshade, or teamed Arachnos Soldier or Widow grants you some resistance to attack time slow effects. Furthermore, Peacebringers can draw ambient energy out of the air from enemy attacks and use it to their advantage. You cannot put Enhancements in this power. Cosmic Balance Power Type: Auto Target Type: Self Effect Area: AoE -- 8.00 ft. radius (10 targets max) This one uses enemies +.5% to hit on self +3.00% strength to smashing damage on self Ignores buffs and enhancements unresistable +3.00% strength to energy damage on self Ignores buffs and enhancements unresistable 1.00% resistance to all damage on self Ignores buffs and enhancements unresistable 0.25 confuse protection on self Ignores buffs and enhancements unresistable 0.25 terrorize protection on self Ignores buffs and enhancements unresistable 0.25 hold protection on self Ignores buffs and enhancements unresistable 0.25 immobilize protection on self Ignores buffs and enhancements unresistable 0.25 stun protection on self Ignores buffs and enhancements unresistable 0.25 sleep protection on self Ignores buffs and enhancements unresistable +10.00% resistance to recharge on self Ignores buffs and enhancements unresistable + 1% resists all (includes PSI because blance give PSI resist) Team Buffing Power Type: Auto Target Type: Self Effect Area: AoE -- 300.00 ft. radius (16 targets max) Does not require line of sight +12.00% strength to smashing damage on self Ignores buffs and enhancements unresistable +12.00% strength to energy damage on self Ignores buffs and enhancements unresistable 10% resistance to all damage on self Ignores buffs and enhancements unresistable 1.00 confuse protection on self Ignores buffs and enhancements unresistable 1.00 terrorize protection on self Ignores buffs and enhancements unresistable 1.00 hold protection on self Ignores buffs and enhancements unresistable 1.00 immobilize protection on self Ignores buffs and enhancements unresistable 1.00 stun protection on self Ignores buffs and enhancements unresistable 1.00 sleep protection on self Ignores buffs and enhancements unresistable +10.00% resistance to recharge on self Ignores buffs and enhancements unresistable AKA, end buff would be the same, but you would get buffs for being solo + get those buffs while you're on team. The self buffs would help when you have a serious mixed match team. Change to shields. I think to make the shield worth picking. Toggle suppression should be a thing. END use for those items should persist through form changing but you don't get the resistances those shields offer. You have to take them in order for dwarf to be buffed. Shining could give -end protection Thermal could give - slow resistance Quantum could give - def resistance While as a collective they wouldn't be as good as real tankers/brutes etc, would be a real reason to pick those up and use them. Nova could benefit from those shield changes too. Shining - adds (like a proc) weak extra damage to all attacks. 4.5 PPM as energy damage Thermal - adds a chance for DoT to all attacks Quantum - adds +20% recharge rate while in Nova form Far as other ideas. Seekers should get changed to a “tornado” type pet. Chase down badies and apply a DoT. You should still get 3 of them and they should do decent damage. This would help ST damage as 3 of them would stack on 1 target doing great damage. I really dislike seekers. It feels like just another AOE button.
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peacebringer Peacebrings and Epic power pools.
mrfreedom replied to mrfreedom's topic in Peacebringer & Warshade
Was saying it can be used in White Dwarf form only. That's all I was getting at. I know what they are. Just trying to give the name some pazazzzzz -
peacebringer Peacebrings and Epic power pools.
mrfreedom replied to mrfreedom's topic in Peacebringer & Warshade
Tank spec. Magnetar Distortion - White Dwarf becomes so dense and creates a powerful magnetic field. All enemies within a 25 yard radius gets caught in the Magnetar magnetic field and gets sucked to the Peacebringer. (something along those lines) -
peacebringer Peacebrings and Epic power pools.
mrfreedom replied to mrfreedom's topic in Peacebringer & Warshade
Safehouse, I like Accretion disk due to what it would be doing. Sure things wouldn't fall into but it's swirling around the Peacebringer. (that name might be better suited for warshade) But I did like your name change. I even added Blazar as an option. -
Updates on discord about PB #weekly-discussion thread.
mrfreedom replied to mrfreedom's topic in Peacebringer & Warshade
Change to cosmic balance that works both in team play/solo play Toggle suppression Seekers change to pets. Ideas ranges from like Call reinforcements to *tornado* like pets, to weaker version of Polar lights pets. Cosmic balance adds buffs Nova/dwarf most agree damage change is a good idea Some fear a power creep may happen. Fix incan strikes animation and base damage to make it better than Radiant strike. If damage gets raised a lot. Could add a crash to light form to compensate so PBers have up cycle of damage and down cycle of damage. (maybe -50% damage???) Far as damage buffing goes. They should be better than tanks damage but lower than scrapper/blaster/stalker Add Kheldians to AE as a custom char -
Going to try to update this daily for the week talks. Highlight what has been said for quick reference. If I miss something @lightbeard on the forums and I'll add it. Please let me know if I missing something. Overall buff to damage in human form requested Med to Large base damage buff in Nova. If they remove the +damage from Nova Huge buff to Nova's base damage to make it feel rewarding. Perhaps add buffs for the shield powers that can work in the forms Toggle suppression some seem okay with the idea of it still draining end Change seekers from "yet another aoe button" Ideas range from perm pets to changing it like tornado (yes you would have 3 polar light like pets that do DoT. This would help with ST damage a lot) Core element changes. Push PBs to have a better identity. Perhaps even more shapeshifting This needs expanding At least remove some KB from powers. Flare, Rad punch Make MinFX options for Dwarf and Nova. People can then live the fantasy of human only better. Change quantums to mean something. Even add an end game story arc that will stop them from spawning. BUT Rogue Vanguards Agents would then spawn and sometimes have Quantum weapons. Making epic power pools for them so you can specialise in the direction you want to play. Dps, Support, Tanking. Add some useful support options. Some request that the core of the PB to stay the same. Normalize some of the activation times on Human/Nova forms for attacks. To smoothen out chains. Adding Mez protection to human form. Changing Cosmic balance to something that gets something for +team but also useful while solo Adding more powers for Dwarf/Nova OR allowing other powers to be used. This would help with slotting issues. Damage too reliant on procs to be viable
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I really want to give this a try. Is it +0 ??
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peacebringer Peacebrings and Epic power pools.
mrfreedom replied to mrfreedom's topic in Peacebringer & Warshade
3 unique powers to each set. DPS healing and tanking. BUT in healing and tanking, some of your abilities would get changed to be better support/tanking. DPS set gets a huge dps buff. -
mrfreedom started following Quick fix for Kheldian ATs
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I have my own topic but wanted to add this here. Peacebringers realistic buff. Going to use base numbers for the simple fact they are easier to show @ a level 50 toon. We also won’t be showing any resistance. I don’t wanna math that. At any time you math wizards out there can help me if I screw up. Thanks!! (also some numbers are rounded up) DPAT= Damage per activation time which = base damage / activation time = DPAT Proposal 1. Change to Incandescent strike. Melee modifier of 0.85 Current Values. Incandescent Strike. 3.3 activation time 168 damage base. DPAT = 51 672 damage at 400% DPAT = 204 Dropping Incandescent Strike to 2.5 Activation time 2.5 Activation time DPAT = 67.2 672 Damage at 400% DPAT = 268 Even buffing it to 2.5 still doesn’t make it as good as Radiant strike So lets make some changes 1. 3.3 activation time 300 damage base DPAT = 91 1200 damage at 400% DPAT = 364 2. 2.5 activation time 225 damage base DPAT = 90 900 damage at 400% DPAT = 360 Radiant Strike 1.07 activation time 92.5 damage base DPAT = 86.5 370 damage at 400% DPAT = 345 So to make Incanstrike at least better (as it should be) than Rad strike, I propose one of the two changes above. I lean to number 2 to keep top end down of Incan strike. To give this all perspective. I am going to show the numbers for a scrapper, stalkers, and brutes doing incan strike (we don’t want PBers to be over buffed. At least I don’t) If a scrapper could use these attacks. Melee Modifier = 1.125 So to get these numbers I had to do this math. Remember I am not using decimal points. But a blaster which melee modifier is 1 does 198 base damage So 168.77 * .15 = 25.3155 +168.77 = 194.0855 But because of all the decimals it really is 198 Then you times that by 1.125 (scrapper modifier) = 223 OR real math is 1.125 + .15 = 1.275 over a pber. 168 * 1.275 = 214 (missing 8 damage due to decimal points which is one reason why I am rounding) But we will go with real number of 223 Scrapper numbers Incandescent Strike. Current. 3.3 activation time 223 base damage DPAT 67.5 1115 damage at 500% DPAT 338 The ability to CRIT. Stalker numbers Melee Modifier of 1.0 Incandescent Strike. Current. 3.3 AT 198 base damage DPAT 60 990 damage at 500% DPAT 300 You can make the ability Crit. But I assume since it is so high damage, only extra damage would be applied. So my proposed buff makes it so Peacebringers have 1 ability that will do more damage than if scrappers had Incandescent strike in its CURRENT form. All of this just to make it better than Radiant Strike. (Perhaps Rad strike needs a nerf?? Will get more into that later) Scrappers have no equivalent attack and Stalkers have Total Focus which is. Total Focus 3.3 AT 203.5 base damage DPAT 62 1017.5 damage at 500% DPAT 308 Crit but does extra damage and not double damage. The closest Scrapper attack is Devastating Blow from RAD but this would be closer to energy transfer. And for comparison, we will do a Brute. Brute damage mod is .75 so Incan strike does 198 at 1.0. Then you times that by .75 = 148.5 Incandescent Strike 3.3 AT 148.5 base damage DPAT 45 1039 Damage at 700% DPAT 315 So even the buffs make it better than if a Brute had it in Current form. But let's check a few brute abilities. So total focus is down right = to Incan strike for a brute. But KO blow at 2.23 AT is still way better than Incandescent strike. Brute’s KO blow. 2.23 AT 148.5 Base damage DPAT 66.3 1039 Damage at 700% DPAT 466 So Phew, that’s a lot of numbers. What does it all mean???? The max damage can never be changed. That is max. Enhancements, Fulcrum Shift, and Incarns can never get that number higher.<- (I think)-> But what can is -res. Perhaps there is something wrong with 3.3 AT abilities. This is probably caused by recharge, IOs and incarns. Another discussion. So what do we do? How do we really fix the issue with Peacebringers. Proposal 2. Raise the damage cap to 450% What this will do is allow top end damage to be slightly higher than it currently is. I will show here, 400% and 450% at current values and propose change to Incan strike Current Values. Incandescent Strike. 3.3 activation time 168 damage base. DPAT = 51 672 damage at 400% DPAT = 204 756 damage at 450% DPAT = 229 Radiant Strike 1.07 activation time 92.5 damage base DPAT = 86.5 370 damage at 400% DPAT = 345 416 damage at 450% DPAT = 389 Dropping Incandescent Strike to 2.5 Activation time 2.5 Activation time DPAT = 67.2 672 Damage at 400% DPAT = 268 756 Damage at 450% DPAT = 302 So damage cap doesn’t seem to fix the issue of 3.3 activated attacks. Still far from being as good as Rad strike. The proposed changes from above. 1. 3.3 activation time 300 damage base DPAT = 91 1200 damage at 400% DPAT = 364 1350 damage at 450% DPAT = 409 Ok so Incan is getting a little out of control just to make it better than Rad strike if we leave Activation time at 3.3 2. 2.5 activation time 225 damage base DPAT = 90 900 damage at 400% DPAT = 360 1013 damage at 450% DPAT = 405.2 These numbers look a lot better. So this changes to hit as hard as Brutes KO blow with slightly less DPAT but doesn’t come near the stalkers/scrappers numbers and making Incan Strike better than Rad strike. Remember this is with current melee scale of 0.850 Also note, this will slightly increase all other top end damage as well. So this would not only be a buff across the board, but make melee feel a bit rewarding top end and team play with buffs. Besides incandescent strike, this change really won’t change solo peacebringers at all. It will only change Incan to make it worth using at all. Kinda strange huh. (UNLESS you eat reds solo. Then yeah, it will change your damage) Proposal 3 This will include the change to Incan strike and change melee modifier to 1.0 in human form 400% and 450% damage. This is where I am scared of the overbuff coming from. This will change base damage across all melee attacks and top end damage. 1.0 Melee scaling buff. (with () around .85 melee mod) Current Values. Incandescent Strike. 3.3 activation time 198 damage base. (168) DPAT = 60 (51) 792 damage at 400% (672) DPAT = 240 (204) 891 damage at 450% (756) DPAT = 270 (259) Radiant Strike 1.07 activation time 109 damage base (92.5) DPAT = 101 (86.5) 436 damage at 400% (416) DPAT = 407 (345) 490 damage at 450% (490) DPAT = 458 (389) Dropping Incandescent Strike to 2.5 Activation time 2.5 Activation time 198 Base Damage (168) DPAT = 79.2 (67.2) 792 Damage at 400% (672) DPAT = 317 891 Damage at 450% DPAT = 356 So raising the melee mod helps a bit, but still 100 DPAT higher than incan strike. I took out the high base damage from other change because I felt like that was getting out of So if we use this from above and keep numbers at 225, you can see with the scale jumping to 1.0, rad strike becomes better than the first proposed change to inc strike. Wow what gives here. What do we do. Now make incan hit harder? It would then blow apart KO blow from Brutes. SO I don’t want that. Incandescent Strike 2.5 activation time 225 damage base DPAT = 90 900 damage at 400% DPAT = 360 1013 damage at 450% DPAT = 405.2 So how do we fix this mess we have made ourselves. This is where I propose a slight nerf to Rad strike. Upping the melee made the base higher. In the name of balance and keeping PBer competitive but not over buffing them. I would make incan as above with the 2.5 AT and 225 base damage. This is the change I would make to rad strike under the 1.0 melee scale. Radiant Strike 1.07 activation time 100 damage base (92.5) DPAT = 93 (86.5) 400 damage at 400% (416) DPAT = 373 (345) 450 damage at 450% (490) DPAT = 421 (389) To me this looks better. Sure rad strike still does a little better but brings Incandescent strike into competitive numbers. For clarification also. Solar Flare (human form) @ 1.0 melee (0.85) 2.1 AT 79 Damage base (67) DPAT = 38 316 Damage at 400% (268) DPAT = 150 355 Damage at 450% (301.5) DPAT = 169 Good solid buff without overdoing anything. So I really like this. It’s a solid buff to melee all around. Even cross punch would benefit from this. I would do the buff/nerf to Rad strike. Not give it the full 1.0 melee base damage and change it to 100 which would be up from 92.5. Seeing the math here played out, I would like to see melee scale up to 1 and damage cap up to 450. It keeps them behind the Melee ATs but makes them slightly more competitive in the end. ****NOTE**** White dwarf form would only receive a buff from 450% damage cap and nothing else. They are already at the 1.0 Melee scale. Ranged Damage. Ohh my. Ohh my. Ok we got melee fleshed out, but range damage is absolutely garbage. Here is where things will get tricky. We need to buff range damage but keep the AoE down. I think their AoE is in a good spot so things may get tricky here. Base damage buffs is where I think “The buff is needed” for Peacebringers. This includes the inside of Nova form. So first we need to decide on what is wrong with ranged damage. The ranged damage modifier for PBer is a little lower than melee in human form, 0.8 but increases to 1.2 inside of Nova. The only attack this makes a difference with is Glinting Eye. I believe the base numbers you see in game/mids is the .8 modifier for the Nova attacks. So this means when you shift, the base goes up. (theory) if not, this is the reason why some attacks feel lackluster in nova. These will be the attacks I use for comparison. I understand (besides Glinting eye) the attacks ARE different (kinda). Gleaming blast 1.67 AT 73 Damage Base 44 DPAT 292 @ 400% damage cap 175 DPAT 328.5 @ 450% damage cap 197 DPAT Nova Blast 1.5 AT 96.5 Base number is 67 (in human form**) 64 DPAT 386 @ 400 damage cap 257 DPAT 434.25 @ 450% damage cap 289.5 DPAT **You find the number this way, or at least I did. (67 * 0.2 = 13.4 then 13.4 + 67 = 80.4 (this would be a 1.0 modifier) then, 80.4 * 1.2 = 96.5) This is correct I think. Math people fix me!!!!!! Ok so what am I getting at here. To me the two attacks are the same. While the one in nova does good damage, it feels “nerfed” at the base damage to not benefit all of nova’s 1.2 range mod. So where does this stack up in terms of ranged damage??? This is the hardest ST punch a Bright Nova can do. It only compares to Power Blast (t2 energy blaster) . It would be slightly better than that attack. I am speaking about the buffed version of Nova Blast that I will be showing. This is where the discussion of Theory comes into play. While my melee brings them closer to melee ATs (but still far behind besides incan strike) Should Peacebringers best ST range attack only compared to a blasters starting ability? My answer to this is no. The human form blast I think is absolutely fine. Maybe tug the bottom end up a little bit to 85 damage base. (remember this would also change Nova’s blast base. OR, raising the human ranged modifier to 0.85. Which would still only make it slightly better than Power Blast. In Nova form, their best attack should be somewhere in between blasters starting attack and their best hit outside of snipers. So energy is closest I can compare with this. Power Blast base damage is 102 and Power Burst base damage is 132.6. Energy Blaster’s Power Burst Blaze 2.0 AT 1.0 AT 132.6 Base damage 170.5 Base damage + the DoT Recharge 10s Recharge 10s 66.3 DPAT 170.5 DPAT 663 @ 500% damage 852.5 @ 500% 331.5 DPAT 852.5 DPAT Nova Blast Current 1.5 AT 96.5 Base number Recharge 4s 64 DPAT 386 @ 400 damage cap 257 DPAT 434.25 @ 450% damage cap 289.5 DPAT Proposed buff to Nova Blast as follows. Nova Blast 1.5 AT 105 Damage base (would be 73 in human) Recharge 4s 70 DPAT 420 @ 400% damage cap 280 DPAT 472.5 @ 450% damage cap 315 DPAT Or slightly more buffed Nova Blast 1.5 AT 112 Damage base Recharge 4s 75 DPAT 448 @ 400% 299 DPAT 504 @ 450% 336 DPAT (I think this one would be the way to go) While you can cast 2x the amount of Nova Blast, end game Power Burst and Blaze are going to benefit from +recharge way more than Nova Blast can and those numbers get quite close to each other. I think somewhere around 1.2s for Nova Blast and 2s for Power burst and Blaze. So just a blaster using those abilities will still out do a Peacebringer. So where am I going with all of this?? Every attack inside Bright Nova base damage needs to be adjusted higher. It doesn’t have to be a lot, but Nova lacks the AoE punch and ST punch this form needs. I know I said watch out for AOE damage, that’s in human form. AoE is quite okay in human form. So In summary of Ranged damage on a Peacebringer. Since this one is a little harder to show. Raise Human form range modifier from 0.80 to 0.85 or 0.90 Raising the damage cap to 450% helps the end game Peacebringer. Buffing all the base damage by 15% - 20% inside Bright Nova ****Note, this change would make Gleaming Bolt hit slightly harder in White Dwarf form. What about White Dwarf?? IF human form got buffed from .85 melee modifier to 1. and .80 ranged modifier to .85, I would adjust White Dwarfs melee modifier to 1.05 or 1.1. So what do you do? I understand that all Peacebringers and Warshades only have 1 ability they take with them to Dwarf or Nova forms. My suggestion for Dwarf is to allow 2 abilities to come to Dwarf form. Gravitic Emanation for Black Dwarf WS, remove to knockback and make it knockdown with a base of 20 make cone wider. And for White dwarf it would be Pulsar and add a minor DMG PbAOE energy damage base of 20. But this would allow soft control. Suggestions to make dwarf forms more rewarding would also be great!!! SO the overall Proposed buff here for the TLDR crowd. Human form Melee Modifier change from 0.85 to 1.0 Raise damage cap from 400% to 425%-450% Adjust Incandescent strike Activation time from 3.3 to 2.5 and adjust the base damage to be higher to make it comparable to Radiant Strike. (I assume make the animation faster too) If Melee Modifier changes, I wouldn’t give Radiant Strike the full swap. I would only let it go to 100 not 109. This helps control Incandescent Strike top end damage and making Radiant Strike stronger, but allowing Incan Strike to be competitive with it. Buff Ranged modifier from 0.80 to either 0.85 or 0.90 Adjust the base damage attack inside Bright Nova by 15-20% Add 1 more ability in White Dwarf form Toggle suppression In closing, I think they need all of these buffs. It would still keep them behind Ranged ATs damage and Melee Ats damage but make them a bit more competitive while teamed and slightly better when they are solo. I would assume if this was the case for Peacebringers, Warshades would get the same attention. If someone who knows more about WS helps me, I can do something similar. Please help me if any area is unclear. Please help me if my math was wrong. And thank you for reading this. Some other fun stuff. Change Seekers from yet another aoe button to 3 polar lights pets that last 60s. Have high defensives and high resists but can't be healed. When they die, they explode causing light aoe damage around them.